#include "common.h"
#include "main.h"
#include "Particle.h"
#include "RpAnimBlend.h"
#include "Ped.h"
#include "Wanted.h"
#include "AnimBlendAssociation.h"
#include "DMAudio.h"
#include "General.h"
#include "HandlingMgr.h"
#include "Replay.h"
#include "Camera.h"
#include "PedPlacement.h"
#include "ZoneCull.h"
#include "Pad.h"
#include "Pickups.h"
#include "Train.h"
#include "PedRoutes.h"
#include "CopPed.h"
#include "Script.h"
#include "CarCtrl.h"
#include "WaterLevel.h"
#include "CarAI.h"
#include "Zones.h"
#include "Cranes.h"
CVector vecPedCarDoorAnimOffset;
CVector vecPedCarDoorLoAnimOffset;
CVector vecPedVanRearDoorAnimOffset;
CVector vecPedQuickDraggedOutCarAnimOffset;
CVector vecPedDraggedOutCarAnimOffset;
CVector vecPedTrainDoorAnimOffset;
void
CPed::SetObjectiveTimer(int time)
{
if (time == 0) {
m_objectiveTimer = 0;
} else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
void
CPed::SetStoredObjective(void)
{
if (m_objective == m_prevObjective)
return;
switch (m_objective)
{
case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
case OBJECTIVE_LEAVE_CAR:
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
case OBJECTIVE_GOTO_AREA_ON_FOOT:
case OBJECTIVE_RUN_TO_AREA:
return;
default:
m_prevObjective = m_objective;
}
}
void
CPed::ForceStoredObjective(eObjective objective)
{
if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
m_prevObjective = m_objective;
return;
}
switch (m_objective)
{
case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
case OBJECTIVE_GOTO_AREA_ON_FOOT:
case OBJECTIVE_RUN_TO_AREA:
return;
default:
m_prevObjective = m_objective;
}
}
bool
CPed::IsTemporaryObjective(eObjective objective)
{
return objective == OBJECTIVE_LEAVE_CAR || objective == OBJECTIVE_SET_LEADER ||
#ifdef VC_PED_PORTS
objective == OBJECTIVE_LEAVE_CAR_AND_DIE ||
#endif
objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
}
void
CPed::SetObjective(eObjective newObj)
{
if (DyingOrDead())
return;
if (newObj == OBJECTIVE_NONE) {
if ((m_objective == OBJECTIVE_LEAVE_CAR || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
#ifdef VC_PED_PORTS
|| m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
&& !IsPlayer()
#else
)
#endif
&& !IsPedInControl()) {
bStartWanderPathOnFoot = true;
return;
}
// Unused code from assembly...
/*
else if(m_objective == OBJECTIVE_FLEE_CAR) {
} else {
}
*/
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
} else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) {
SetObjectiveTimer(0);
if (m_objective == newObj)
return;
if (IsTemporaryObjective(m_objective)) {
m_prevObjective = newObj;
} else {
if (m_objective != newObj)
SetStoredObjective();
m_objective = newObj;
}
bObjectiveCompleted = false;
switch (newObj) {
case OBJECTIVE_NONE:
m_prevObjective = OBJECTIVE_NONE;
break;
case OBJECTIVE_HAIL_TAXI:
m_nWaitTimer = 0;
SetIdle();
SetMoveState(PEDMOVE_STILL);
break;
default:
break;
}
}
}
void
CPed::SetObjective(eObjective newObj, void *entity)
{
if (DyingOrDead())
return;
if (m_prevObjective == newObj) {
// Why?
if (m_prevObjective != OBJECTIVE_NONE)
return;
}
if (entity == this)
return;
SetObjectiveTimer(0);
if (m_objective == newObj) {
switch (newObj) {
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
case OBJECTIVE_GUARD_ATTACK:
if (m_pedInObjective == entity)
return;
break;
case OBJECTIVE_LEAVE_CAR:
case OBJECTIVE_FLEE_CAR:
#ifdef VC_PED_PORTS
case OBJECTIVE_LEAVE_CAR_AND_DIE:
#endif
return;
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
case OBJECTIVE_DESTROY_CAR:
case OBJECTIVE_SOLICIT_VEHICLE:
case OBJECTIVE_BUY_ICE_CREAM:
if (m_carInObjective == entity)
return;
break;
case OBJECTIVE_SET_LEADER:
if (m_leader == entity)
return;
break;
default:
break;
}
} else {
if ((newObj == OBJECTIVE_LEAVE_CAR
#ifdef VC_PED_PORTS
|| newObj == OBJECTIVE_LEAVE_CAR_AND_DIE
#endif
) && !bInVehicle)
return;
}
#ifdef VC_PED_PORTS
ClearPointGunAt();
#endif
bObjectiveCompleted = false;
if (IsTemporaryObjective(m_objective) && !IsTemporaryObjective(newObj)) {
m_prevObjective = newObj;
} else {
if (m_objective != newObj) {
if (IsTemporaryObjective(newObj))
ForceStoredObjective(newObj);
else
SetStoredObjective();
}
m_objective = newObj;
}
switch (newObj) {
case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT:
// In this special case, entity parameter isn't CEntity, but int.
SetObjectiveTimer((uintptr)entity);
break;
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_MUG_CHAR:
m_pNextPathNode = nil;
bUsePedNodeSeek = false;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
m_pLookTarget = (CEntity*)entity;
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
break;
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
case OBJECTIVE_GUARD_ATTACK:
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
break;
case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
m_pedFormation = FORMATION_REAR;
break;
case OBJECTIVE_LEAVE_CAR:
#ifdef VC_PED_PORTS
case OBJECTIVE_LEAVE_CAR_AND_DIE:
#endif
case OBJECTIVE_FLEE_CAR:
m_carInObjective = (CVehicle*)entity;
m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
if (m_carInObjective->bIsBus && m_leaveCarTimer == 0) {
for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
if (m_carInObjective->pPassengers[i] == this) {
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
break;
}
}
}
break;
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
if (m_nMoveState == PEDMOVE_STILL)
SetMoveState(PEDMOVE_RUN);
if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) {
RestorePreviousObjective();
break;
}
// fall through
case OBJECTIVE_DESTROY_CAR:
case OBJECTIVE_SOLICIT_VEHICLE:
case OBJECTIVE_BUY_ICE_CREAM:
m_carInObjective = (CVehicle*)entity;
m_carInObjective->RegisterReference((CEntity**)&m_carInObjective);
m_pSeekTarget = m_carInObjective;
m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
if (newObj == OBJECTIVE_SOLICIT_VEHICLE) {
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
(m_carInObjective->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
SetObjectiveTimer(14000);
} else {
m_objectiveTimer = 0;
}
break;
case OBJECTIVE_SET_LEADER:
SetLeader((CEntity*)entity);
RestorePreviousObjective();
break;
default:
break;
}
}
void
CPed::SetObjective(eObjective newObj, CVector dest, float safeDist)
{
if (DyingOrDead())
return;
if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
return;
SetObjectiveTimer(0);
if (m_objective == newObj) {
if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist)
return;
} else if (newObj == OBJECTIVE_GUARD_SPOT) {
if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist)
return;
}
}
#ifdef VC_PED_PORTS
ClearPointGunAt();
#endif
bObjectiveCompleted = false;
if (IsTemporaryObjective(m_objective)) {
m_prevObjective = newObj;
} else {
if (m_objective != newObj)
SetStoredObjective();
m_objective = newObj;
}
if (newObj == OBJECTIVE_GUARD_SPOT) {
m_vecSeekPosEx = dest;
m_distanceToCountSeekDoneEx = safeDist;
} else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
m_pNextPathNode = nil;
m_nextRoutePointPos = dest;
m_vecSeekPos = m_nextRoutePointPos;
bUsePedNodeSeek = true;
}
}
// Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode
// IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call...
void
CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType)
{
if (DyingOrDead())
return;
if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE)
return;
SetObjectiveTimer(0);
if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType)
return;
bObjectiveCompleted = false;
if (IsTemporaryObjective(m_objective)) {
m_prevObjective = newObj;
} else {
if (m_objective != newObj)
SetStoredObjective();
m_objective = newObj;
}
if (newObj == OBJECTIVE_FOLLOW_ROUTE) {
SetFollowRoute(routePoint, routeType);
}
}
void
CPed::SetObjective(eObjective newObj, CVector dest)
{
if (DyingOrDead())
return;
if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
return;
SetObjectiveTimer(0);
if (m_objective == newObj) {
if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) {
if (m_nextRoutePointPos == dest)
return;
} else if (newObj == OBJECTIVE_GUARD_SPOT) {
if (m_vecSeekPosEx == dest)
return;
}
}
#ifdef VC_PED_PORTS
ClearPointGunAt();
#endif
bObjectiveCompleted = false;
switch (newObj) {
case OBJECTIVE_GUARD_SPOT:
m_vecSeekPosEx = dest;
m_distanceToCountSeekDoneEx = 5.0f;
SetMoveState(PEDMOVE_STILL);
break;
case OBJECTIVE_GUARD_AREA:
case OBJECTIVE_WAIT_IN_CAR:
case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT:
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
case OBJECTIVE_LEAVE_CAR:
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE:
case OBJECTIVE_DESTROY_OBJECT:
case OBJECTIVE_DESTROY_CAR:
break;
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
case OBJECTIVE_GOTO_AREA_ON_FOOT:
bIsRunning = false;
m_pNextPathNode = nil;
m_nextRoutePointPos = dest;
m_vecSeekPos = m_nextRoutePointPos;
m_distanceToCountSeekDone = 0.5f;
bUsePedNodeSeek = true;
if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D())
return;
break;
case OBJECTIVE_RUN_TO_AREA:
bIsRunning = true;
m_pNextPathNode = nil;
m_nextRoutePointPos = dest;
m_vecSeekPos = m_nextRoutePointPos;
m_distanceToCountSeekDone = 0.5f;
bUsePedNodeSeek = true;
if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D())
return;
break;
default: break;
}
if (IsTemporaryObjective(m_objective)) {
m_prevObjective = newObj;
} else {
if (m_objective != newObj)
SetStoredObjective();
m_objective = newObj;
}
}
void
CPed::ClearObjective(void)
{
if (IsPedInControl() || m_nPedState == PED_DRIVING) {
m_objective = OBJECTIVE_NONE;
#ifdef VC_PED_PORTS
m_pedInObjective = nil;
m_carInObjective = nil;
#endif
if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
if (m_pMyVehicle->pDriver != this) {
#if defined VC_PED_PORTS || defined FIX_BUGS
if(!IsPlayer())
#endif
bWanderPathAfterExitingCar = true;
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
}
#ifdef VC_PED_PORTS
m_nLastPedState = PED_NONE;
#endif
} else {
SetIdle();
SetMoveState(PEDMOVE_STILL);
}
} else {
bClearObjective = true;
}
}
void
CPed::ClearLeader(void)
{
if (!m_leader)
return;
m_leader = nil;
if (IsPedInControl()) {
SetObjective(OBJECTIVE_NONE);
if (CharCreatedBy == MISSION_CHAR) {
SetIdle();
} else {
SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
}
} else if (m_objective != OBJECTIVE_NONE) {
bClearObjective = true;
}
}
void
CPed::UpdateFromLeader(void)
{
if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer)
return;
if (!m_leader)
return;
CVector leaderDist;
if (m_leader->InVehicle())
leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition();
else
leaderDist = m_leader->GetPosition() - GetPosition();
if (leaderDist.Magnitude() > 30.0f) {
if (IsPedInControl()) {
SetObjective(OBJECTIVE_NONE);
SetIdle();
SetMoveState(PEDMOVE_STILL);
}
SetLeader(nil);
return;
}
if (IsPedInControl()) {
if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI)
WarpPedToNearLeaderOffScreen();
if (m_leader->m_nPedState == PED_DEAD) {
SetLeader(nil);
SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
return;
}
if (!m_leader->bInVehicle) {
if (m_leader->m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (bInVehicle) {
if (m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT && m_objective != OBJECTIVE_LEAVE_CAR)
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
return;
}
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
RestorePreviousObjective();
RestorePreviousState();
}
}
if (m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy == RANDOM_CHAR) {
SetLeader(nil);
return;
}
}
if (!bInVehicle && m_leader->bInVehicle && m_leader->m_nPedState == PED_DRIVING) {
if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (m_leader->m_pMyVehicle->m_nNumPassengers < m_leader->m_pMyVehicle->m_nNumMaxPassengers)
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_pMyVehicle);
}
} else if (m_leader->m_objective == OBJECTIVE_NONE || (m_leader->IsPlayer() && m_leader->m_objective == OBJECTIVE_WAIT_ON_FOOT)
|| m_objective == m_leader->m_objective) {
if (m_leader->m_nPedState == PED_ATTACK) {
CEntity *lookTargetOfLeader = m_leader->m_pLookTarget;
if (lookTargetOfLeader && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
&& lookTargetOfLeader->IsPed() && lookTargetOfLeader != this) {
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, lookTargetOfLeader);
SetObjectiveTimer(8000);
SetLookFlag(m_leader->m_pLookTarget, false);
SetLookTimer(500);
}
} else {
if (IsPedInControl() && m_nPedState != PED_ATTACK) {
#ifndef VC_PED_PORTS
SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
SetObjectiveTimer(0);
#else
if (m_leader->m_objective == OBJECTIVE_NONE && m_objective == OBJECTIVE_NONE
&& m_leader->m_nPedState == PED_CHAT && m_nPedState == PED_CHAT) {
SetObjective(OBJECTIVE_NONE);
} else {
SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
SetObjectiveTimer(0);
}
#endif
}
if (m_nPedState == PED_IDLE && m_leader->IsPlayer()) {
if (ScanForThreats() && m_threatEntity) {
m_pLookTarget = m_threatEntity;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
if (m_attackTimer < CTimer::GetTimeInMilliseconds() && !GetWeapon()->IsTypeMelee()) {
m_pPointGunAt = m_threatEntity;
if (m_threatEntity)
m_threatEntity->RegisterReference((CEntity **) &m_pPointGunAt);
SetAttack(m_threatEntity);
}
}
}
}
} else {
switch (m_leader->m_objective) {
case OBJECTIVE_WAIT_ON_FOOT:
case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
case OBJECTIVE_WAIT_IN_CAR:
case OBJECTIVE_FOLLOW_ROUTE:
SetObjective(m_leader->m_objective);
m_objectiveTimer = m_leader->m_objectiveTimer;
break;
case OBJECTIVE_GUARD_SPOT:
SetObjective(OBJECTIVE_GUARD_SPOT, m_leader->m_vecSeekPosEx);
m_objectiveTimer = m_leader->m_objectiveTimer;
break;
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
if (m_leader->m_pedInObjective) {
SetObjective(m_leader->m_objective, m_leader->m_pedInObjective);
m_objectiveTimer = m_leader->m_objectiveTimer;
}
break;
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
if (m_leader->m_carInObjective) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_carInObjective);
return;
}
break;
case OBJECTIVE_GUARD_ATTACK:
return;
case OBJECTIVE_HAIL_TAXI:
m_leader = nil;
SetObjective(OBJECTIVE_NONE);
break;
default:
SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
SetObjectiveTimer(0);
break;
}
}
} else if (bInVehicle) {
if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) {
switch (m_leader->m_objective) {
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
if (m_pMyVehicle == m_leader->m_pMyVehicle || m_pMyVehicle == m_leader->m_carInObjective)
break;
// fall through
default:
if (m_pMyVehicle && m_objective != OBJECTIVE_LEAVE_CAR) {
#ifdef VC_PED_PORTS
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250;
#endif
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
}
break;
}
}
}
}
void
CPed::RestorePreviousObjective(void)
{
if (m_objective == OBJECTIVE_NONE)
return;
if (m_objective != OBJECTIVE_LEAVE_CAR && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
#if defined VC_PED_PORTS || defined FIX_BUGS
&& m_nPedState != PED_CARJACK
#endif
)
m_pedInObjective = nil;
if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) {
m_objective = OBJECTIVE_NONE;
if (m_pMyVehicle)
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
} else {
m_objective = m_prevObjective;
m_prevObjective = OBJECTIVE_NONE;
}
bObjectiveCompleted = false;
}
void
CPed::ProcessObjective(void)
{
if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
ClearObjective();
bClearObjective = false;
}
UpdateFromLeader();
CVector carOrOurPos;
CVector targetCarOrHisPos;
CVector distWithTarget;
if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
if (bInVehicle) {
if (!m_pMyVehicle) {
bInVehicle = false;
return;
}
carOrOurPos = m_pMyVehicle->GetPosition();
} else {
carOrOurPos = GetPosition();
}
if (m_pedInObjective) {
if (m_pedInObjective->InVehicle() && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition();
} else {
targetCarOrHisPos = m_pedInObjective->GetPosition();
}
distWithTarget = targetCarOrHisPos - carOrOurPos;
} else if (m_carInObjective) {
targetCarOrHisPos = m_carInObjective->GetPosition();
distWithTarget = targetCarOrHisPos - carOrOurPos;
}
switch (m_objective) {
case OBJECTIVE_NONE:
case OBJECTIVE_GUARD_AREA:
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE:
case OBJECTIVE_DESTROY_OBJECT:
case OBJECTIVE_GOTO_AREA_IN_CAR:
case OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET:
case OBJECTIVE_SET_LEADER:
break;
case OBJECTIVE_WAIT_ON_FOOT:
SetIdle();
m_objective = OBJECTIVE_NONE;
SetMoveState(PEDMOVE_STILL);
break;
case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
if (InVehicle()) {
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
bFleeAfterExitingCar = true;
} else if (m_nPedState != PED_FLEE_POS) {
CVector2D fleePos = GetPosition();
SetFlee(fleePos, 10000);
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
}
break;
case OBJECTIVE_GUARD_SPOT:
{
distWithTarget = m_vecSeekPosEx - GetPosition();
if (m_pedInObjective) {
SetLookFlag(m_pedInObjective, true);
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
float distWithTargetSc = distWithTarget.Magnitude();
if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) {
if (m_pedInObjective) {
if (distWithTargetSc <= m_distanceToCountSeekDoneEx)
SetIdle();
else
SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
int threatType = ScanForThreats();
SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500));
// Second condition is pointless and isn't there in Mobile.
if (threatType == PED_FLAG_GUN || (threatType == PED_FLAG_EXPLOSION && m_threatEntity) || m_threatEntity) {
if (m_threatEntity->IsPed())
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
}
}
} else {
SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
}
break;
}
case OBJECTIVE_WAIT_IN_CAR:
m_nPedState = PED_DRIVING;
break;
case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT:
m_nPedState = PED_DRIVING;
break;
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
{
if (m_pedInObjective) {
if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR
&& m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops != 0
&& !bKindaStayInSamePlace) {
SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
break;
}
if (InVehicle()) {
if (distWithTarget.Magnitude() >= 20.0f
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) {
if (m_pMyVehicle->pDriver == this
&& !m_pMyVehicle->m_nGettingInFlags) {
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
if (m_nPedType == PEDTYPE_COP) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
} else {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
}
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}
} else {
bool targetHasVeh = m_pedInObjective->bInVehicle;
if (!targetHasVeh
|| targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
}
}
break;
}
if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) {
if (m_pMyVehicle) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
} else {
float closestVehDist = 60.0f;
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
CVehicle *foundVeh = nil;
for(int i = 0; i < lastVehicle; i++) {
CVehicle *nearVeh = (CVehicle*)vehicles[i];
/*
Not used.
CVector vehSpeed = nearVeh->GetSpeed();
CVector ourSpeed = GetSpeed();
*/
CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh
&& nearVeh->CanPedOpenLocks(this)) {
foundVeh = nearVeh;
closestVehDist = vehDistVec.Magnitude();
}
}
m_pMyVehicle = foundVeh;
if (m_pMyVehicle) {
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
} else if (!GetIsOnScreen()) {
CVector ourPos = GetPosition();
int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f);
if (closestNode >= 0) {
int16 colliding;
CWorld::FindObjectsKindaColliding(
ThePaths.m_pathNodes[closestNode].GetPosition(), 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
if (!colliding) {
CZoneInfo zoneInfo;
int chosenCarClass;
CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo);
int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass);
CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE);
if (newVeh) {
newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition();
newVeh->GetMatrix().GetPosition().z += 4.0f;
newVeh->SetHeading(DEGTORAD(200.0f));
newVeh->SetStatus(STATUS_ABANDONED);
newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
CWorld::Add(newVeh);
m_pMyVehicle = newVeh;
if (m_pMyVehicle) {
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
}
}
}
}
}
}
break;
}
} else {
ClearLookFlag();
bObjectiveCompleted = true;
}
}
case OBJECTIVE_KILL_CHAR_ON_FOOT:
{
bool killPlayerInNoPoliceZone = false;
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && InVehicle()) {
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
break;
}
if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) {
ClearLookFlag();
bObjectiveCompleted = true;
SetMoveAnim();
break;
}
if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice())
killPlayerInNoPoliceZone = true;
if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) {
if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee())
bNotAllowedToDuck = true;
} else {
if (!m_pedInObjective->bInVehicle) {
if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) {
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
} else if (DuckAndCover()) {
break;
}
} else {
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
}
}
if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) {
SetMoveState(PEDMOVE_STILL);
break;
}
if (m_pedInObjective->IsPlayer()) {
CPlayerPed *player = FindPlayerPed();
if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops
|| player->m_pWanted->m_bIgnoredByEveryone
|| m_pedInObjective->bIsInWater
|| m_pedInObjective->m_nPedState == PED_ARRESTED) {
if (m_nPedState != PED_ARREST_PLAYER)
SetIdle();
break;
}
}
CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
float wepRange = wepInfo->m_fRange;
float maxDistToKeep;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
maxDistToKeep = 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;
}
maxDistToKeep = wepRange;
}
if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && maxDistToKeep < 2.5f) {
maxDistToKeep = 2.5f;
}
if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP
&& CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) {
SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
break;
}
if (m_pedInObjective->m_fHealth <= 0.0f) {
bObjectiveCompleted = true;
bScriptObjectiveCompleted = true;
SetMoveAnim();
break;
}
float distWithTargetSc = distWithTarget.Magnitude();
if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED
|| m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
SetIdle();
return;
}
SetLookFlag(vehOfTarget, false);
if (m_nPedState != PED_CARJACK) {
if (m_pedInObjective->m_nPedState != PED_ARRESTED) {
if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
&& distWithTargetSc < wepRange && distWithTargetSc > 3.0f) {
// I hope so
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
CVector maxShotPos = vehOfTarget->GetPosition() - ourHead;
maxShotPos.Normalise();
maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;
CWorld::bIncludeDeadPeds = true;
CColPoint foundCol;
CEntity *foundEnt;
CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
true, true, true, true, false, true, false);
CWorld::bIncludeDeadPeds = false;
if (foundEnt == vehOfTarget) {
SetAttack(vehOfTarget);
m_pPointGunAt = vehOfTarget;
if (vehOfTarget)
vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt);
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
if (distWithTargetSc <= m_distanceToCountSeekDone) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500));
SetMoveState(PEDMOVE_STILL);
} else {
SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
}
}
}
else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) {
if (vehOfTarget) {
if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) {
GoToNearestDoor(vehOfTarget);
} else {
m_vehEnterType = 0;
if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) {
m_vehEnterType = CAR_DOOR_LF;
} else if (m_pedInObjective == vehOfTarget->pPassengers[0]) {
m_vehEnterType = CAR_DOOR_RF;
} else if (m_pedInObjective == vehOfTarget->pPassengers[1]) {
m_vehEnterType = CAR_DOOR_LR;
} else if (m_pedInObjective == vehOfTarget->pPassengers[2]) {
m_vehEnterType = CAR_DOOR_RR;
}
// Unused
// GetPositionToOpenCarDoor(vehOfTarget, m_vehEnterType);
SetSeekCar(vehOfTarget, m_vehEnterType);
SetMoveState(PEDMOVE_RUN);
}
}
}
}
}
SetMoveAnim();
break;
}
if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) {
SetLookFlag(m_pedInObjective, false);
TurnBody();
}
if (m_nPedType == PEDTYPE_COP && distWithTargetSc < 1.5f && m_pedInObjective->IsPlayer()) {
if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
|| m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) {
((CCopPed*)this)->SetArrestPlayer(m_pedInObjective);
return;
}
}
if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !killPlayerInNoPoliceZone) {
if (distWithTargetSc > wepRange
|| m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
|| m_pedInObjective->m_nPedState == PED_ARRESTED
|| m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f
|| distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) {
if (m_pedInObjective->EnteringCar())
maxDistToKeep = 2.0f;
if (bUsePedNodeSeek) {
CVector bestCoords(0.0f, 0.0f, 0.0f);
m_vecSeekPos = m_pedInObjective->GetPosition();
if (!m_pNextPathNode)
FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
if (m_pNextPathNode)
m_vecSeekPos = m_pNextPathNode->GetPosition();
SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
} else {
SetSeek(m_pedInObjective, maxDistToKeep);
}
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 <= maxDistToKeep)
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()) {
maxDistToKeep = 6.0f;
} else if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
maxDistToKeep = 4.0f;
} else {
maxDistToKeep = 2.0f;
}
} else {
maxDistToKeep = 2.0f;
}
}
if (distWithTargetSc <= maxDistToKeep) {
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, maxDistToKeep);
bIsRunning = true;
}
}
}
}
if (distWithTargetSc < 2.5f && wepRange > 5.0f
&& wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) {
SetAttack(m_pedInObjective);
if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f);
SetAttackTimer(time);
SetShootTimer(time - 500);
}
SetMoveState(PEDMOVE_STILL);
}
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y);
SetMoveAnim();
break;
}
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
{
if (InVehicle()) {
if (m_nPedState == PED_DRIVING)
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
} else if (m_nPedState != PED_FLEE_ENTITY) {
int time;
if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
time = 0;
else
time = 6000;
SetFindPathAndFlee(m_pedInObjective, time);
}
break;
}
case OBJECTIVE_GOTO_CHAR_ON_FOOT:
{
if (m_pedInObjective) {
float safeDistance = 2.0f;
if (m_pedInObjective->bInVehicle)
safeDistance = 3.0f;
float distWithTargetSc = distWithTarget.Magnitude();
if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
if (distWithTargetSc <= safeDistance) {
bScriptObjectiveCompleted = true;
if (m_nPedState != PED_ATTACK) {
SetIdle();
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
if (distWithTargetSc > 2.0f)
SetMoveState(m_pedInObjective->m_nMoveState);
else
SetMoveState(PEDMOVE_STILL);
} else {
SetSeek(m_pedInObjective, safeDistance);
if (distWithTargetSc >= 5.0f) {
if (m_leader && m_leader->m_nMoveState == PEDMOVE_SPRINT)
SetMoveState(PEDMOVE_SPRINT);
else
SetMoveState(PEDMOVE_RUN);
} else {
if (m_leader && m_leader->m_nMoveState != PEDMOVE_STILL
&& m_leader->m_nMoveState != PEDMOVE_NONE) {
if (m_leader->IsPlayer()) {
if (distWithTargetSc >= 3.0f && FindPlayerPed()->m_fMoveSpeed >= 1.3f)
SetMoveState(PEDMOVE_RUN);
else
SetMoveState(PEDMOVE_WALK);
} else {
SetMoveState(m_leader->m_nMoveState);
}
} else if (distWithTargetSc <= 3.0f) {
SetMoveState(PEDMOVE_WALK);
} else {
SetMoveState(PEDMOVE_RUN);
}
}
}
}
} else {
SetObjective(OBJECTIVE_NONE);
}
break;
}
case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
{
if (m_pedInObjective) {
CVector posToGo = GetFormationPosition();
distWithTarget = posToGo - carOrOurPos;
SetSeek(posToGo, 1.0f);
if (distWithTarget.Magnitude() <= 3.0f) {
SetSeek(posToGo, 1.0f);
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
SetMoveState(m_pedInObjective->m_nMoveState);
} else {
SetSeek(posToGo, 1.0f);
SetMoveState(PEDMOVE_RUN);
}
} else {
SetObjective(OBJECTIVE_NONE);
}
break;
}
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
{
if (m_carInObjective) {
if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) {
RestorePreviousObjective();
RestorePreviousState();
if (IsPedInControl())
m_pMyVehicle = nil;
break;
}
if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) {
RestorePreviousObjective();
ClearObjective();
SetWanderPath(CGeneral::GetRandomNumber() & 7);
bIsRunning = false;
break;
}
if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
if (!EnteringCar()) {
bool foundSeat = false;
if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
foundSeat = false;
} else {
m_vehEnterType = CAR_DOOR_RR;
foundSeat = true;
}
} else {
m_vehEnterType = CAR_DOOR_LR;
foundSeat = true;
}
} else {
m_vehEnterType = CAR_DOOR_RF;
foundSeat = true;
}
for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) {
if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
m_vehEnterType = CAR_DOOR_RF;
foundSeat = true;
}
}
if (foundSeat) {
SetPosition(GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType));
SetEnterCar(m_carInObjective, m_vehEnterType);
}
}
m_objectiveTimer = 0;
}
}
// fall through
}
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
{
if (!m_carInObjective || bInVehicle) {
#ifdef VC_PED_PORTS
if (bInVehicle && m_pMyVehicle != m_carInObjective) {
SetExitCar(m_pMyVehicle, 0);
} else
#endif
{
bObjectiveCompleted = true;
bScriptObjectiveCompleted = true;
RestorePreviousState();
}
} else {
if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) {
SetMoveState(PEDMOVE_STILL);
break;
}
if (IsPedInControl()) {
if (m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
if (distWithTarget.Magnitude() < 20.0f) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (m_carInObjective->pDriver
#ifdef VC_PED_PORTS
&& !IsPlayer()
#endif
) {
if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
m_carInObjective->bIsBeingCarJacked = false;
}
}
}
} else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (m_carInObjective->pDriver
#ifdef VC_PED_PORTS
&& (CharCreatedBy != MISSION_CHAR || m_carInObjective->pDriver->CharCreatedBy != RANDOM_CHAR)
#endif
) {
if (m_carInObjective->pDriver->m_nPedType == m_nPedType) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
m_carInObjective->bIsBeingCarJacked = false;
}
}
}
if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) {
if (m_nPedState != PED_SEEK_CAR)
SetSeekCar(m_carInObjective, 0);
} else {
SetSeekBoatPosition(m_carInObjective);
}
if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked)
SetMoveState(PEDMOVE_RUN);
if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
distWithTarget = m_carInObjective->GetPosition() - GetPosition();
if (!bInVehicle) {
if (nEnterCarRangeMultiplier * ENTER_CAR_MAX_DIST < distWithTarget.Magnitude()) {
if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen())
WarpPedToNearEntityOffScreen(m_carInObjective);
if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS
#ifdef VC_PED_PORTS
|| IsPlayer() && !CPad::GetPad(0)->ArePlayerControlsDisabled()
#endif
) {
RestorePreviousObjective();
RestorePreviousState();
if (IsPedInControl())
m_pMyVehicle = nil;
} else {
SetIdle();
SetMoveState(PEDMOVE_STILL);
}
}
}
} else if (!bInVehicle) {
RestorePreviousObjective();
RestorePreviousState();
if (IsPedInControl())
m_pMyVehicle = nil;
}
}
}
break;
}
case OBJECTIVE_DESTROY_CAR:
{
if (!m_carInObjective) {
ClearLookFlag();
bObjectiveCompleted = true;
break;
}
float distWithTargetSc = distWithTarget.Magnitude();
CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
float wepRange = wepInfo->m_fRange;
m_pLookTarget = m_carInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget = m_carInObjective;
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
TurnBody();
if (m_carInObjective->m_fHealth <= 0.0f) {
ClearLookFlag();
bScriptObjectiveCompleted = true;
break;
}
if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
&& distWithTargetSc < wepRange) {
// I hope so
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
CVector maxShotPos = m_carInObjective->GetPosition() - ourHead;
maxShotPos.Normalise();
maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;
CWorld::bIncludeDeadPeds = true;
CColPoint foundCol;
CEntity *foundEnt;
CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
true, true, true, true, false, true, false);
CWorld::bIncludeDeadPeds = false;
if (foundEnt == m_carInObjective) {
SetAttack(m_carInObjective);
m_pPointGunAt = m_carInObjective;
if (m_pPointGunAt)
m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt);
SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
} else {
SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300));
SetMoveState(PEDMOVE_STILL);
}
}
} else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) {
float safeDistance;
if (wepRange <= 5.0f)
safeDistance = 3.0f;
else
safeDistance = wepRange * 0.25f;
SetSeek(m_carInObjective, safeDistance);
SetMoveState(PEDMOVE_RUN);
}
SetLookFlag(m_carInObjective, false);
TurnBody();
break;
}
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
{
distWithTarget = m_nextRoutePointPos - GetPosition();
distWithTarget.z = 0.0f;
if (InVehicle()) {
CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos);
CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle);
if (distWithTarget.MagnitudeSqr() < sq(20.0f)) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS);
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
}
break;
}
if (distWithTarget.Magnitude() > 30.0f) {
if (m_pMyVehicle) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
} else {
float closestVehDist = SQR(60.0f);
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
CVehicle* foundVeh = nil;
for (int i = 0; i < lastVehicle; i++) {
CVehicle* nearVeh = (CVehicle*)vehicles[i];
/*
Not used.
CVector vehSpeed = nearVeh->GetSpeed();
CVector ourSpeed = GetSpeed();
*/
CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
if (vehDistVec.MagnitudeSqr() < closestVehDist
&& m_pedInObjective->m_pMyVehicle != nearVeh)
{
foundVeh = nearVeh;
closestVehDist = vehDistVec.MagnitudeSqr();
}
}
m_pMyVehicle = foundVeh;
if (m_pMyVehicle) {
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
}
}
break;
}
// fall through
}
case OBJECTIVE_GOTO_AREA_ON_FOOT:
case OBJECTIVE_RUN_TO_AREA:
{
if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA)
&& InVehicle()) {
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
} else {
distWithTarget = m_nextRoutePointPos - GetPosition();
distWithTarget.z = 0.0f;
if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) {
bObjectiveCompleted = true;
bScriptObjectiveCompleted = true;
SetMoveState(PEDMOVE_STILL);
} else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) {
if (bUsePedNodeSeek) {
CVector bestCoords(0.0f, 0.0f, 0.0f);
m_vecSeekPos = m_nextRoutePointPos;
if (!m_pNextPathNode)
FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
if (m_pNextPathNode)
m_vecSeekPos = m_pNextPathNode->GetPosition();
}
SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
}
}
break;
}
case OBJECTIVE_GUARD_ATTACK:
{
if (m_pedInObjective) {
SetLookFlag(m_pedInObjective, true);
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_lookTimer = m_attackTimer;
TurnBody();
float distWithTargetSc = distWithTarget.Magnitude();
if (distWithTargetSc >= 20.0f) {
RestorePreviousObjective();
} else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) {
SetSeek(m_pedInObjective, 1.0f);
} else {
SetAttack(m_pedInObjective);
SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f));
}
SetAttackTimer(1000);
}
} else {
RestorePreviousObjective();
}
break;
}
case OBJECTIVE_FOLLOW_ROUTE:
if (HaveReachedNextPointOnRoute(1.0f)) {
int nextPoint = GetNextPointOnRoute();
m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint);
} else {
SetSeek(m_nextRoutePointPos, 0.8f);
}
break;
case OBJECTIVE_SOLICIT_VEHICLE:
if (m_carInObjective) {
if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) {
if (!bInVehicle) {
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumber() & 7);
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
if (IsPedInControl())
m_pMyVehicle = nil;
}
} else {
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT)
SetSeekCar(m_carInObjective, 0);
}
} else {
RestorePreviousObjective();
RestorePreviousState();
if (IsPedInControl())
m_pMyVehicle = nil;
}
break;
case OBJECTIVE_HAIL_TAXI:
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
Say(SOUND_PED_TAXI_WAIT);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 4.0f);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
break;
case OBJECTIVE_CATCH_TRAIN:
{
if (m_carInObjective) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
} else {
CVehicle* trainToEnter = nil;
float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST;
CVector pos = GetPosition();
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle* nearVeh = (CVehicle*)vehicles[i];
if (nearVeh->IsTrain()) {
CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
float vehDist = vehDistVec.Magnitude();
if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh)
{
trainToEnter = nearVeh;
closestCarDist = vehDist;
}
}
}
if (trainToEnter) {
m_carInObjective = trainToEnter;
m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
}
}
break;
}
case OBJECTIVE_BUY_ICE_CREAM:
if (m_carInObjective) {
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM)
SetSeekCar(m_carInObjective, 0);
} else {
RestorePreviousObjective();
RestorePreviousState();
if (IsPedInControl())
m_pMyVehicle = nil;
}
break;
case OBJECTIVE_STEAL_ANY_CAR:
{
if (bInVehicle) {
bScriptObjectiveCompleted = true;
RestorePreviousObjective();
} else if (m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
CVehicle *carToSteal = nil;
float closestCarDist = ENTER_CAR_MAX_DIST;
CVector pos = GetPosition();
int16 lastVehicle;
CEntity *vehicles[8];
// NB: This should've been ENTER_CAR_MAX_DIST actually, and is fixed in VC.
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for(int i = 0; i < lastVehicle; i++) {
CVehicle *nearVeh = (CVehicle*)vehicles[i];
if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) {
if (nearVeh->CanPedOpenLocks(this)) {
CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
float vehDist = vehDistVec.Magnitude();
if (vehDist < closestCarDist) {
carToSteal = nearVeh;
closestCarDist = vehDist;
}
}
}
}
}
if (carToSteal) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal);
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
} else {
RestorePreviousObjective();
RestorePreviousState();
}
}
break;
}
case OBJECTIVE_MUG_CHAR:
{
if (m_pedInObjective) {
if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) {
ClearObjective();
return;
}
if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) {
ClearObjective();
return;
}
if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) {
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
SetMoveState(PEDMOVE_SPRINT);
return;
}
if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this
|| m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) {
ClearObjective();
SetFindPathAndFlee(m_pedInObjective, 15000, true);
return;
}
float distWithTargetScSqr = distWithTarget.MagnitudeSqr();
if (distWithTargetScSqr <= sq(10.0f)) {
if (distWithTargetScSqr <= sq(1.4f)) {
CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD);
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
GetPosition().x, GetPosition().y);
if (reloadAssoc || !m_pedInObjective->IsPedShootable()) {
if (reloadAssoc &&
(!reloadAssoc->IsRunning() || reloadAssoc->currentTime / reloadAssoc->hierarchy->totalLength > 0.8f)) {
CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
punchAssoc->flags |= ASSOC_DELETEFADEDOUT;
punchAssoc->flags |= ASSOC_FADEOUTWHENDONE;
CVector2D offset(distWithTarget.x, distWithTarget.y);
int dir = m_pedInObjective->GetLocalDirection(offset);
m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5);
m_pedInObjective->ReactToAttack(this);
m_pedInObjective->Say(SOUND_PED_ROBBED);
Say(SOUND_PED_MUGGING);
bRichFromMugging = true;
// VC FIX: ClearObjective() clears m_pedInObjective in VC (also same with VC_PED_PORTS), so get it before call
CPed *victim = m_pedInObjective;
ClearObjective();
if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|| victim->m_pedInObjective != this) {
SetFindPathAndFlee(victim, 15000, true);
m_nLastPedState = PED_WANDER_PATH;
} else {
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim);
SetMoveState(PEDMOVE_SPRINT);
m_nLastPedState = PED_WANDER_PATH;
}
}
} else {
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT)
SetCurrentWeapon(WEAPONTYPE_UNARMED);
CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f);
newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT;
newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE;
}
} else {
SetSeek(m_pedInObjective, 1.0f);
CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK);
if (walkAssoc)
walkAssoc->speed = 1.3f;
}
} else {
ClearObjective();
SetWanderPath(CGeneral::GetRandomNumber() & 7);
}
} else {
#ifdef VC_PED_PORTS
m_objective = OBJECTIVE_NONE;
#endif
ClearObjective();
}
break;
}
case OBJECTIVE_FLEE_CAR:
if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) {
RestorePreviousObjective();
SetFlee(m_pMyVehicle, 6000);
break;
}
// fall through
case OBJECTIVE_LEAVE_CAR:
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
if (InVehicle()
#ifdef VC_PED_PORTS
&& (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate()
|| bBusJacked)
#endif
) {
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN
&& (m_nPedType != PEDTYPE_COP
#ifdef VC_PED_PORTS
|| m_pMyVehicle->IsBoat()
#endif
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) {
if (m_pMyVehicle->IsTrain())
SetExitTrain(m_pMyVehicle);
#ifdef VC_PED_PORTS
else if (m_pMyVehicle->IsBoat())
SetExitBoat(m_pMyVehicle);
#endif
else
SetExitCar(m_pMyVehicle, 0);
}
} else {
RestorePreviousObjective();
}
}
break;
#ifdef VC_PED_PORTS
case OBJECTIVE_LEAVE_CAR_AND_DIE:
{
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
if (InVehicle()) {
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) {
if (m_pMyVehicle->IsBoat())
SetExitBoat(m_pMyVehicle);
else if (m_pMyVehicle->bIsBus)
SetExitCar(m_pMyVehicle, 0);
else {
eCarNodes doorNode = CAR_DOOR_LF;
if (m_pMyVehicle->pDriver != this) {
if (m_pMyVehicle->pPassengers[0] == this) {
doorNode = CAR_DOOR_RF;
} else if (m_pMyVehicle->pPassengers[1] == this) {
doorNode = CAR_DOOR_LR;
} else if (m_pMyVehicle->pPassengers[2] == this) {
doorNode = CAR_DOOR_RR;
}
}
SetBeingDraggedFromCar(m_pMyVehicle, doorNode, false);
}
}
}
}
break;
}
#endif
}
if (bObjectiveCompleted
|| m_objectiveTimer > 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
RestorePreviousObjective();
if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer)
m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1;
if (CharCreatedBy != RANDOM_CHAR || bInVehicle) {
if (IsPedInControl())
RestorePreviousState();
} else {
SetWanderPath(CGeneral::GetRandomNumber() & 7);
}
ClearAimFlag();
ClearLookFlag();
}
}
}
void
CPed::SetFollowRoute(int16 currentPoint, int16 routeType)
{
m_routeLastPoint = currentPoint;
m_routeStartPoint = CRouteNode::GetRouteStart(currentPoint);
m_routePointsPassed = 0;
m_routeType = routeType;
m_routePointsBeingPassed = 1;
m_objective = OBJECTIVE_FOLLOW_ROUTE;
m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute());
}
int
CPed::GetNextPointOnRoute(void)
{
int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
// Route is complete
if (nextPoint < 0 || nextPoint > NUMPEDROUTES || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) {
switch (m_routeType) {
case PEDROUTE_STOP_WHEN_DONE:
nextPoint = -1;
break;
case PEDROUTE_GO_BACKWARD_WHEN_DONE:
m_routePointsBeingPassed = -m_routePointsBeingPassed;
nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
break;
case PEDROUTE_GO_TO_START_WHEN_DONE:
m_routePointsPassed = -1;
nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
break;
default:
break;
}
}
return nextPoint;
}
bool
CPed::HaveReachedNextPointOnRoute(float distToCountReached)
{
if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached)
return false;
m_routePointsPassed += m_routePointsBeingPassed;
return true;
}
bool
CPed::CanSeeEntity(CEntity *entity, float threshold)
{
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
entity->GetPosition().x,
entity->GetPosition().y,
GetPosition().x,
GetPosition().y);
if (neededAngle < 0.0f)
neededAngle += TWOPI;
else if (neededAngle > TWOPI)
neededAngle -= TWOPI;
float ourAngle = m_fRotationCur;
if (ourAngle < 0.0f)
ourAngle += TWOPI;
else if (ourAngle > TWOPI)
ourAngle -= TWOPI;
float neededTurn = Abs(neededAngle - ourAngle);
return neededTurn < threshold || TWOPI - threshold < neededTurn;
}
// Only used while deciding which gun ped should switch to, if no ammo left.
bool
CPed::SelectGunIfArmed(void)
{
for (int i = 0; i < m_maxWeaponTypeAllowed; i++) {
if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) {
SetCurrentWeapon(i);
return true;
}
}
}
SetCurrentWeapon(WEAPONTYPE_UNARMED);
return false;
}
void
CPed::ReactToPointGun(CEntity *entWithGun)
{
CPed *pedWithGun = (CPed*)entWithGun;
int waitTime;
if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR)
return;
if (m_leader == pedWithGun)
return;
if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER ||
(GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f)
return;
if (m_leader) {
if (FindPlayerPed() == m_leader)
return;
ClearLeader();
}
if (m_pedStats->m_flags & STAT_GUN_PANIC
&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
&& m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) {
waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime);
Say(SOUND_PED_HANDS_COWER);
m_pLookTarget = pedWithGun;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
SetMoveState(PEDMOVE_NONE);
} else if (m_nPedType != pedWithGun->m_nPedType) {
if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
RegisterThreatWithGangPeds(pedWithGun);
}
if (m_nPedType == PEDTYPE_COP) {
if (pedWithGun->IsPlayer()) {
((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2);
if (bCrouchWhenShooting || bKindaStayInSamePlace) {
SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000));
return;
}
}
}
if (m_nPedType != PEDTYPE_COP
&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
&& (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun)
&& m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime);
Say(SOUND_PED_HANDS_UP);
m_pLookTarget = pedWithGun;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
SetMoveState(PEDMOVE_NONE);
if (m_nPedState == PED_FLEE_ENTITY) {
m_fleeFrom = pedWithGun;
m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
}
if (FindPlayerPed() == pedWithGun && bRichFromMugging) {
int money = CGeneral::GetRandomNumberInRange(100, 300);
int pickupCount = money / 40 + 1;
int moneyPerPickup = money / pickupCount;
for (int i = 0; i < pickupCount; i++) {
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().x;
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().y;
bool found = false;
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
}
}
bRichFromMugging = false;
}
}
}
}
void
CPed::ReactToAttack(CEntity *attacker)
{
if (IsPlayer() && attacker->IsPed()) {
InformMyGangOfAttack(attacker);
SetLookFlag(attacker, true);
SetLookTimer(700);
return;
}
#ifdef VC_PED_PORTS
if (m_nPedState == PED_DRIVING && InVehicle()
&& (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING && m_pMyVehicle->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE)) {
if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
&& (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS)
&& m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) {
CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
}
} else
#endif
if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) {
CPed *ourLeader = m_leader;
if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader)
&& attacker->IsPed()) {
CPed *attackerPed = (CPed*)attacker;
if (bNotAllowedToDuck) {
if (!attackerPed->GetWeapon()->IsTypeMelee()) {
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds();
return;
}
} else if (bCrouchWhenShooting || bKindaStayInSamePlace) {
SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000));
return;
}
if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) {
if (m_pedStats != attackerPed->m_pedStats) {
if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
RegisterThreatWithGangPeds(attackerPed);
}
if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) {
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker);
SetMoveState(PEDMOVE_RUN);
} else {
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker);
SetObjectiveTimer(20000);
}
}
} else {
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed);
SetMoveState(PEDMOVE_RUN);
if (attackerPed->GetWeapon()->IsTypeMelee())
Say(SOUND_PED_FLEE_RUN);
}
}
}
}
void
CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (!ped->IsNotInWreckedVehicle())
return;
if (!ped->EnteringCar()) {
#ifdef VC_PED_PORTS
if (ped->m_nPedState != PED_DRIVING)
#endif
ped->QuitEnteringCar();
return;
}
if (ped->m_fHealth == 0.0f) {
ped->QuitEnteringCar();
return;
}
bool itsVan = !!veh->bIsVan;
bool itsBus = !!veh->bIsBus;
#ifdef FIX_BUGS
bool itsLow = !!veh->bLowVehicle;
#endif
eDoors enterDoor;
AnimationId enterAnim;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF:
itsVan = false;
enterDoor = DOOR_FRONT_RIGHT;
break;
case CAR_DOOR_RR:
enterDoor = DOOR_REAR_RIGHT;
break;
case CAR_DOOR_LF:
itsVan = false;
enterDoor = DOOR_FRONT_LEFT;
break;
case CAR_DOOR_LR:
enterDoor = DOOR_REAR_LEFT;
break;
default:
break;
}
if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) {
veh->AutoPilot.m_nCruiseSpeed = 0;
if (ped->m_nPedState == PED_CARJACK) {
ped->PedAnimDoorOpenCB(nil, ped);
return;
}
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
if (itsVan) {
enterAnim = ANIM_VAN_GETIN;
} else if (itsBus) {
enterAnim = ANIM_COACH_IN_R;
#ifdef FIX_BUGS
} else if (itsLow) {
enterAnim = ANIM_CAR_GETIN_LOW_RHS;
#endif
} else {
enterAnim = ANIM_CAR_GETIN_RHS;
}
} else if (itsVan) {
enterAnim = ANIM_VAN_GETIN_L;
} else if (itsBus) {
enterAnim = ANIM_COACH_IN_L;
#ifdef FIX_BUGS
} else if (itsLow) {
enterAnim = ANIM_CAR_GETIN_LOW_LHS;
#endif
} else {
enterAnim = ANIM_CAR_GETIN_LHS;
}
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
} else if (veh->CanPedOpenLocks(ped)) {
veh->AutoPilot.m_nCruiseSpeed = 0;
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
if (itsVan) {
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN);
} else if (itsBus) {
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R);
} else {
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS);
}
} else if (itsVan) {
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L);
} else if (itsBus) {
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L);
} else {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) {
if (!veh->bLowVehicle
&& veh->pDriver->CharCreatedBy != MISSION_CHAR
&& veh->pDriver->m_nPedState == PED_DRIVING) {
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_QJACK);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, true);
if (veh->pDriver->IsGangMember())
veh->pDriver->RegisterThreatWithGangPeds(ped);
return;
}
}
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_LHS);
}
ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
} else {
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT)
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_RHS);
else
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_LHS);
ped->bCancelEnteringCar = true;
ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
}
}
void
CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
CVehicle* veh = ped->m_pMyVehicle;
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (!ped->IsNotInWreckedVehicle())
return;
if (!ped->EnteringCar()) {
#ifdef VC_PED_PORTS
if (ped->m_nPedState != PED_DRIVING)
#endif
ped->QuitEnteringCar();
return;
}
eDoors door;
CPed *pedInSeat = nil;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; pedInSeat = veh->pPassengers[0]; break;
case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; pedInSeat = veh->pPassengers[2]; break;
case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; pedInSeat = veh->pDriver; break;
case CAR_DOOR_LR: door = DOOR_REAR_LEFT; pedInSeat = veh->pPassengers[1]; break;
default: assert(0);
}
if (ped->m_fHealth == 0.0f || CPad::GetPad(0)->ArePlayerControlsDisabled() && pedInSeat && pedInSeat->IsPlayer()) {
ped->QuitEnteringCar();
return;
}
bool isVan = veh->bIsVan;
bool isBus = veh->bIsBus;
bool isLow = veh->bLowVehicle;
bool vehUpsideDown = veh->IsUpsideDown();
if (ped->bCancelEnteringCar) {
if (ped->IsPlayer()) {
if (veh->pDriver) {
if (veh->pDriver->m_nPedType == PEDTYPE_COP) {
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
}
}
#ifdef CANCELLABLE_CAR_ENTER
if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) {
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
}
#endif
ped->QuitEnteringCar();
ped->RestorePreviousObjective();
ped->bCancelEnteringCar = false;
return;
}
if (!veh->IsDoorMissing(door) && veh->IsCar()) {
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
}
if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) {
ped->QuitEnteringCar();
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR)
ped->SetFall(1000, ANIM_KO_SPIN_R, false);
else
ped->SetFall(1000, ANIM_KO_SPIN_L, false);
return;
}
veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_OPEN_LHS, 1.0f);
if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_RF)
isVan = false;
if (ped->m_nPedState != PED_CARJACK || isBus) {
AnimationId animToPlay;
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
if (isVan) {
animToPlay = ANIM_VAN_GETIN;
} else if (isBus) {
animToPlay = ANIM_COACH_IN_R;
} else if (isLow) {
animToPlay = ANIM_CAR_GETIN_LOW_RHS;
} else {
animToPlay = ANIM_CAR_GETIN_RHS;
}
} else if (isVan) {
animToPlay = ANIM_VAN_GETIN_L;
} else if (isBus) {
animToPlay = ANIM_COACH_IN_L;
} else if (isLow) {
animToPlay = ANIM_CAR_GETIN_LOW_LHS;
} else {
animToPlay = ANIM_CAR_GETIN_LHS;
}
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
} else {
CPed *pedToDragOut = nil;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF: pedToDragOut = veh->pPassengers[0]; break;
case CAR_DOOR_RR: pedToDragOut = veh->pPassengers[2]; break;
case CAR_DOOR_LF: pedToDragOut = veh->pDriver; break;
case CAR_DOOR_LR: pedToDragOut = veh->pPassengers[1]; break;
default: assert(0);
}
if (vehUpsideDown) {
ped->QuitEnteringCar();
if (ped->m_nPedType == PEDTYPE_COP)
((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
}
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) {
if (pedToDragOut->m_nPedState != PED_DRIVING) {
ped->QuitEnteringCar();
pedToDragOut = nil;
} else {
if (isLow)
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_RHS);
else
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_RHS);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
}
} else if (ped->m_nPedType == PEDTYPE_COP) {
ped->QuitEnteringCar();
if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) {
veh->SetStatus(STATUS_PLAYER_DISABLED);
((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
} else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) {
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING);
}
} else {
// BUG: Probably we will sit on top of the passenger if his m_ped_flagF4 is true.
if (isLow)
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
else
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
}
} else {
if (pedToDragOut) {
if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) {
// BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC.
ped->QuitEnteringCar();
pedToDragOut = nil;
} else {
if (isLow)
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_LHS);
else
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LHS);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
}
} else {
if (isLow)
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS);
else
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
}
}
if (pedToDragOut) {
pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, false);
if (pedToDragOut->IsGangMember())
pedToDragOut->RegisterThreatWithGangPeds(ped);
}
}
if (veh->pDriver && ped) {
veh->pDriver->SetLookFlag(ped, true);
veh->pDriver->SetLookTimer(1000);
}
return;
}
void
CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
CVehicle* veh = ped->m_pMyVehicle;
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (ped->EnteringCar()) {
if (!ped->IsNotInWreckedVehicle())
return;
#ifdef CANCELLABLE_CAR_ENTER
if (ped->bCancelEnteringCar) {
ped->QuitEnteringCar();
ped->RestorePreviousObjective();
ped->bCancelEnteringCar = false;
return;
}
#endif
bool isLow = !!veh->bLowVehicle;
int padNo;
if (ped->IsPlayer()) {
// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
switch (ped->m_nPedType) {
case PEDTYPE_PLAYER1:
padNo = 0;
break;
case PEDTYPE_PLAYER2:
padNo = 1;
break;
case PEDTYPE_PLAYER3:
padNo = 2;
break;
case PEDTYPE_PLAYER4:
padNo = 3;
break;
}
CPad *pad = CPad::GetPad(padNo);
if (!pad->ArePlayerControlsDisabled()) {
if (pad->GetTarget()
|| pad->NewState.LeftStickX
|| pad->NewState.LeftStickY
|| pad->NewState.DPadUp
|| pad->NewState.DPadDown
|| pad->NewState.DPadLeft
|| pad->NewState.DPadRight) {
ped->QuitEnteringCar();
ped->RestorePreviousObjective();
return;
}
}
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
AnimationId animToPlay;
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
if (isLow)
animToPlay = ANIM_CAR_GETIN_LOW_RHS;
else
animToPlay = ANIM_CAR_GETIN_RHS;
} else if (isLow) {
animToPlay = ANIM_CAR_GETIN_LOW_LHS;
} else {
animToPlay = ANIM_CAR_GETIN_LHS;
}
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
} else {
ped->QuitEnteringCar();
}
} else {
ped->QuitEnteringCar();
}
}
void
CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*) arg;
CVehicle *veh = ped->m_pMyVehicle;
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
return;
if (!ped->EnteringCar()) {
#ifdef VC_PED_PORTS
if(ped->m_nPedState != PED_DRIVING)
#endif
ped->QuitEnteringCar();
return;
}
if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) {
PedSetInCarCB(nil, ped);
ped->m_nLastPedState = ped->m_nPedState;
ped->m_nPedState = PED_ARRESTED;
ped->bGonnaKillTheCarJacker = false;
if (veh) {
veh->m_nNumGettingIn = 0;
veh->m_nGettingInFlags = 0;
veh->bIsHandbrakeOn = true;
veh->SetStatus(STATUS_PLAYER_DISABLED);
}
return;
}
if (ped->IsPlayer() && ped->m_vehEnterType == CAR_DOOR_LF
&& (Pads[0].GetAccelerate() >= 255.0f || Pads[0].GetBrake() >= 255.0f)
&& veh->IsCar()) {
if (((CAutomobile*)veh)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) != DOOR_STATUS_MISSING)
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
PedSetInCarCB(nil, ped);
return;
}
bool isVan = !!veh->bIsVan;
bool isBus = !!veh->bIsBus;
bool isLow = !!veh->bLowVehicle;
eDoors enterDoor;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF:
isVan = false;
enterDoor = DOOR_FRONT_RIGHT;
break;
case CAR_DOOR_RR:
enterDoor = DOOR_REAR_RIGHT;
break;
case CAR_DOOR_LF:
isVan = false;
enterDoor = DOOR_FRONT_LEFT;
break;
case CAR_DOOR_LR:
enterDoor = DOOR_REAR_LEFT;
break;
default:
break;
}
if (!veh->IsDoorMissing(enterDoor)) {
if (veh->IsCar())
((CAutomobile*)veh)->Damage.SetDoorStatus(enterDoor, DOOR_STATUS_SWINGING);
}
CPed *driver = veh->pDriver;
if (driver && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
if (veh->bIsBus) {
driver->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
if (driver->IsPlayer()) {
veh->bIsHandbrakeOn = true;
veh->SetStatus(STATUS_PLAYER_DISABLED);
}
driver->bBusJacked = true;
veh->bIsBeingCarJacked = false;
PedSetInCarCB(nil, ped);
if (ped->m_nPedType == PEDTYPE_COP
|| ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT
|| ped->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
}
ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400;
return;
}
if (driver != ped && ped->m_vehEnterType != CAR_DOOR_LF) {
if (!driver->IsPlayer()) {
driver->bUsePedNodeSeek = true;
driver->m_pLastPathNode = nil;
if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear
|| driver->CharCreatedBy == MISSION_CHAR
|| veh->VehicleCreatedBy == MISSION_VEHICLE) {
driver->bFleeAfterExitingCar = true;
} else {
driver->bGonnaKillTheCarJacker = true;
veh->pDriver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped);
if (veh->pDriver->m_nPedType == PEDTYPE_COP && ped->IsPlayer()) {
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
}
}
if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY)
&& (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) {
veh->pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
veh->pDriver->Say(SOUND_PED_CAR_JACKED);
#ifdef VC_PED_PORTS
veh->pDriver->SetRadioStation();
#endif
} else {
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
}
}
}
if (veh->IsDoorMissing(enterDoor) || isBus) {
PedAnimDoorCloseCB(nil, ped);
} else {
AnimationId animToPlay;
if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
if (isVan) {
animToPlay = ANIM_VAN_CLOSE;
} else if (isLow) {
animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS;
} else {
animToPlay = ANIM_CAR_CLOSEDOOR_RHS;
}
} else if (isVan) {
animToPlay = ANIM_VAN_CLOSE_L;
} else if (isLow) {
animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS;
} else {
animToPlay = ANIM_CAR_CLOSEDOOR_LHS;
}
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay);
ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped);
}
}
void
CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CAutomobile *veh = (CAutomobile*)(ped->m_pMyVehicle);
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
return;
if (ped->EnteringCar()) {
bool isLow = !!veh->bLowVehicle;
if (!veh->bIsBus)
veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_CLOSEDOOR_LHS, 1.0f);
eDoors door;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break;
case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break;
case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break;
case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break;
default: assert(0);
}
if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING)
veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK);
if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus) {
PedSetInCarCB(nil, ped);
} else if (ped->m_vehEnterType == CAR_DOOR_RF
&& (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF ||
(veh->pDriver != nil &&
(veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR
#ifdef VC_PED_PORTS
&& veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE
#endif
|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
#if defined VC_PED_PORTS || defined FIX_BUGS
|| ped->m_nPedState == PED_CARJACK
#endif
)
veh->bIsBeingCarJacked = false;
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
PedSetInCarCB(nil, ped);
ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
if (!ped->IsPlayer())
ped->bFleeAfterExitingCar = true;
ped->bUsePedNodeSeek = true;
ped->m_pNextPathNode = nil;
} else {
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (isLow)
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSHUFFLE_RHS);
else
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SHUFFLE_RHS);
ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped);
}
} else {
#ifdef VC_PED_PORTS
if (ped->m_nPedState != PED_DRIVING)
#endif
ped->QuitEnteringCar();
}
}
void
CPed::SetFormation(eFormation type)
{
// FIX: Formations in GetFormationPosition were in range 1-8, whereas in here it's 0-7.
// To not change the behaviour, range in here tweaked by 1 with the use of enum.
switch (m_pedFormation) {
case FORMATION_REAR:
case FORMATION_REAR_LEFT:
case FORMATION_REAR_RIGHT:
case FORMATION_FRONT_LEFT:
case FORMATION_FRONT_RIGHT:
case FORMATION_LEFT:
case FORMATION_RIGHT:
case FORMATION_FRONT:
break;
default:
Error("Unknown formation type, PedAI.cpp");
break;
}
m_pedFormation = type;
}
CVector
CPed::GetFormationPosition(void)
{
if (m_pedInObjective->m_nPedState == PED_DEAD) {
if (!m_pedInObjective->m_pedInObjective) {
m_pedInObjective = nil;
return GetPosition();
}
m_pedInObjective = m_pedInObjective->m_pedInObjective;
}
CVector formationOffset;
switch (m_pedFormation) {
case FORMATION_REAR:
formationOffset = CVector(0.0f, -1.5f, 0.0f);
break;
case FORMATION_REAR_LEFT:
formationOffset = CVector(-1.5f, -1.5f, 0.0f);
break;
case FORMATION_REAR_RIGHT:
formationOffset = CVector(1.5f, -1.5f, 0.0f);
break;
case FORMATION_FRONT_LEFT:
formationOffset = CVector(-1.5f, 1.5f, 0.0f);
break;
case FORMATION_FRONT_RIGHT:
formationOffset = CVector(1.5f, 1.5f, 0.0f);
break;
case FORMATION_LEFT:
formationOffset = CVector(-1.5f, 0.0f, 0.0f);
break;
case FORMATION_RIGHT:
formationOffset = CVector(1.5f, 0.0f, 0.0f);
break;
case FORMATION_FRONT:
formationOffset = CVector(0.0f, 1.5f, 0.0f);
break;
default:
formationOffset = CVector(0.0f, 0.0f, 0.0f);
break;
}
return formationOffset + m_pedInObjective->GetPosition();
}
void
CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
CVehicle* veh = ped->m_pMyVehicle;
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (!veh) {
PedSetOutCarCB(nil, ped);
return;
}
#ifdef VC_PED_PORTS
CVector posForZ = ped->GetPosition();
CPedPlacement::FindZCoorForPed(&posForZ);
if (ped->GetPosition().z - 0.5f > posForZ.z) {
PedSetOutCarCB(nil, ped);
return;
}
#endif
veh->m_nStaticFrames = 0;
veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f);
veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f);
if (!veh->bIsBus)
veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_GETOUT_LHS, 1.0f);
/*
// Duplicate and only in PC for some reason
if (!veh) {
PedSetOutCarCB(nil, ped);
return;
}
*/
eDoors door;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF:
door = DOOR_FRONT_RIGHT;
break;
case CAR_DOOR_RR:
door = DOOR_REAR_RIGHT;
break;
case CAR_DOOR_LF:
door = DOOR_FRONT_LEFT;
break;
case CAR_DOOR_LR:
door = DOOR_REAR_LEFT;
break;
default:
break;
}
bool closeDoor = !veh->IsDoorMissing(door);
int padNo;
if (ped->IsPlayer()) {
// BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
switch (ped->m_nPedType) {
case PEDTYPE_PLAYER1:
padNo = 0;
break;
case PEDTYPE_PLAYER2:
padNo = 1;
break;
case PEDTYPE_PLAYER3:
padNo = 2;
break;
case PEDTYPE_PLAYER4:
padNo = 3;
break;
}
CPad* pad = CPad::GetPad(padNo);
bool engineIsIntact = veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225;
if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS
&& (pad->GetTarget()
|| pad->NewState.LeftStickX
|| pad->NewState.LeftStickY
|| pad->NewState.DPadUp
|| pad->NewState.DPadDown
|| pad->NewState.DPadLeft
|| pad->NewState.DPadRight)
|| veh->bIsBus
|| veh->m_pCarFire
|| engineIsIntact) {
closeDoor = false;
}
}
#ifdef VC_PED_PORTS
if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
closeDoor = false;
#endif
if (!closeDoor) {
if (!veh->IsDoorMissing(door) && !veh->bIsBus) {
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
}
PedSetOutCarCB(nil, ped);
return;
}
if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
if (!veh->IsDoorMissing(door))
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
} else {
switch (door) {
case DOOR_FRONT_LEFT:
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS);
break;
case DOOR_FRONT_RIGHT:
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS);
break;
case DOOR_REAR_LEFT:
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS);
break;
case DOOR_REAR_RIGHT:
ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS);
break;
default:
break;
}
}
if (ped->m_pVehicleAnim)
ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped);
return;
}
void
CPed::LineUpPedWithCar(PedLineUpPhase phase)
{
bool vehIsUpsideDown = false;
int vehAnim;
float seatPosMult = 0.0f;
float currentZ;
float adjustedTimeStep;
if (CReplay::IsPlayingBack())
return;
if (!bChangedSeat && phase != LINE_UP_TO_CAR_2) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT)) {
SetPedPositionInCar();
return;
}
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT)) {
SetPedPositionInCar();
return;
}
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP)) {
SetPedPositionInCar();
return;
}
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO)) {
SetPedPositionInCar();
return;
}
bChangedSeat = true;
}
if (phase == LINE_UP_TO_CAR_START) {
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
}
CVehicle *veh = m_pMyVehicle;
// Not quite right, IsUpsideDown func. checks for <= -0.9f.
if (veh->GetUp().z <= -0.8f)
vehIsUpsideDown = true;
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
if (vehIsUpsideDown) {
m_fRotationDest = -PI + veh->GetForward().Heading();
} else if (veh->bIsBus) {
m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
} else {
m_fRotationDest = veh->GetForward().Heading();
}
} else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
if (vehIsUpsideDown) {
m_fRotationDest = veh->GetForward().Heading();
} else if (veh->bIsBus) {
m_fRotationDest = -0.5f * PI + veh->GetForward().Heading();
} else {
m_fRotationDest = veh->GetForward().Heading();
}
} else {
// I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional.
if (vehIsUpsideDown) {
m_fRotationDest = veh->GetForward().Heading();
} else if (veh->bIsBus) {
m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
} else {
m_fRotationDest = veh->GetForward().Heading();
}
}
if (!bInVehicle)
seatPosMult = 1.0f;
#ifdef VC_PED_PORTS
bool multExtractedFromAnim = false;
bool multExtractedFromAnimBus = false;
float zBlend;
#endif
if (m_pVehicleAnim) {
vehAnim = m_pVehicleAnim->animId;
switch (vehAnim) {
case ANIM_CAR_JACKED_RHS:
case ANIM_CAR_LJACKED_RHS:
case ANIM_CAR_JACKED_LHS:
case ANIM_CAR_LJACKED_LHS:
case ANIM_VAN_GETIN_L:
case ANIM_VAN_GETIN:
#ifdef VC_PED_PORTS
multExtractedFromAnim = true;
zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.3f, 0.0f) / (1.0f - 0.3f);
// fall through
#endif
case ANIM_CAR_QJACKED:
case ANIM_CAR_GETOUT_LHS:
case ANIM_CAR_GETOUT_LOW_LHS:
case ANIM_CAR_GETOUT_RHS:
case ANIM_CAR_GETOUT_LOW_RHS:
#ifdef VC_PED_PORTS
if (!multExtractedFromAnim) {
multExtractedFromAnim = true;
zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.5f, 0.0f) / (1.0f - 0.5f);
}
// fall through
#endif
case ANIM_CAR_CRAWLOUT_RHS:
case ANIM_CAR_CRAWLOUT_RHS2:
case ANIM_VAN_GETOUT_L:
case ANIM_VAN_GETOUT:
seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
break;
case ANIM_CAR_GETIN_RHS:
case ANIM_CAR_GETIN_LHS:
#ifdef VC_PED_PORTS
if (veh && veh->IsCar() && veh->bIsBus) {
multExtractedFromAnimBus = true;
zBlend = Min(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength, 0.5f) / 0.5f;
}
// fall through
#endif
case ANIM_CAR_QJACK:
case ANIM_CAR_GETIN_LOW_LHS:
case ANIM_CAR_GETIN_LOW_RHS:
case ANIM_DRIVE_BOAT:
seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
break;
case ANIM_CAR_CLOSEDOOR_LHS:
case ANIM_CAR_CLOSEDOOR_LOW_LHS:
case ANIM_CAR_CLOSEDOOR_RHS:
case ANIM_CAR_CLOSEDOOR_LOW_RHS:
case ANIM_CAR_SHUFFLE_RHS:
case ANIM_CAR_LSHUFFLE_RHS:
seatPosMult = 0.0f;
break;
case ANIM_CAR_CLOSE_LHS:
case ANIM_CAR_CLOSE_RHS:
case ANIM_COACH_OPEN_L:
case ANIM_COACH_OPEN_R:
case ANIM_COACH_IN_L:
case ANIM_COACH_IN_R:
case ANIM_COACH_OUT_L:
seatPosMult = 1.0f;
break;
default:
break;
}
}
CVector neededPos;
if (phase == LINE_UP_TO_CAR_2) {
neededPos = GetPosition();
} else {
neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, seatPosMult);
}
CVector autoZPos = neededPos;
if (veh->bIsInWater) {
if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown())
autoZPos.z += 1.0f;
} else {
CPedPlacement::FindZCoorForPed(&autoZPos);
}
if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
neededPos.z = GetPosition().z;
// Getting out
if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
float nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep();
// If we're not in ground at next step, apply animation
if (neededPos.z + nextZSpeed >= autoZPos.z) {
m_vecMoveSpeed.z = nextZSpeed;
ApplyMoveSpeed();
// Removing below line breaks the animation
neededPos.z = GetPosition().z;
} else {
neededPos.z = autoZPos.z;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
}
}
}
if (autoZPos.z > neededPos.z) {
#ifdef VC_PED_PORTS
if (multExtractedFromAnim) {
neededPos.z += (autoZPos.z - neededPos.z) * zBlend;
} else {
#endif
currentZ = GetPosition().z;
if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
neededPos.z = autoZPos.z;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
} else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f);
// Smoothly change ped position
neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
}
#ifdef VC_PED_PORTS
}
#endif
} else {
// We may need to raise up the ped
if (phase == LINE_UP_TO_CAR_START) {
currentZ = GetPosition().z;
if (neededPos.z > currentZ) {
#ifdef VC_PED_PORTS
if (multExtractedFromAnimBus) {
neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ;
} else {
#endif
if (m_pVehicleAnim &&
(vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
|| vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
adjustedTimeStep = Min(m_pVehicleAnim->timeStep, 0.1f);
// Smoothly change ped position
neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
} else if (EnteringCar()) {
neededPos.z = Max(currentZ, autoZPos.z);
}
#ifdef VC_PED_PORTS
}
#endif
}
}
}
bool stillGettingInOut = false;
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat;
if (!stillGettingInOut) {
m_fRotationCur = m_fRotationDest;
} else {
float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest);
float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
if (timeUntilStateChange <= 0.0f) {
m_vecOffsetSeek.x = 0.0f;
m_vecOffsetSeek.y = 0.0f;
}
m_vecOffsetSeek.z = 0.0f;
neededPos -= timeUntilStateChange * m_vecOffsetSeek;
if (PI + m_fRotationCur < limitedDest) {
limitedDest -= 2 * PI;
} else if (m_fRotationCur - PI > limitedDest) {
limitedDest += 2 * PI;
}
m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange);
}
if (seatPosMult > 0.2f || vehIsUpsideDown) {
SetPosition(neededPos);
SetHeading(m_fRotationCur);
} else {
CMatrix vehDoorMat(veh->GetMatrix());
vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f));
// VC couch anims are inverted, so they're fixing it here.
GetMatrix() = vehDoorMat;
}
}
void
CPed::SetCarJack(CVehicle* car)
{
uint8 doorFlag;
eDoors door;
CPed *pedInSeat = nil;
if (car->IsBoat())
return;
switch (m_vehEnterType) {
case CAR_DOOR_RF:
doorFlag = CAR_DOOR_FLAG_RF;
door = DOOR_FRONT_RIGHT;
if (car->pPassengers[0]) {
pedInSeat = car->pPassengers[0];
} else if (m_nPedType == PEDTYPE_COP) {
pedInSeat = car->pDriver;
}
break;
case CAR_DOOR_RR:
doorFlag = CAR_DOOR_FLAG_RR;
door = DOOR_REAR_RIGHT;
pedInSeat = car->pPassengers[2];
break;
case CAR_DOOR_LF:
doorFlag = CAR_DOOR_FLAG_LF;
door = DOOR_FRONT_LEFT;
pedInSeat = car->pDriver;
break;
case CAR_DOOR_LR:
doorFlag = CAR_DOOR_FLAG_LR;
door = DOOR_REAR_LEFT;
pedInSeat = car->pPassengers[1];
break;
default:
doorFlag = CAR_DOOR_FLAG_UNKNOWN;
break;
}
if(car->bIsBus)
pedInSeat = car->pDriver;
if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS ||
(car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO)))
if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags))
SetCarJack_AllClear(car, m_vehEnterType, doorFlag);
}
void
CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
{
RemoveWeaponWhenEnteringVehicle();
if (m_nPedState != PED_SEEK_CAR)
SetStoredState();
m_pSeekTarget = car;
m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
m_nPedState = PED_CARJACK;
car->bIsBeingCarJacked = true;
m_pMyVehicle = (CVehicle*)m_pSeekTarget;
m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle);
((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING);
CVector carEnterPos;
carEnterPos = GetPositionToOpenCarDoor(car, m_vehEnterType);
car->m_nGettingInFlags |= doorFlag;
m_vecOffsetSeek = carEnterPos - GetPosition();
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z);
bUsesCollision = false;
if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_LHS : ANIM_CAR_ALIGN_LHS, 4.0f);
else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_CAR_ALIGNHI_RHS : ANIM_CAR_ALIGN_RHS, 4.0f);
m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
}
void
CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
{
if (m_nPedState == PED_DRAG_FROM_CAR)
return;
bUsesCollision = false;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_nLastPedState = PED_IDLE;
SetMoveState(PEDMOVE_STILL);
m_pSeekTarget = veh;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
m_vehEnterType = vehEnterType;
if (m_vehEnterType == CAR_DOOR_LF) {
if (veh->pDriver && veh->pDriver->IsPlayer())
veh->SetStatus(STATUS_PLAYER_DISABLED);
else
veh->SetStatus(STATUS_ABANDONED);
}
RemoveInCarAnims();
SetMoveState(PEDMOVE_NONE);
LineUpPedWithCar(LINE_UP_TO_CAR_START);
m_pVehicleAnim = nil;
m_nPedState = PED_DRAG_FROM_CAR;
bChangedSeat = false;
bWillBeQuickJacked = quickJack;
SetHeading(m_fRotationCur);
Say(SOUND_PED_CAR_JACKED);
SetRadioStation();
veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType);
}
void
CPed::BeingDraggedFromCar(void)
{
CAnimBlendAssociation *animAssoc;
AnimationId enterAnim;
bool dontRunAnim = false;
PedLineUpPhase lineUpType;
if (!m_pVehicleAnim) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO);
}
}
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
if (bWillBeQuickJacked) {
enterAnim = ANIM_CAR_QJACKED;
} else if (m_pMyVehicle->bLowVehicle) {
enterAnim = ANIM_CAR_LJACKED_LHS;
} else {
enterAnim = ANIM_CAR_JACKED_LHS;
}
} else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
if (m_pMyVehicle->bLowVehicle)
enterAnim = ANIM_CAR_LJACKED_RHS;
else
enterAnim = ANIM_CAR_JACKED_RHS;
} else
dontRunAnim = true;
if (!dontRunAnim)
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, enterAnim);
m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
lineUpType = LINE_UP_TO_CAR_START;
} else if (m_pVehicleAnim->currentTime <= 1.4f) {
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
lineUpType = LINE_UP_TO_CAR_START;
} else {
lineUpType = LINE_UP_TO_CAR_2;
}
LineUpPedWithCar(lineUpType);
#ifdef VC_PED_PORTS
if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
if (m_pMyVehicle) {
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime * 5.0f);
}
}
#endif
}
void
CPed::SetEnterCar(CVehicle *car, uint32 unused)
{
if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
RestorePreviousState();
RestorePreviousObjective();
} else {
uint8 doorFlag;
eDoors door;
switch (m_vehEnterType) {
case CAR_DOOR_RF:
doorFlag = CAR_DOOR_FLAG_RF;
door = DOOR_FRONT_RIGHT;
break;
case CAR_DOOR_RR:
doorFlag = CAR_DOOR_FLAG_RR;
door = DOOR_REAR_RIGHT;
break;
case CAR_DOOR_LF:
doorFlag = CAR_DOOR_FLAG_LF;
door = DOOR_FRONT_LEFT;
break;
case CAR_DOOR_LR:
doorFlag = CAR_DOOR_FLAG_LR;
door = DOOR_REAR_LEFT;
break;
default:
doorFlag = CAR_DOOR_FLAG_UNKNOWN;
break;
}
if (!IsPedInControl() || m_fHealth <= 0.0f
|| doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags
|| car->bIsBeingCarJacked || m_pVehicleAnim
|| doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door))
SetMoveState(PEDMOVE_STILL);
else
SetEnterCar_AllClear(car, m_vehEnterType, doorFlag);
}
}
void
CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
{
float zDiff = 0.0f;
RemoveWeaponWhenEnteringVehicle();
car->m_nGettingInFlags |= doorFlag;
bVehEnterDoorIsBlocked = false;
if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT)
SetStoredState();
m_pSeekTarget = car;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
m_vehEnterType = doorNode;
m_nPedState = PED_ENTER_CAR;
if (m_vehEnterType == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && car->m_vehType != VEHICLE_TYPE_BIKE) {
car->bIsBeingCarJacked = true;
}
m_pMyVehicle = (CVehicle*)m_pSeekTarget;
m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
bUsesCollision = false;
CVector doorOpenPos = GetPositionToOpenCarDoor(car, m_vehEnterType);
// Because buses have stairs
if (!m_pMyVehicle->bIsBus)
zDiff = Max(0.0f, doorOpenPos.z - GetPosition().z);
m_vecOffsetSeek = doorOpenPos - GetPosition();
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
if (car->IsBoat()) {
#ifdef VC_PED_PORTS
// VC checks for handling flag, but we can't do that
if(car->GetModelIndex() == MI_SPEEDER)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
PedSetInCarCB(nil, this);
bVehExitWillBeInstant = true;
#else
#ifndef FIX_BUGS
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f);
#else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
#endif
m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this);
#endif
if (IsPlayer())
CWaterLevel::AllocateBoatWakeArray();
} else {
if (zDiff > 4.4f) {
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f);
else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f);
} else {
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f);
else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f);
}
m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
car->AutoPilot.m_nCruiseSpeed = 0;
}
}
void
CPed::EnterCar(void)
{
if (IsNotInWreckedVehicle() && m_fHealth > 0.0f) {
CVehicle *veh = (CVehicle*)m_pSeekTarget;
// Not used.
// CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType);
if (veh->CanPedOpenLocks(this)) {
if (m_vehEnterType && m_pVehicleAnim) {
veh->ProcessOpenDoor(m_vehEnterType, m_pVehicleAnim->animId, m_pVehicleAnim->currentTime);
}
}
bIsInTheAir = false;
LineUpPedWithCar(LINE_UP_TO_CAR_START);
} else {
QuitEnteringCar();
SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
}
}
void
CPed::QuitEnteringCar(void)
{
CVehicle *veh = m_pMyVehicle;
if (m_pVehicleAnim)
m_pVehicleAnim->blendDelta = -1000.0f;
RestartNonPartialAnims();
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE))
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
if (veh) {
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
veh->bIsBeingCarJacked = false;
if (veh->m_nNumGettingIn != 0)
veh->m_nNumGettingIn--;
#ifdef VC_PED_PORTS
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
RestorePreviousObjective();
#endif
veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehEnterType);
}
bUsesCollision = true;
ReplaceWeaponWhenExitingVehicle();
if (DyingOrDead()) {
if (m_pVehicleAnim) {
m_pVehicleAnim->blendDelta = -4.0f;
m_pVehicleAnim->flags |= ASSOC_DELETEFADEDOUT;
m_pVehicleAnim->flags &= ~ASSOC_RUNNING;
}
} else
SetIdle();
m_pVehicleAnim = nil;
if (veh) {
#ifdef VC_PED_PORTS
if (veh->AutoPilot.m_nCruiseSpeed == 0 && veh->VehicleCreatedBy == RANDOM_VEHICLE)
#else
if (veh->AutoPilot.m_nCruiseSpeed == 0)
#endif
veh->AutoPilot.m_nCruiseSpeed = 17;
}
}
void
AddYardieDoorSmoke(CVehicle *veh, uint32 doorNode)
{
eDoors door;
switch (doorNode) {
case CAR_DOOR_RF:
door = DOOR_FRONT_RIGHT;
break;
case CAR_DOOR_LF:
door = DOOR_FRONT_LEFT;
break;
default:
break;
}
if (!veh->IsDoorMissing(door) && veh->IsComponentPresent(doorNode)) {
CVector pos;
#ifdef FIX_BUGS
veh->GetComponentWorldPosition(doorNode, pos);
#else
veh->GetComponentWorldPosition(CAR_DOOR_LF, pos);
#endif
CParticle::AddYardieDoorSmoke(pos, veh->GetMatrix());
}
}
// Seperate function in VC, more logical. Not sure is it inlined in III.
void
CPed::SetExitBoat(CVehicle *boat)
{
#ifndef VC_PED_PORTS
m_nPedState = PED_IDLE;
CVector firstPos = GetPosition();
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
if (boat->GetModelIndex() == MI_SPEEDER && boat->IsUpsideDown()) {
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this);
m_vehEnterType = CAR_DOOR_RF;
m_nPedState = PED_EXIT_CAR;
} else {
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
}
SetPosition(firstPos);
SetMoveState(PEDMOVE_STILL);
m_vecMoveSpeed = boat->m_vecMoveSpeed;
bTryingToReachDryLand = true;
#else
m_nPedState = PED_IDLE;
CVector newPos = GetPosition();
RemoveInCarAnims();
CColModel* boatCol = boat->GetColModel();
if (boat->IsUpsideDown()) {
newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z };
newPos = boat->GetMatrix() * newPos;
newPos.z += 1.0f;
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
m_pCurrentPhysSurface = boat;
} else {
/* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) {
if (boat->m_modelIndex == MI_SKIMMER)
newPos.z += 2.0f
*/
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
m_pCurrentPhysSurface = boat;
CColPoint foundCol;
CEntity *foundEnt = nil;
if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
newPos.z = FEET_OFFSET + foundCol.point.z;
/* // VC specific
} else {
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
SetMoveState(PEDMOVE_STILL);
bTryingToReachDryLand = true;
float upMult = 1.04f + boatCol->boundingBox.min.z;
float rightMult = 0.6f * boatCol->boundingBox.max.x;
newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
GetPosition() = newPos;
if (m_pMyVehicle) {
PositionPedOutOfCollision();
} else {
m_pMyVehicle = boat;
PositionPedOutOfCollision();
m_pMyVehicle = nil;
}
return;
}
*/ }
SetPosition(newPos);
SetMoveState(PEDMOVE_STILL);
m_vecMoveSpeed = boat->m_vecMoveSpeed;
#endif
// Not there in VC.
CWaterLevel::FreeBoatWakeArray();
}
// wantedDoorNode = 0 means that func. will determine it
void
CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
{
uint32 optedDoorNode = wantedDoorNode;
bool teleportNeeded = false;
bool isLow = !!veh->bLowVehicle;
if (!veh->CanPedExitCar()) {
if (veh->pDriver && !veh->pDriver->IsPlayer()) {
veh->AutoPilot.m_nCruiseSpeed = 0;
veh->AutoPilot.m_nCarMission = MISSION_NONE;
}
return;
}
if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
return;
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
if (wantedDoorNode == 0) {
optedDoorNode = CAR_DOOR_LF;
if (!veh->bIsBus) {
if (veh->pDriver == this) {
optedDoorNode = CAR_DOOR_LF;
} else if (veh->pPassengers[0] == this) {
optedDoorNode = CAR_DOOR_RF;
} else if (veh->pPassengers[1] == this) {
optedDoorNode = CAR_DOOR_LR;
} else if (veh->pPassengers[2] == this) {
optedDoorNode = CAR_DOOR_RR;
} else {
for (int i = 3; i < veh->m_nNumMaxPassengers; ++i) {
if (veh->pPassengers[i] == this) {
if (i & 1)
optedDoorNode = CAR_DOOR_RR;
else
optedDoorNode = CAR_DOOR_LR;
break;
}
}
}
}
}
bool someoneExitsFromOurExitDoor = false;
bool someoneEntersFromOurExitDoor = false;
switch (optedDoorNode) {
case CAR_DOOR_RF:
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
someoneEntersFromOurExitDoor = true;
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RF)
someoneExitsFromOurExitDoor = true;
break;
case CAR_DOOR_RR:
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
someoneEntersFromOurExitDoor = true;
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RR)
someoneExitsFromOurExitDoor = true;
break;
case CAR_DOOR_LF:
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF)
someoneEntersFromOurExitDoor = true;
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LF)
someoneExitsFromOurExitDoor = true;
break;
case CAR_DOOR_LR:
if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
someoneEntersFromOurExitDoor = true;
if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LR)
someoneExitsFromOurExitDoor = true;
break;
default:
break;
}
if (someoneEntersFromOurExitDoor && m_objective == OBJECTIVE_LEAVE_CAR) {
RestorePreviousObjective();
return;
}
if (!someoneExitsFromOurExitDoor || m_nPedType == PEDTYPE_COP && veh->bIsBus) {
// Again, unused...
// CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode);
bool thereIsRoom = veh->IsRoomForPedToLeaveCar(optedDoorNode, nil);
if (veh->IsOnItsSide()) {
teleportNeeded = true;
} else if (!thereIsRoom) {
bool trySideSeat = false;
CPed *pedOnSideSeat = nil;
switch (optedDoorNode) {
case CAR_DOOR_RF:
if (veh->pDriver || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) {
pedOnSideSeat = veh->pDriver;
trySideSeat = true;
} else
optedDoorNode = CAR_DOOR_LF;
break;
case CAR_DOOR_RR:
if (veh->pPassengers[1] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
pedOnSideSeat = veh->pPassengers[1];
trySideSeat = true;
} else
optedDoorNode = CAR_DOOR_LR;
break;
case CAR_DOOR_LF:
if (veh->pPassengers[0] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
pedOnSideSeat = veh->pPassengers[0];
trySideSeat = true;
} else
optedDoorNode = CAR_DOOR_RF;
break;
case CAR_DOOR_LR:
if (veh->pPassengers[2] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
pedOnSideSeat = (CPed*)veh->pPassengers[2];
trySideSeat = true;
} else
optedDoorNode = CAR_DOOR_RR;
break;
default:
break;
}
if (trySideSeat) {
if (!pedOnSideSeat || !IsPlayer() && CharCreatedBy != MISSION_CHAR)
return;
switch (optedDoorNode) {
case CAR_DOOR_RF:
optedDoorNode = CAR_DOOR_LF;
break;
case CAR_DOOR_RR:
optedDoorNode = CAR_DOOR_LR;
break;
case CAR_DOOR_LF:
optedDoorNode = CAR_DOOR_RF;
break;
case CAR_DOOR_LR:
optedDoorNode = CAR_DOOR_RR;
break;
default:
break;
}
}
// ...
// CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode);
if (!veh->IsRoomForPedToLeaveCar(optedDoorNode, nil)) {
if (!IsPlayer() && CharCreatedBy != MISSION_CHAR)
return;
teleportNeeded = true;
}
}
if (m_nPedState == PED_FLEE_POS) {
m_nLastPedState = PED_FLEE_POS;
m_nPrevMoveState = PEDMOVE_RUN;
SetMoveState(PEDMOVE_SPRINT);
} else {
m_nLastPedState = PED_IDLE;
m_nPrevMoveState = PEDMOVE_STILL;
SetMoveState(PEDMOVE_STILL);
}
ReplaceWeaponWhenExitingVehicle();
bUsesCollision = false;
m_pSeekTarget = veh;
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
m_vehEnterType = optedDoorNode;
m_nPedState = PED_EXIT_CAR;
if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL)
m_pVehicleAnim->blendDelta = -1000.0f;
SetMoveState(PEDMOVE_NONE);
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
RemoveInCarAnims();
veh->AutoPilot.m_nCruiseSpeed = 0;
if (teleportNeeded) {
PedSetOutCarCB(nil, this);
// This is same code with CPedPlacement::FindZCoorForPed, except we start from z + 1.5 and also check vehicles.
float zForPed;
float startZ = GetPosition().z - 100.0f;
float foundColZ = -100.0f;
float foundColZ2 = -100.0f;
CColPoint foundCol;
CEntity* foundEnt;
CVector vec = GetPosition();
vec.z += 1.5f;
if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil))
foundColZ = foundCol.point.z;
// Adjust coords and do a second test
vec.x += 0.1f;
vec.y += 0.1f;
if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil))
foundColZ2 = foundCol.point.z;
zForPed = Max(foundColZ, foundColZ2);
if (zForPed > -99.0f)
GetMatrix().GetPosition().z = FEET_OFFSET + zForPed;
} else {
if (veh->GetUp().z > -0.8f) {
bool addDoorSmoke = false;
if (veh->GetModelIndex() == MI_YARDIE)
addDoorSmoke = true;
switch (m_vehEnterType) {
case CAR_DOOR_RF:
if (veh->bIsBus) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
} else {
if (isLow)
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
else
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS);
if (addDoorSmoke)
AddYardieDoorSmoke(veh, CAR_DOOR_RF);
}
break;
case CAR_DOOR_RR:
if (veh->bIsVan) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT);
} else if (isLow) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS);
} else {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS);
}
break;
case CAR_DOOR_LF:
if (veh->bIsBus) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L);
} else {
if (isLow)
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
else
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS);
if (addDoorSmoke)
AddYardieDoorSmoke(veh, CAR_DOOR_LF);
}
break;
case CAR_DOOR_LR:
if (veh->bIsVan) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT_L);
} else if (isLow) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS);
} else {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS);
}
break;
default:
break;
}
if (!bBusJacked) {
switch (m_vehEnterType) {
case CAR_DOOR_RF:
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RF;
break;
case CAR_DOOR_RR:
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RR;
break;
case CAR_DOOR_LF:
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
break;
case CAR_DOOR_LR:
veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LR;
break;
default:
break;
}
}
m_pVehicleAnim->SetFinishCallback(PedAnimStepOutCarCB, this);
} else {
if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS2);
} else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) {
m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS);
}
m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this);
}
}
bChangedSeat = false;
if (veh->bIsBus)
bRenderPedInCar = true;
SetRadioStation();
if (veh->pDriver == this) {
if (IsPlayer())
veh->SetStatus(STATUS_PLAYER_DISABLED);
else
veh->SetStatus(STATUS_ABANDONED);
}
}
}
void
CPed::ExitCar(void)
{
if (!m_pVehicleAnim)
return;
AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId;
float animTime = m_pVehicleAnim->currentTime;
m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime);
if (m_pSeekTarget) {
// Car is upside down
if (m_pMyVehicle->GetUp().z > -0.8f) {
if (exitAnim == ANIM_CAR_CLOSE_RHS || exitAnim == ANIM_CAR_CLOSE_LHS || animTime > 0.3f)
LineUpPedWithCar(LINE_UP_TO_CAR_END);
else
LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
} else {
LineUpPedWithCar(LINE_UP_TO_CAR_END);
}
}
// If there is someone in front of the door, make him fall while we exit.
if (m_nPedState == PED_EXIT_CAR) {
CPed *foundPed = nil;
for (int i = 0; i < m_numNearPeds; i++) {
if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) {
foundPed = m_nearPeds[i];
break;
}
}
if (foundPed && animTime > 0.4f && foundPed->IsPedInControl())
foundPed->SetFall(1000, ANIM_KO_SKID_FRONT, 1);
}
}
// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
{
CVector localPos;
CVector vehDoorPos;
localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f);
vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
/*
// Not used.
CVector localVehDoorOffset;
if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) {
localVehDoorOffset = vecPedVanRearDoorAnimOffset;
} else {
if (veh->bIsLow) {
localVehDoorOffset = vecPedCarDoorLoAnimOffset;
} else {
localVehDoorOffset = vecPedCarDoorAnimOffset;
}
}
vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
*/
return vehDoorPos;
}
void
CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
{
CVector *enterOffset = nil;
if (m_vehEnterType == CAR_DOOR_LF && veh->pDriver
|| m_vehEnterType == CAR_DOOR_RF && veh->pPassengers[0]
|| m_vehEnterType == CAR_DOOR_LR && veh->pPassengers[1]
|| m_vehEnterType == CAR_DOOR_RR && veh->pPassengers[2])
{
enterOffset = &vecPedQuickDraggedOutCarAnimOffset;
}
CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF);
CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
// Left front door is closer
if ((lfPos - GetPosition()).MagnitudeSqr2D() < (rfPos - GetPosition()).MagnitudeSqr2D()) {
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
m_vehEnterType = CAR_DOOR_LF;
posToOpen = lfPos;
} else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
m_vehEnterType = CAR_DOOR_RF;
posToOpen = rfPos;
}
} else {
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
CPed *rfPassenger = veh->pPassengers[0];
if (rfPassenger && (rfPassenger->m_leader == this || rfPassenger->bDontDragMeOutCar ||
veh->VehicleCreatedBy == MISSION_VEHICLE && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)
|| (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
m_vehEnterType = CAR_DOOR_LF;
posToOpen = lfPos;
} else {
m_vehEnterType = CAR_DOOR_RF;
posToOpen = rfPos;
}
} else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
m_vehEnterType = CAR_DOOR_LF;
posToOpen = lfPos;
}
}
}
bool
CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
{
CVector rfPos, lrPos, rrPos;
bool canEnter = false;
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
switch (veh->GetModelIndex()) {
case MI_BUS:
m_vehEnterType = CAR_DOOR_RF;
posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
return true;
case MI_RHINO:
default:
break;
}
CVector2D rfPosDist(999.0f, 999.0f);
CVector2D lrPosDist(999.0f, 999.0f);
CVector2D rrPosDist(999.0f, 999.0f);
if (!veh->pPassengers[0]
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) {
rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
canEnter = true;
rfPosDist = rfPos - GetPosition();
}
if (vehModel->m_numDoors == 4) {
if (!veh->pPassengers[1]
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) {
lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR);
canEnter = true;
lrPosDist = lrPos - GetPosition();
}
if (!veh->pPassengers[2]
&& !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
&& veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) {
rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR);
canEnter = true;
rrPosDist = rrPos - GetPosition();
}
// When the door we should enter is blocked by some object.
if (!canEnter)
veh->ShufflePassengersToMakeSpace();
}
CVector2D nextToCompare = rfPosDist;
posToOpen = rfPos;
m_vehEnterType = CAR_DOOR_RF;
if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
m_vehEnterType = CAR_DOOR_LR;
posToOpen = lrPos;
nextToCompare = lrPosDist;
}
if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
m_vehEnterType = CAR_DOOR_RR;
posToOpen = rrPos;
}
return canEnter;
}
void
CPed::GoToNearestDoor(CVehicle *veh)
{
CVector posToOpen;
GetNearestDoor(veh, posToOpen);
SetSeek(posToOpen, 0.5f);
SetMoveState(PEDMOVE_RUN);
}
void
CPed::SetAnimOffsetForEnterOrExitVehicle(void)
{
// FIX: If there were no translations on enter anims, there were overflows all over this function.
CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy;
CAnimBlendSequence *seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
if (seq->numFrames > 0) {
if (!seq->HasTranslation())
vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
else {
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
vecPedDraggedOutCarAnimOffset = lastFrame->translation;
}
}
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LHS)->hierarchy;
seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
if (seq->numFrames > 0) {
if (!seq->HasTranslation())
vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
else {
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
vecPedCarDoorAnimOffset = lastFrame->translation;
}
}
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS)->hierarchy;
seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
if (seq->numFrames > 0) {
if (!seq->HasTranslation())
vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f);
else {
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
vecPedCarDoorLoAnimOffset = lastFrame->translation;
}
}
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_QJACKED)->hierarchy;
seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
if (seq->numFrames > 0) {
if (!seq->HasTranslation())
vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
else {
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation;
}
}
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy;
seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
if (seq->numFrames > 0) {
if (!seq->HasTranslation())
vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
else {
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
vecPedVanRearDoorAnimOffset = lastFrame->translation;
}
}
enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy;
seq = enterAssoc->sequences;
CAnimManager::UncompressAnimation(enterAssoc);
if (seq->numFrames > 0) {
if (!seq->HasTranslation())
vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
else {
KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
vecPedTrainDoorAnimOffset = lastFrame->translation;
}
}
}
void
CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
CVector finalPos;
CVector draggedOutOffset;
CMatrix pedMat(ped->GetMatrix());
ped->bUsesCollision = true;
ped->RestartNonPartialAnims();
draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset;
if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
draggedOutOffset.x = -draggedOutOffset.x;
finalPos = Multiply3x3(pedMat, draggedOutOffset) + ped->GetPosition();
CPedPlacement::FindZCoorForPed(&finalPos);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->SetPosition(finalPos);
if (veh) {
ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI;
ped->m_fRotationCur = ped->m_fRotationDest;
ped->CalculateNewOrientation();
if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedQuickDraggedOutCarAnimOffset))
ped->PositionPedOutOfCollision();
}
if (!ped->CanSetPedState())
return;
ped->SetIdle();
if (veh) {
if (ped->bFleeAfterExitingCar) {
ped->bFleeAfterExitingCar = false;
ped->SetFlee(veh->GetPosition(), 14000);
} else if (ped->bWanderPathAfterExitingCar) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
ped->bWanderPathAfterExitingCar = false;
} else if (ped->bGonnaKillTheCarJacker) {
ped->bGonnaKillTheCarJacker = false;
if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) {
if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective);
} else {
CPed *driver = veh->pDriver;
if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
ped->SetFlee(veh->GetPosition(), 14000);
} else {
ped->ClearObjective();
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
}
ped->bUsePedNodeSeek = true;
ped->m_pNextPathNode = nil;
ped->Say(SOUND_PED_FLEE_RUN);
}
} else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear
&& ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE
&& veh->pDriver && veh->pDriver->IsPlayer()
&& !CTheScripts::IsPlayerOnAMission()) {
#ifndef VC_PED_PORTS
if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2) {
ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver);
} else
#endif
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
#ifdef VC_PED_PORTS
} else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear
&& ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE
&& !veh->pDriver && FindPlayerPed()->m_carInObjective == veh
&& !CTheScripts::IsPlayerOnAMission()) {
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
#endif
} else {
ped->SetFindPathAndFlee(veh->GetPosition(), 10000);
if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
ped->SetMoveState(PEDMOVE_SPRINT);
ped->Say(SOUND_PED_FLEE_SPRINT);
} else {
ped->Say(SOUND_PED_FLEE_RUN);
}
}
}
if (ped->m_nLastPedState == PED_IDLE)
ped->m_nLastPedState = PED_WANDER_PATH;
}
void
CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed *ped = (CPed*)arg;
ped->bUsesCollision = true;
ped->RestartNonPartialAnims();
bool itsRearDoor = false;
if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
itsRearDoor = true;
CMatrix pedMat(ped->GetMatrix());
CVector posAfterBeingDragged = Multiply3x3(pedMat, (itsRearDoor ? -vecPedDraggedOutCarAnimOffset : vecPedDraggedOutCarAnimOffset));
posAfterBeingDragged += ped->GetPosition();
#ifndef VC_PED_PORTS
posAfterBeingDragged.z += 1.0f;
#endif
CPedPlacement::FindZCoorForPed(&posAfterBeingDragged);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->SetPosition(posAfterBeingDragged);
if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedDraggedOutCarAnimOffset)) {
ped->PositionPedOutOfCollision();
}
if (!ped->CanSetPedState())
return;
if (!ped->m_pMyVehicle) {
ped->SetIdle();
ped->SetGetUp();
return;
}
CPed *driver = ped->m_pMyVehicle->pDriver;
if (ped->IsPlayer()) {
ped->SetIdle();
} else if (ped->bFleeAfterExitingCar) {
ped->bFleeAfterExitingCar = false;
ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
} else if (ped->bWanderPathAfterExitingCar) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
ped->bWanderPathAfterExitingCar = false;
} else if (ped->bGonnaKillTheCarJacker) {
// Kill objective is already set at this point.
ped->bGonnaKillTheCarJacker = false;
if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) {
if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
ped->m_nPedState = PED_NONE;
ped->m_nLastPedState = PED_NONE;
ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
} else {
ped->ClearObjective();
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
}
}
} else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && driver
&& driver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) {
#ifndef VC_PED_PORTS
if (CGeneral::GetRandomNumber() & 1)
ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver);
else
#endif
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
} else {
#ifdef VC_PED_PORTS
if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
&& ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !driver
&& FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission())
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
else
#endif
{
ped->m_nPedState = PED_NONE;
ped->m_nLastPedState = PED_NONE;
ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000);
}
}
ped->SetGetUp();
}
uint8
CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
{
GetNearestTrainPedPosition(train, doorPos);
/*
// Not used.
CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex);
CMatrix trainMat = CMatrix(train->GetMatrix());
doorPos = trainModel->m_positions[m_vehEnterType];
doorPos.x -= 1.5f;
doorPos = Multiply3x3(trainMat, doorPos);
doorPos += train->GetPosition();
*/
return 1;
}
uint8
CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos)
{
CVector enterStepOffset;
CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(train->GetModelIndex());
CMatrix trainMat = CMatrix(train->GetMatrix());
CVector leftEntryPos, rightEntryPos, midEntryPos;
float distLeftEntry, distRightEntry, distMidEntry;
// enterStepOffset = vecPedCarDoorAnimOffset;
enterStepOffset = CVector(1.5f, 0.0f, 0.0f);
if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) {
distLeftEntry = 999.0f;
} else {
leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset;
leftEntryPos = Multiply3x3(trainMat, leftEntryPos);
leftEntryPos += train->GetPosition();
distLeftEntry = (leftEntryPos - GetPosition()).Magnitude();
}
if (train->pPassengers[TRAIN_POS_MID_ENTRY]) {
distMidEntry = 999.0f;
} else {
midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset;
midEntryPos = Multiply3x3(trainMat, midEntryPos);
midEntryPos += train->GetPosition();
distMidEntry = (midEntryPos - GetPosition()).Magnitude();
}
if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) {
distRightEntry = 999.0f;
} else {
rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset;
rightEntryPos = Multiply3x3(trainMat, rightEntryPos);
rightEntryPos += train->GetPosition();
distRightEntry = (rightEntryPos - GetPosition()).Magnitude();
}
if (distMidEntry < distLeftEntry) {
if (distMidEntry < distRightEntry) {
enterPos = midEntryPos;
m_vehEnterType = TRAIN_POS_MID_ENTRY;
} else {
enterPos = rightEntryPos;
m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
}
} else if (distRightEntry < distLeftEntry) {
enterPos = rightEntryPos;
m_vehEnterType = TRAIN_POS_RIGHT_ENTRY;
} else {
enterPos = leftEntryPos;
m_vehEnterType = TRAIN_POS_LEFT_ENTRY;
}
return 1;
}
void
CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed *ped = (CPed*)arg;
CTrain *veh = (CTrain*)ped->m_pMyVehicle;
if (!veh)
return;
ped->bInVehicle = true;
ped->m_nPedState = PED_DRIVING;
ped->RestorePreviousObjective();
ped->SetMoveState(PEDMOVE_STILL);
veh->AddPassenger(ped);
}
void
CPed::SetEnterTrain(CVehicle *train, uint32 unused)
{
if (m_nPedState == PED_ENTER_TRAIN || !((CTrain*)train)->Doors[0].IsFullyOpen())
return;
/*
// Not used
CVector enterPos;
GetNearestTrainPedPosition(train, enterPos);
*/
m_fRotationCur = train->GetForward().Heading() - HALFPI;
m_pMyVehicle = train;
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_nPedState = PED_ENTER_TRAIN;
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETIN, 4.0f);
m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this);
bUsesCollision = false;
LineUpPedWithTrain();
if (IsPlayer()) {
if (((CPlayerPed*)this)->m_bAdrenalineActive)
((CPlayerPed*)this)->ClearAdrenaline();
}
}
void
CPed::EnterTrain(void)
{
LineUpPedWithTrain();
}
void
CPed::SetPedPositionInTrain(void)
{
LineUpPedWithTrain();
}
void
CPed::LineUpPedWithTrain(void)
{
CVector lineUpPos;
CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex());
CVector enterOffset(1.5f, 0.0f, -0.2f);
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
m_fRotationDest = m_fRotationCur;
if (!bInVehicle) {
GetNearestTrainDoor(m_pMyVehicle, lineUpPos);
lineUpPos.z += 0.2f;
} else {
if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) {
lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset;
} else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) {
lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset;
} else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) {
lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset;
}
lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos);
lineUpPos += m_pMyVehicle->GetPosition();
}
if (m_pVehicleAnim) {
float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
lineUpPos += (GetPosition() - lineUpPos) * percentageLeft;
}
SetPosition(lineUpPos);
SetHeading(m_fRotationCur);
}
void
CPed::SetExitTrain(CVehicle* train)
{
if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
return;
/*
// Not used
CVector exitPos;
GetNearestTrainPedPosition(train, exitPos);
*/
m_nPedState = PED_EXIT_TRAIN;
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f);
m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this);
bUsesCollision = false;
LineUpPedWithTrain();
}
void
CPed::ExitTrain(void)
{
LineUpPedWithTrain();
}
void
CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
if (ped->m_pVehicleAnim)
ped->m_pVehicleAnim->blendDelta = -1000.0f;
ped->bUsesCollision = true;
ped->m_pVehicleAnim = nil;
ped->bInVehicle = false;
ped->m_nPedState = PED_IDLE;
ped->RestorePreviousObjective();
ped->SetMoveState(PEDMOVE_STILL);
CMatrix pedMat(ped->GetMatrix());
ped->m_fRotationCur = HALFPI + veh->GetForward().Heading();
ped->m_fRotationDest = ped->m_fRotationCur;
CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset);
posAfterExit += ped->GetPosition();
CPedPlacement::FindZCoorForPed(&posAfterExit);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->SetPosition(posAfterExit);
ped->SetHeading(ped->m_fRotationCur);
veh->RemovePassenger(ped);
}
void
CPed::RegisterThreatWithGangPeds(CEntity *attacker)
{
CPed *attackerPed = nil;
if (attacker) {
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
if (attacker->IsPed()) {
attackerPed = (CPed*)attacker;
} else {
if (!attacker->IsVehicle())
return;
attackerPed = ((CVehicle*)attacker)->pDriver;
if (!attackerPed)
return;
}
if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) {
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->IsPointerValid()) {
if (nearPed != this && nearPed->m_nPedType == m_nPedType)
nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType);
}
}
}
}
}
if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) {
if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->GetModelIndex() != MI_TOYZ) {
int16 lastVehicle;
CEntity *vehicles[8];
CWorld::FindObjectsInRange(GetPosition(), ENTER_CAR_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
if (lastVehicle > 8)
lastVehicle = 8;
for (int j = 0; j < lastVehicle; ++j) {
CVehicle *nearVeh = (CVehicle*) vehicles[j];
if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
CPed *nearVehDriver = nearVeh->pDriver;
if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
nearVeh->SetStatus(STATUS_PHYSICS);
nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}
}
}
}
}
}
}
// Some helper function which doesn't exist in og game.
inline void
SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
{
for (int i = 0; i < node->numLinks; i++) {
CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.ConnectedNode(i + node->firstLink)];
if (testNode && testNode != closeNode && testNode != closeNode2) {
CVector2D posDiff(ped->m_vecSeekPos - testNode->GetPosition());
float dist = posDiff.MagnitudeSqr();
if (farDist.MagnitudeSqr() > dist) {
if (closeDist.MagnitudeSqr() <= dist) {
ped->m_pNextPathNode = closeNode;
closeDist = posDiff;
} else {
ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode);
farDist = posDiff;
}
}
if (--runCount > 0)
SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount);
}
}
}
bool
CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords)
{
if (m_pNextPathNode || !bUsePedNodeSeek)
return false;
CVector ourPos = GetPosition();
int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f);
CVector seekObjPos = m_vecSeekPos;
seekObjPos.z += 1.0f;
if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false))
return false;
m_pNextPathNode = nil;
CVector2D seekPosDist (m_vecSeekPos - ourPos);
CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId];
CVector2D closeDist(m_vecSeekPos - closestNode->GetPosition());
SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil);
// Above function decided that going to the next node is more logical than seeking the object.
if (m_pNextPathNode) {
CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos;
if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
*bestCoords = m_pNextPathNode->GetPosition();
return true;
}
m_pNextPathNode = nil;
}
return false;
}
bool
CPed::DuckAndCover(void)
{
if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer)
return false;
if (bKindaStayInSamePlace){
if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) {
if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
}
if (!bIsAimingGun)
SetAimFlag(m_pedInObjective);
} else {
bCrouchWhenShooting = false;
bKindaStayInSamePlace = false;
bIsDucking = false;
bDuckAndCover = false;
m_headingRate = 10.0f;
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000);
if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--;
}
return false;
}
bool justDucked = false;
CVehicle *foundVeh = nil;
float maxDist = 225.0f;
bIsDucking = false;
bCrouchWhenShooting = false;
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
CVector pos = GetPosition();
int16 lastVehicle;
CEntity *vehicles[8];
CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int i = 0; i < lastVehicle; i++) {
CVehicle *veh = (CVehicle*) vehicles[i];
if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f
&& !veh->bIsBus
&& !veh->bIsVan
&& !veh->bIsBig
&& veh->m_numPedsUseItAsCover < 3) {
float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr();
if (dist < maxDist) {
maxDist = dist;
foundVeh = veh;
}
}
}
if (foundVeh) {
// Unused.
// CVector lfWheelPos, rfWheelPos;
// foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos);
// foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos);
CVector rightSide, leftSide;
// 3 persons can use the car as cover. Found the correct position for us.
if (foundVeh->m_numPedsUseItAsCover == 2) {
rightSide = CVector(1.5f, -0.5f, 0.0f);
leftSide = CVector(-1.5f, -0.5f, 0.0f);
} else if (foundVeh->m_numPedsUseItAsCover == 1) {
rightSide = CVector(1.5f, 0.5f, 0.0f);
leftSide = CVector(-1.5f, 0.5f, 0.0f);
} else if (foundVeh->m_numPedsUseItAsCover == 0) {
rightSide = CVector(1.5f, 0.0f, 0.0f);
leftSide = CVector(-1.5f, 0.0f, 0.0f);
}
CMatrix vehMatrix(foundVeh->GetMatrix());
CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition();
CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition();
CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide;
CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide;
CVector duckPos;
if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr())
duckPos = duckAtLeftSide;
else
duckPos = duckAtRightSide;
if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false)
&& CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) {
SetSeek(duckPos, 1.0f);
m_headingRate = 15.0f;
bIsRunning = true;
bDuckAndCover = true;
justDucked = true;
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500;
if (foundVeh->bIsLawEnforcer)
m_carInObjective = foundVeh;
// BUG? Shouldn't we register the reference?
m_pSeekTarget = foundVeh;
ClearPointGunAt();
} else {
m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000);
bDuckAndCover = false;
}
} else {
bDuckAndCover = false;
}
}
if (!justDucked && !bDuckAndCover)
return false;
if (!Seek())
return true;
bKindaStayInSamePlace = true;
bDuckAndCover = false;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
if (m_pSeekTarget && m_pSeekTarget->IsVehicle())
((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++;
SetIdle();
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
}
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000);
return false;
}
CVector
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
{
CVector doorPos;
CMatrix vehMat(veh->GetMatrix());
doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));
return veh->GetPosition() + doorPos;
}
CVector
CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
{
CVehicleModelInfo *vehModel;
CVector vehDoorPos;
CVector vehDoorOffset;
float seatOffset;
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
seatOffset = 0.0f;
vehDoorOffset = vecPedVanRearDoorAnimOffset;
} else {
seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult;
if (veh->bLowVehicle) {
vehDoorOffset = vecPedCarDoorLoAnimOffset;
} else {
vehDoorOffset = vecPedCarDoorAnimOffset;
}
}
switch (component) {
case CAR_DOOR_RF:
vehDoorPos = vehModel->GetFrontSeatPosn();
vehDoorPos.x += seatOffset;
vehDoorOffset.x = -vehDoorOffset.x;
break;
case CAR_DOOR_RR:
vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
vehDoorPos.x += seatOffset;
vehDoorOffset.x = -vehDoorOffset.x;
break;
case CAR_DOOR_LF:
vehDoorPos = vehModel->GetFrontSeatPosn();
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
case CAR_DOOR_LR:
vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
default:
vehDoorPos = vehModel->GetFrontSeatPosn();
vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
}
return vehDoorPos - vehDoorOffset;
}
void
CPed::SetDuck(uint32 time)
{
if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer)
return;
if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) {
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f);
bIsDucking = true;
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
}
} else {
CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
bIsDucking = true;
m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
}
void
CPed::Duck(void)
{
if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
ClearDuck();
}
void
CPed::ClearDuck(void)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW);
if (!animAssoc) {
bIsDucking = false;
return;
}
}
if (!bCrouchWhenShooting)
return;
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN)
return;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
}
}
void
CPed::InformMyGangOfAttack(CEntity *attacker)
{
CPed *attackerPed;
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)
return;
if (attacker->IsPed()) {
attackerPed = (CPed*)attacker;
} else {
if (!attacker->IsVehicle())
return;
attackerPed = ((CVehicle*)attacker)->pDriver;
if (!attackerPed)
return;
}
if (attackerPed->m_nPedType == PEDTYPE_COP)
return;
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
if (nearPed && nearPed != this) {
CPed *leader = nearPed->m_leader;
if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper)
{
nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed);
nearPed->SetObjectiveTimer(30000);
}
}
}
}
void
CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
CAutomobile* veh = (CAutomobile*)(ped->m_pMyVehicle);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
if (veh->bLowVehicle) {
veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR_LOW, 1.0f);
} else {
veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, 1.0f);
}
veh->m_nGettingOutFlags &= ~CAR_DOOR_FLAG_LF;
if (veh->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING)
veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK);
}
void
CPed::SetSeekBoatPosition(CVehicle *boat)
{
if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver
#if defined VC_PED_PORTS || defined FIX_BUGS
|| !IsPedInControl()
#endif
)
return;
SetStoredState();
m_carInObjective = boat;
m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
m_pMyVehicle = boat;
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_distanceToCountSeekDone = 0.5f;
m_nPedState = PED_SEEK_IN_BOAT;
}
void
CPed::SeekBoatPosition(void)
{
if (m_carInObjective && !m_carInObjective->pDriver) {
CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo();
CVector enterOffset;
enterOffset = boatModel->GetFrontSeatPosn();
enterOffset.x = 0.0f;
CMatrix boatMat(m_carInObjective->GetMatrix());
SetMoveState(PEDMOVE_WALK);
m_vecSeekPos = boatMat * enterOffset;
if (Seek()) {
// We arrived to the boat
m_vehEnterType = 0;
SetEnterCar(m_carInObjective, 0);
}
} else
RestorePreviousState();
}
bool
CPed::IsRoomToBeCarJacked(void)
{
if (!m_pMyVehicle)
return false;
CVector offset;
if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) {
offset = vecPedDraggedOutCarAnimOffset;
} else {
offset = vecPedQuickDraggedOutCarAnimOffset;
}
offset.z = 0.0f;
if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) {
return true;
}
return false;
}
void
CPed::RemoveInCarAnims(void)
{
if (!IsPlayer())
return;
CAnimBlendAssociation *animAssoc;
if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
} else {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
}
#ifdef VC_PED_PORTS
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
#endif
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB);
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
}
bool
CPed::PositionPedOutOfCollision(void)
{
CVehicle *veh;
CVector posNearVeh;
CVector posSomewhereClose;
bool putNearVeh = false;
bool putSomewhereClose = false;
int smallestDistNearVeh = 999;
int smallestDistSomewhereClose = 999;
if (!m_pMyVehicle)
return false;
CVector vehPos = m_pMyVehicle->GetPosition();
CVector potentialPos;
potentialPos.y = GetPosition().y - 3.5f;
potentialPos.z = GetPosition().z;
for (int yTry = 0; yTry < 15; yTry++) {
potentialPos.x = GetPosition().x - 3.5f;
for (int xTry = 0; xTry < 15; xTry++) {
CPedPlacement::FindZCoorForPed(&potentialPos);
CVector distVec = potentialPos - vehPos;
float dist = distVec.Magnitude();
// Makes close distances bigger for some reason.
float mult = (0.6f + dist) / dist;
CVector adjustedPotentialPos = distVec * mult + vehPos;
if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false)
&& !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) {
float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr();
veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false);
if (veh) {
if (potentialChangeSqr < smallestDistNearVeh) {
posNearVeh = potentialPos;
putNearVeh = true;
smallestDistNearVeh = potentialChangeSqr;
}
} else if (potentialChangeSqr < smallestDistSomewhereClose) {
smallestDistSomewhereClose = potentialChangeSqr;
posSomewhereClose = potentialPos;
putSomewhereClose = true;
}
}
potentialPos.x += 0.5f;
}
potentialPos.y += 0.5f;
}
if (!putSomewhereClose && !putNearVeh)
return false;
// We refrain from using posNearVeh, probably because of it may be top of the vehicle.
if (putSomewhereClose) {
SetPosition(posSomewhereClose);
} else {
CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
posNearVeh.z += vehSize.z;
SetPosition(posNearVeh);
}
return true;
}
bool
CPed::WarpPedToNearLeaderOffScreen(void)
{
bool teleported = false;
if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
return false;
CVector warpToPos = m_leader->GetPosition();
CVector distVec = warpToPos - GetPosition();
float halfOfDist = distVec.Magnitude() * 0.5f;
CVector halfNormalizedDist = distVec / halfOfDist;
CVector appropriatePos = GetPosition();
CVector zCorrectedPos = appropriatePos;
int tryCount = Min(10, halfOfDist);
for (int i = 0; i < tryCount; ++i) {
appropriatePos += halfNormalizedDist;
CPedPlacement::FindZCoorForPed(&zCorrectedPos);
if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
continue;
appropriatePos.z = zCorrectedPos.z;
if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
teleported = true;
Teleport(appropriatePos);
}
}
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
return teleported;
}
bool
CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
{
bool teleported = false;
if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
return false;
CVector warpToPos = warpTo->GetPosition();
CVector distVec = warpToPos - GetPosition();
float halfOfDist = distVec.Magnitude() * 0.5f;
CVector halfNormalizedDist = distVec / halfOfDist;
CVector appropriatePos = GetPosition();
CVector zCorrectedPos = appropriatePos;
int tryCount = Min(10, halfOfDist);
for (int i = 0; i < tryCount; ++i) {
appropriatePos += halfNormalizedDist;
CPedPlacement::FindZCoorForPed(&zCorrectedPos);
if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f)
continue;
appropriatePos.z = zCorrectedPos.z;
if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
teleported = true;
Teleport(appropriatePos);
}
}
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
return teleported;
}