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author | erorcun <erayorcunus@gmail.com> | 2019-12-16 05:50:40 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-12-16 05:50:40 +0100 |
commit | 790f4863c64998dba51a36e20ed5898ea4305f5e (patch) | |
tree | 3936281b1ad7994f76f8cb3e57363698d6915dce /src/peds | |
parent | Merge pull request #280 from erorcun/erorcun (diff) | |
parent | CPlayerInfo done (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/peds/Ped.cpp | 126 | ||||
-rw-r--r-- | src/peds/Ped.h | 3 |
2 files changed, 110 insertions, 19 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index ee4a5f7c..68372ee8 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -540,7 +540,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) bHitSteepSlope = false; m_ped_flagH4 = false; bClearObjective = false; - m_ped_flagH10 = false; + bTryingToReachDryLand = false; bCollidedWithMyVehicle = false; bRichFromMugging = false; m_ped_flagH80 = false; @@ -1926,7 +1926,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) if (!stillGettingInOut) { m_fRotationCur = m_fRotationDest; } else { - float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest); + float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest); float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f; m_vecOffsetSeek.z = 0.0f; @@ -1937,12 +1937,12 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase) neededPos -= timeUntilStateChange * m_vecOffsetSeek; } - if (PI + m_fRotationCur < limitedAngle) { - limitedAngle -= 2 * PI; - } else if (m_fRotationCur - PI > limitedAngle) { - limitedAngle += 2 * PI; + if (PI + m_fRotationCur < limitedDest) { + limitedDest -= 2 * PI; + } else if (m_fRotationCur - PI > limitedDest) { + limitedDest += 2 * PI; } - m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange); + m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange); } if (seatPosMult > 0.2f || vehIsUpsideDown) { @@ -10902,6 +10902,12 @@ CPed::RemoveInCarAnims(void) 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; @@ -13581,6 +13587,10 @@ CPed::ProcessObjective(void) || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < 0.000025f)) { 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); } @@ -13594,13 +13604,10 @@ CPed::ProcessObjective(void) { if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { if (InVehicle()) { - if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR - && m_nPedState != PED_EXIT_TRAIN) { - // VC calls SetExitBoat for boats, which is not seperate func. in III but housed in CPlayerInfo::Process. - // This obj. will probably break/crash game if ped was in boat. - if (m_pMyVehicle->IsTrain()) - SetExitTrain(m_pMyVehicle); - else if (m_pMyVehicle->bIsBus || m_pMyVehicle->IsBoat()) + 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; @@ -14413,7 +14420,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) { m_pCurSurface = collidingEnt; collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); - m_ped_flagH10 = false; + bTryingToReachDryLand = false; bOnBoat = false; } else { m_pCurrentPhysSurface = (CPhysical*)collidingEnt; @@ -14912,9 +14919,9 @@ CPed::ProcessBuoyancy(void) bIsInWater = true; ApplyMoveForce(buoyancyImpulse); if (!DyingOrDead()) { - if (m_ped_flagH10) { + if (bTryingToReachDryLand) { if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) { - m_ped_flagH10 = false; + bTryingToReachDryLand = false; CVector pos = GetPosition(); if (PlacePedOnDryLand()) { if (m_fHealth > 20.0f) @@ -16873,8 +16880,8 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) if (car->IsBoat()) { m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); #ifdef VC_PED_PORTS - m_ped_flagI4 = true; PedSetInCarCB(nil, this); + m_ped_flagI4 = true; #else m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this); #endif @@ -17236,6 +17243,89 @@ CPed::Solicit(void) } } +// 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->m_modelIndex == MI_SPEEDER && boat->IsUpsideDown()) { + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f); + m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this); + m_vehEnterType = CAR_DOOR_RF; + m_nPedState = PED_EXIT_CAR; + } else { + m_vehEnterType = CAR_DOOR_RF; + CPed::PedSetOutCarCB(nil, this); + bIsStanding = true; + m_pCurSurface = boat; + m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); + } + GetPosition() = 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; + } +*/ } + GetPosition() = newPos; + SetMoveState(PEDMOVE_STILL); + m_vecMoveSpeed = boat->m_vecMoveSpeed; +#endif + // Not there in VC. + CWaterLevel::FreeBoatWakeArray(); +} + class CPed_ : public CPed { public: diff --git a/src/peds/Ped.h b/src/peds/Ped.h index f4647831..00b73bae 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -360,7 +360,7 @@ public: uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type) uint8 m_ped_flagH4 : 1; uint8 bClearObjective : 1; - uint8 m_ped_flagH10 : 1; // bTryingToReachDryLand? reset when we landed on something not vehicle and object + uint8 bTryingToReachDryLand : 1; uint8 bCollidedWithMyVehicle : 1; uint8 bRichFromMugging : 1; // ped has lots of cash from mugging people - will drop money if someone points gun to him uint8 m_ped_flagH80 : 1; @@ -696,6 +696,7 @@ public: void SetCarJack(CVehicle*); bool WarpPedToNearLeaderOffScreen(void); void Solicit(void); + void SetExitBoat(CVehicle*); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); |