diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/core/PlayerInfo.h | 2 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 1244 | ||||
-rw-r--r-- | src/peds/Ped.h | 50 | ||||
-rw-r--r-- | src/peds/PedIK.cpp | 1 | ||||
-rw-r--r-- | src/peds/PedIK.h | 1 |
5 files changed, 1192 insertions, 106 deletions
diff --git a/src/core/PlayerInfo.h b/src/core/PlayerInfo.h index decfb24c..5edbc8d0 100644 --- a/src/core/PlayerInfo.h +++ b/src/core/PlayerInfo.h @@ -26,7 +26,7 @@ public: int32 m_nVisibleMoney; int32 m_nCollectedPackages; int32 m_nTotalPackages; - int32 field_188; + uint32 m_nLastBumpPlayerCarTimer; int32 m_nSwitchTaxiTime; bool m_bSwitchTaxi; int8 field_197; diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index a590c1ed..be90473b 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -37,10 +37,10 @@ #include "RwHelper.h" #include "Font.h" #include "Text.h" +#include "CopPed.h" WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); } -WRAPPER void CPed::ProcessControl(void) { EAXJMP(0x4C8910); } WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); } WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); } WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); } @@ -54,6 +54,16 @@ WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); } WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); } WRAPPER void CPed::SetRadioStation(void) { EAXJMP(0x4D7BC0); } WRAPPER void CPed::ProcessObjective(void) { EAXJMP(0x4D94E0); } +WRAPPER void CPed::ProcessBuoyancy(void) { EAXJMP(0x4C7FF0); } +WRAPPER bool CPed::ServiceTalkingWhenDead(void) { EAXJMP(0x4E5850); } +WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); } +WRAPPER void CPed::SetJump(void) { EAXJMP(0x4D73D0); } +WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); } +WRAPPER void CPed::WanderRange(void) { EAXJMP(0x4D26C0); } +WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); } +WRAPPER void CPed::ReactToPointGun(CEntity*) { EAXJMP(0x4DD980); } +WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); } +WRAPPER void CPed::SeekBoatPosition(void) { EAXJMP(0x4E4C70); } CPed *gapTempPedList[50]; uint16 gnNumTempPedList; @@ -80,7 +90,7 @@ CVector &vecPedQuickDraggedOutCarAnimOffset = *(CVector*)0x62E06C; CVector &vecPedDraggedOutCarAnimOffset = *(CVector*)0x62E060; CVector &vecPedTrainDoorAnimOffset = *(CVector*)0x62E054; -CVector2D &CPed::ms_vec2DFleePosition = *(CVector2D*)0x6EDF70; +CVector2D CPed::ms_vec2DFleePosition; // = *(CVector2D*)0x6EDF70; void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); } void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); } @@ -242,7 +252,6 @@ static char WaitStateText[21][16] = { "Finish Flee", }; - #ifndef MASTER int nDisplayDebugInfo = 0; bool CPed::bUnusedFightThingOnPlayer = false; @@ -383,7 +392,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_timerUnused = 0; m_lookTimer = 0; m_standardTimer = 0; - m_lastHitTime = 0; + m_shootTimer = 0; m_hitRecoverTimer = 0; m_duckAndCoverTimer = 0; m_moved = CVector2D(0.0f, 0.0f); @@ -451,7 +460,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) bIsInTheAir = false; bIsLanding = false; bIsRunning = false; - m_ped_flagB40 = false; + bHitSomethingLastFrame = false; m_ped_flagB80 = false; m_ped_flagC1 = false; @@ -481,7 +490,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) bDoBloodyFootprints = false; m_ped_flagE80 = false; - m_ped_flagF1 = false; + bWanderPathAfterExitingCar = false; m_ped_flagF2 = false; m_ped_flagF4 = false; m_ped_flagF8 = false; @@ -493,11 +502,11 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_ped_flagG1 = false; m_ped_flagG2 = true; m_ped_flagG4 = false; - m_ped_flagG8 = false; + bStartWanderPathOnFoot = false; m_ped_flagG10 = false; m_ped_flagG20 = false; m_ped_flagG40 = false; - m_ped_flagG80 = false; + bFadeOut = false; m_ped_flagH1 = false; m_ped_flagH2 = false; @@ -689,7 +698,7 @@ CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround) bool CPed::IsPlayer(void) { - return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 || + return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 || m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4; } @@ -1073,7 +1082,7 @@ CPed::Attack(void) eWeaponFire ourWeaponFire; float animLoopEnd; CWeaponInfo *ourWeapon; - bool lastReloadWasInFuture; + bool attackShouldContinue; AnimationId reloadAnim; CAnimBlendAssociation *reloadAnimAssoc; float delayBetweenAnimAndFire; @@ -1083,7 +1092,7 @@ CPed::Attack(void) ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); ourWeaponFire = ourWeapon->m_eWeaponFire; weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay); - lastReloadWasInFuture = bIsAttacking; + attackShouldContinue = bIsAttacking; reloadAnimAssoc = nil; reloadAnim = NUM_ANIMS; delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire; @@ -1107,9 +1116,8 @@ CPed::Attack(void) return; } - // BUG: We currently don't know any situation this cond. could be true. - if (CTimer::GetTimeInMilliseconds() < m_lastHitTime) - lastReloadWasInFuture = true; + if (CTimer::GetTimeInMilliseconds() < m_shootTimer) + attackShouldContinue = true; if (!weaponAnimAssoc) { weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay); @@ -1122,7 +1130,7 @@ CPed::Attack(void) } if (!weaponAnimAssoc) { - if (lastReloadWasInFuture) { + if (attackShouldContinue) { if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->field_1380) { if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); @@ -1198,7 +1206,7 @@ CPed::Attack(void) ClearAimFlag(); bIsAttacking = false; bIsPointingGunAt = false; - m_lastHitTime = CTimer::GetTimeInMilliseconds(); + m_shootTimer = CTimer::GetTimeInMilliseconds(); return; } } else { @@ -1210,12 +1218,12 @@ CPed::Attack(void) weaponAnimAssoc->speed = 0.5f; - if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime) { + if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) { weaponAnimAssoc->callbackType = 0; } } - lastReloadWasInFuture = false; + attackShouldContinue = false; } if (ourWeaponType == WEAPONTYPE_SHOTGUN) { @@ -1251,7 +1259,7 @@ CPed::Attack(void) if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd - && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_lastHitTime) + && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { weaponAnim = weaponAnimAssoc->animId; @@ -1296,9 +1304,9 @@ CPed::Attack(void) } } if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire) - lastReloadWasInFuture = false; + attackShouldContinue = false; - bIsAttacking = lastReloadWasInFuture; + bIsAttacking = attackShouldContinue; } void @@ -1351,7 +1359,7 @@ CPed::Duck(void) void CPed::ClearDuck(void) { - CAnimBlendAssociation* animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); + CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); @@ -1391,7 +1399,7 @@ CPed::ClearPointGunAt(void) } if (animAssoc) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; - animAssoc->blendDelta = -4.0; + animAssoc->blendDelta = -4.0f; } } } @@ -2273,7 +2281,7 @@ CPed::CalculateNewVelocity(void) } CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); - CAnimBlendAssociation* fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); + CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { LimbOrientation newUpperLegs; @@ -2325,9 +2333,10 @@ CPed::CanPedDriveOff(void) return true; } -// I couldn't find where it is used. + +// TODO: Make this function actually work. bool -CPed::CanPedJumpThis(int32 unused) +CPed::CanPedJumpThis(CEntity *unused) { CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); CVector pos = GetPosition(); @@ -2643,7 +2652,7 @@ CPed::SetObjective(eObjective newObj) if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) && IsPedInControl()) { - m_ped_flagG8 = true; + bStartWanderPathOnFoot = true; return; } // Unused code from assembly... @@ -2809,7 +2818,7 @@ CPed::QuitEnteringCar(void) if (m_nPedState == PED_DIE || m_nPedState == PED_DEAD) { animAssoc = m_pVehicleAnim; if (animAssoc) { - animAssoc->blendDelta = -4.0; + animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_FADEOUTWHENDONE; animAssoc = m_pVehicleAnim; animAssoc->flags &= ~ASSOC_RUNNING; @@ -3251,7 +3260,7 @@ CPed::ClearAttackByRemovingAnim(void) void CPed::StopNonPartialAnims(void) { - CAnimBlendAssociation* assoc; + CAnimBlendAssociation *assoc; for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (!assoc->IsPartial()) @@ -3330,7 +3339,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed) } bool -CPed::InflictDamage(CEntity* damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction) +CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction) { CPlayerPed *player = FindPlayerPed(); float dieDelta = 4.0f; @@ -3768,7 +3777,7 @@ CPed::SetGetUp(void) m_nPedState = PED_GETUP; } - CVehicle* collidingVeh = (CVehicle*)m_pCollidingEntity; + CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity; CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition()); if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE || collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE @@ -3874,7 +3883,7 @@ CPed::ClearObjective(void) if (m_pMyVehicle->pDriver != this) { - m_ped_flagF1 = true; + bWanderPathAfterExitingCar = true; SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } } else { @@ -3942,7 +3951,7 @@ CPed::SetWanderPath(int8 pathStateDest) } } else { m_nPathState = pathStateDest; - m_ped_flagG8 = true; + bStartWanderPathOnFoot = true; return false; } } @@ -3989,7 +3998,7 @@ CPed::RestoreHeadingRate(void) } void -CPed::RestoreHeadingRateCB(CAnimBlendAssociation* assoc, void* arg) +CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { ((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate; } @@ -4208,12 +4217,12 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType) } void -CPed::SetEvasiveDive(CPhysical* reason, uint8 onlyRandomJump) +CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump) { if (!IsPedInControl() || !bRespondsToThreats) return; - CAnimBlendAssociation* animAssoc; + CAnimBlendAssociation *animAssoc; float angleToFace, neededTurn; bool handsUp = false; @@ -4320,7 +4329,7 @@ CPed::SetEvasiveDive(CPhysical* reason, uint8 onlyRandomJump) } void -CPed::SetAttack(CEntity* victim) +CPed::SetAttack(CEntity *victim) { CPed *victimPed = nil; if (victim && victim->IsPed()) @@ -4525,7 +4534,7 @@ CPed::StartFightAttack(uint8 buttonPressure) } animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); - m_fightUnk2 = 0; + m_fightState = FIGHTSTATE_NO_MOVE; m_takeAStepAfterAttack = false; #ifndef MASTER m_takeAStepAfterAttack = IsPlayer() && bUnusedFightThingOnPlayer; @@ -4545,7 +4554,7 @@ CPed::LoadFightData(void) char line[256], moveName[32], animName[32], hitLevel; int moveId = 0; - CAnimBlendAssociation* animAssoc; + CAnimBlendAssociation *animAssoc; int bp, buflen; int lp, linelen; @@ -4637,18 +4646,19 @@ CPed::GetLocalDirection(const CVector2D &posOffset) bool CPed::FightStrike(CVector &touchedNodePos) { - CColModel* ourCol; + CColModel *ourCol; CVector attackDistance; ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; float maxDistanceToBeBeaten; CPed *nearPed; - int unk = m_fightUnk2; + int state = m_fightState; bool pedFound = false; - if (unk == -1) + if (state == FIGHTSTATE_JUST_ATTACKED) return false; - if (unk > 0) + // Pointless code + if (state > FIGHTSTATE_NO_MOVE) attackDistance = touchedNodePos - m_vecHitLastPos; for (int i = 0; i < m_numNearPeds; i++) { @@ -4733,7 +4743,7 @@ CPed::FightStrike(CVector &touchedNodePos) nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2); PlayHitSound(nearPed); - m_fightUnk2 = -1; + m_fightState = FIGHTSTATE_JUST_ATTACKED; RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f; if (nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) { nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction); @@ -4785,8 +4795,8 @@ CPed::FightStrike(CVector &touchedNodePos) CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000); } - if (!m_fightUnk2) - m_fightUnk2 = 1; + if (!m_fightState) + m_fightState = FIGHTSTATE_1; m_vecHitLastPos = *touchedNodePos; return false; @@ -4836,7 +4846,7 @@ CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl) } void -CPed::SetFlee(CEntity* fleeFrom, int time) +CPed::SetFlee(CEntity *fleeFrom, int time) { if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom) return; @@ -5443,7 +5453,7 @@ void CPed::SetAttackTimer(uint32 time) { if (CTimer::GetTimeInMilliseconds() > m_attackTimer) - m_attackTimer = max(m_lastHitTime, CTimer::GetTimeInMilliseconds()) + time; + m_attackTimer = max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time; } void @@ -5491,6 +5501,20 @@ CPed::SetBuyIceCream(void) if (!m_carInObjective) return; +#ifdef FIX_ICECREAM + + // Simulating BuyIceCream + CPed* driver = m_carInObjective->pDriver; + if (driver) { + m_nPedState = PED_BUY_ICECREAM; + bFindNewNodeAfterStateRestore = true; + SetObjectiveTimer(8000); + SetChat(driver, 8000); + driver->SetChat(this, 8000); + return; + } +#endif + // Side of the Ice Cream van m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; @@ -5501,7 +5525,7 @@ CPed::SetBuyIceCream(void) } void -CPed::SetChat(CEntity* chatWith, uint32 time) +CPed::SetChat(CEntity *chatWith, uint32 time) { if(m_nPedState != PED_CHAT) SetStoredState(); @@ -5537,7 +5561,7 @@ CPed::SetDead(void) // BUG: Is this count or timer?! m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds(); - m_deadBleeding = 0; + m_deadBleeding = false; bDoBloodyFootprints = false; m_ped_flagI4 = false; CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000); @@ -5604,7 +5628,7 @@ CPed::DeadPedMakesTyresBloody(void) for (int curY = minY; curY <= maxY; curY++) { for (int curX = minX; curX <= maxX; curX++) { - CSector* sector = CWorld::GetSector(curX, curY); + CSector *sector = CWorld::GetSector(curX, curY); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]); } @@ -5675,7 +5699,7 @@ CPed::DuckAndCover(void) if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { CVector pos = GetPosition(); int16 lastVehicle; - CEntity* vehicles[8]; + CEntity *vehicles[8]; CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { @@ -5807,7 +5831,7 @@ void CPed::EnterCar(void) { if (m_pMyVehicle && m_pMyVehicle->m_status != STATUS_WRECKED && m_fHealth > 0.0f) { - CVehicle* veh = (CVehicle*)m_pSeekTarget; + CVehicle *veh = (CVehicle*)m_pSeekTarget; // Not used. // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType); @@ -5906,7 +5930,7 @@ void CPed::LineUpPedWithTrain(void) { CVector lineUpPos; - CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex); + CVehicleModelInfo *trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex); CVector enterOffset(1.5f, 0.0f, -0.2f); m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); @@ -6035,10 +6059,10 @@ CPed::Fight(void) else EndFight(ENDFIGHT_FAST); - } else if (currentAssoc && m_fightUnk2 > -2) { + } else if (currentAssoc && m_fightState != FIGHTSTATE_MOVE_FINISHED) { float animTime = currentAssoc->currentTime; FightMove &curMove = tFightMoves[m_lastFightMove]; - if (curMove.hitLevel != 0 && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightUnk2 >= 0) { + if (curMove.hitLevel != 0 && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) { CVector touchingNodePos(0.0f, 0.0f, 0.0f); RwFrame *touchingFrame = nil; @@ -6307,13 +6331,13 @@ CPed::Fight(void) animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); - if (m_fightUnk2 == -2 && animAssoc->currentTime != 0.0f) { + if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) { animAssoc->SetCurrentTime(0.0f); animAssoc->SetRun(); } m_fightButtonPressure = 0; } - m_fightUnk2 = 0; + m_fightState = FIGHTSTATE_NO_MOVE; } else if (m_takeAStepAfterAttack && m_lastFightMove != FIGHTMOVE_SHUFFLE_F #ifndef FIX_BUGS && CheckForPedsOnGroundToAttack(this, nil) == 4) { @@ -6331,7 +6355,7 @@ CPed::Fight(void) animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 32.0f); } animAssoc->SetFinishCallback(FinishFightMoveCB, this); - m_fightUnk2 = 0; + m_fightState = FIGHTSTATE_NO_MOVE; m_fightButtonPressure = 0; m_takeAStepAfterAttack = false; @@ -6435,7 +6459,7 @@ CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg) CPed *ped = (CPed*)arg; if (tFightMoves[ped->m_lastFightMove].animId == animAssoc->animId) { - ped->m_fightUnk2 = -2; + ped->m_fightState = FIGHTSTATE_MOVE_FINISHED; animAssoc->blendDelta = -1000.0f; } } @@ -6459,7 +6483,7 @@ CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg) void CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg) { - CPed* ped = (CPed*)arg; + CPed *ped = (CPed*)arg; ped->m_ped_flagG4 = true; ped->bIsLanding = false; @@ -6545,7 +6569,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) 255, 255, 0, 0, 4.0f, 3000, 1.0f); bloodPos = CVector(0.0f, 0.0f, 0.0f); - for (RwFrame* j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j)) + for (RwFrame *j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j)) RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j)); bloodPos.z -= 0.1f; @@ -6569,7 +6593,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) void CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg) { - CPed* ped = (CPed*)arg; + CPed *ped = (CPed*)arg; ped->m_nWaitTimer = 0; ped->RestoreHeadingRate(); @@ -7552,7 +7576,7 @@ CPed::Idle(void) } CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); - CAnimBlendAssociation* unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); + CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); int waitTime; if (m_nMoveState == PEDMOVE_STILL) { @@ -7661,7 +7685,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) if (!seq->HasTranslation()) vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { - KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedDraggedOutCarAnimOffset = lastFrame->translation; } } @@ -7673,7 +7697,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) if (!seq->HasTranslation()) vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { - KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedCarDoorAnimOffset = lastFrame->translation; } } @@ -7685,7 +7709,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) if (!seq->HasTranslation()) vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { - KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedCarDoorLoAnimOffset = lastFrame->translation; } } @@ -7697,7 +7721,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) if (!seq->HasTranslation()) vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { - KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation; } } @@ -7709,7 +7733,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) if (!seq->HasTranslation()) vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { - KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedVanRearDoorAnimOffset = lastFrame->translation; } } @@ -7721,7 +7745,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) if (!seq->HasTranslation()) vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { - KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); + KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedTrainDoorAnimOffset = lastFrame->translation; } } @@ -7966,10 +7990,10 @@ CPed::IsRoomToBeCarJacked(void) } void -CPed::KillPedWithCar(CVehicle* car, float impulse) +CPed::KillPedWithCar(CVehicle *car, float impulse) { - CVehicleModelInfo* vehModel; - CColModel* vehColModel; + CVehicleModelInfo *vehModel; + CColModel *vehColModel; uint8 damageDir; PedNode nodeToDamage; eWeaponType killMethod; @@ -8014,7 +8038,7 @@ CPed::KillPedWithCar(CVehicle* car, float impulse) killMethod = WEAPONTYPE_RUNOVERBYCAR; nodeToDamage = PED_HEAD; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; - m_vecMoveSpeed.z = 0.0; + m_vecMoveSpeed.z = 0.0f; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) @@ -8034,7 +8058,7 @@ CPed::KillPedWithCar(CVehicle* car, float impulse) if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) { killMethod = WEAPONTYPE_RUNOVERBYCAR; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; - m_vecMoveSpeed.z = 0.0; + m_vecMoveSpeed.z = 0.0f; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) @@ -8049,7 +8073,7 @@ CPed::KillPedWithCar(CVehicle* car, float impulse) killMethod = WEAPONTYPE_RUNOVERBYCAR; nodeToDamage = PED_HEAD; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; - m_vecMoveSpeed.z = 0.0; + m_vecMoveSpeed.z = 0.0f; if (damageDir == 1 || damageDir == 3) damageDir = 2; @@ -8232,7 +8256,7 @@ CPed::LookForInterestingNodes(void) for (int curY = minY; curY <= maxY && !found; curY++) { for (int curX = minX; curX <= maxX && !found; curX++) { for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) { - CVehicle* veh = (CVehicle*)ptrNode->item; + CVehicle *veh = (CVehicle*)ptrNode->item; model = veh->GetModelInfo(); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { @@ -8250,7 +8274,7 @@ CPed::LookForInterestingNodes(void) } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) { - CObject* obj = (CObject*)ptrNode->item; + CObject *obj = (CObject*)ptrNode->item; model = CModelInfo::GetModelInfo(obj->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { @@ -8268,7 +8292,7 @@ CPed::LookForInterestingNodes(void) } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) { - CBuilding* building = (CBuilding*)ptrNode->item; + CBuilding *building = (CBuilding*)ptrNode->item; model = CModelInfo::GetModelInfo(building->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { @@ -8286,7 +8310,7 @@ CPed::LookForInterestingNodes(void) } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) { - CBuilding* building = (CBuilding*)ptrNode->item; + CBuilding *building = (CBuilding*)ptrNode->item; model = CModelInfo::GetModelInfo(building->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { @@ -8416,8 +8440,8 @@ CPed::LookForSexyPeds(void) void CPed::MakeTyresMuddySectorList(CPtrList &list) { - for (CPtrNode* node = list.first; node; node = node->next) { - CVehicle* veh = (CVehicle*)node->item; + for (CPtrNode *node = list.first; node; node = node->next) { + CVehicle *veh = (CVehicle*)node->item; if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) { veh->m_scanCode = CWorld::GetCurrentScanCode(); @@ -8513,7 +8537,7 @@ CPed::MoveHeadToLook(void) if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { - CAnimBlendAssociation* fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU); + CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU); if (fuckUAssoc) { float animTime = fuckUAssoc->currentTime; @@ -8615,9 +8639,9 @@ CPed::MoveHeadToLook(void) } void -FinishFuckUCB(CAnimBlendAssociation* animAssoc, void* arg) +FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg) { - CPed* ped = (CPed*)arg; + CPed *ped = (CPed*)arg; if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) ped->RemoveWeaponModel(0); @@ -8631,9 +8655,9 @@ CPed::Pause(void) { } void -CPed::PedAnimAlignCB(CAnimBlendAssociation* animAssoc, void* arg) +CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) { - CPed* ped = (CPed*)arg; + CPed *ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; if (animAssoc) @@ -8747,6 +8771,1044 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation* animAssoc, void* arg) } } +void +CPed::ProcessControl(void) +{ + CColPoint foundCol; + CEntity *foundEnt = nil; + + if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory) + return; + + int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump()); + if (!bFadeOut) { + if (alpha < 255) { + alpha += 16; + if (alpha > 255) + alpha = 255; + } + } else { + alpha -= 8; + if (alpha < 0) + alpha = 0; + } + + CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha); + m_ped_flagC40 = false; + BuildPedLists(); + bIsInWater = false; + ProcessBuoyancy(); + + if (m_nPedState != PED_ARRESTED) { + if (m_nPedState == PED_DEAD) { + DeadPedMakesTyresBloody(); + if (CGame::nastyGame) { + uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount; + float timeDependentDist; + if (remainingBloodyFpTime >= 2000) { + if (remainingBloodyFpTime <= 7000) + timeDependentDist = (remainingBloodyFpTime - 2000) / 5000 * 0.75f; + else + timeDependentDist = 0.75f; + } else { + timeDependentDist = 0.0f; + } + + for (int i = 0; i < m_numNearPeds; ++i) { + CPed *nearPed = m_nearPeds[i]; + PedState nearPedState = nearPed->m_nPedState; + if (nearPedState != PED_DIE && nearPedState != PED_DEAD) { + CVector dist = nearPed->GetPosition() - GetPosition(); + if (dist.MagnitudeSqr() < sq(timeDependentDist)) { + nearPed->m_bloodyFootprintCount = 200; + nearPed->bDoBloodyFootprints = true; + if (nearPed->IsPlayer()) { + if (!nearPed->bIsLooking && nearPedState != PED_ATTACK) { + int16 camMode = TheCamera.Cams[TheCamera.ActiveCam].Mode; + if (camMode != CCam::MODE_SNIPER + && camMode != CCam::MODE_ROCKET + && camMode != CCam::MODE_M16FIRSTPERSON_34 + && camMode != CCam::MODE_FIRSTPERSON + && camMode != CCam::MODE_M16FIRSTPERSON_44 + && !TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn()) { + + nearPed->SetLookFlag(this, true); + nearPed->SetLookTimer(500); + } + } + } + } + } + } + + if (remainingBloodyFpTime > 2000) { + CVector bloodPos = GetPosition(); + if (remainingBloodyFpTime - 2000 >= 5000) { + if (!m_deadBleeding) { + CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, + 0.75f, 0.0f, 0.0f, -0.75f, 255, 255, 0, 0, 4.0f, 40000, 1.0f); + m_deadBleeding = true; + } + } else { + CShadows::StoreStaticShadow( + (uintptr)this + 17, SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, + (remainingBloodyFpTime - 2000) / 5000 * 0.75f, 0.0f, + 0.0f, (remainingBloodyFpTime - 2000) / 5000 * -0.75f, + 255, 255, 0, 0, 4.0f, 1.0f, 40.0f, false, 0.0f); + } + } + } + if (ServiceTalkingWhenDead()) + ServiceTalking(); + return; + } + + m_ped_flagA2 = false; + if (bIsStanding) { + if (!CWorld::bForceProcessControl) { + if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->bIsInSafePosition) { + bWasPostponed = true; + return; + } + } + } + + if (!IsPedInControl() || m_nWaitState != WAITSTATE_FALSE || 0.01f * CTimer::GetTimeStep() <= m_fDistanceTravelled + || (m_nStoredMoveState != PEDMOVE_WALK && m_nStoredMoveState != PEDMOVE_RUN && m_nStoredMoveState != PEDMOVE_SPRINT)) + m_panicCounter = 0; + else if (m_panicCounter < 50) + ++m_panicCounter; + + if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding) + SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); + + m_ped_flagH20 = false; + + CEntity *collidingEnt = m_pDamageEntity; + if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) { + bHitSomethingLastFrame = false; + if (m_nPedStateTimer <= 500 && bIsInTheAir) { + if (m_nPedStateTimer) + m_nPedStateTimer--; + } else if (m_nPedStateTimer < 1001) { + m_nPedStateTimer = 0; + } + } else { + if (m_panicCounter == 50 && IsPedInControl()) { + SetWaitState(WAITSTATE_STUCK, nil); + // Leftover + /* + if (m_nPedType < PEDTYPE_COP) { + + } else { + + } + */ + } else { + + switch (collidingEnt->m_type) + { + case ENTITY_TYPE_BUILDING: + case ENTITY_TYPE_OBJECT: + { + CBaseModelInfo *collidingModel = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex); + CColModel *collidingCol = collidingModel->GetColModel(); + if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_CHANGE_THEN_SMASH + || collidingCol->boundingBox.max.x < 3.0f + && collidingCol->boundingBox.max.y < 3.0f) { + + if (!IsPlayer()) { + SetDirectionToWalkAroundObject(collidingEnt); + break; + } + } + if (IsPlayer()) { + bHitSomethingLastFrame = true; + break; + } + + float angleToFlee = CGeneral::GetRadianAngleBetweenPoints( + GetPosition().x, + GetPosition().y, + m_vecDamageNormal.x + GetPosition().x, + m_vecDamageNormal.y + GetPosition().y); + + float neededTurn = Abs(m_fRotationCur - angleToFlee); + + if (neededTurn > PI) + neededTurn = TWOPI - neededTurn; + + float oldDestRot = CGeneral::LimitRadianAngle(m_fRotationDest); + + if (m_pedInObjective && + (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) { + + if (m_pedInObjective->IsPlayer() + && (neededTurn < DEGTORAD(20.0f) || m_panicCounter > 10)) { + if (CanPedJumpThis(collidingEnt)) { + SetJump(); + } else if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) { + SetWaitState(WAITSTATE_LOOK_ABOUT, nil); + } else { + SetWaitState(WAITSTATE_PLAYANIM_TAXI, nil); + m_headingRate = 0.0f; + SetLookFlag(m_pedInObjective, true); + SetLookTimer(3000); + Say(SOUND_PED_TAXI_CALL); + } + } else { + m_pLookTarget = m_pedInObjective; + m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); + TurnBody(); + } + } else { + if (m_nPedType != PEDTYPE_COP && neededTurn < DEGTORAD(15.0f) && m_nWaitState == WAITSTATE_FALSE) { + if ((m_nStoredMoveState == PEDMOVE_RUN || m_nStoredMoveState == PEDMOVE_SPRINT) && m_vecDamageNormal.z < 0.3f) { + CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN); + if (!runAssoc) + runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); + + if (runAssoc && runAssoc->blendAmount > 0.9f && runAssoc->IsRunning()) { + SetWaitState(WAITSTATE_HITWALL, nil); + } + } + } + if (m_nPedState == PED_FLEE_POS) { + CVector2D fleePos = collidingEnt->GetPosition(); + uint32 oldFleeTimer = m_fleeTimer; + SetFlee(fleePos, 5000); + if (oldFleeTimer != m_fleeTimer) + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500; + + } else { + if (m_nPedState == PED_FLEE_ENTITY && (neededTurn < DEGTORAD(25.0f) || m_panicCounter > 10)) { + m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; + m_collidingEntityWhileFleeing = collidingEnt; + m_collidingEntityWhileFleeing->RegisterReference((CEntity **) &m_collidingEntityWhileFleeing); + + uint8 currentDir = floorf((PI + m_fRotationCur) / DEGTORAD(45.0f)); + uint8 nextDir; + ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, currentDir, &nextDir); + + } else { + if (neededTurn < DEGTORAD(60.0f)) { + CVector posToHead = m_vecDamageNormal * 4.0f; + posToHead.z = 0.0f; + posToHead += GetPosition(); + int closestNodeId = ThePaths.FindNodeClosestToCoors(posToHead, PATH_PED, + 999999.9f, false, false); + float angleToFace; + + if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) { + if (m_nPedState != PED_SEEK_POS && m_nPedState != PED_SEEK_CAR) { + if (m_nPedState == PED_WANDER_PATH) { + m_pNextPathNode = &ThePaths.m_pathNodes[closestNodeId]; + angleToFace = CGeneral::GetRadianAngleBetweenPoints( + m_pNextPathNode->pos.x, m_pNextPathNode->pos.y, + GetPosition().x, GetPosition().y); + } else { + if (ThePaths.m_pathNodes[closestNodeId].pos.x == 0.0f + || ThePaths.m_pathNodes[closestNodeId].pos.y == 0.0f) { + posToHead = (3.0f * m_vecDamageNormal) + GetPosition(); + posToHead.x += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f; + posToHead.y += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f; + } else { + posToHead.x = ThePaths.m_pathNodes[closestNodeId].pos.x; + posToHead.y = ThePaths.m_pathNodes[closestNodeId].pos.y; + } + angleToFace = CGeneral::GetRadianAngleBetweenPoints( + posToHead.x, posToHead.y, + GetPosition().x, GetPosition().y); + + if (m_nPedState != PED_FOLLOW_PATH) + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500; + } + } else { + angleToFace = CGeneral::GetRadianAngleBetweenPoints( + ThePaths.m_pathNodes[closestNodeId].pos.x, + ThePaths.m_pathNodes[closestNodeId].pos.y, + GetPosition().x, + GetPosition().y); + + CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].pos - GetPosition(); + CVector2D distToSeekPos = m_vecSeekPos - GetPosition(); + + if (DotProduct2D(distToNode, distToSeekPos) < 0.0f) { + m_fRotationCur = m_fRotationDest; + break; + } + } + } else { + float angleToFaceAwayDamage = CGeneral::GetRadianAngleBetweenPoints( + m_vecDamageNormal.x, + m_vecDamageNormal.y, + 0.0f, + 0.0f); + + if (angleToFaceAwayDamage < m_fRotationCur) + angleToFaceAwayDamage += TWOPI; + + float neededTurn = angleToFaceAwayDamage - m_fRotationCur; + + if (neededTurn <= PI) { + angleToFace = 0.5f * neededTurn + m_fRotationCur; + m_fRotationCur += DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f; + } else { + angleToFace = m_fRotationCur - (TWOPI - neededTurn) * 0.5f; + m_fRotationCur -= DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f; + } + + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200; + if (m_nPedType == PEDTYPE_COP) { + if (m_pedInObjective) { + float angleToLookCriminal = CGeneral::GetRadianAngleBetweenPoints( + m_pedInObjective->GetPosition().x, + m_pedInObjective->GetPosition().y, + GetPosition().x, + GetPosition().y); + + angleToLookCriminal = CGeneral::LimitRadianAngle(angleToLookCriminal); + angleToFace = CGeneral::LimitRadianAngle(angleToFace); + + if (angleToLookCriminal < angleToFace) + angleToLookCriminal += TWOPI; + + float neededTurnToCriminal = angleToLookCriminal - angleToFace; + + if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) { + ((CCopPed*)this)->m_bZoneDisabledButClose = true; + } + } + } + } + m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); + + if (m_fRotationCur - PI > m_fRotationDest) { + m_fRotationDest += TWOPI; + } else if (PI + m_fRotationCur < m_fRotationDest) { + m_fRotationDest -= TWOPI; + } + + if (oldDestRot == m_fRotationDest && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200; + m_fRotationDest += HALFPI; + } + } + } + } + } + + if (m_nPedState != PED_WANDER_PATH && m_nPedState != PED_FLEE_ENTITY) + m_pNextPathNode = nil; + + bHitSomethingLastFrame = true; + break; + } + case ENTITY_TYPE_VEHICLE: + { + CVehicle *collidingVeh = ((CVehicle*)collidingEnt); + float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr(); + + if (collidingVeh == m_pMyVehicle) + m_ped_flagH20 = true; + + if (collidingVehSpeedSqr <= 1.0f / 400.0f) { + if (!IsPedInControl() + || IsPlayer() + && m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT + && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER + && m_objective != OBJECTIVE_RUN_TO_AREA) { + + if (IsPlayer() && !bIsInTheAir) { + + if (IsPedInControl() + && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f + && !bIsLooking + && CTimer::GetTimeInMilliseconds() > m_lookTimer + && collidingVeh->pDriver) { + + ((CPlayerPed*)this)->AnnoyPlayerPed(false); + SetLookFlag(collidingVeh, true); + SetLookTimer(1300); + + eWeaponType weaponType = GetWeapon()->m_eWeaponType; + if (weaponType == WEAPONTYPE_UNARMED + || weaponType == WEAPONTYPE_BASEBALLBAT + || weaponType == WEAPONTYPE_COLT45 + || weaponType == WEAPONTYPE_UZI) { + bShakeFist = true; + } + } else { + SetLookFlag(collidingVeh, true); + SetLookTimer(500); + } + } + } else if (!m_ped_flagB80) { + + // I don't remember any condition that we were STATUS_PLAYER. + if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) { + + SetDirectionToWalkAroundObject(collidingVeh); + + } else if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer + || m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) { + + CPed::SetDirectionToWalkAroundObject(collidingVeh); + CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; + + } else if (m_fleeFrom != collidingVeh) { + SetFlee(collidingVeh, 4000); + bUsePedNodeSeek = false; + SetMoveState(PEDMOVE_WALK); + } + } + } else { + DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, 142, m_fDamageImpulse); + if (IsPlayer()) { + CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(); + CVector colMinVec = collidingCol->boundingBox.min; + CVector colMaxVec = collidingCol->boundingBox.max; + + CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition(); + + // TLVC = To look vehicle center + + float angleToVehFront = collidingVeh->GetForward().Heading(); + float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading(); + angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC); + + // Not sure about this one + float minNeededTurnTLVC = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y); + + CVector vehDist = GetPosition() - collidingVeh->GetPosition(); + vehDist.Normalise(); + + float vehRightVecAndSpeedDotProd; + + if (Abs(angleDiffFromLookingFrontTLVC) >= minNeededTurnTLVC && Abs(angleDiffFromLookingFrontTLVC) < PI - minNeededTurnTLVC) { + if (angleDiffFromLookingFrontTLVC <= 0.0f) { + vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); + + // vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right? + if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { + + // Car's right faces towards us and isn't coming directly to us + if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f + && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { + SetEvasiveStep(collidingVeh, 1); + } + } + } else { + vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); + + if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { + if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f + && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { + SetEvasiveStep(collidingVeh, 1); + } + } + } + } else { + vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed); + } + + if (vehRightVecAndSpeedDotProd <= 0.1f) { + if (m_nPedState != PED_FIGHT) { + SetLookFlag(collidingVeh, true); + SetLookTimer(700); + } + } else { + bIsStanding = false; + CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed; + int dir = GetLocalDirection(collidingEntMoveDir); + SetFall(1000, (AnimationId)(dir + 25), false); + CPed *driver = collidingVeh->pDriver; + + float damage; + if (driver && driver->IsPlayer()) { + damage = vehRightVecAndSpeedDotProd * 1000.0f; + } else if (collidingVeh->m_modelIndex == MI_TRAIN) { + damage = 50.0f; + } else { + damage = 20.0f; + } + + InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir); + Say(SOUND_PED_DAMAGE); + } + } else { + KillPedWithCar(collidingVeh, m_fDamageImpulse); + } + } + break; + } + case ENTITY_TYPE_PED: + { + CollideWithPed((CPed*)collidingEnt); + if (((CPed*)collidingEnt)->IsPlayer()) { + CPlayerPed *player = ((CPlayerPed*)collidingEnt); + Say(SOUND_PED_CHAT); + if (m_nMoveState > PEDMOVE_STILL && player->IsPedInControl()) { + if (player->m_fMoveSpeed < 1.0f) { + if (!player->bIsLooking) { + if (CTimer::GetTimeInMilliseconds() > player->m_lookTimer) { + player->AnnoyPlayerPed(false); + player->SetLookFlag(this, true); + player->SetLookTimer(1300); + eWeaponType weapon = player->GetWeapon()->m_eWeaponType; + if (weapon == WEAPONTYPE_UNARMED + || weapon == WEAPONTYPE_BASEBALLBAT + || weapon == WEAPONTYPE_COLT45 + || weapon == WEAPONTYPE_UZI) { + player->bShakeFist = true; + } + } + } + } + } + } + break; + } + default: + break; + } + } + CVector forceDir; + if (!bIsInTheAir && m_nPedState != PED_JUMP) { + forceDir = m_vecDamageNormal; + forceDir.z = 0.0f; + if (!bIsStanding) { + forceDir *= 4.0f; + } else { + forceDir *= 0.5f; + } + + ApplyMoveForce(forceDir); + } + if (bIsInTheAir && m_nPedState != PED_DIE && m_nPedState != PED_DEAD) { + if (m_nPedStateTimer <= 1000 && m_nPedStateTimer) { + forceDir = GetPosition() - m_vecHitLastPos; + } else { + m_nPedStateTimer = 0; + m_vecHitLastPos = GetPosition(); + forceDir = CVector(0.0f, 0.0f, 0.0f); + } + + CVector offsetToCheck; + m_nPedStateTimer++; + + float adjustedTs = max(CTimer::GetTimeStep(), 0.01f); + + CPad *pad0 = CPad::GetPad(0); + if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr()) + && (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) { + + if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING + && m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) { + offsetToCheck.x = -forceDir.y; + offsetToCheck.z = 0.0f; + offsetToCheck.y = forceDir.x; + offsetToCheck.Normalise(); + + CVector posToCheck = GetPosition() + offsetToCheck; + float lastCollidingColZ; + + if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) { + lastCollidingColZ = foundCol.point.z; + } else { + lastCollidingColZ = 500.0f; + } + + posToCheck = GetPosition() - offsetToCheck; + float lastCollidingColInOtherDirZ; + + if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) { + lastCollidingColInOtherDirZ = foundCol.point.z; + } else { + lastCollidingColInOtherDirZ = 501.0f; + } + + if (lastCollidingColZ < lastCollidingColInOtherDirZ) { + offsetToCheck *= -1.0f; + } + offsetToCheck.z = 1.0f; + forceDir = 4.0f * offsetToCheck; + forceDir.z = 4.0f; + ApplyMoveForce(forceDir); + + GetPosition() += 0.25f * offsetToCheck; + + m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f); + m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); + m_fRotationDest = m_fRotationCur; + CVector pos = GetPosition(); + GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); + GetPosition() += pos; + + if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) { + CPed::SetFall(1000, ANIM_KO_SKID_BACK, true); + } + bIsInTheAir = false; + } else if (m_vecDamageNormal.z > 0.4f) { + forceDir = m_vecDamageNormal; + forceDir.z = 0.0f; + forceDir.Normalise(); + ApplyMoveForce(2.0f * forceDir); + } + } else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) { + if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) { + int16 padWalkX = pad0->GetPedWalkLeftRight(); + int16 padWalkY = pad0->GetPedWalkUpDown(); + if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) { + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY); + m_fRotationDest -= TheCamera.Orientation; + m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); + m_fRotationCur = m_fRotationDest; + CVector pos = GetPosition(); + GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); + GetPosition() += pos; + } + SetJump(); + m_nPedStateTimer = 0; + m_vecHitLastPos = GetPosition(); + + // Why? forceDir is unused after this point. + forceDir = CVector(0.0f, 0.0f, 0.0f); + } else if (IsPlayer()) { + int16 padWalkX = pad0->GetPedWalkLeftRight(); + int16 padWalkY = pad0->GetPedWalkUpDown(); + if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) { + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0, 0.0, -padWalkX, padWalkY); + m_fRotationDest -= TheCamera.Orientation; + m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); + m_fRotationCur = m_fRotationDest; + CVector pos = GetPosition(); + GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur); + GetPosition() += pos; + } + CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE); + + if (!jumpAssoc) + jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE); + + if (jumpAssoc) { + jumpAssoc->blendDelta = -3.0f; + jumpAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + if (m_nPedState == PED_JUMP) + m_nPedState = PED_IDLE; + } else { + CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE); + + if (!jumpAssoc) + jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE); + + if (jumpAssoc) { + jumpAssoc->blendDelta = -3.0f; + jumpAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + } + } else { + offsetToCheck = GetPosition(); + offsetToCheck.z += 0.5f; + + if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - 1.04f, foundCol, foundEnt, true, true, false, true, false, false, false)) { + GetPosition().z = 1.04f + foundCol.point.z; + GetMatrix().UpdateRW(); + SetLanding(); + bIsStanding = true; + } + } + } else if (m_nPedStateTimer < 1001) { + m_nPedStateTimer = 0; + } + } + + if (bIsDucking) + Duck(); + + if (bStartWanderPathOnFoot) { + if (IsPedInControl()) { + ClearAll(); + SetWanderPath(m_nPathState); + bStartWanderPathOnFoot = false; + } else if (m_nPedState == PED_DRIVING) { + bWanderPathAfterExitingCar = true; + SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); + } + } + + if (!bIsStanding && m_vecMoveSpeed.z > 0.25f) { + double airResistance = Pow(0.95, CTimer::GetTimeStep()); + + m_vecMoveSpeed *= airResistance; + } + + CPhysical::ProcessControl(); + if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) { + if (m_nPedState != PED_DEAD) { + CalculateNewVelocity(); + CalculateNewOrientation(); + } + UpdatePosition(); + PlayFootSteps(); + if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) { + SetInTheAir(); + } + + ProcessObjective(); + if (!bIsAimingGun) { + if (bIsRestoringGun) + RestoreGunPosition(); + } else { + AimGun(); + } + + if (bIsLooking) { + MoveHeadToLook(); + } else if (bIsRestoringLook) { + RestoreHeadPosition(); + } + + if (bIsInTheAir) + InTheAir(); + + if (bUpdateAnimHeading) { + if (m_nPedState != PED_GETUP && m_nPedState != PED_FALL) { + m_fRotationCur -= HALFPI; + m_fRotationDest = m_fRotationCur; + bUpdateAnimHeading = false; + } + } + + if (m_nWaitState != WAITSTATE_FALSE) + Wait(); + + if (m_nPedState != PED_IDLE) { + CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); + if(idleAssoc) { + idleAssoc->blendDelta = -8.0f; + idleAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + } + + switch (m_nPedState) { + case PED_IDLE: + Idle(); + break; + case PED_LOOK_ENTITY: + case PED_LOOK_HEADING: + Look(); + break; + case PED_WANDER_RANGE: + WanderRange(); + CheckAroundForPossibleCollisions(); + break; + case PED_WANDER_PATH: + WanderPath(); + break; + case PED_SEEK_POS: + case PED_SEEK_ENTITY: + case PED_PURSUE: + case PED_SNIPER_MODE: + case PED_ROCKET_ODE: + case PED_DUMMY: + case PED_FACE_PHONE: + case PED_MAKE_CALL: + case PED_MUG: + case PED_AI_CONTROL: + case PED_FOLLOW_ROUTE: + case PED_CPR: + case PED_SOLICIT: + case PED_BUY_ICECREAM: + case PED_STEP_AWAY: + case PED_UNKNOWN: + case PED_STATES_NO_AI: + case PED_JUMP: + case PED_STAGGER: + case PED_DIVE_AWAY: + case PED_STATES_NO_ST: + case PED_ARREST_PLAYER: + case PED_PASSENGER: + case PED_TAXI_PASSENGER: + case PED_OPEN_DOOR: + case PED_DEAD: + case PED_CARJACK: + case PED_DRAG_FROM_CAR: + case PED_ENTER_CAR: + case PED_STEAL_CAR: + case PED_EXIT_CAR: + break; + case PED_FLEE_POS: + ms_vec2DFleePosition.x = m_fleeFromPosX; + ms_vec2DFleePosition.y = m_fleeFromPosY; + Flee(); + break; + case PED_FLEE_ENTITY: + if (!m_fleeFrom) { + SetIdle(); + break; + } + + if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) + break; + + ms_vec2DFleePosition = m_fleeFrom->GetPosition(); + Flee(); + break; + case PED_FOLLOW_PATH: + CPed::FollowPath(); + break; + case PED_PAUSE: + CPed::Pause(); + break; + case PED_ATTACK: + CPed::Attack(); + break; + case PED_FIGHT: + CPed::Fight(); + break; + case PED_CHAT: + CPed::Chat(); + break; + case PED_AIM_GUN: + if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, DEGTORAD(120.0f))) { + ((CPed*)m_pPointGunAt)->ReactToPointGun(this); + } + PointGunAt(); + break; + case PED_SEEK_CAR: + SeekCar(); + break; + case PED_SEEK_IN_BOAT: + SeekBoatPosition(); + break; + case PED_INVESTIGATE: + InvestigateEvent(); + break; + case PED_ON_FIRE: + if (IsPlayer()) + break; + + if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer) { + if (m_fleeFrom) { + ms_vec2DFleePosition = m_fleeFrom->GetPosition(); + } else { + ms_vec2DFleePosition.x = m_fleeFromPosX; + ms_vec2DFleePosition.y = m_fleeFromPosY; + } + Flee(); + } else { + if (m_pFire) + m_pFire->Extinguish(); + } + break; + case PED_FALL: + Fall(); + break; + case PED_GETUP: + SetGetUp(); + break; + case PED_ENTER_TRAIN: + EnterTrain(); + break; + case PED_EXIT_TRAIN: + ExitTrain(); + break; + case PED_DRIVING: + { + if (!m_pMyVehicle) { + bInVehicle = false; + FlagToDestroyWhenNextProcessed(); + return; + } + + if (m_pMyVehicle->pDriver != this || m_pMyVehicle->IsBoat()) { + LookForSexyPeds(); + LookForSexyCars(); + break; + } + + if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE || !m_pMyVehicle->pDriver->IsPlayer()) { + break; + } + + float steerAngle = m_pMyVehicle->m_fSteerAngle; + CAnimBlendAssociation *lDriveAssoc; + CAnimBlendAssociation *rDriveAssoc; + CAnimBlendAssociation *lbAssoc; + CAnimBlendAssociation *sitAssoc; + if (m_pMyVehicle->bLowVehicle) { + sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT); + + if (!sitAssoc || sitAssoc->blendAmount >= 1.0f) { + break; + } + + lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L); + lbAssoc = nil; + rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R); + } else { + sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT); + + if (!sitAssoc || sitAssoc->blendAmount >= 1.0f) { + break; + } + lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L); + rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R); + lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB); + } + if (lbAssoc) { + if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON + && TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_LEFT) { + lbAssoc->blendDelta = -1000.0f; + } + } + + CAnimBlendAssociation *driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); + + if (!driveByAssoc) + driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); + + if (m_pMyVehicle->bLowVehicle || m_pMyVehicle->m_fGasPedal >= 0.0f || driveByAssoc) { + if (steerAngle == 0.0f || driveByAssoc) { + if (lDriveAssoc) + lDriveAssoc->blendAmount = 0.0f; + if (rDriveAssoc) + rDriveAssoc->blendAmount = 0.0f; + if (lbAssoc) + lbAssoc->blendDelta = -4.0f; + } else if (steerAngle <= 0.0f) { + if (lDriveAssoc) + lDriveAssoc->blendAmount = 0.0f; + + if (rDriveAssoc) + rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f); + else if (m_pMyVehicle->bLowVehicle) + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_R); + else + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_R); + + if (lbAssoc) + lbAssoc->blendDelta = -4.0f; + } else { + if (rDriveAssoc) + rDriveAssoc->blendAmount = 0.0f; + + if (lDriveAssoc) + lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f); + else if (m_pMyVehicle->bLowVehicle) + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_L); + else + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_L); + + if (lbAssoc) + lbAssoc->blendDelta = -4.0f; + } + } else { + + if ((TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_FIRSTPERSON + || TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking != LOOKING_LEFT) + && (!lbAssoc || lbAssoc->blendAmount < 1.0f)) { + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LB, 4.0f); + } + } + break; + } + case PED_DIE: + Die(); + break; + case PED_HANDS_UP: + if (m_pedStats->m_temper <= 50) { + if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSCOWER)) { + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER); + Say(SOUND_PED_HANDS_COWER); + } + } else if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP)) { + CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP); + Say(SOUND_PED_HANDS_UP); + } + break; + } + SetMoveAnim(); + if (m_ped_flagD4) { + if (CGame::nastyGame) { + if (!(CTimer::GetFrameCounter() & 3)) { + CVector cameraDist = GetPosition() - TheCamera.GetPosition(); + if (cameraDist.MagnitudeSqr() < 2500.0f) { + + float length = (CGeneral::GetRandomNumber() & 127) * 0.0015f + 0.15f; + CVector bloodPos( + ((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f, + ((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f, + 1.0f); + bloodPos += GetPosition(); + + CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, length, 0.0f, + 0.0f, -length, 255, 255, 0, 0, 4.0f, (CGeneral::GetRandomNumber() & 4095) + 2000, 1.0f); + } + } + } + } + ServiceTalking(); + if (bInVehicle && !m_pMyVehicle) + bInVehicle = false; + m_pCurrentPhysSurface = nil; + } else { + if (bIsStanding && (!m_pCurrentPhysSurface || IsPlayer()) + || bIsInWater || !bUsesCollision) { + SetDead(); + } + m_pCurrentPhysSurface = nil; + } + } +} + +void +CPed::SetInTheAir(void) +{ + if (bIsInTheAir) + return; + + bIsInTheAir = true; + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_GLIDE, 4.0f); + + if (m_nPedState == PED_ATTACK) { + ClearAttack(); + ClearPointGunAt(); + } else if (m_nPedState == PED_FIGHT) { + EndFight(ENDFIGHT_FAST); + } + +} + +void +CPed::RestoreHeadPosition(void) +{ + if (m_pedIK.RestoreLookAt()) { + bIsRestoringLook = false; + } +} + +void +CPed::PointGunAt(void) +{ + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); + if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); + + if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) { + weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart); + weaponAssoc->flags &= ~ASSOC_RUNNING; + + if (weaponInfo->m_bCanAimWithArm) + m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; + else + m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; + } +} + WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); } WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); } WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); } @@ -8757,8 +9819,8 @@ WRAPPER void CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg) { WRAPPER void CPed::SetInCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CF220); } WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); } WRAPPER void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4DF5C0); } -WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2480); } -WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* dragAssoc, void* arg) { EAXJMP(0x4E2920); } +WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); } +WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); } WRAPPER void CPed::PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E3290); } WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); } WRAPPER void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E4B90); } @@ -8767,7 +9829,7 @@ WRAPPER void CPed::PedLandCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0 class CPed_ : public CPed { public: - CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); } + CPed *ctor(uint32 pedType) { return ::new (this) CPed(pedType); } void dtor(void) { CPed::~CPed(); } void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); } @@ -8775,6 +9837,7 @@ public: bool SetupLighting_(void) { return CPed::SetupLighting(); } void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); } void Teleport_(CVector pos) { CPed::Teleport(pos); } + void ProcessControl_(void) { CPed::ProcessControl(); } }; STARTPATCHES @@ -8785,6 +9848,7 @@ STARTPATCHES InjectHook(0x4A7D30, &CPed_::SetupLighting_, PATCH_JUMP); InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP); InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP); + InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP); InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); diff --git a/src/peds/Ped.h b/src/peds/Ped.h index c1e93fdc..b30b4808 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -23,6 +23,13 @@ struct CPedAudioData int m_nMaxRandomDelayTime; }; +enum FightState : int8 { + FIGHTSTATE_MOVE_FINISHED = -2, + FIGHTSTATE_JUST_ATTACKED, + FIGHTSTATE_NO_MOVE, + FIGHTSTATE_1 +}; + enum { ENDFIGHT_NORMAL, @@ -256,7 +263,7 @@ public: // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R* uint8 bIsStanding : 1; uint8 m_ped_flagA2 : 1; - uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime) + uint8 bIsAttacking : 1; // doesn't reset after fist fight uint8 bIsPointingGunAt : 1; uint8 bIsLooking : 1; uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles @@ -268,9 +275,9 @@ public: uint8 bIsTalking : 1; uint8 bIsInTheAir : 1; uint8 bIsLanding : 1; - uint8 bIsRunning : 1; // not fleeing - uint8 m_ped_flagB40 : 1; - uint8 m_ped_flagB80 : 1; + uint8 bIsRunning : 1; // on some conditions + uint8 bHitSomethingLastFrame : 1; + uint8 m_ped_flagB80 : 1; // something related with reaction to colliding vehicle uint8 m_ped_flagC1 : 1; uint8 bRespondsToThreats : 1; @@ -283,7 +290,7 @@ public: uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion uint8 m_ped_flagD2 : 1; // set when event has been seen - uint8 m_ped_flagD4 : 1; + uint8 m_ped_flagD4 : 1; // so far only creates blood pool in hands up state uint8 m_ped_flagD8 : 1; uint8 bIsPedDieAnimPlaying : 1; uint8 bUsePedNodeSeek : 1; @@ -294,12 +301,12 @@ public: uint8 m_ped_flagE2 : 1; uint8 bNotAllowedToDuck : 1; uint8 bCrouchWhenShooting : 1; - uint8 bIsDucking : 1; // set if you don't want ped to attack + uint8 bIsDucking : 1; uint8 bGetUpAnimStarted : 1; uint8 bDoBloodyFootprints : 1; uint8 m_ped_flagE80 : 1; - uint8 m_ped_flagF1 : 1; + uint8 bWanderPathAfterExitingCar : 1; uint8 m_ped_flagF2 : 1; uint8 m_ped_flagF4 : 1; uint8 m_ped_flagF8 : 1; @@ -311,18 +318,18 @@ public: uint8 m_ped_flagG1 : 1; uint8 m_ped_flagG2 : 1; uint8 m_ped_flagG4 : 1; - uint8 m_ped_flagG8 : 1; // ped starts to go somewhere when set + uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found uint8 m_ped_flagG10 : 1; uint8 m_ped_flagG20 : 1; uint8 m_ped_flagG40 : 1; - uint8 m_ped_flagG80 : 1; + uint8 bFadeOut : 1; uint8 m_ped_flagH1 : 1; uint8 m_ped_flagH2 : 1; uint8 m_ped_flagH4 : 1; uint8 bClearObjective : 1; uint8 m_ped_flagH10 : 1; - uint8 m_ped_flagH20 : 1; + uint8 m_ped_flagH20 : 1; // set if our own vehicle damaged us. I don't know how is that possible uint8 m_ped_flagH40 : 1; uint8 m_ped_flagH80 : 1; @@ -430,7 +437,7 @@ public: CVector m_vecHitLastPos; PedFightMoves m_lastFightMove; uint8 m_fightButtonPressure; - int8 m_fightUnk2; // TODO + FightState m_fightState; bool m_takeAStepAfterAttack; uint8 pad_4B3; CFire *m_pFire; @@ -442,14 +449,14 @@ public: uint32 m_lookTimer; uint32 m_standardTimer; uint32 m_attackTimer; - uint32 m_lastHitTime; // obviously not correct + uint32 m_shootTimer; // shooting is a part of attack uint32 m_hitRecoverTimer; uint32 m_objectiveTimer; uint32 m_duckTimer; uint32 m_duckAndCoverTimer; int32 m_bloodyFootprintCount; uint8 m_panicCounter; - uint8 m_deadBleeding; + bool m_deadBleeding; int8 m_bodyPartBleeding; // PedNode uint8 m_field_4F3; CPed *m_nearPeds[10]; @@ -519,7 +526,7 @@ public: void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); - bool CanPedJumpThis(int32); + bool CanPedJumpThis(CEntity*); bool CanSeeEntity(CEntity*, float); void RestorePreviousObjective(void); void SetIdle(void); @@ -629,6 +636,16 @@ public: void Mug(void); void MoveHeadToLook(void); void Pause(void); + void ProcessBuoyancy(void); + bool ServiceTalkingWhenDead(void); + void ServiceTalking(void); + void SetJump(void); + void UpdatePosition(void); + void WanderRange(void); + void WanderPath(void); + void ReactToPointGun(CEntity*); + void SeekCar(void); + void SeekBoatPosition(void); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -694,6 +711,9 @@ public: void Fall(void); bool IsPedShootable(void); void Look(void); + void SetInTheAir(void); + void RestoreHeadPosition(void); + void PointGunAt(void); bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } @@ -708,7 +728,7 @@ public: static bool &bNastyLimbsCheat; static bool &bPedCheat2; static bool &bPedCheat3; - static CVector2D &ms_vec2DFleePosition; + static CVector2D ms_vec2DFleePosition; static CPedAudioData (&CommentWaitTime)[38]; #ifndef MASTER diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index d4e4f96e..f1da5d66 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -8,6 +8,7 @@ WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9 WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); } WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); } WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); } +WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); } // TODO: These are hardcoded into exe, reverse it. LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C; diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h index 21f8cce4..080cd103 100644 --- a/src/peds/PedIK.h +++ b/src/peds/PedIK.h @@ -57,5 +57,6 @@ public: bool RestoreGunPosn(void); bool LookInDirection(float phi, float theta); bool LookAtPosition(CVector const& pos); + bool RestoreLookAt(void); }; static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error"); |