#include "common.h"
#include "main.h"
#include "Pools.h"
#include "Particle.h"
#include "Stats.h"
#include "World.h"
#include "RpAnimBlend.h"
#include "Bones.h"
#include "Ped.h"
#include "Wanted.h"
#include "PlayerPed.h"
#include "PedType.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "Fire.h"
#include "DMAudio.h"
#include "General.h"
#include "SurfaceTable.h"
#include "VisibilityPlugins.h"
#include "AudioManager.h"
#include "HandlingMgr.h"
#include "Replay.h"
#include "Camera.h"
#include "Radar.h"
#include "PedPlacement.h"
#include "Shadows.h"
#include "Weather.h"
#include "ZoneCull.h"
#include "Population.h"
#include "Renderer.h"
#include "Lights.h"
#include "PointLights.h"
#include "Pad.h"
#include "Phones.h"
#include "Darkel.h"
#include "PathFind.h"
#include "ModelIndices.h"
#include "FileMgr.h"
#include "TempColModels.h"
#include "Pickups.h"
#include "Train.h"
#include "TrafficLights.h"
#include "PedRoutes.h"
#include "Sprite.h"
#include "RwHelper.h"
#include "Font.h"
#include "Text.h"
#include "CopPed.h"
#include "Script.h"
#include "CarCtrl.h"
#include "Garages.h"
#include "WaterLevel.h"
#include "CarAI.h"
#include "Zones.h"
#include "Cranes.h"
#include "Timecycle.h"
#include "ParticleObject.h"
#include "Floater.h"
#include "Range2D.h"
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
CPed *gapTempPedList[50];
uint16 gnNumTempPedList;
static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
uint16 nPlayerInComboMove;
RpClump *flyingClumpTemp;
// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat.
FightMove tFightMoves[NUM_FIGHTMOVES] = {
{NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0},
{ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0},
{ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0},
{ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0},
{ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0},
{ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0},
{ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0},
{ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0},
{ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0},
{ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0},
{ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
{ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0},
};
uint16 CPed::nThreatReactionRangeMultiplier = 1;
uint16 CPed::nEnterCarRangeMultiplier = 1;
CVector vecPedCarDoorAnimOffset;
CVector vecPedCarDoorLoAnimOffset;
CVector vecPedVanRearDoorAnimOffset;
CVector vecPedQuickDraggedOutCarAnimOffset;
CVector vecPedDraggedOutCarAnimOffset;
CVector vecPedTrainDoorAnimOffset;
bool CPed::bNastyLimbsCheat;
bool CPed::bPedCheat2;
bool CPed::bPedCheat3;
CVector2D CPed::ms_vec2DFleePosition;
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); }
#ifdef DEBUGMENU
bool CPed::bPopHeadsOnHeadshot = false;
#endif
CPed::~CPed(void)
{
CWorld::Remove(this);
CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this));
if (InVehicle()){
uint8 door_flag = GetCarDoorFlag(m_vehEnterType);
if (m_pMyVehicle->pDriver == this)
m_pMyVehicle->pDriver = nil;
else {
// FIX: Passenger counter now decreasing after removing ourself from vehicle.
m_pMyVehicle->RemovePassenger(this);
}
if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
m_pMyVehicle->m_nGettingOutFlags &= ~door_flag;
bInVehicle = false;
m_pMyVehicle = nil;
} else if (EnteringCar()) {
QuitEnteringCar();
}
if (m_pFire)
m_pFire->Extinguish();
CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
DMAudio.DestroyEntity(m_audioEntityId);
}
void
CPed::FlagToDestroyWhenNextProcessed(void)
{
bRemoveFromWorld = true;
if (!InVehicle())
return;
if (m_pMyVehicle->pDriver == this){
m_pMyVehicle->pDriver = nil;
if (IsPlayer() && m_pMyVehicle->GetStatus() != STATUS_WRECKED)
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
}else{
m_pMyVehicle->RemovePassenger(this);
}
bInVehicle = false;
m_pMyVehicle = nil;
if (CharCreatedBy == MISSION_CHAR)
m_nPedState = PED_DEAD;
else
m_nPedState = PED_NONE;
m_pVehicleAnim = nil;
}
CPed::CPed(uint32 pedType) : m_pedIK(this)
{
m_type = ENTITY_TYPE_PED;
bPedPhysics = true;
bUseCollisionRecords = true;
m_vecAnimMoveDelta.x = 0.0f;
m_vecAnimMoveDelta.y = 0.0f;
m_fHealth = 100.0f;
m_fArmour = 0.0f;
m_nPedType = pedType;
m_lastSoundStart = 0;
m_soundStart = 0;
m_lastQueuedSound = SOUND_NO_SOUND;
m_queuedSound = SOUND_NO_SOUND;
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
#ifdef FIX_BUGS
m_objectiveTimer = 0;
#endif
CharCreatedBy = RANDOM_CHAR;
m_leader = nil;
m_pedInObjective = nil;
m_carInObjective = nil;
bInVehicle = false;
m_pMyVehicle = nil;
m_pVehicleAnim = nil;
m_vecOffsetSeek.x = 0.0f;
m_vecOffsetSeek.y = 0.0f;
m_vecOffsetSeek.z = 0.0f;
m_pedFormation = FORMATION_UNDEFINED;
m_collidingThingTimer = 0;
m_nPedStateTimer = 0;
m_actionX = 0.0f;
m_actionY = 0.0f;
m_phoneTalkTimer = 0;
m_stateUnused = 0;
m_leaveCarTimer = 0;
m_getUpTimer = 0;
m_attackTimer = 0;
m_timerUnused = 0;
m_lookTimer = 0;
m_standardTimer = 0;
m_shootTimer = 0;
m_hitRecoverTimer = 0;
m_duckAndCoverTimer = 0;
m_moved = CVector2D(0.0f, 0.0f);
m_fRotationCur = 0.0f;
m_headingRate = 15.0f;
m_fRotationDest = 0.0f;
m_vehEnterType = CAR_DOOR_LF;
m_walkAroundType = 0;
m_pCurrentPhysSurface = nil;
m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f);
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_wepSkills = 0;
m_distanceToCountSeekDone = 1.0f;
bRunningToPhone = false;
m_phoneId = -1;
m_lastAccident = 0;
m_fleeFrom = nil;
m_fleeFromPosX = 0;
m_fleeFromPosY = 0;
m_fleeTimer = 0;
m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
m_distanceToCountSeekDoneEx = 0.0f;
m_nWaitState = WAITSTATE_FALSE;
m_nWaitTimer = 0;
m_pCollidingEntity = nil;
m_nPedState = PED_IDLE;
m_nLastPedState = PED_NONE;
m_nMoveState = PEDMOVE_STILL;
#ifdef FIX_BUGS
m_nPrevMoveState = PEDMOVE_NONE;
#endif
m_nStoredMoveState = PEDMOVE_NONE;
m_pFire = nil;
m_pPointGunAt = nil;
m_pLookTarget = nil;
m_fLookDirection = 0.0f;
m_pCurSurface = nil;
m_wanderRangeBounds = nil;
m_nPathNodes = 0;
m_nCurPathNode = 0;
m_nPathDir = 0;
m_pLastPathNode = nil;
m_pNextPathNode = nil;
m_routeLastPoint = -1;
m_routeStartPoint = 0;
m_routePointsPassed = 0;
m_routeType = 0;
m_bodyPartBleeding = -1;
m_fMass = 70.0f;
m_fTurnMass = 100.0f;
m_fAirResistance = 0.4f / m_fMass;
m_fElasticity = 0.05f;
bIsStanding = false;
bWasStanding = false;
bIsAttacking = false;
bIsPointingGunAt = false;
bIsLooking = false;
bKeepTryingToLook = false;
bIsRestoringLook = false;
bIsAimingGun = false;
bIsRestoringGun = false;
bCanPointGunAtTarget = false;
bIsTalking = false;
bIsInTheAir = false;
bIsLanding = false;
bIsRunning = false;
bHitSomethingLastFrame = false;
bVehEnterDoorIsBlocked = false;
bCanPedEnterSeekedCar = false;
bRespondsToThreats = true;
bRenderPedInCar = true;
bChangedSeat = false;
bUpdateAnimHeading = false;
bBodyPartJustCameOff = false;
bIsShooting = false;
bFindNewNodeAfterStateRestore = false;
bGonnaInvestigateEvent = false;
bPedIsBleeding = false;
bStopAndShoot = false;
bIsPedDieAnimPlaying = false;
bUsePedNodeSeek = false;
bObjectiveCompleted = false;
bScriptObjectiveCompleted = false;
bKindaStayInSamePlace = false;
bBeingChasedByPolice = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
bIsDucking = false;
bGetUpAnimStarted = false;
bDoBloodyFootprints = false;
bFleeAfterExitingCar = false;
bWanderPathAfterExitingCar = false;
bIsLeader = false;
bDontDragMeOutCar = false;
m_ped_flagF8 = false;
bWillBeQuickJacked = false;
bCancelEnteringCar = false;
bObstacleShowedUpDuringKillObjective = false;
bDuckAndCover = false;
bStillOnValidPoly = false;
bAllowMedicsToReviveMe = true;
bResetWalkAnims = false;
bStartWanderPathOnFoot = false;
bOnBoat = false;
bBusJacked = false;
bGonnaKillTheCarJacker = false;
bFadeOut = false;
bKnockedUpIntoAir = false;
bHitSteepSlope = false;
bCullExtraFarAway = false;
bClearObjective = false;
bTryingToReachDryLand = false;
bCollidedWithMyVehicle = false;
bRichFromMugging = false;
bChrisCriminal = false;
bShakeFist = false;
bNoCriticalHits = false;
bVehExitWillBeInstant = false;
bHasAlreadyBeenRecorded = false;
bFallenDown = false;
#ifdef KANGAROO_CHEAT
m_ped_flagI80 = false;
#endif
#ifdef VC_PED_PORTS
bSomeVCflag1 = false;
#endif
if (CGeneral::GetRandomNumber() & 3)
bHasACamera = false;
else
bHasACamera = true;
m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
DMAudio.SetEntityStatus(m_audioEntityId, 1);
m_fearFlags = CPedType::GetThreats(m_nPedType);
m_threatEntity = nil;
m_eventOrThreat = CVector2D(0.0f, 0.0f);
m_pEventEntity = nil;
m_fAngleToEvent = 0.0f;
m_numNearPeds = 0;
for (int i = 0; i < ARRAY_SIZE(m_nearPeds); i++) {
m_nearPeds[i] = nil;
if (i < ARRAY_SIZE(m_pPathNodesStates)) {
m_pPathNodesStates[i] = nil;
}
}
m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
CWeapon &weapon = GetWeapon(i);
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
weapon.m_eWeaponState = WEAPONSTATE_READY;
weapon.m_nAmmoInClip = 0;
weapon.m_nAmmoTotal = 0;
weapon.m_nTimer = 0;
}
m_curFightMove = FIGHTMOVE_NULL;
GiveWeapon(WEAPONTYPE_UNARMED, 0);
m_wepAccuracy = 60;
m_lastWepDam = -1;
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
m_wepModelID = -1;
#ifdef PED_SKIN
m_pWeaponModel = nil;
#endif
CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
}
uint32
CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo)
{
CWeapon &weapon = GetWeapon(weaponType);
if (HasWeapon(weaponType)) {
if (weapon.m_nAmmoTotal + ammo > 99999)
weapon.m_nAmmoTotal = 99999;
else
weapon.m_nAmmoTotal += ammo;
weapon.Reload();
} else {
weapon.Initialise(weaponType, ammo);
// TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous.
m_maxWeaponTypeAllowed++;
}
if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO)
weapon.m_eWeaponState = WEAPONSTATE_READY;
return weaponType;
}
static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
RpAtomic *atomic = (RpAtomic*)object;
if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic);
RpAtomicDestroy(atomic);
}
return object;
}
static PedOnGroundState
CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
{
PedOnGroundState stateToReturn;
float angleToFace;
CPed *currentPed = nil;
PedState currentPedState;
CPed *pedOnTheFloor = nil;
CPed *deadPed = nil;
CPed *pedBelow = nil;
bool foundDead = false;
bool foundOnTheFloor = false;
bool foundBelow = false;
float angleDiff;
float distance;
if (!CGame::nastyGame)
return NO_PED;
for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) {
currentPed = attacker->m_nearPeds[currentPedId];
CVector posDifference = currentPed->GetPosition() - attacker->GetPosition();
distance = posDifference.Magnitude();
if (distance < 2.0f) {
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
currentPed->GetPosition().x, currentPed->GetPosition().y,
attacker->GetPosition().x, attacker->GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur);
angleDiff = Abs(angleToFace - attacker->m_fRotationCur);
if (angleDiff > PI)
angleDiff = 2 * PI - angleDiff;
currentPedState = currentPed->m_nPedState;
if (currentPed->OnGroundOrGettingUp()) {
if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
if (currentPedState == PED_DEAD) {
foundDead = 1;
if (!deadPed)
deadPed = currentPed;
} else if (!currentPed->IsPedHeadAbovePos(-0.6f)) {
foundOnTheFloor = 1;
if (!pedOnTheFloor)
pedOnTheFloor = currentPed;
}
}
} else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f))
|| (distance < 1.3f && angleDiff < DEGTORAD(55.0f))
|| (distance < 1.7f && angleDiff < DEGTORAD(35.0f))
|| (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) {
// Either this condition or below one was probably returning 4 early in development. See Fight().
foundBelow = 1;
pedBelow = currentPed;
break;
} else {
if (angleDiff < DEGTORAD(75.0f)) {
foundBelow = 1;
if (!pedBelow)
pedBelow = currentPed;
}
}
}
}
if (foundOnTheFloor) {
currentPed = pedOnTheFloor;
stateToReturn = PED_ON_THE_FLOOR;
} else if (foundDead) {
currentPed = deadPed;
stateToReturn = PED_DEAD_ON_THE_FLOOR;
} else if (foundBelow) {
currentPed = pedBelow;
stateToReturn = PED_IN_FRONT_OF_ATTACKER;
} else {
currentPed = nil;
stateToReturn = NO_PED;
}
if (pedOnGround)
*pedOnGround = currentPed;
return stateToReturn;
}
bool
CPed::IsPlayer(void)
{
return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 ||
m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
}
bool
CPed::UseGroundColModel(void)
{
return m_nPedState == PED_FALL ||
m_nPedState == PED_DIVE_AWAY ||
m_nPedState == PED_DIE ||
m_nPedState == PED_DEAD;
}
bool
CPed::CanSetPedState(void)
{
return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR;
}
bool
CPed::IsPedInControl(void)
{
return m_nPedState <= PED_STATES_NO_AI
&& !bIsInTheAir && !bIsLanding
&& m_fHealth > 0.0f;
}
bool
CPed::CanStrafeOrMouseControl(void)
{
#ifdef FREE_CAM
if (CCamera::bFreeCam)
return false;
#endif
return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY ||
m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP;
}
void
CPed::AddWeaponModel(int id)
{
RpAtomic *atm;
if (id != -1) {
#ifdef PED_SKIN
if (IsClumpSkinned(GetClump())) {
if (m_pWeaponModel)
RemoveWeaponModel(-1);
m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
} else
#endif
{
atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
RwFrameDestroy(RpAtomicGetFrame(atm));
RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
RpClumpAddAtomic(GetClump(), atm);
}
m_wepModelID = id;
}
}
void
CPed::AimGun(void)
{
RwV3d pos;
CVector vector;
if (m_pSeekTarget) {
if (m_pSeekTarget->IsPed()) {
((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_MID);
vector = pos;
} else {
vector = m_pSeekTarget->GetPosition();
}
Say(SOUND_PED_ATTACK);
bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
if (m_pLookTarget != m_pSeekTarget) {
SetLookFlag(m_pSeekTarget, true);
}
} else {
if (IsPlayer()) {
bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading);
} else {
bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f);
}
}
}
void
CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
{
CVector pos2 = CVector(
pos.x,
pos.y,
pos.z + 0.1f
);
if (!IsPlayer() || evenOnPlayer) {
++CStats::HeadsPopped;
// BUG: This condition will always return true. Even fixing it won't work, because these states are unused.
// if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
// }
bBodyPartJustCameOff = true;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
CParticle::AddParticle(PARTICLE_TEST, pos2,
CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0);
if (CEntity::GetIsOnScreen()) {
for(int i=0; i < 32; i++) {
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
pos2, CVector(0.0f, 0.0f, 0.03f),
nil, 0.0f, 0, 0, 0, 0);
}
for (int i = 0; i < 16; i++) {
CParticle::AddParticle(PARTICLE_DEBRIS2,
pos2,
CVector(0.0f, 0.0f, 0.01f),
nil, 0.0f, 0, 0, 0, 0);
}
}
}
}
static RwObject*
SetPedAtomicVisibilityCB(RwObject* object, void* data)
{
if (data == nil)
RpAtomicSetFlags((RpAtomic*)object, 0);
return object;
}
static RwFrame*
RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data)
{
RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
return frame;
}
void
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
{
RwFrame *frame;
CVector pos;
frame = m_pFrames[nodeId]->frame;
if (frame) {
if (CGame::nastyGame) {
#ifdef PED_SKIN
if(!IsClumpSkinned(GetClump()))
#endif
{
#ifdef DEBUGMENU
if (bPopHeadsOnHeadshot || nodeId != PED_HEAD)
#else
if (nodeId != PED_HEAD)
#endif
SpawnFlyingComponent(nodeId, direction);
RecurseFrameChildrenVisibilityCB(frame, nil);
}
pos.x = 0.0f;
pos.y = 0.0f;
pos.z = 0.0f;
TransformToNode(pos, PED_HEAD);
if (CEntity::GetIsOnScreen()) {
CParticle::AddParticle(PARTICLE_TEST, pos,
CVector(0.0f, 0.0f, 0.0f),
nil, 0.1f, 0, 0, 0, 0);
for (int i = 0; i < 16; i++) {
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
pos,
CVector(0.0f, 0.0f, 0.03f),
nil, 0.0f, 0, 0, 0, 0);
}
}
bBodyPartJustCameOff = true;
m_bodyPartBleeding = nodeId;
}
} else {
printf("Trying to remove ped component");
}
}
void
CPed::SetLookFlag(CEntity *target, bool keepTryingToLook)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
bIsLooking = true;
bIsRestoringLook = false;
m_pLookTarget = target;
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
m_fLookDirection = 999999.0f;
m_lookTimer = 0;
bKeepTryingToLook = keepTryingToLook;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
}
}
}
void
CPed::SetLookFlag(float direction, bool keepTryingToLook)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
bIsLooking = true;
bIsRestoringLook = false;
m_pLookTarget = nil;
m_fLookDirection = direction;
m_lookTimer = 0;
bKeepTryingToLook = keepTryingToLook;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
}
}
}
void
CPed::SetLookTimer(int time)
{
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
bool
CPed::OurPedCanSeeThisOne(CEntity *target)
{
CColPoint colpoint;
CEntity *ent;
CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(GetPosition());
// Check if target is behind ped
if (DotProduct2D(dist, CVector2D(GetForward())) < 0.0f)
return false;
// Check if target is too far away
if (dist.Magnitude() >= 40.0f)
return false;
// Check line of sight from head
CVector headPos = this->GetPosition();
headPos.z += 1.0f;
return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
}
void
CPed::Avoid(void)
{
CPed *nearestPed;
if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
return;
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
nearestPed = m_nearPeds[0];
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) {
// Check if this ped wants to avoid the nearest one
if (CPedType::GetAvoid(m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
// Game converts from radians to degress and back again here, doesn't make much sense
CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
forward.Normalise(); // this is kinda pointless
// Move forward 1.25 meters
CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
// Get distance to ped we want to avoid
CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
% 1000 / 5;
m_fRotationDest += DEGTORAD(45.0f);
if (!bIsLooking) {
CPed::SetLookFlag(nearestPed, false);
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
}
}
}
}
}
}
}
void
CPed::ClearAimFlag(void)
{
if (bIsAimingGun) {
bIsAimingGun = false;
bIsRestoringGun = true;
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
#if defined VC_PED_PORTS || defined FIX_BUGS
m_lookTimer = 0;
#endif
}
if (IsPlayer())
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
}
void
CPed::ClearLookFlag(void) {
if (bIsLooking) {
bIsLooking = false;
bIsRestoringLook = true;
bShakeFist = false;
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
if (IsPlayer())
m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
else
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
RestorePreviousState();
ClearLookFlag();
}
}
}
bool
CPed::IsPedHeadAbovePos(float zOffset)
{
return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
}
void
CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
{
CWeaponInfo *currentWeapon;
CAnimBlendAssociation *newAnim;
CPed *ped = (CPed*)arg;
if (attackAssoc) {
switch (attackAssoc->animId) {
case ANIM_WEAPON_START_THROW:
// what?!
if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
attackAssoc->blendDelta = -1000.0f;
newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
} else {
attackAssoc->blendDelta = -1000.0f;
newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW);
}
newAnim->SetFinishCallback(FinishedAttackCB, ped);
return;
case ANIM_FIGHT_PPUNCH:
attackAssoc->blendDelta = -8.0f;
attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
ped->ClearAttack();
return;
case ANIM_WEAPON_THROW:
case ANIM_WEAPON_THROWU:
if (ped->GetWeapon()->m_nAmmoTotal > 0) {
currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
ped->AddWeaponModel(currentWeapon->m_nModelId);
}
break;
default:
break;
}
}
if (!ped->bIsAttacking)
ped->ClearAttack();
}
void
CPed::Attack(void)
{
CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim;
float animStart;
eWeaponType ourWeaponType;
float weaponAnimTime;
eWeaponFire ourWeaponFire;
float animLoopEnd;
CWeaponInfo *ourWeapon;
bool attackShouldContinue;
AnimationId reloadAnim;
CAnimBlendAssociation *reloadAnimAssoc;
float delayBetweenAnimAndFire;
CVector firePos;
ourWeaponType = GetWeapon()->m_eWeaponType;
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
ourWeaponFire = ourWeapon->m_eWeaponFire;
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay);
attackShouldContinue = bIsAttacking;
reloadAnimAssoc = nil;
reloadAnim = NUM_ANIMS;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
weaponAnim = ourWeapon->m_AnimToPlay;
if (weaponAnim == ANIM_WEAPON_HGUN_BODY)
reloadAnim = ANIM_HGUN_RELOAD;
else if (weaponAnim == ANIM_WEAPON_AK_BODY)
reloadAnim = ANIM_AK_RELOAD;
if (reloadAnim != NUM_ANIMS)
reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim);
if (bIsDucking)
return;
if (reloadAnimAssoc) {
if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
ClearAttack();
return;
}
if (CTimer::GetTimeInMilliseconds() < m_shootTimer)
attackShouldContinue = true;
if (!weaponAnimAssoc) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay);
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
// Long throw granade, molotov
if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
delayBetweenAnimAndFire = 0.2f;
}
if (!weaponAnimAssoc) {
if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
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);
}
else {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
}
weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this);
weaponAnimAssoc->SetRun();
if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
weaponAnimAssoc->SetCurrentTime(0.0f);
if (IsPlayer()) {
((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f;
((CPlayerPed*)this)->m_bHaveTargetSelected = false;
}
}
} else
FinishedAttackCB(nil, this);
return;
}
}
animStart = ourWeapon->m_fAnimLoopStart;
weaponAnimTime = weaponAnimAssoc->currentTime;
if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
if (ourWeapon->m_bCanAimWithArm)
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f)
weaponAnimAssoc->speed = 1.0f;
} else {
firePos = ourWeapon->m_vecFireOffset;
if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) {
if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
firePos = GetMatrix() * firePos;
} else if (ourWeaponType != WEAPONTYPE_UNARMED) {
TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR);
} else {
firePos = GetMatrix() * firePos;
}
GetWeapon()->Fire(this, &firePos);
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) {
RemoveWeaponModel(ourWeapon->m_nModelId);
}
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed();
}
if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) {
// If reloading just began, start the animation
// Last condition will always return true, even IDA hides it
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f);
ClearLookFlag();
ClearAimFlag();
bIsAttacking = false;
bIsPointingGunAt = false;
m_shootTimer = CTimer::GetTimeInMilliseconds();
return;
}
} else {
if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f);
} else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
}
weaponAnimAssoc->speed = 0.5f;
if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
weaponAnimAssoc->callbackType = 0;
}
}
attackShouldContinue = false;
}
if (ourWeaponType == WEAPONTYPE_SHOTGUN) {
weaponAnimTime = weaponAnimAssoc->currentTime;
firePos = ourWeapon->m_vecFireOffset;
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
TransformToNode(firePos, PED_HANDR);
CVector gunshellPos(
firePos.x - 0.6f * GetForward().x,
firePos.y - 0.6f * GetForward().y,
firePos.z - 0.15f * GetUp().z
);
CVector2D gunshellRot(
GetRight().x,
GetRight().y
);
gunshellRot.Normalise();
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
#ifdef VC_PED_PORTS
if (IsPlayer()) {
if (CPad::GetPad(0)->GetSprint()) {
// animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
weaponAnimAssoc->blendDelta = -4.0f;
FinishedAttackCB(nil, this);
return;
}
}
}
#endif
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
animLoopEnd = 3.4f/6.0f;
weaponAnimTime = weaponAnimAssoc->currentTime;
// Anim loop end, either start the loop again or finish the attack
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
&& (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnim = weaponAnimAssoc->animId;
if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
} else {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
}
} else {
if (weaponAnim == ourWeapon->m_Anim2ToPlay)
weaponAnimAssoc->SetCurrentTime(0.1f);
else
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
}
#ifdef VC_PED_PORTS
} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
SetPointGunAt(m_pPointGunAt);
#endif
} else {
ClearAimFlag();
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) {
switch (ourWeaponType) {
case WEAPONTYPE_UZI:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_AK47:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f);
break;
case WEAPONTYPE_M16:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f);
break;
default:
break;
}
}
// Fun fact: removing this part leds to reloading flamethrower
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0f;
}
}
}
if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire)
attackShouldContinue = false;
bIsAttacking = attackShouldContinue;
}
void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
if(m_pWeaponModel){
RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel);
RpAtomicDestroy(m_pWeaponModel);
RwFrameDestroy(frm);
m_pWeaponModel = nil;
}
}else
#endif
RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil);
m_wepModelID = -1;
}
void
CPed::SetCurrentWeapon(uint32 weaponType)
{
CWeaponInfo *weaponInfo;
if (HasWeapon(weaponType)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weaponInfo->m_nModelId);
m_currentWeapon = weaponType;
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(weaponInfo->m_nModelId);
}
}
// 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::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::ClearPointGunAt(void)
{
CAnimBlendAssociation *animAssoc;
CWeaponInfo *weaponInfo;
ClearLookFlag();
ClearAimFlag();
bIsPointingGunAt = false;
#ifndef VC_PED_PORTS
if (m_nPedState == PED_AIM_GUN) {
RestorePreviousState();
#else
if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
m_nPedState = PED_IDLE;
RestorePreviousState();
}
#endif
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay);
if (!animAssoc || animAssoc->blendDelta < 0.0f) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay);
}
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -4.0f;
}
#ifndef VC_PED_PORTS
}
#endif
}
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::RestartNonPartialAnims(void)
{
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
assoc->SetRun();
}
}
void
CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
{
CAnimBlendAssociation *quickJackedAssoc;
CVehicle *vehicle;
CPed *ped = (CPed*)arg;
quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED);
if (ped->m_nPedState != PED_ARRESTED) {
ped->m_nLastPedState = PED_NONE;
if (dragAssoc)
dragAssoc->blendDelta = -1000.0f;
}
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
ped->m_pSeekTarget = nil;
vehicle = ped->m_pMyVehicle;
if (vehicle) {
vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (vehicle->pDriver == ped) {
vehicle->RemoveDriver();
if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
vehicle->ChangeLawEnforcerState(false);
} else {
vehicle->RemovePassenger(ped);
}
}
ped->bInVehicle = false;
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
#ifdef VC_PED_PORTS
if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
ped->m_fHealth = 0.0f;
ped->SetDie(ANIM_FLOOR_HIT, 1000.0f, 0.5f);
return;
}
#endif
if (quickJackedAssoc) {
dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
} else {
dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
if (ped->CanSetPedState())
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
}
ped->ReplaceWeaponWhenExitingVehicle();
ped->m_nStoredMoveState = PEDMOVE_NONE;
ped->bVehExitWillBeInstant = false;
}
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;
}
// 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;
}
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;
}
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;
}
}
static void
particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times)
{
switch (ped->m_nSurfaceTouched)
{
case SURFACE_TARMAC:
case SURFACE_GRAVEL:
case SURFACE_PAVEMENT:
case SURFACE_SAND:
for (int i = 0; i < times; ++i) {
CVector adjustedPos = pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
}
break;
default:
break;
}
}
static void
particleProduceFootSplash(CPed *ped, CVector const &pos, float size, int times)
{
#ifdef PC_PARTICLE
for (int i = 0; i < times; i++) {
CVector adjustedPos = pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CVector direction = ped->GetForward() * -0.05f;
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
}
#else
for ( int32 i = 0; i < times; i++ )
{
CVector adjustedPos = pos;
adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 200);
}
#endif
}
void
CPed::PlayFootSteps(void)
{
if (bDoBloodyFootprints) {
if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
m_bloodyFootprintCountOrDeathTime--;
if (m_bloodyFootprintCountOrDeathTime == 0)
bDoBloodyFootprints = false;
}
}
if (!bIsStanding)
return;
CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump());
CAnimBlendAssociation *walkRunAssoc = nil;
float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (assoc->flags & ASSOC_WALK) {
walkRunAssoc = assoc;
walkRunAssocBlend += assoc->blendAmount;
} else if ((assoc->flags & ASSOC_NOWALK) == 0) {
idleAssocBlend += assoc->blendAmount;
}
}
#ifdef GTA_PS2_STUFF
CAnimBlendAssociation *runStopAsoc = NULL;
if ( IsPlayer() )
{
runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
if ( runStopAsoc == NULL )
runStopAsoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
}
if ( runStopAsoc != NULL && runStopAsoc->blendAmount > 0.1f )
{
{
CVector pos(0.0f, 0.0f, 0.0f);
TransformToNode(pos, PED_FOOTL);
pos.z -= 0.1f;
pos += GetForward()*0.2f;
particleProduceFootDust(this, pos, 0.02f, 1);
}
{
CVector pos(0.0f, 0.0f, 0.0f);
TransformToNode(pos, PED_FOOTR);
pos.z -= 0.1f;
pos += GetForward()*0.2f;
particleProduceFootDust(this, pos, 0.02f, 1);
}
}
#endif
if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
float stepStart = 1 / 15.0f;
float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
float currentTime = walkRunAssoc->currentTime;
int stepPart = 0;
if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
stepPart = 1;
else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
stepPart = 2;
if (stepPart != 0) {
DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f);
CVector footPos(0.0f, 0.0f, 0.0f);
TransformToNode(footPos, stepPart == 1 ? PED_FOOTL : PED_FOOTR);
CVector forward = GetForward();
footPos.z -= 0.1f;
footPos += 0.2f * forward;
if (bDoBloodyFootprints) {
CVector2D top(forward * 0.26f);
CVector2D right(GetRight() * 0.14f);
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos,
top.x, top.y,
right.x, right.y,
255, 255, 0, 0, 4.0f, 3000.0f, 1.0f);
if (m_bloodyFootprintCountOrDeathTime <= 20) {
m_bloodyFootprintCountOrDeathTime = 0;
bDoBloodyFootprints = false;
} else {
m_bloodyFootprintCountOrDeathTime -= 20;
}
}
if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
if(IsPlayer())
particleProduceFootDust(this, footPos, 0.0f, 4);
}
#ifdef PC_PARTICLE
else if(stepPart == 2)
#else
else
#endif
{
particleProduceFootSplash(this, footPos, 0.15f, 4);
}
}
}
if (m_nSurfaceTouched == SURFACE_WATER) {
float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude();
if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) {
#ifdef PC_PARTICLE
float particleSize = pedSpeed * 2.0f;
if (particleSize < 0.25f)
particleSize = 0.25f;
if (particleSize > 0.75f)
particleSize = 0.75f;
CVector particlePos = GetPosition() + GetForward() * 0.3f;
particlePos.z -= 1.2f;
CVector particleDir = m_vecMoveSpeed * -0.75f;
particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f);
CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0);
particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0);
#else
CVector particlePos = (GetPosition() - 0.3f * GetUp()) + GetForward()*0.3f;
CVector particleDir = m_vecMoveSpeed * 0.45f;
particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f);
CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos-CVector(0.0f, 0.0f, 1.2f), particleDir, nil, 0.0f, CRGBA(155, 185, 155, 255));
#endif
}
}
}
bool
CPed::IsPointerValid(void)
{
int pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8;
if (pedIndex < 0 || pedIndex >= NUMPEDS)
return false;
if (m_entryInfoList.first || FindPlayerPed() == this)
return true;
return false;
}
// Some kind of binary sort
void
CPed::SortPeds(CPed **list, int min, int max)
{
if (min >= max)
return;
CVector leftDiff, rightDiff;
CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition();
float middleDist = middleDiff.Magnitude();
int left = max;
int right;
for(right = min; right <= left; ){
float rightDist, leftDist;
do {
rightDiff = GetPosition() - list[right]->GetPosition();
rightDist = rightDiff.Magnitude();
} while (middleDist > rightDist && ++right);
do {
leftDiff = GetPosition() - list[left]->GetPosition();
leftDist = leftDiff.Magnitude();
} while (middleDist < leftDist && left--);
if (right <= left) {
CPed *ped = list[right];
list[right] = list[left];
list[left] = ped;
right++;
left--;
}
}
SortPeds(list, min, left);
SortPeds(list, right, max);
}
void
CPed::BuildPedLists(void)
{
if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) {
for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
bool removePed = false;
if (m_nearPeds[i]) {
if (m_nearPeds[i]->IsPointerValid()) {
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
if (distSqr > 900.0f)
removePed = true;
} else
removePed = true;
}
if (removePed) {
// If we arrive here, the ped we're checking isn't "near", so we should remove it.
for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) {
m_nearPeds[j] = m_nearPeds[j + 1];
m_nearPeds[j + 1] = nil;
}
// Above loop won't work when it's 9, so we need to empty slot 9.
m_nearPeds[9] = nil;
m_numNearPeds--;
} else
i++;
}
} else {
CVector centre = CEntity::GetBoundCentre();
CRect rect(centre.x - 20.0f,
centre.y - 20.0f,
centre.x + 20.0f,
centre.y + 20.0f);
int xstart = CWorld::GetSectorIndexX(rect.left);
int ystart = CWorld::GetSectorIndexY(rect.top);
int xend = CWorld::GetSectorIndexX(rect.right);
int yend = CWorld::GetSectorIndexY(rect.bottom);
gnNumTempPedList = 0;
for(int y = ystart; y <= yend; y++) {
for(int x = xstart; x <= xend; x++) {
for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) {
CPed *ped = (CPed*)pedPtrNode->item;
if (ped != this && !ped->bInVehicle) {
float dist = (ped->GetPosition() - GetPosition()).Magnitude2D();
if (nThreatReactionRangeMultiplier * 30.0f > dist) {
gapTempPedList[gnNumTempPedList] = ped;
gnNumTempPedList++;
assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList));
}
}
}
}
}
gapTempPedList[gnNumTempPedList] = nil;
SortPeds(gapTempPedList, 0, gnNumTempPedList - 1);
for (m_numNearPeds = 0; m_numNearPeds < ARRAY_SIZE(m_nearPeds); m_numNearPeds++) {
CPed *ped = gapTempPedList[m_numNearPeds];
if (!ped)
break;
m_nearPeds[m_numNearPeds] = ped;
}
for (int pedToClear = m_numNearPeds; pedToClear < ARRAY_SIZE(m_nearPeds); pedToClear++)
m_nearPeds[pedToClear] = nil;
}
}
void
CPed::SetPedStats(ePedStats pedStat)
{
m_pedStats = CPedStats::ms_apPedStats[pedStat];
}
void
CPed::SetModelIndex(uint32 mi)
{
CEntity::SetModelIndex(mi);
RpAnimBlendClumpInit(GetClump());
RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames);
CPedModelInfo *modelInfo = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
SetPedStats(modelInfo->m_pedStatType);
m_headingRate = m_pedStats->m_headingChangeRate;
m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE);
// This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D.
(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta;
#ifdef PED_SKIN
if(modelInfo->GetHitColModel() == nil)
modelInfo->CreateHitColModelSkinned(GetClump());
#endif
}
void
CPed::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
}
bool
CPed::SetupLighting(void)
{
ActivateDirectional();
SetAmbientColoursForPedsCarsAndObjects();
#ifndef MASTER
// Originally this was being called through iteration of Sectors, but putting it here is better.
if (GetDebugDisplay() != 0 && !IsPlayer())
DebugRenderOnePedText();
#endif
if (bRenderScorched) {
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
} else {
// Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
if (!bHasBlip && lightMult != 1.0f) {
SetAmbientAndDirectionalColours(lightMult);
return true;
}
}
return false;
}
void
CPed::Teleport(CVector pos)
{
CWorld::Remove(this);
SetPosition(pos);
bIsStanding = false;
m_nPedStateTimer = 0;
m_actionX = 0.0f;
m_actionY = 0.0f;
m_pDamageEntity = nil;
CWorld::Add(this);
}
void
CPed::CalculateNewOrientation(void)
{
if (CReplay::IsPlayingBack() || !IsPedInControl())
return;
SetHeading(m_fRotationCur);
}
float
CPed::WorkOutHeadingForMovingFirstPerson(float offset)
{
if (!IsPlayer())
return 0.0f;
CPad *pad0 = CPad::GetPad(0);
float leftRight = pad0->GetPedWalkLeftRight();
float upDown = pad0->GetPedWalkUpDown();
float &angle = ((CPlayerPed*)this)->m_fWalkAngle;
if (upDown != 0.0f) {
angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
} else {
if (leftRight < 0.0f)
angle = 0.5f * PI;
else if (leftRight > 0.0f)
angle = -0.5f * PI;
}
return CGeneral::LimitRadianAngle(offset + angle);
}
void
CPed::CalculateNewVelocity(void)
{
if (IsPedInControl()) {
float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep();
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest);
if (m_fRotationCur - PI > limitedRotDest) {
limitedRotDest += 2 * PI;
} else if(PI + m_fRotationCur < limitedRotDest) {
limitedRotDest -= 2 * PI;
}
if (IsPlayer() && m_nPedState == PED_ATTACK)
headAmount /= 4.0f;
float neededTurn = limitedRotDest - m_fRotationCur;
if (neededTurn <= headAmount) {
if (neededTurn > (-headAmount))
m_fRotationCur += neededTurn;
else
m_fRotationCur -= headAmount;
} else {
m_fRotationCur += headAmount;
}
}
CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur));
m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur));
if (CTimer::GetTimeStep() >= 0.01f) {
m_moved = m_moved * (1 / CTimer::GetTimeStep());
} else {
m_moved = m_moved * (1 / 100.0f);
}
if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam())
|| FindPlayerPed() != this || !CanStrafeOrMouseControl())
return;
float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur);
float pedSpeed = m_moved.Magnitude();
float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur);
if (localWalkAngle < -0.5f * PI) {
localWalkAngle += PI;
} else if (localWalkAngle > 0.5f * PI) {
localWalkAngle -= PI;
}
// Interestingly this part is responsible for diagonal walking.
if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed;
}
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
#ifdef VC_PED_PORTS
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
#endif
LimbOrientation newUpperLegs;
newUpperLegs.yaw = localWalkAngle;
if (newUpperLegs.yaw < -DEGTORAD(100.0f)) {
newUpperLegs.yaw += PI;
} else if (newUpperLegs.yaw > DEGTORAD(100.0f)) {
newUpperLegs.yaw -= PI;
}
if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) {
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
/*
// this looks shit
newUpperLegs.pitch = 0.0f;
RwV3d axis = { -1.0f, 0.0f, 0.0f };
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPRECONCAT);
*/
newUpperLegs.pitch = 0.1f;
RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
bDontAcceptIKLookAts = true;
}else
#endif
{
newUpperLegs.pitch = 0.0f;
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false);
m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false);
}
}
}
}
bool
CPed::CanBeDeleted(void)
{
if (bInVehicle)
return false;
switch (CharCreatedBy) {
case RANDOM_CHAR:
return true;
case MISSION_CHAR:
return false;
default:
return true;
}
}
bool
CPed::CanPedDriveOff(void)
{
if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds())
return false;
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->m_nPedType == m_nPedType && nearPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && nearPed->m_carInObjective == m_carInObjective) {
m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
return false;
}
}
return true;
}
#ifdef VC_PED_PORTS
bool
CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil)
{
if (m_nSurfaceTouched == SURFACE_WATER)
return true;
CVector pos = GetPosition();
CVector forwardOffset = GetForward();
if (damageNormal && damageNormal->z > 0.17f) {
if (damageNormal->z > 0.9f)
return false;
CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z;
pos.z = pos.z + 0.05f;
float collPower = damageNormal->Magnitude2D();
if (damageNormal->z <= 0.5f) {
forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
} else {
CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f);
invDamageNormal *= 1.0f / collPower;
CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius;
forwardOffset = estimatedJumpDist * Min(2.0f / collPower, 4.0f);
}
} else {
pos.z -= 0.15f;
}
CVector forwardPos = pos + forwardOffset;
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
#else
bool
CPed::CanPedJumpThis(CEntity *unused)
{
CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
CVector pos = GetPosition();
CVector forwardPos(
forward.x + pos.x,
forward.y + pos.y,
pos.z);
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
#endif
bool
CPed::CanPedReturnToState(void)
{
return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK &&
m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY;
}
bool
CPed::CanSeeEntity(CEntity *entity, float threshold = CAN_SEE_ENTITY_ANGLE_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;
}
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::SetMoveState(eMoveState state)
{
m_nMoveState = state;
}
void
CPed::SetObjectiveTimer(int time)
{
if (time == 0) {
m_objectiveTimer = 0;
} else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
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;
}
}
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::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::SetLeader(CEntity *leader)
{
m_leader = (CPed*)leader;
if(m_leader)
m_leader->RegisterReference((CEntity **)&m_leader);
}
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)) {
if (m_objective != newObj) {
if (IsTemporaryObjective(newObj))
ForceStoredObjective(newObj);
else
SetStoredObjective();
}
m_objective = newObj;
} else {
m_prevObjective = 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)
break;
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::SetIdle(void)
{
if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
#ifdef VC_PED_PORTS
if (m_nPedState == PED_AIM_GUN)
ClearPointGunAt();
m_nLastPedState = PED_NONE;
#endif
m_nPedState = PED_IDLE;
SetMoveState(PEDMOVE_STILL);
}
if (m_nWaitState == WAITSTATE_FALSE) {
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000);
}
}
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;
}
}
}
// 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::ClearChat(void)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
bIsTalking = false;
ClearLookFlag();
RestorePreviousState();
}
bool
CPed::IsGangMember(void)
{
return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9;
}
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::QuitEnteringCar(void)
{
CAnimBlendAssociation *animAssoc = m_pVehicleAnim;
CVehicle *veh = m_pMyVehicle;
if (animAssoc)
animAssoc->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()) {
animAssoc = m_pVehicleAnim;
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->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
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)) {
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);
}
}
}
}
bool
CPed::TurnBody(void)
{
float lookDir;
bool turnDone = true;
if (m_pLookTarget) {
const CVector &lookPos = m_pLookTarget->GetPosition();
lookDir = CGeneral::GetRadianAngleBetweenPoints(
lookPos.x,
lookPos.y,
GetPosition().x,
GetPosition().y);
} else
lookDir = m_fLookDirection;
float limitedLookDir = CGeneral::LimitRadianAngle(lookDir);
float currentRot = m_fRotationCur;
if (currentRot - PI > limitedLookDir)
limitedLookDir += 2 * PI;
else if (PI + currentRot < limitedLookDir)
limitedLookDir -= 2 * PI;
float neededTurn = currentRot - limitedLookDir;
m_fRotationDest = limitedLookDir;
if (Abs(neededTurn) > 0.05f) {
turnDone = false;
currentRot -= neededTurn * 0.2f;
}
m_fRotationCur = currentRot;
m_fLookDirection = limitedLookDir;
return turnDone;
}
void
CPed::Chat(void)
{
// We're already looking to our partner
if (bIsLooking && TurnBody())
ClearLookFlag();
if (!m_pLookTarget || !m_pLookTarget->IsPed()) {
ClearChat();
return;
}
CPed *partner = (CPed*) m_pLookTarget;
if (partner->m_nPedState != PED_CHAT) {
ClearChat();
if (partner->m_pedInObjective) {
if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)
ReactToAttack(partner->m_pedInObjective);
}
return;
}
if (bIsTalking) {
if (CGeneral::GetRandomNumber() < 512) {
CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
if (chatAssoc) {
chatAssoc->blendDelta = -4.0f;
chatAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
bIsTalking = false;
} else
Say(SOUND_PED_CHAT);
} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG_XPRESS)) {
if (CGeneral::GetRandomNumber() < 20) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
}
if (!bIsTalking) {
CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f);
float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f);
chatAssoc->SetCurrentTime(chatTime);
bIsTalking = true;
Say(SOUND_PED_CHAT);
}
}
if (m_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
ClearChat();
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
}
void
CPed::CheckAroundForPossibleCollisions(void)
{
CVector ourCentre, objCentre;
CEntity *objects[8];
int16 maxObject;
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
return;
GetBoundCentre(ourCentre);
CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false);
for (int i = 0; i < maxObject; i++) {
CEntity *object = objects[i];
if (bRunningToPhone) {
if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition()))
break;
}
object->GetBoundCentre(objCentre);
float radius = object->GetBoundRadius();
if (radius > 4.5f || radius < 1.0f)
radius = 1.0f;
// Developers gave up calculating Z diff. later according to asm.
float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D();
if (sq(radius + 1.0f) > diff)
m_fRotationDest += DEGTORAD(22.5f);
}
}
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
void
ReportPhonePickUpCB(CAnimBlendAssociation* assoc, void* arg)
{
CPed* ped = (CPed*)arg;
ped->m_nMoveState = PEDMOVE_STILL;
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 8.0f);
if (assoc->blendAmount > 0.5f && ped) {
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_PHONE_TALK, 8.0f);
}
}
void
ReportPhonePutDownCB(CAnimBlendAssociation* assoc, void* arg)
{
assoc->flags |= ASSOC_DELETEFADEDOUT;
assoc->blendDelta = -1000.0f;
CPed* ped = (CPed*)arg;
if (ped->m_phoneId != -1 && crimeReporters[ped->m_phoneId] == ped) {
crimeReporters[ped->m_phoneId] = nil;
gPhoneInfo.m_aPhones[ped->m_phoneId].m_nState = PHONE_STATE_FREE;
ped->m_phoneId = -1;
}
if (assoc->blendAmount > 0.5f)
ped->bUpdateAnimHeading = true;
ped->SetWanderPath(CGeneral::GetRandomNumber() & 7);
}
#endif
bool
CPed::MakePhonecall(void)
{
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) {
FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(),
(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (uintptr)m_threatEntity : (uintptr)m_victimOfPlayerCrime), false);
if (m_crimeToReportOnPhone != CRIME_POSSESSION_GUN)
FindPlayerPed()->m_pWanted->SetWantedLevelNoDrop(1);
bRunningToPhone = false;
}
#endif
if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer)
return false;
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
CAnimBlendAssociation* talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_PHONE_TALK);
if (talkAssoc && talkAssoc->blendAmount > 0.5f) {
CAnimBlendAssociation* endAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_OUT, 8.0f);
endAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
endAssoc->SetFinishCallback(ReportPhonePutDownCB, this);
}
#endif
SetIdle();
gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE;
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
m_phoneId = -1;
#endif
// Because SetWanderPath is now done async in ReportPhonePutDownCB
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
return false;
#else
return true;
#endif
}
bool
CPed::FacePhone(void)
{
// This function was broken since it's left unused early in development.
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
GetPosition().x, GetPosition().y);
if (m_facePhoneStart) {
m_lookTimer = 0;
SetLookFlag(phoneDir, true);
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
m_facePhoneStart = false;
}
if (bIsLooking && TurnBody()) {
ClearLookFlag();
SetIdle();
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
CAnimBlendAssociation* assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_PHONE_IN, 4.0f);
assoc->SetFinishCallback(ReportPhonePickUpCB, this);
return true;
}
return false;
#else
float currentRot = RADTODEG(m_fRotationCur);
float phoneDir = CGeneral::GetRadianAngleBetweenPoints(
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x,
gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y,
GetPosition().x,
GetPosition().y);
SetLookFlag(phoneDir, false);
phoneDir = CGeneral::LimitAngle(phoneDir);
m_moved = CVector2D(0.0f, 0.0f);
if (currentRot - 180.0f > phoneDir)
phoneDir += 2 * 180.0f;
else if (180.0f + currentRot < phoneDir)
phoneDir -= 2 * 180.0f;
float neededTurn = currentRot - phoneDir;
if (Abs(neededTurn) <= 0.75f) {
SetIdle();
ClearLookFlag();
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
return true;
} else {
m_fRotationCur = DEGTORAD(currentRot - neededTurn * 0.2f);
return false;
}
#endif
}
CPed *
CPed::CheckForDeadPeds(void)
{
int event;
if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) {
int pedHandle = gaEvent[event].entityRef;
if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) {
bGonnaInvestigateEvent = true;
return CPools::GetPed(pedHandle);
}
}
bGonnaInvestigateEvent = false;
return nil;
}
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
// returns event id, parameter is optional
int32
CPed::CheckForPlayerCrimes(CPed *victim)
{
int i;
float dist;
float mindist = 60.0f;
CPlayerPed *player = FindPlayerPed();
int32 victimRef = (victim ? CPools::GetPedRef(victim) : 0);
int event = -1;
for (i = 0; i < NUMEVENTS; i++) {
if (gaEvent[i].type == EVENT_NULL || gaEvent[i].type > EVENT_CAR_SET_ON_FIRE)
continue;
// those are already handled in game, also DEAD_PED isn't registered alone, most of the time there is SHOOT_PED etc.
if (gaEvent[i].type == EVENT_DEAD_PED || gaEvent[i].type == EVENT_GUNSHOT || gaEvent[i].type == EVENT_EXPLOSION)
continue;
if (victim && gaEvent[i].entityRef != victimRef)
continue;
if (gaEvent[i].criminal != player)
continue;
dist = (GetPosition() - gaEvent[i].posn).Magnitude();
if (dist < mindist) {
mindist = dist;
event = i;
}
}
if (event != -1) {
if (victim) {
m_victimOfPlayerCrime = victim;
} else {
switch (gaEvent[event].entityType) {
case EVENT_ENTITY_PED:
m_victimOfPlayerCrime = CPools::GetPed(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_VEHICLE:
m_victimOfPlayerCrime = CPools::GetVehicle(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_OBJECT:
m_victimOfPlayerCrime = CPools::GetObject(gaEvent[event].entityRef);
break;
default:
break;
}
}
}
return event;
}
#endif
bool
CPed::CheckForExplosions(CVector2D &area)
{
int event = 0;
if (CEventList::FindClosestEvent(EVENT_EXPLOSION, GetPosition(), &event)) {
area.x = gaEvent[event].posn.x;
area.y = gaEvent[event].posn.y;
CEntity *actualEntity = nil;
switch (gaEvent[event].entityType) {
case EVENT_ENTITY_PED:
actualEntity = CPools::GetPed(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_VEHICLE:
actualEntity = CPools::GetVehicle(gaEvent[event].entityRef);
break;
case EVENT_ENTITY_OBJECT:
actualEntity = CPools::GetObject(gaEvent[event].entityRef);
break;
default:
break;
}
if (actualEntity) {
m_pEventEntity = actualEntity;
m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
bGonnaInvestigateEvent = true;
} else
bGonnaInvestigateEvent = false;
CEventList::ClearEvent(event);
return true;
} else if (CEventList::FindClosestEvent(EVENT_FIRE, GetPosition(), &event)) {
area.x = gaEvent[event].posn.x;
area.y = gaEvent[event].posn.y;
CEventList::ClearEvent(event);
bGonnaInvestigateEvent = false;
return true;
}
bGonnaInvestigateEvent = false;
return false;
}
CPed *
CPed::CheckForGunShots(void)
{
int event;
if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) {
if (gaEvent[event].entityType == EVENT_ENTITY_PED) {
// Probably due to we don't want peds to go gunshot area? (same on VC)
bGonnaInvestigateEvent = false;
return CPools::GetPed(gaEvent[event].entityRef);
}
}
bGonnaInvestigateEvent = false;
return nil;
}
PointBlankNecessity
CPed::CheckForPointBlankPeds(CPed *pedToVerify)
{
float pbDistance = 1.1f;
if (GetWeapon()->IsType2Handed())
pbDistance = 1.6f;
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
if (!pedToVerify || pedToVerify == nearPed) {
CVector diff = nearPed->GetPosition() - GetPosition();
if (diff.Magnitude() < pbDistance) {
float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
nearPed->GetPosition().x, nearPed->GetPosition().y,
GetPosition().x, GetPosition().y);
neededAngle = CGeneral::LimitRadianAngle(neededAngle);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = Abs(neededAngle - m_fRotationCur);
if (neededTurn > PI)
neededTurn = 2*PI - neededTurn;
if (nearPed->OnGroundOrGettingUp() || nearPed->m_nPedState == PED_DIVE_AWAY)
return NO_POINT_BLANK_PED;
if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
if (pedToVerify == nearPed)
return POINT_BLANK_FOR_WANTED_PED;
else
return POINT_BLANK_FOR_SOMEONE_ELSE;
}
}
}
}
return NO_POINT_BLANK_PED;
}
bool
CPed::CheckIfInTheAir(void)
{
if (bInVehicle)
return false;
CVector pos = GetPosition();
CColPoint foundColPoint;
CEntity *foundEntity;
float startZ = pos.z - 1.54f;
bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil);
if (!foundGround && m_nPedState != PED_JUMP)
{
pos.z -= FEET_OFFSET;
if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false))
foundGround = true;
}
return !foundGround;
}
void
CPed::ClearAll(void)
{
if (!IsPedInControl() && m_nPedState != PED_DEAD)
return;
m_nPedState = PED_NONE;
m_nMoveState = PEDMOVE_NONE;
m_pSeekTarget = nil;
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_fleeFromPosX = 0.0f;
m_fleeFromPosY = 0.0f;
m_fleeFrom = nil;
m_fleeTimer = 0;
bUsesCollision = true;
#ifdef VC_PED_PORTS
ClearPointGunAt();
#else
ClearAimFlag();
ClearLookFlag();
#endif
bIsPointingGunAt = false;
bRenderPedInCar = true;
bKnockedUpIntoAir = false;
m_pCollidingEntity = nil;
}
void
CPed::ClearAttack(void)
{
if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
return;
#ifdef VC_PED_PORTS
// VC uses CCamera::Using1stPersonWeaponMode
if (FindPlayerPed() == this && (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER ||
TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)) {
SetPointGunAt(nil);
} else
#endif
if (bIsPointingGunAt) {
if (m_pLookTarget)
SetPointGunAt(m_pLookTarget);
else
ClearPointGunAt();
} else if (m_objective != OBJECTIVE_NONE) {
SetIdle();
} else {
RestorePreviousState();
}
}
void
CPed::ClearAttackByRemovingAnim(void)
{
if (m_nPedState != PED_ATTACK || bIsDucking)
return;
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay);
if (!weaponAssoc) {
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay);
if (!weaponAssoc && weapon->m_bThrow)
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU);
if (!weaponAssoc) {
ClearAttack();
return;
}
}
weaponAssoc->blendDelta = -8.0f;
weaponAssoc->flags &= ~ASSOC_RUNNING;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
}
void
CPed::StopNonPartialAnims(void)
{
CAnimBlendAssociation *assoc;
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (!assoc->IsPartial())
assoc->flags &= ~ASSOC_RUNNING;
}
}
void
CPed::SetStoredState(void)
{
if (m_nLastPedState != PED_NONE || !CanPedReturnToState())
return;
if (m_nPedState == PED_WANDER_PATH) {
bFindNewNodeAfterStateRestore = true;
if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
m_nMoveState = PEDMOVE_WALK;
}
#ifdef VC_PED_PORTS
if (m_nPedState != PED_IDLE)
#endif
{
m_nLastPedState = m_nPedState;
if (m_nMoveState >= m_nPrevMoveState)
m_nPrevMoveState = m_nMoveState;
}
}
void
CPed::SetDie(AnimationId animId, float delta, float speed)
{
CPlayerPed *player = FindPlayerPed();
if (player == this) {
if (!player->m_bCanBeDamaged)
return;
}
m_threatEntity = nil;
if (DyingOrDead())
return;
if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP)
delta *= 0.5f;
SetStoredState();
ClearAll();
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING) {
if (!IsPlayer())
FlagToDestroyWhenNextProcessed();
} else if (bInVehicle) {
if (m_pVehicleAnim)
m_pVehicleAnim->blendDelta = -1000.0f;
} else if (EnteringCar()) {
QuitEnteringCar();
}
m_nPedState = PED_DIE;
if (animId == NUM_ANIMS) {
bIsPedDieAnimPlaying = false;
} else {
CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta);
if (speed > 0.0f)
dieAssoc->speed = speed;
dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
if (dieAssoc->IsRunning()) {
dieAssoc->SetFinishCallback(FinishDieAnimCB, this);
bIsPedDieAnimPlaying = true;
}
}
Say(SOUND_PED_DEATH);
if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK)
QuitEnteringCar();
if (!bInVehicle)
StopNonPartialAnims();
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
}
bool
CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction)
{
CPlayerPed *player = FindPlayerPed();
float dieDelta = 4.0f;
float dieSpeed = 0.0f;
AnimationId dieAnim = ANIM_KO_SHOT_FRONT1;
bool headShot = false;
bool willLinger = false;
int random;
if (player == this) {
if (!player->m_bCanBeDamaged)
return false;
player->AnnoyPlayerPed(false);
}
if (DyingOrDead())
return false;
if (!bUsesCollision && method != WEAPONTYPE_DROWNING)
return false;
if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION)
return false;
float healthImpact;
if (IsPlayer())
healthImpact = damage * 0.33f;
else
healthImpact = damage * m_pedStats->m_defendWeakness;
bool detectDieAnim = true;
if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) {
if (!IsPedHeadAbovePos(-0.3f)) {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_FLOOR_HIT_F;
else
dieAnim = ANIM_FLOOR_HIT;
dieDelta *= 2.0f;
dieSpeed = 0.5f;
detectDieAnim = false;
} else if (m_nPedState == PED_FALL) {
dieAnim = NUM_ANIMS;
detectDieAnim = false;
}
}
if (detectDieAnim) {
switch (method) {
case WEAPONTYPE_UNARMED:
if (bMeleeProof)
return false;
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_FLOOR_HIT_F;
else
dieAnim = ANIM_FLOOR_HIT;
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
} else {
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
break;
case 1:
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
dieAnim = ANIM_KO_SKID_BACK;
break;
case 3:
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
}
break;
case WEAPONTYPE_BASEBALLBAT:
if (bMeleeProof)
return false;
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
dieAnim = ANIM_FLOOR_HIT_F;
else
dieAnim = ANIM_FLOOR_HIT;
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
} else {
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
break;
case 1:
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
dieAnim = ANIM_KO_SKID_BACK;
break;
case 3:
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
}
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M16:
case WEAPONTYPE_SNIPERRIFLE:
if (bBulletProof)
return false;
bool dontRemoveLimb;
if (IsPlayer() || bNoCriticalHits)
dontRemoveLimb = true;
else {
switch (method) {
case WEAPONTYPE_SNIPERRIFLE:
dontRemoveLimb = false;
break;
case WEAPONTYPE_M16:
dontRemoveLimb = false;
break;
case WEAPONTYPE_SHOTGUN:
dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
break;
default:
dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
break;
}
}
if (dontRemoveLimb) {
if (method == WEAPONTYPE_SHOTGUN) {
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
break;
case 1:
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
dieAnim = ANIM_KO_SKID_BACK;
break;
case 3:
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
} else
dieAnim = ANIM_KO_SHOT_FRONT1;
willLinger = false;
} else {
switch (pedPiece) {
case PEDPIECE_TORSO:
willLinger = false;
dieAnim = ANIM_KO_SHOT_FRONT1;
break;
case PEDPIECE_MID:
willLinger = false;
dieAnim = ANIM_KO_SHOT_STOM;
break;
case PEDPIECE_LEFTARM:
dieAnim = ANIM_KO_SHOT_ARML;
RemoveBodyPart(PED_UPPERARML, direction);
willLinger = true;
break;
case PEDPIECE_RIGHTARM:
dieAnim = ANIM_KO_SHOT_ARMR;
RemoveBodyPart(PED_UPPERARMR, direction);
willLinger = true;
break;
case PEDPIECE_LEFTLEG:
dieAnim = ANIM_KO_SHOT_LEGL;
RemoveBodyPart(PED_UPPERLEGL, direction);
willLinger = true;
break;
case PEDPIECE_RIGHTLEG:
dieAnim = ANIM_KO_SHOT_LEGR;
RemoveBodyPart(PED_UPPERLEGR, direction);
willLinger = true;
break;
case PEDPIECE_HEAD:
dieAnim = ANIM_KO_SHOT_FACE;
RemoveBodyPart(PED_HEAD, direction);
headShot = true;
willLinger = true;
break;
default:
break;
}
}
break;
case WEAPONTYPE_ROCKETLAUNCHER:
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_EXPLOSION:
if (bExplosionProof)
return false;
if (CGame::nastyGame && !IsPlayer() && !bInVehicle &&
1.0f + healthImpact > m_fArmour + m_fHealth) {
random = CGeneral::GetRandomNumber();
if (random & 1)
RemoveBodyPart(PED_UPPERARML, direction);
if (random & 2)
RemoveBodyPart(PED_UPPERLEGR, direction);
if (random & 4)
RemoveBodyPart(PED_HEAD, direction);
if (random & 8)
RemoveBodyPart(PED_UPPERARMR, direction);
if (random & 0x10)
RemoveBodyPart(PED_UPPERLEGL, direction);
if (bBodyPartJustCameOff)
willLinger = true;
}
// fall through
case WEAPONTYPE_MOLOTOV:
if (bExplosionProof)
return false;
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
break;
case 1:
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
dieAnim = ANIM_KO_SKID_BACK;
break;
case 3:
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
break;
case WEAPONTYPE_FLAMETHROWER:
if (bFireProof)
return false;
dieAnim = ANIM_KO_SHOT_FRONT1;
break;
case WEAPONTYPE_RAMMEDBYCAR:
case WEAPONTYPE_RUNOVERBYCAR:
if (bCollisionProof)
return false;
random = CGeneral::GetRandomNumber() & 3;
switch (random) {
case 0:
if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
&& (pedPiece != PEDPIECE_MID || random != 1)) {
if (pedPiece == PEDPIECE_RIGHTARM && random > 1
|| pedPiece == PEDPIECE_MID && random == 2)
dieAnim = ANIM_KO_SPIN_L;
else
dieAnim = ANIM_KO_SKID_FRONT;
} else
dieAnim = ANIM_KO_SPIN_R;
break;
case 1:
if (m_nPedState == PED_DIVE_AWAY)
dieAnim = ANIM_KD_LEFT;
else
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
if ((pedPiece != PEDPIECE_LEFTARM || random <= 1)
&& (pedPiece != PEDPIECE_MID || random != 1)) {
if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1)
&& (pedPiece != PEDPIECE_MID || random != 2)) {
dieAnim = ANIM_KO_SKID_BACK;
} else {
dieAnim = ANIM_KD_RIGHT;
}
} else
dieAnim = ANIM_KD_LEFT;
break;
case 3:
if (m_nPedState == PED_DIVE_AWAY)
dieAnim = ANIM_KD_RIGHT;
else
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
if (damagedBy) {
CVehicle *vehicle = (CVehicle*)damagedBy;
if (method == WEAPONTYPE_RAMMEDBYCAR) {
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
dieDelta = 8.0f * vehSpeed + 4.0f;
} else {
float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude();
dieDelta = 12.0f * vehSpeed + 4.0f;
dieSpeed = 16.0f * vehSpeed + 1.0f;
}
}
break;
case WEAPONTYPE_DROWNING:
dieAnim = ANIM_DROWN;
break;
case WEAPONTYPE_FALL:
if (bCollisionProof)
return false;
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
break;
case 1:
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
dieAnim = ANIM_KO_SKID_BACK;
break;
case 3:
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
break;
default:
break;
}
}
if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) {
if (player == this)
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds();
if (healthImpact < m_fArmour) {
m_fArmour = m_fArmour - healthImpact;
healthImpact = 0.0f;
} else {
healthImpact = healthImpact - m_fArmour;
m_fArmour = 0.0f;
}
}
if (healthImpact != 0.0f) {
if (player == this)
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds();
m_lastWepDam = method;
}
if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
m_fHealth -= healthImpact;
return false;
}
if (bInVehicle) {
if (method != WEAPONTYPE_DROWNING) {
#ifdef VC_PED_PORTS
if (m_pMyVehicle) {
if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
}
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT;
m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
}
if (m_pMyVehicle->CanPedExitCar()) {
SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
} else {
m_fHealth = 0.0f;
if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
SetRadioStation();
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
}
SetDie(dieAnim, dieDelta, dieSpeed);
/*
if (damagedBy == FindPlayerPed() && damagedBy != this) {
// PlayerInfo stuff
}
*/
}
for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) {
CPed* passenger = m_pMyVehicle->pPassengers[i];
if (passenger && passenger != this && damagedBy)
passenger->ReactToAttack(damagedBy);
}
CPed *driverOfVeh = m_pMyVehicle->pDriver;
if (driverOfVeh && driverOfVeh != this && damagedBy)
driverOfVeh->ReactToAttack(damagedBy);
if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) {
CDarkel::RegisterKillByPlayer(this, method, headShot);
m_threatEntity = FindPlayerPed();
} else {
CDarkel::RegisterKillNotByPlayer(this, method);
}
}
#endif
m_fHealth = 1.0f;
return false;
}
m_fHealth = 0.0f;
if (player == this)
m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
SetDie(NUM_ANIMS, 4.0f, 0.0f);
return true;
} else {
m_fHealth = 0.0f;
SetDie(dieAnim, dieDelta, dieSpeed);
if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
// There are PlayerInfo stuff here in VC
CDarkel::RegisterKillByPlayer(this, method, headShot);
m_threatEntity = player;
} else {
CDarkel::RegisterKillNotByPlayer(this, method);
}
if (method == WEAPONTYPE_DROWNING)
bIsInTheAir = false;
return true;
}
}
void
CPed::ClearFlee(void)
{
RestorePreviousState();
bUsePedNodeSeek = false;
m_standardTimer = 0;
m_fleeTimer = 0;
}
void
CPed::ClearFall(void)
{
SetGetUp();
}
void
CPed::SetGetUp(void)
{
if (m_nPedState == PED_GETUP && bGetUpAnimStarted)
return;
if (!CanSetPedState())
return;
if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) {
if (bUpdateAnimHeading) {
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
m_fRotationCur -= HALFPI;
bUpdateAnimHeading = false;
}
if (m_nPedState != PED_GETUP) {
SetStoredState();
m_nPedState = PED_GETUP;
}
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
&& ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 ||
CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(),
aTempPedColPts, nil, nil) > 0)) {
bGetUpAnimStarted = false;
if (IsPlayer())
InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
else {
if (!CPad::GetPad(0)->ArePlayerControlsDisabled())
return;
InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0);
}
return;
}
bGetUpAnimStarted = true;
m_pCollidingEntity = nil;
bKnockedUpIntoAir = false;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
if (animAssoc) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f);
} else {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
}
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f);
else
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
animAssoc->SetFinishCallback(PedGetupCB,this);
} else {
m_fHealth = 0.0f;
SetDie(NUM_ANIMS, 4.0f, 0.0f);
}
}
void
CPed::ClearInvestigateEvent(void)
{
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (m_eventType > EVENT_EXPLOSION)
m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000;
bGonnaInvestigateEvent = false;
m_pEventEntity = nil;
ClearLookFlag();
RestorePreviousState();
if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
SetMoveState(PEDMOVE_WALK);
}
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::ClearLook(void)
{
RestorePreviousState();
ClearLookFlag();
}
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::ClearPause(void)
{
RestorePreviousState();
}
void
CPed::ClearSeek(void)
{
SetIdle();
bRunningToPhone = false;
}
bool
CPed::SetWanderPath(int8 pathStateDest)
{
uint8 nextPathState;
if (IsPedInControl()) {
if (bKindaStayInSamePlace) {
SetIdle();
return false;
} else {
m_nPathDir = pathStateDest;
if (pathStateDest == 0)
pathStateDest = CGeneral::GetRandomNumberInRange(1, 7);
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &nextPathState);
// Circular loop until we find a node for current m_nPathDir
while (!m_pNextPathNode) {
m_nPathDir = (m_nPathDir+1) % 8;
// We're at where we started and couldn't find any node
if (m_nPathDir == pathStateDest) {
ClearAll();
SetIdle();
return false;
}
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &nextPathState);
}
// We did it, save next path state and return true
m_nPathDir = nextPathState;
m_nPedState = PED_WANDER_PATH;
SetMoveState(PEDMOVE_WALK);
bIsRunning = false;
return true;
}
} else {
m_nPathDir = pathStateDest;
bStartWanderPathOnFoot = true;
return false;
}
}
void
CPed::ClearWeapons(void)
{
CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(currentWeapon->m_nModelId);
m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT;
m_currentWeapon = WEAPONTYPE_UNARMED;
currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
AddWeaponModel(currentWeapon->m_nModelId);
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
CWeapon &weapon = GetWeapon(i);
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
weapon.m_eWeaponState = WEAPONSTATE_READY;
weapon.m_nAmmoInClip = 0;
weapon.m_nAmmoTotal = 0;
weapon.m_nTimer = 0;
}
}
void
CPed::RestoreGunPosition(void)
{
if (bIsLooking) {
m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
bIsRestoringGun = false;
} else if (m_pedIK.RestoreGunPosn()) {
bIsRestoringGun = false;
} else {
if (IsPlayer())
((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
}
}
void
CPed::RestoreHeadingRate(void)
{
m_headingRate = m_pedStats->m_headingChangeRate;
}
void
CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
{
((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate;
}
void
CPed::RestorePreviousState(void)
{
if(!CanSetPedState() || m_nPedState == PED_FALL)
return;
if (m_nPedState == PED_GETUP && !bGetUpAnimStarted)
return;
if (InVehicle()) {
m_nPedState = PED_DRIVING;
m_nLastPedState = PED_NONE;
} else {
if (m_nLastPedState == PED_NONE) {
if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) {
if (SetWanderPath(CGeneral::GetRandomNumber() & 7) != 0)
return;
}
SetIdle();
return;
}
switch (m_nLastPedState) {
case PED_IDLE:
SetIdle();
break;
case PED_WANDER_PATH:
m_nPedState = PED_WANDER_PATH;
bIsRunning = false;
if (bFindNewNodeAfterStateRestore) {
if (m_pNextPathNode) {
CVector diff = m_pNextPathNode->GetPosition() - GetPosition();
if (diff.MagnitudeSqr() < sq(7.0f)) {
SetMoveState(PEDMOVE_WALK);
break;
}
}
}
SetWanderPath(CGeneral::GetRandomNumber() & 7);
break;
default:
m_nPedState = m_nLastPedState;
SetMoveState((eMoveState) m_nPrevMoveState);
break;
}
m_nLastPedState = PED_NONE;
}
}
void
CPed::SetAimFlag(CEntity *to)
{
bIsAimingGun = true;
bIsRestoringGun = false;
m_pLookTarget = to;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget = to;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
m_lookTimer = 0;
}
void
CPed::SetAimFlag(float angle)
{
bIsAimingGun = true;
bIsRestoringGun = false;
m_fLookDirection = angle;
m_lookTimer = 0;
m_pLookTarget = nil;
m_pSeekTarget = nil;
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm)
m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
else
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
}
void
CPed::SetPointGunAt(CEntity *to)
{
if (to) {
SetLookFlag(to, true);
SetAimFlag(to);
#ifdef VC_PED_PORTS
SetLookTimer(INT32_MAX);
#endif
}
if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
return;
if (m_nPedState != PED_ATTACK)
SetStoredState();
m_nPedState = PED_AIM_GUN;
bIsPointingGunAt = true;
CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
SetMoveState(PEDMOVE_NONE);
CAnimBlendAssociation *aimAssoc;
if (bCrouchWhenShooting)
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay);
else
aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay);
if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
if (bCrouchWhenShooting)
aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f);
else
aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay);
aimAssoc->blendAmount = 0.0f;
aimAssoc->blendDelta = 8.0f;
}
if (to)
Say(SOUND_PED_ATTACK);
}
void
CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
{
if (HasWeapon(weaponType)) {
GetWeapon(weaponType).m_nAmmoTotal = ammo;
} else {
GetWeapon(weaponType).Initialise(weaponType, ammo);
m_maxWeaponTypeAllowed++;
}
}
void
CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
{
if (HasWeapon(weaponType)) {
GetWeapon(weaponType).m_nAmmoTotal += ammo;
} else {
GetWeapon(weaponType).Initialise(weaponType, ammo);
m_maxWeaponTypeAllowed++;
}
}
void
CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
{
AnimationId stepAnim;
if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0))
return;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
reason->GetPosition().x, reason->GetPosition().y,
GetPosition().x, GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = Abs(angleToFace - m_fRotationCur);
bool vehPressedHorn = false;
if (neededTurn > PI)
neededTurn = 2 * PI - neededTurn;
CVehicle *veh = (CVehicle*)reason;
if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) {
if (veh->m_nCarHornTimer) {
vehPressedHorn = true;
if (!IsPlayer())
animType = 1;
}
}
if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(veh, true);
if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
stepAnim = ANIM_IDLE_TAXI;
} else {
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
0.0f, 0.0f);
// Let's turn our back to the "reason"
angleToFace += PI;
if (angleToFace > PI)
angleToFace -= 2*PI;
// We don't want to run towards car's direction
float dangerZone = angleToFace - vehDirection;
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
// So, add or subtract 90deg (jump to left/right) according to that
if (dangerZone <= 0.0f)
angleToFace = 0.5f*PI + vehDirection;
else
angleToFace = vehDirection - 0.5f*PI;
if (animType == 2)
stepAnim = ANIM_HANDSCOWER;
else if (animType < 2)
stepAnim = ANIM_EV_STEP;
else
stepAnim = NUM_ANIMS;
}
if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) {
CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f);
stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
stepAssoc->SetFinishCallback(PedEvadeCB, this);
if (animType == 0)
Say(SOUND_PED_EVADE);
m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace);
ClearAimFlag();
SetStoredState();
m_nPedState = PED_STEP_AWAY;
}
}
}
void
CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
{
if (!IsPedInControl() || !bRespondsToThreats)
return;
CAnimBlendAssociation *animAssoc;
float angleToFace, neededTurn;
bool handsUp = false;
angleToFace = m_fRotationCur;
CVehicle *veh = (CVehicle*) reason;
if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer && !IsPlayer()) {
onlyRandomJump = true;
}
if (onlyRandomJump) {
if (reason) {
// Simple version of my bug fix below. Doesn't calculate "danger zone", selects jump direction randomly.
// Also doesn't include random hands up, sound etc. Only used on player ped and peds running from gun shots.
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
0.0f, 0.0f);
angleToFace = (CGeneral::GetRandomNumber() & 1) * PI + (-0.5f*PI) + vehDirection;
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
}
} else {
if (IsPlayer()) {
((CPlayerPed*)this)->m_nEvadeAmount = 5;
((CPlayerPed*)this)->m_pEvadingFrom = reason;
reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom);
return;
}
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
reason->GetPosition().x, reason->GetPosition().y,
GetPosition().x, GetPosition().y);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
// FIX: Peds no more dive into cars. Taken from SetEvasiveStep, last if statement inverted
#ifdef FIX_BUGS
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
0.0f, 0.0f);
// Let's turn our back to the "reason"
angleToFace += PI;
if (angleToFace > PI)
angleToFace -= 2 * PI;
// We don't want to dive towards car's direction
float dangerZone = angleToFace - vehDirection;
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
// So, add or subtract 90deg (jump to left/right) according to that
if (dangerZone > 0.0f)
angleToFace = 0.5f * PI + vehDirection;
else
angleToFace = vehDirection - 0.5f * PI;
#endif
neededTurn = Abs(angleToFace - m_fRotationCur);
if (neededTurn > PI)
neededTurn = 2 * PI - neededTurn;
if (neededTurn <= 0.5f*PI) {
if (CGeneral::GetRandomNumber() & 1)
handsUp = true;
} else {
if (CGeneral::GetRandomNumber() & 7)
return;
}
Say(SOUND_PED_EVADE);
}
if (handsUp || !IsPlayer() && m_pedStats->m_flags & STAT_NO_DIVE) {
m_fRotationCur = angleToFace;
ClearLookFlag();
ClearAimFlag();
SetLookFlag(reason, true);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP);
if (animAssoc)
return;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f);
animAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
animAssoc->SetFinishCallback(PedEvadeCB, this);
SetStoredState();
m_nPedState = PED_STEP_AWAY;
} else {
m_fRotationCur = angleToFace;
ClearLookFlag();
ClearAimFlag();
SetStoredState();
m_nPedState = PED_DIVE_AWAY;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f);
animAssoc->SetFinishCallback(PedEvadeCB, this);
}
if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) {
if (veh->pDriver && veh->pDriver->IsPlayer()) {
CWanted *wanted = FindPlayerPed()->m_pWanted;
wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false);
}
}
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
else if (reason->IsVehicle()) {
if (veh->pDriver && veh->pDriver->IsPlayer()) {
CWanted* wanted = FindPlayerPed()->m_pWanted;
wanted->RegisterCrime(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
}
}
#endif
}
void
CPed::SetAttack(CEntity *victim)
{
CPed *victimPed = nil;
if (victim && victim->IsPed())
victimPed = (CPed*)victim;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
if (animAssoc) {
animAssoc->blendDelta = -1000.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE)
return;
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) {
bIsAttacking = false;
return;
}
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) {
if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
bIsAttacking = false;
else
bIsAttacking = true;
return;
}
CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) {
if (GetWeapon()->HitsGround(this, nil, victim))
return;
}
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
if (IsPlayer() ||
(m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) {
if (m_nPedState != PED_ATTACK) {
m_nPedState = PED_ATTACK;
bIsAttacking = false;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f);
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
animAssoc->SetFinishCallback(FinishedAttackCB, this);
}
} else {
StartFightAttack(CGeneral::GetRandomNumber() % 256);
}
return;
}
m_pSeekTarget = victim;
if (m_pSeekTarget)
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
if (curWeapon->m_bCanAim) {
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
if (obstacle)
return;
m_pLookTarget = victim;
if (victim) {
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
}
if (m_pLookTarget) {
SetAimFlag(m_pLookTarget);
} else {
SetAimFlag(m_fRotationCur);
if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam())
((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
}
}
if (m_nPedState == PED_ATTACK) {
bIsAttacking = true;
return;
}
if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) {
if (IsPlayer())
CPad::GetPad(0)->ResetAverageWeapon();
PointBlankNecessity pointBlankStatus;
if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
&& (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) {
ClearAimFlag();
// This condition is pointless
if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed)
StartFightAttack(200);
} else {
if (!curWeapon->m_bCanAim)
m_pSeekTarget = nil;
if (m_nPedState != PED_AIM_GUN)
SetStoredState();
m_nPedState = PED_ATTACK;
SetMoveState(PEDMOVE_NONE);
if (bCrouchWhenShooting) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f);
} else {
float animDelta = 8.0f;
if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
animDelta = 1000.0f;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT
|| CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta);
} else {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta);
}
}
animAssoc->SetRun();
if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
animAssoc->SetCurrentTime(0.0f);
animAssoc->SetFinishCallback(FinishedAttackCB, this);
}
return;
}
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP)
SetWaitState(WAITSTATE_SURPRISE, nil);
SetLookFlag(victim, false);
SetLookTimer(100);
}
void
CPed::StartFightAttack(uint8 buttonPressure)
{
if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds())
return;
if (m_nPedState == PED_FIGHT) {
m_fightButtonPressure = buttonPressure;
return;
}
if (m_nPedState != PED_AIM_GUN)
SetStoredState();
if (m_nWaitState != WAITSTATE_FALSE) {
m_nWaitState = WAITSTATE_FALSE;
RestoreHeadingRate();
}
m_nPedState = PED_FIGHT;
m_fightButtonPressure = 0;
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -1000.0f;
}
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
if (animAssoc) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->blendDelta = -1000.0f;
RestoreHeadingRate();
}
SetMoveState(PEDMOVE_NONE);
m_nStoredMoveState = PEDMOVE_NONE;
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
CPed *pedOnGround = nil;
if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) {
m_curFightMove = FIGHTMOVE_GROUNDKICK;
} else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) {
m_curFightMove = FIGHTMOVE_ROUNDHOUSE;
} else {
m_curFightMove = FIGHTMOVE_STDPUNCH;
}
if (pedOnGround && IsPlayer()) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
pedOnGround->GetPosition().x, pedOnGround->GetPosition().y,
GetPosition().x, GetPosition().y);
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
m_fRotationCur = m_fRotationDest;
m_lookTimer = 0;
SetLookFlag(pedOnGround, true);
SetLookTimer(1500);
}
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
m_takeAStepAfterAttack = false;
bIsAttacking = true;
if (IsPlayer())
nPlayerInComboMove = 0;
}
void
CPed::LoadFightData(void)
{
float startFireTime, endFireTime, comboFollowOnTime, strikeRadius;
int damage, flags;
char line[256], moveName[32], animName[32], hitLevel;
int moveId = 0;
CAnimBlendAssociation *animAssoc;
size_t bp, buflen;
int lp, linelen;
buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r");
for (bp = 0; bp < buflen; ) {
// read file line by line
for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) {
line[linelen++] = work_buff[bp];
}
bp++;
line[linelen] = '\0';
// skip white space
for (lp = 0; line[lp] <= ' '; lp++);
if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
line[lp] == '#')
continue;
sscanf(
&line[lp],
"%s %f %f %f %f %c %s %d %d",
moveName,
&startFireTime,
&endFireTime,
&comboFollowOnTime,
&strikeRadius,
&hitLevel,
animName,
&damage,
&flags);
if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0)
return;
tFightMoves[moveId].startFireTime = startFireTime / 30.0f;
tFightMoves[moveId].endFireTime = endFireTime / 30.0f;
tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f;
tFightMoves[moveId].strikeRadius = strikeRadius;
tFightMoves[moveId].damage = damage;
tFightMoves[moveId].flags = flags;
switch (hitLevel) {
case 'G':
tFightMoves[moveId].hitLevel = HITLEVEL_GROUND;
break;
case 'H':
tFightMoves[moveId].hitLevel = HITLEVEL_HIGH;
break;
case 'L':
tFightMoves[moveId].hitLevel = HITLEVEL_LOW;
break;
case 'M':
tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM;
break;
case 'N':
tFightMoves[moveId].hitLevel = HITLEVEL_NULL;
break;
default:
break;
}
if (strncmp(animName, "null", 4) != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
} else {
tFightMoves[moveId].animId = ANIM_WALK;
}
moveId++;
}
}
// Actually GetLocalDirectionTo(Turn/Look)
int
CPed::GetLocalDirection(const CVector2D &posOffset)
{
float direction;
for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI);
for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4);
// 0-forward, 1-left, 2-backward, 3-right.
return direction;
}
bool
CPed::FightStrike(CVector &touchedNodePos)
{
CColModel *ourCol;
CVector attackDistance;
ePedPieceTypes closestPedPiece = PEDPIECE_TORSO;
float maxDistanceToBeBeaten;
CPed *nearPed;
int state = m_fightState;
bool pedFound = false;
if (state == FIGHTSTATE_JUST_ATTACKED)
return false;
// Pointless code
if (state > FIGHTSTATE_NO_MOVE)
attackDistance = touchedNodePos - m_vecHitLastPos;
for (int i = 0; i < m_numNearPeds; i++) {
nearPed = m_nearPeds[i];
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius + 0.1f;
else
maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_curFightMove].strikeRadius;
if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) {
CVector nearPedCentre;
nearPed->GetBoundCentre(nearPedCentre);
CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
// He can beat us
if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) {
#ifdef PED_SKIN
// Have to animate a skinned clump because the initial col model is useless
if(IsClumpSkinned(GetClump()))
ourCol = ((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->AnimatePedColModelSkinned(GetClump());
else
#endif
if (nearPed->OnGround() || !nearPed->IsPedHeadAbovePos(-0.3f)) {
ourCol = &CTempColModels::ms_colModelPedGroundHit;
} else {
#ifdef ANIMATE_PED_COL_MODEL
ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->GetHitColModel(),
RpClumpGetFrame(GetClump()));
#else
ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel();
#endif
}
for (int j = 0; j < ourCol->numSpheres; j++) {
attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center;
attackDistance -= touchedNodePos;
CColSphere *ourPieces = ourCol->spheres;
float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_curFightMove].strikeRadius;
// We can beat him too
if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
pedFound = true;
closestPedPiece = (ePedPieceTypes) ourPieces[j].piece;
break;
}
}
}
}
if (pedFound)
break;
}
if (pedFound) {
if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP)
return false;
float oldVictimHealth = nearPed->m_fHealth;
CVector bloodPos = 0.5f * attackDistance + touchedNodePos;
int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
CVector2D diff (GetPosition() - nearPed->GetPosition());
int direction = nearPed->GetLocalDirection(diff);
if (IsPlayer()) {
if (((CPlayerPed*)this)->m_bAdrenalineActive)
damageMult = 20;
} else {
damageMult *= m_pedStats->m_attackStrength;
}
// Change direction if we used kick.
if (m_curFightMove == FIGHTMOVE_KICK) {
if (CGeneral::GetRandomNumber() & 1) {
direction++;
if (direction > 3)
direction -= 4;
}
}
nearPed->ReactToAttack(this);
// Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
int unk2;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer())
unk2 = 101;
else
unk2 = damageMult;
nearPed->StartFightDefend(direction, tFightMoves[m_curFightMove].hitLevel, unk2);
PlayHitSound(nearPed);
m_fightState = FIGHTSTATE_JUST_ATTACKED;
RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId)->speed = 0.6f;
if (!nearPed->DyingOrDead()) {
nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
}
if (CGame::nastyGame
&& tFightMoves[m_curFightMove].hitLevel > HITLEVEL_MEDIUM
&& nearPed->m_nPedState == PED_DIE
&& nearPed->GetIsOnScreen()) {
// Just for blood particle. We will restore it below.
attackDistance /= (10.0f * attackDistance.Magnitude());
for(int i=0; i<4; i++) {
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0);
}
}
if (!nearPed->OnGround()) {
float curVictimHealth = nearPed->m_fHealth;
if (curVictimHealth > 0.0f
&& (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer()
|| nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f
|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer()
|| nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
if (nearPed->m_nPedState == PED_FALL)
nearPed->bIsStanding = false;
}
}
if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) {
attackDistance = nearPed->GetPosition() - GetPosition();
attackDistance.Normalise();
attackDistance.z = 1.0f;
nearPed->bIsStanding = false;
float moveMult;
if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
moveMult = Min(damageMult * 0.6f, 4.0f);
} else {
if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) {
moveMult = damageMult;
} else {
moveMult = Min(damageMult * 2.0f, 14.0f);
}
}
nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance);
}
CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000);
}
if (m_fightState == FIGHTSTATE_NO_MOVE)
m_fightState = FIGHTSTATE_1;
m_vecHitLastPos = *touchedNodePos;
return false;
}
void
CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
{
if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead()))
return;
ClearLookFlag();
ClearAimFlag();
SetStoredState();
m_nPedState = PED_FALL;
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId);
if (fallAssoc) {
fallAssoc->SetCurrentTime(0.0f);
fallAssoc->blendAmount = 0.0f;
fallAssoc->blendDelta = 8.0f;
fallAssoc->SetRun();
} else {
fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f);
}
if (extraTime == -1) {
m_getUpTimer = UINT32_MAX;
} else if (fallAssoc) {
if (IsPlayer()) {
m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
+ CTimer::GetTimeInMilliseconds()
+ 500.0f;
} else {
m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
+ CTimer::GetTimeInMilliseconds()
+ extraTime
+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
}
} else {
m_getUpTimer = extraTime
+ CTimer::GetTimeInMilliseconds()
+ 1000
+ ((m_randomSeed + CTimer::GetFrameCounter()) % 1000);
}
bFallenDown = true;
}
void
CPed::SetFlee(CEntity *fleeFrom, int time)
{
if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom)
return;
SetStoredState();
m_nPedState = PED_FLEE_ENTITY;
bUsePedNodeSeek = true;
SetMoveState(PEDMOVE_RUN);
m_fleeFrom = fleeFrom;
m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
if (time <= 0)
m_fleeTimer = 0;
else
m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x, GetPosition().y,
fleeFrom->GetPosition().x, fleeFrom->GetPosition().y);
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
if (m_fRotationCur - PI > m_fRotationDest) {
m_fRotationDest += 2 * PI;
} else if (PI + m_fRotationCur < m_fRotationDest) {
m_fRotationDest -= 2 * PI;
}
}
void
CPed::SetFlee(CVector2D const &from, int time)
{
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace)
return;
if (m_nPedState != PED_FLEE_ENTITY) {
SetStoredState();
m_nPedState = PED_FLEE_POS;
SetMoveState(PEDMOVE_RUN);
m_fleeFromPosX = from.x;
m_fleeFromPosY = from.y;
}
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
m_fleeTimer = CTimer::GetTimeInMilliseconds() + time;
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x, GetPosition().y,
from.x, from.y);
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace);
if (m_fRotationCur - PI > m_fRotationDest) {
m_fRotationDest += 2 * PI;
} else if (PI + m_fRotationCur < m_fRotationDest) {
m_fRotationDest -= 2 * PI;
}
}
void
CPed::SetWaitState(eWaitState state, void *time)
{
AnimationId waitAnim = NUM_ANIMS;
CAnimBlendAssociation *animAssoc;
if (!IsPedInControl())
return;
if (state != m_nWaitState)
FinishedWaitCB(nil, this);
switch (state) {
case WAITSTATE_TRAFFIC_LIGHTS:
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
SetMoveState(PEDMOVE_STILL);
break;
case WAITSTATE_CROSS_ROAD:
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
break;
case WAITSTATE_CROSS_ROAD_LOOK:
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f);
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000,5000);
break;
case WAITSTATE_LOOK_PED:
case WAITSTATE_LOOK_SHOP:
case WAITSTATE_LOOK_ACCIDENT:
case WAITSTATE_FACEOFF_GANG:
break;
case WAITSTATE_DOUBLEBACK:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
break;
case WAITSTATE_HITWALL:
m_headingRate = 2.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 16.0f);
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
ClearObjective();
RestorePreviousState();
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
break;
case WAITSTATE_TURN180:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
break;
case WAITSTATE_SURPRISE:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
break;
case WAITSTATE_STUCK:
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
ClearObjective();
RestorePreviousState();
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
break;
case WAITSTATE_LOOK_ABOUT:
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
break;
case WAITSTATE_PLAYANIM_COWER:
waitAnim = ANIM_HANDSCOWER;
case WAITSTATE_PLAYANIM_HANDSUP:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_HANDSUP;
case WAITSTATE_PLAYANIM_HANDSCOWER:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_HANDSCOWER;
m_headingRate = 0.0f;
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
break;
case WAITSTATE_PLAYANIM_DUCK:
waitAnim = ANIM_DUCK_DOWN;
case WAITSTATE_PLAYANIM_TAXI:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (waitAnim == NUM_ANIMS)
waitAnim = ANIM_IDLE_CHAT;
if (time)
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
break;
case WAITSTATE_FINISH_FLEE:
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
#ifdef FIX_BUGS
animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
#endif
break;
default:
m_nWaitState = WAITSTATE_FALSE;
RestoreHeadingRate();
return;
}
m_nWaitState = state;
}
void
CPed::PlayHitSound(CPed *hitTo)
{
// That was very complicated to reverse for me...
// First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10).
enum {
S33 = SOUND_FIGHT_PUNCH_33,
S34 = SOUND_FIGHT_KICK_34,
S35 = SOUND_FIGHT_HEADBUTT_35,
S36 = SOUND_FIGHT_PUNCH_36,
S37 = SOUND_FIGHT_PUNCH_37,
S38 = SOUND_FIGHT_CLOSE_PUNCH_38,
S39 = SOUND_FIGHT_PUNCH_39,
S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 ,
S41 = SOUND_FIGHT_PUNCH_41,
S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
S43 = SOUND_FIGHT_KNEE_OR_KICK_43,
S44 = SOUND_FIGHT_KICK_44,
NO_SND = SOUND_NO_SOUND
};
uint16 hitSoundsByFightMoves[12][10] = {
{S39,S42,S43,S43,S39,S39,S39,S39,S39,S42},
{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
{NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND},
{S39,S39,S39,S39,S33,S43,S39,S39,S39,S39},
{S39,S39,S39,S39,S35,S39,S38,S38,S39,S39},
{S39,S39,S39,S39,S33,S39,S41,S36,S39,S39},
{S39,S39,S39,S39,S37,S40,S38,S38,S39,S39},
{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
{S39,S39,S39,S39,S34,S43,S44,S37,S39,S39},
{S39,S39,S39,S39,S34,S43,S44,S37,S39,S40},
{S39,S39,S39,S39,S33,S39,S41,S37,S39,S40},
{S39,S39,S39,S39,S39,S39,S39,S39,S33,S33}
};
// This is why first dimension is between FightMove 1 and 12.
if (m_curFightMove == FIGHTMOVE_NULL || m_curFightMove >= FIGHTMOVE_HITFRONT)
return;
uint16 soundId;
// And this is why second dimension is between 13 and 22.
if (hitTo->m_curFightMove > FIGHTMOVE_GROUNDKICK && hitTo->m_curFightMove < FIGHTMOVE_IDLE2NORM) {
soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_curFightMove - FIGHTMOVE_HITFRONT];
} else {
if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
} else {
soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
}
}
if (soundId != NO_SND)
DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
}
void
CPed::CollideWithPed(CPed *collideWith)
{
CAnimBlendAssociation *animAssoc;
AnimationId animToPlay;
bool weAreMissionChar = CharCreatedBy == MISSION_CHAR;
bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR;
CVector posDiff = collideWith->GetPosition() - GetPosition();
int waitTime = 0;
if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
&& (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
#ifdef VC_PED_PORTS
|| m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_pedInObjective == collideWith
|| collideWith->m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && collideWith->m_pedInObjective == this
#endif
)) {
if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) {
if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) {
if (collideWith->m_nMoveState != PEDMOVE_STILL
&& (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) {
float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D();
if (seekPosDist <= heAndSeekPosDist) {
waitTime = 1000;
collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
} else {
waitTime = 500;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
}
} else if (collideWith->m_nMoveState == PEDMOVE_STILL) {
SetDirectionToWalkAroundObject(collideWith);
}
} else {
if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
SetDirectionToWalkAroundObject(collideWith);
if (!weAreMissionChar)
Say(SOUND_PED_CHAT);
} else {
SetEvasiveStep(collideWith, 2);
}
}
} else {
if (m_pedStats->m_temper <= m_pedStats->m_fear
|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED
|| weAreMissionChar
|| collideWith->m_nPedType == PEDTYPE_CIVFEMALE
|| collideWith->m_nPedType == m_nPedType
|| collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
SetDirectionToWalkAroundObject(collideWith);
Say(SOUND_PED_CHAT);
} else {
TurnBody();
SetAttack(collideWith);
#ifdef VC_PED_PORTS
m_fRotationCur = 0.3f + m_fRotationCur;
m_fRotationDest = m_fRotationCur;
#endif
}
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
}
}
} else {
#ifdef VC_PED_PORTS
if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
#else
if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
#endif
if (heLooksToUs) {
SetEvasiveStep(collideWith, 1);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
} else if (weDontLookToHim && IsPedInControl()) {
if (m_pedStats != collideWith->m_pedStats) {
if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper
#ifdef VC_PED_PORTS
|| collideWith->IsPlayer() || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer
#endif
) {
if (collideWith->IsPlayer()) {
// He's on our right side
if (DotProduct(posDiff,GetRight()) <= 0.0f)
m_fRotationCur -= m_headingRate;
else
m_fRotationCur += m_headingRate;
} else {
// He's on our right side
if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f)
collideWith->m_fRotationCur -= collideWith->m_headingRate;
else
collideWith->m_fRotationCur += collideWith->m_headingRate;
}
} else {
SetLookFlag(collideWith, false);
TurnBody();
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
#ifdef VC_PED_PORTS
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
#endif
if (!heIsMissionChar) {
CVector2D posDiff2D(posDiff);
int direction = collideWith->GetLocalDirection(posDiff2D);
collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5);
}
}
}
}
}
} else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar
#ifdef VC_PED_PORTS
|| m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness
#endif
) {
// He looks us and we're not at his right side
if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
CVector moveForce = GetRight();
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
animToPlay = ANIM_HIT_LEFT;
else
animToPlay = ANIM_SHOT_LEFT_PARTIAL;
} else if (heLooksToUs) {
CVector moveForce = GetRight() * -1.0f;
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
animToPlay = ANIM_HIT_RIGHT;
else
animToPlay = ANIM_SHOT_RIGHT_PARTIAL;
} else {
if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
animToPlay = ANIM_HIT_BACK;
else
animToPlay = ANIM_SHOT_BACK_PARTIAL;
}
if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) {
animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f);
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
if (m_nPedState == PED_ATTACK)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
}
} else {
// We're at his right side
if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) {
CVector moveForce = GetRight() * -1.0f;
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (heLooksToUs)
animToPlay = ANIM_KO_SPIN_L;
else
animToPlay = ANIM_KD_RIGHT;
} else {
CVector moveForce = GetRight();
moveForce.z += 0.1f;
ApplyMoveForce(moveForce);
if (heLooksToUs)
animToPlay = ANIM_KO_SPIN_R;
else
animToPlay = ANIM_KD_LEFT;
}
if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
collideWith->SetFall(3000, animToPlay, 0);
}
} else {
if (!IsPedInControl())
return;
if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL)
return;
if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) {
if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){
SetEvasiveStep(collideWith, 2);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
} else if (collideWith->m_nMoveState > PEDMOVE_WALK) {
waitTime = 2000;
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime);
}
}
} else if (heLooksToUs
&& collideWith->m_nPedState != PED_STEP_AWAY
&& m_nPedState != PED_STEP_AWAY
&& CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
SetEvasiveStep(collideWith, 1);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
}
if (IsPlayer()) {
SetLookFlag(collideWith, true);
SetLookTimer(800);
}
} else {
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
SetFindPathAndFlee(collideWith, 5000, !isRunning);
}
}
void
CPed::CreateDeadPedMoney(void)
{
if (!CGame::nastyGame)
return;
int skin = GetModelIndex();
if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
return;
int money = CGeneral::GetRandomNumber() % 60;
if (money < 10)
return;
if (money == 43)
money = 700;
int pickupCount = money / 40 + 1;
int moneyPerPickup = money / pickupCount;
for(int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
bool found = false;
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
}
}
}
void
CPed::CreateDeadPedWeaponPickups(void)
{
bool found = false;
float angleToPed;
CVector pickupPos;
if (bInVehicle)
return;
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
eWeaponType weapon = GetWeapon(i).m_eWeaponType;
int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
continue;
angleToPed = i * 1.75f;
pickupPos = GetPosition();
pickupPos.x += 1.5f * Sin(angleToPed);
pickupPos.y += 1.5f * Cos(angleToPed);
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
CVector pedPos = GetPosition();
pedPos.z += 0.3f;
CVector pedToPickup = pickupPos - pedPos;
float distance = pedToPickup.Magnitude();
// outer edge of pickup
distance = (distance + 0.3f) / distance;
CVector pickupPos2 = pedPos;
pickupPos2 += distance * pedToPickup;
// pickup must be on ground and line to its edge must be clear
if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) {
// otherwise try another position (but disregard second check apparently)
angleToPed += 3.14f;
pickupPos = GetPosition();
pickupPos.x += 1.5f * Sin(angleToPed);
pickupPos.y += 1.5f * Cos(angleToPed);
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
}
if (found)
CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon]));
}
ClearWeapons();
}
void
CPed::SetAttackTimer(uint32 time)
{
if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
}
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::SetBuyIceCream(void)
{
if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl())
return;
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;
if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000;
m_nPedState = PED_BUY_ICECREAM;
}
}
void
CPed::SetChat(CEntity *chatWith, uint32 time)
{
if(m_nPedState != PED_CHAT)
SetStoredState();
m_nPedState = PED_CHAT;
SetMoveState(PEDMOVE_STILL);
#if defined VC_PED_PORTS || defined FIX_BUGS
m_lookTimer = 0;
#endif
SetLookFlag(chatWith, true);
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
void
CPed::SetDead(void)
{
bUsesCollision = false;
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING)
bIsVisible = false;
m_nPedState = PED_DEAD;
m_pVehicleAnim = nil;
m_pCollidingEntity = nil;
CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(weapon->m_nModelId);
m_currentWeapon = WEAPONTYPE_UNARMED;
CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250);
if (this != FindPlayerPed()) {
CreateDeadPedWeaponPickups();
CreateDeadPedMoney();
}
m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
m_deadBleeding = false;
bDoBloodyFootprints = false;
bVehExitWillBeInstant = false;
CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000);
}
void
CPed::SetSeek(CEntity *seeking, float distanceToCountDone)
{
if (!IsPedInControl())
return;
if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking)
return;
if (!seeking)
return;
if (m_nPedState != PED_SEEK_ENTITY)
SetStoredState();
m_nPedState = PED_SEEK_ENTITY;
m_distanceToCountSeekDone = distanceToCountDone;
m_pSeekTarget = seeking;
m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
SetMoveState(PEDMOVE_STILL);
}
void
CPed::SetSeek(CVector pos, float distanceToCountDone)
{
if (!IsPedInControl()
|| (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y))
return;
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER
|| GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) {
ClearPointGunAt();
}
if (m_nPedState != PED_SEEK_POS)
SetStoredState();
m_nPedState = PED_SEEK_POS;
m_distanceToCountSeekDone = distanceToCountDone;
m_vecSeekPos = pos;
}
void
CPed::DeadPedMakesTyresBloody(void)
{
int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
if (minX < 0) minX = 0;
int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
if (minY < 0) minY = 0;
int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1;
int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1;
CWorld::AdvanceCurrentScanCode();
for (int curY = minY; curY <= maxY; curY++) {
for (int curX = minX; curX <= maxX; curX++) {
CSector *sector = CWorld::GetSector(curX, curY);
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]);
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
}
}
}
void
CPed::Die(void)
{
// UNUSED: This is a perfectly empty function.
}
uint8
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
{
#ifdef FIX_BUGS
return 1;
#else
uint8 retVal = 2;
float headZ = GetNodePosition(PED_HEAD).z;
if (m_nPedState == PED_FALL)
retVal = 1;
float colZ = colPoint.point.z;
if (colZ < headZ)
retVal = 1;
if (headZ + 0.2f <= colZ)
retVal = 0;
return retVal;
#endif
}
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;
}
void
CPed::EndFight(uint8 endType)
{
if (m_nPedState != PED_FIGHT)
return;
m_curFightMove = FIGHTMOVE_NULL;
RestorePreviousState();
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (animAssoc)
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
switch (endType) {
case ENDFIGHT_NORMAL:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f);
break;
case ENDFIGHT_WITH_A_STEP:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f);
break;
case ENDFIGHT_FAST:
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f;
break;
default:
break;
}
m_nWaitTimer = 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) {
CAnimBlendAssociation *enterAssoc = m_pVehicleAnim;
if (enterAssoc)
veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime);
}
}
bIsInTheAir = false;
LineUpPedWithCar(LINE_UP_TO_CAR_START);
} else {
QuitEnteringCar();
SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
}
}
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;
}
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;
}
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::EnterTrain(void)
{
LineUpPedWithTrain();
}
void
CPed::ExitTrain(void)
{
LineUpPedWithTrain();
}
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((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
else
LineUpPedWithCar(LINE_UP_TO_CAR_END);
} 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);
}
}
void
CPed::Fall(void)
{
if (m_getUpTimer != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer
#ifdef VC_PED_PORTS
&& bIsStanding
#endif
)
ClearFall();
// VC plays animations ANIM_STD_FALL_ONBACK and ANIM_STD_FALL_ONFRONT in here, which doesn't exist in III.
}
void
CPed::Fight(void)
{
CAnimBlendAssociation *currentAssoc, *animAssoc;
bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse;
float angleToFace, nextAngle;
bool goForward = false;
int nextFightMove;
switch (m_curFightMove) {
case FIGHTMOVE_NULL:
return;
case FIGHTMOVE_IDLE2NORM:
m_curFightMove = FIGHTMOVE_NULL;
RestorePreviousState();
// FIX: Uninitialized
currentAssoc = nil;
break;
case FIGHTMOVE_IDLE:
currentAssoc = nil;
break;
default:
currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
break;
}
if (!bIsAttacking && IsPlayer()) {
if (currentAssoc) {
currentAssoc->blendDelta = -1000.0f;
currentAssoc->flags |= ASSOC_DELETEFADEDOUT;
currentAssoc->flags &= ~ASSOC_RUNNING;
}
if (m_takeAStepAfterAttack)
EndFight(ENDFIGHT_WITH_A_STEP);
else
EndFight(ENDFIGHT_FAST);
} else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) {
float animTime = currentAssoc->currentTime;
FightMove &curMove = tFightMoves[m_curFightMove];
if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
CVector touchingNodePos(0.0f, 0.0f, 0.0f);
switch (m_curFightMove) {
case FIGHTMOVE_STDPUNCH:
case FIGHTMOVE_PUNCHHOOK:
case FIGHTMOVE_BODYBLOW:
TransformToNode(touchingNodePos, PED_HANDR);
break;
case FIGHTMOVE_IDLE:
case FIGHTMOVE_SHUFFLE_F:
break;
case FIGHTMOVE_KNEE:
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
case FIGHTMOVE_HEADBUTT:
TransformToNode(touchingNodePos, PED_HEAD);
break;
case FIGHTMOVE_PUNCHJAB:
TransformToNode(touchingNodePos, PED_HANDL);
break;
case FIGHTMOVE_KICK:
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
case FIGHTMOVE_GROUNDKICK:
TransformToNode(touchingNodePos, PED_FOOTR);
break;
}
if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
touchingNodePos += 0.1f * GetForward();
} else if (m_curFightMove == FIGHTMOVE_PUNCHHOOK) {
touchingNodePos += 0.22f * GetForward();
}
FightStrike(touchingNodePos);
m_fightButtonPressure = 0;
return;
}
if (curMove.hitLevel != HITLEVEL_NULL) {
if (animTime > curMove.endFireTime) {
if (IsPlayer())
currentAssoc->speed = 1.0f;
else
currentAssoc->speed = 0.8f;
}
if (IsPlayer() && !nPlayerInComboMove) {
if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
// Notice that it increases fight move index, because we're in combo!
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_curFightMove].animId, 8.0f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
m_fightButtonPressure = 0;
nPlayerInComboMove = 1;
}
}
} else {
if (curMove.startFireTime > 0.0f && m_curFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) {
if (IsPlayer())
currentAssoc->speed = 1.3f;
else
currentAssoc->speed = 0.8f;
}
}
} else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
EndFight(ENDFIGHT_FAST);
} else if (m_fightButtonPressure != 0) {
bool canAffectMultiplePeople = true;
nextAngle = m_fRotationCur;
bool kickGround = false;
float angleForGroundKick = 0.0f;
CPed *pedOnGround = nil;
Say(SOUND_PED_ATTACK);
if (IsPlayer()) {
canRoundhouse = false;
punchOnly = false;
canKick = true;
nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
hasShoppingBags = false;
canKneeHead = true;
nPlayerInComboMove = 0;
} else {
nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE);
uint16 pedFeatures = m_pedStats->m_flags;
punchOnly = pedFeatures & STAT_PUNCH_ONLY;
canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE;
canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD;
canKick = pedFeatures & STAT_CAN_KICK;
hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS;
}
// Attack isn't scripted, find the victim
if (IsPlayer() || !m_pedInObjective) {
for (int i = 0; i < m_numNearPeds; i++) {
CPed *nearPed = m_nearPeds[i];
float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude();
if (nearPedDist < 3.0f) {
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
nearPed->GetPosition().x, nearPed->GetPosition().y,
GetPosition().x, GetPosition().y);
nextAngle = CGeneral::LimitRadianAngle(angleToFace);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
float neededTurn = Abs(nextAngle - m_fRotationCur);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
if (!nearPed->OnGroundOrGettingUp()) {
if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) {
canAffectMultiplePeople = false;
} else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) {
if (nearPedDist < 1.7f
&& neededTurn < DEGTORAD(35.0f)
&& (canKick || hasShoppingBags)) {
nextFightMove = FIGHTMOVE_KICK;
if (hasShoppingBags) {
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
} else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) {
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
}
canAffectMultiplePeople = false;
} else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) {
canAffectMultiplePeople = false;
nextFightMove = FIGHTMOVE_LONGKICK;
} else if (neededTurn < DEGTORAD(30.0f)) {
goForward = true;
}
} else {
nextFightMove += 2; // Makes it 6 or 7
if (punchOnly)
nextFightMove = FIGHTMOVE_PUNCHJAB;
canAffectMultiplePeople = false;
}
} else if (!CGame::nastyGame
|| nearPedDist >= 1.3f
|| neededTurn >= DEGTORAD(55.0f)
|| punchOnly) {
if (nearPedDist > 0.8f
&& nearPedDist < 3.0f
&& neededTurn < DEGTORAD(30.0f)) {
goForward = true;
}
} else if (nearPed->m_nPedState != PED_DEAD || pedOnGround) {
if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
canAffectMultiplePeople = false;
nextFightMove = FIGHTMOVE_GROUNDKICK;
}
} else {
pedOnGround = nearPed;
kickGround = true;
angleForGroundKick = nextAngle;
}
}
if (!canAffectMultiplePeople) {
m_fRotationDest = nextAngle;
if (IsPlayer()) {
m_fRotationCur = m_fRotationDest;
m_lookTimer = 0;
SetLookFlag(nearPed, true);
SetLookTimer(1500);
}
break;
}
}
} else {
// Because we're in a scripted fight with some particular ped.
canAffectMultiplePeople = false;
float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude();
if (hasShoppingBags) {
if (fightingPedDist >= 1.7f)
nextFightMove = FIGHTMOVE_SHUFFLE_F;
else
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
} else if (punchOnly) {
if (fightingPedDist >= 1.3f)
nextFightMove = FIGHTMOVE_SHUFFLE_F;
else
nextFightMove = FIGHTMOVE_PUNCHJAB;
} else if (fightingPedDist >= 3.0f) {
nextFightMove = FIGHTMOVE_STDPUNCH;
} else {
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
m_pedInObjective->GetPosition().x,
m_pedInObjective->GetPosition().y,
GetPosition().x,
GetPosition().y);
nextAngle = CGeneral::LimitRadianAngle(angleToFace);
m_fRotationDest = nextAngle;
m_fRotationCur = m_fRotationDest;
if (!m_pedInObjective->OnGroundOrGettingUp()) {
if (fightingPedDist >= 0.8f || !canKneeHead) {
if (fightingPedDist >= 1.3f) {
if (fightingPedDist < 1.7f && canKick) {
nextFightMove = FIGHTMOVE_KICK;
if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
nextFightMove = FIGHTMOVE_ROUNDHOUSE;
} else if (fightingPedDist < 2.0f && canKick) {
nextFightMove += 5; // Makes it 9 or 10
} else {
nextFightMove = FIGHTMOVE_SHUFFLE_F;
}
} else {
nextFightMove += 2; // Makes it 6 or 7
}
}
} else if (!CGame::nastyGame
|| fightingPedDist >= 1.3f
|| m_pedInObjective->IsPlayer()
|| m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) {
nextFightMove = FIGHTMOVE_IDLE;
} else {
nextFightMove = FIGHTMOVE_GROUNDKICK;
}
}
}
if (canAffectMultiplePeople) {
if (kickGround && IsPlayer()) {
m_fRotationDest = angleForGroundKick;
nextFightMove = FIGHTMOVE_GROUNDKICK;
m_fRotationCur = m_fRotationDest;
m_lookTimer = 0;
SetLookFlag(pedOnGround, true);
SetLookTimer(1500);
} else if (goForward) {
nextFightMove = FIGHTMOVE_SHUFFLE_F;
} else {
nextFightMove = FIGHTMOVE_STDPUNCH;
}
}
if (nextFightMove != FIGHTMOVE_IDLE) {
m_curFightMove = nextFightMove;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) {
animAssoc->SetCurrentTime(0.0f);
animAssoc->SetRun();
}
m_fightButtonPressure = 0;
}
m_fightState = FIGHTSTATE_NO_MOVE;
} else if (m_takeAStepAfterAttack && m_curFightMove != FIGHTMOVE_SHUFFLE_F
#ifndef FIX_BUGS
&& CheckForPedsOnGroundToAttack(this, nil) == 4) {
#else
&& CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
#endif
m_curFightMove = FIGHTMOVE_SHUFFLE_F;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
if (animAssoc) {
animAssoc->SetCurrentTime(0.0f);
animAssoc->blendDelta = 4.0f;
animAssoc->SetRun();
} else {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 32.0f);
}
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
m_fightButtonPressure = 0;
m_takeAStepAfterAttack = false;
} else if (m_takeAStepAfterAttack) {
EndFight(ENDFIGHT_FAST);
} else if (m_curFightMove == FIGHTMOVE_IDLE) {
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
EndFight(ENDFIGHT_NORMAL);
}
} else {
m_curFightMove = FIGHTMOVE_IDLE;
if (IsPlayer())
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
}
// 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, false, false);
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;
}
void
CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (ped->bIsPedDieAnimPlaying)
ped->bIsPedDieAnimPlaying = false;
}
void
CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (tFightMoves[ped->m_curFightMove].animId == animAssoc->animId) {
ped->m_fightState = FIGHTSTATE_MOVE_FINISHED;
animAssoc->blendDelta = -1000.0f;
}
}
void
CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
if (ped->m_nPedState == PED_JUMP)
ped->RestorePreviousState();
ped->bIsLanding = false;
}
void
CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
ped->bResetWalkAnims = true;
ped->bIsLanding = false;
animAssoc->blendDelta = -1000.0f;
}
void
CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (ped->m_nPedState != PED_JUMP)
return;
CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres->center.z + 0.25f;
CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
if (!obstacle) {
// Forward of forward
forward += 0.15f * ped->GetForward();
forward.z += 0.15f;
obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
}
if (obstacle) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
// ANIM_HIT_WALL in VC (which makes more sense)
CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
ped->bIsLanding = true;
return;
}
float velocityFromAnim = 0.1f;
CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT);
if (sprintAssoc) {
velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f;
} else {
CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN);
if (runAssoc) {
velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f;
}
}
if (ped->IsPlayer()
#ifdef VC_PED_PORTS
|| ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer()
#endif
)
ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
else
ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()
#ifdef VC_PED_PORTS
|| ped->m_pCurrentPhysSurface
#endif
) {
#ifdef FREE_CAM
if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !CCamera::bFreeCam) {
#else
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
#endif
float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur);
ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(fpsAngle);
ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(fpsAngle);
} else {
ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur);
ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur);
}
#ifdef VC_PED_PORTS
if (ped->m_pCurrentPhysSurface) {
ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x;
ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y;
}
#endif
}
ped->bIsStanding = false;
ped->bIsInTheAir = true;
animAssoc->blendDelta = -1000.0f;
CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE);
if (ped->bDoBloodyFootprints) {
CVector bloodPos(0.0f, 0.0f, 0.0f);
ped->TransformToNode(bloodPos, PED_FOOTL);
bloodPos.z -= 0.1f;
bloodPos += 0.2f * ped->GetForward();
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
0.26f * ped->GetForward().x,
0.26f * ped->GetForward().y,
0.14f * ped->GetRight().x,
0.14f * ped->GetRight().y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
bloodPos = CVector(0.0f, 0.0f, 0.0f);
ped->TransformToNode(bloodPos, PED_FOOTR);
bloodPos.z -= 0.1f;
bloodPos += 0.2f * ped->GetForward();
CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos,
0.26f * ped->GetForward().x,
0.26f * ped->GetForward().y,
0.14f * ped->GetRight().x,
0.14f * ped->GetRight().y,
255, 255, 0, 0, 4.0f, 3000, 1.0f);
if (ped->m_bloodyFootprintCountOrDeathTime <= 40) {
ped->m_bloodyFootprintCountOrDeathTime = 0;
ped->bDoBloodyFootprints = false;
} else {
ped->m_bloodyFootprintCountOrDeathTime -= 40;
}
}
}
void
CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
ped->m_nWaitTimer = 0;
ped->RestoreHeadingRate();
ped->Wait();
}
void
CPed::Wait(void)
{
AnimationId mustHaveAnim = NUM_ANIMS;
CAnimBlendAssociation *animAssoc;
CPed *pedWeLook;
if (DyingOrDead()) {
m_nWaitState = WAITSTATE_FALSE;
RestoreHeadingRate();
return;
}
switch (m_nWaitState) {
case WAITSTATE_TRAFFIC_LIGHTS:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) {
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
}
}
break;
case WAITSTATE_CROSS_ROAD:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer)
m_nWaitState = WAITSTATE_FALSE;
else
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil);
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_CROSS_ROAD_LOOK:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
m_nWaitState = WAITSTATE_FALSE;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_DOUBLEBACK:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds();
if (timeLeft < 2500 && timeLeft > 2000) {
m_nWaitTimer -= 500;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
}
} else {
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
}
break;
case WAITSTATE_HITWALL:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
}
} else {
m_nWaitState = WAITSTATE_FALSE;
}
break;
case WAITSTATE_TURN180:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
m_fRotationCur = m_fRotationCur + PI;
if (m_nPedState == PED_INVESTIGATE)
ClearInvestigateEvent();
}
if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
}
break;
case WAITSTATE_SURPRISE:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
} else {
m_nWaitState = WAITSTATE_FALSE;
}
}
break;
case WAITSTATE_STUCK:
if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer)
break;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
if (animAssoc) {
if (animAssoc->IsPartial()) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
} else {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
}
if (animAssoc->animId == ANIM_TURN_180) {
m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur);
m_nWaitState = WAITSTATE_FALSE;
SetMoveState(PEDMOVE_WALK);
m_nStoredMoveState = PEDMOVE_NONE;
m_panicCounter = 0;
return;
}
}
AnimationId animToPlay;
switch (CGeneral::GetRandomNumber() & 3) {
case 0:
animToPlay = ANIM_ROAD_CROSS;
break;
case 1:
animToPlay = ANIM_IDLE_TIRED;
break;
case 2:
animToPlay = ANIM_XPRESS_SCRATCH;
break;
case 3:
animToPlay = ANIM_TURN_180;
break;
default:
break;
}
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
if (animToPlay == ANIM_TURN_180)
animAssoc->SetFinishCallback(FinishedWaitCB, this);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000);
break;
case WAITSTATE_LOOK_ABOUT:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
m_nWaitState = WAITSTATE_FALSE;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_PLAYANIM_HANDSUP:
mustHaveAnim = ANIM_HANDSUP;
case WAITSTATE_PLAYANIM_HANDSCOWER:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_HANDSCOWER;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
pedWeLook = (CPed*) m_pLookTarget;
if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt)
&& m_nPedState != PED_FLEE_ENTITY
&& m_nPedState != PED_ATTACK
&& CTimer::GetTimeInMilliseconds() <= m_nWaitTimer
&& animAssoc) {
TurnBody();
} else {
m_nWaitState = WAITSTATE_FALSE;
m_nWaitTimer = 0;
if (m_pLookTarget && m_pLookTarget->IsPed()) {
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) {
if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {
if (GetWeapon()->IsTypeMelee()) {
#ifdef VC_PED_PORTS
if(m_pedStats->m_flags & STAT_GUN_PANIC) {
#endif
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) {
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
}
if (m_nMoveState != PEDMOVE_RUN)
SetMoveState(PEDMOVE_WALK);
if (m_nPedType != PEDTYPE_COP) {
ProcessObjective();
SetMoveState(PEDMOVE_WALK);
}
#ifdef VC_PED_PORTS
} else {
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
}
#endif
} else {
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget);
SetObjectiveTimer(20000);
}
} else {
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS)
{
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
}
SetMoveState(PEDMOVE_RUN);
Say(SOUND_PED_FLEE_RUN);
}
}
}
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
break;
case WAITSTATE_PLAYANIM_COWER:
mustHaveAnim = ANIM_HANDSCOWER;
case WAITSTATE_PLAYANIM_DUCK:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_DUCK_DOWN;
case WAITSTATE_PLAYANIM_TAXI:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_IDLE_TAXI;
case WAITSTATE_PLAYANIM_CHAT:
if (mustHaveAnim == NUM_ANIMS)
mustHaveAnim = ANIM_IDLE_CHAT;
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
if (animAssoc) {
animAssoc->blendDelta = -4.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
m_nWaitState = WAITSTATE_FALSE;
}
#ifdef VC_PED_PORTS
else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) {
if (m_pedInObjective) {
if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
// VC also calls CleanUpOldReference here for old LookTarget.
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
}
}
#endif
break;
case WAITSTATE_FINISH_FLEE:
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if (animAssoc) {
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
int timer = 2000;
m_nWaitState = WAITSTATE_FALSE;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer);
}
} else {
m_nWaitState = WAITSTATE_FALSE;
}
break;
default:
break;
}
if(!m_nWaitState)
RestoreHeadingRate();
}
bool
CPed::Seek(void)
{
float distanceToCountItDone = m_distanceToCountSeekDone;
eMoveState nextMove = PEDMOVE_NONE;
if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (m_nPedState != PED_EXIT_TRAIN && m_nPedState != PED_ENTER_TRAIN && m_nPedState != PED_SEEK_IN_BOAT &&
m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_SOLICIT_VEHICLE && !bDuckAndCover) {
if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
&& !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) {
CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
false, true, false, false, false, false);
if (obstacle) {
if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) {
distanceToCountItDone = 2.5f;
} else {
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(obstacle->GetModelIndex());
float yLength = vehModel->GetColModel()->boundingBox.max.y
- vehModel->GetColModel()->boundingBox.min.y;
distanceToCountItDone = yLength * 0.55f;
}
}
}
}
}
if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY)
ClearSeek();
float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D();
if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) {
if (m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
nextMove = m_pedInObjective->m_nMoveState;
} else
nextMove = PEDMOVE_WALK;
} else if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || m_objective == OBJECTIVE_RUN_TO_AREA || bIsRunning)
nextMove = PEDMOVE_RUN;
else
nextMove = PEDMOVE_WALK;
} else if (seekPosDist <= 2.0f) {
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
nextMove = m_pedInObjective->m_nMoveState;
} else {
nextMove = PEDMOVE_RUN;
}
if (m_nPedState == PED_SEEK_ENTITY) {
if (m_pSeekTarget->IsPed()) {
if (((CPed*)m_pSeekTarget)->bInVehicle)
distanceToCountItDone += 2.0f;
}
}
if (seekPosDist >= distanceToCountItDone) {
if (bIsRunning)
nextMove = PEDMOVE_RUN;
if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) {
if (m_actionX != 0.0f && m_actionY != 0.0f) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_actionX, m_actionY,
GetPosition().x, GetPosition().y);
float neededTurn = Abs(m_fRotationDest - m_fRotationCur);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
if (neededTurn > HALFPI) {
if (seekPosDist >= 1.0f) {
if (seekPosDist < 2.0f) {
if (bIsRunning)
nextMove = PEDMOVE_RUN;
else
nextMove = PEDMOVE_WALK;
}
} else {
nextMove = PEDMOVE_STILL;
}
}
CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY);
if (moveDist.Magnitude() < 0.5f) {
m_nPedStateTimer = 0;
m_actionX = 0;
m_actionY = 0;
}
}
} else {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_vecSeekPos.x, m_vecSeekPos.y,
GetPosition().x, GetPosition().y);
float neededTurn = Abs(m_fRotationDest - m_fRotationCur);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
if (neededTurn > HALFPI) {
if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) {
if (seekPosDist < 2.0f)
nextMove = PEDMOVE_WALK;
} else {
nextMove = PEDMOVE_STILL;
}
}
}
if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove)
|| (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {
SetMoveState(nextMove);
}
SetMoveAnim();
return false;
}
if ((m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) {
m_nPedStateTimer = 0;
m_actionX = 0;
m_actionY = 0;
}
if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) {
if (m_pNextPathNode)
m_pNextPathNode = nil;
else
bScriptObjectiveCompleted = true;
bUsePedNodeSeek = true;
}
if (SeekFollowingPath(nil))
m_nCurPathNode++;
return true;
}
bool
CPed::SeekFollowingPath(CVector *unused)
{
return m_nCurPathNode <= m_nPathNodes && m_nPathNodes;
}
void
CPed::Flee(void)
{
if (CTimer::GetTimeInMilliseconds() > m_fleeTimer && m_fleeTimer) {
bool mayFinishFleeing = true;
if (m_nPedState == PED_FLEE_ENTITY) {
if ((CVector2D(GetPosition()) - ms_vec2DFleePosition).MagnitudeSqr() < sq(30.0f))
mayFinishFleeing = false;
}
if (mayFinishFleeing) {
eMoveState moveState = m_nMoveState;
ClearFlee();
if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
RestorePreviousObjective();
if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) {
SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil);
}
return;
}
m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000;
}
if (bUsePedNodeSeek) {
CPathNode *realLastNode = nil;
uint8 nextDirection = 0;
uint8 curDirectionShouldBe = 9; // means not defined yet
if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()
&& m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) {
if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) {
curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
if (m_nPathDir < curDirectionShouldBe)
m_nPathDir += 8;
int dirDiff = m_nPathDir - curDirectionShouldBe;
if (dirDiff > 2 && dirDiff < 6) {
realLastNode = nil;
m_pLastPathNode = m_pNextPathNode;
m_pNextPathNode = nil;
}
}
if (m_pNextPathNode) {
m_vecSeekPos = m_pNextPathNode->GetPosition();
if (m_nMoveState == PEDMOVE_RUN)
bIsRunning = true;
eMoveState moveState = m_nMoveState;
if (Seek()) {
realLastNode = m_pLastPathNode;
m_pLastPathNode = m_pNextPathNode;
m_pNextPathNode = nil;
}
bIsRunning = false;
SetMoveState(moveState);
}
}
if (!m_pNextPathNode) {
if (curDirectionShouldBe == 9) {
curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y);
}
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
curDirectionShouldBe,
&nextDirection);
if (curDirectionShouldBe < nextDirection)
curDirectionShouldBe += 8;
if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) {
m_nPathDir = nextDirection;
m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
} else {
bUsePedNodeSeek = false;
SetMoveState(PEDMOVE_RUN);
Flee();
}
}
return;
}
if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
ms_vec2DFleePosition.x,
ms_vec2DFleePosition.y);
m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos);
if (m_fRotationCur - PI > m_fRotationDest)
m_fRotationDest += TWOPI;
else if (PI + m_fRotationCur < m_fRotationDest)
m_fRotationDest -= TWOPI;
}
if (CTimer::GetTimeInMilliseconds() & 0x20) {
//CVector forwardPos = GetPosition();
CMatrix forwardMat(GetMatrix());
forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f));
CVector forwardPos = forwardMat.GetPosition();
CEntity *foundEnt;
CColPoint foundCol;
bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0);
if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) {
m_fRotationDest += DEGTORAD(112.5f);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
}
if (CTimer::GetTimeInMilliseconds() >= m_collidingThingTimer)
return;
if (!m_collidingEntityWhileFleeing)
return;
double collidingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;
if (collidingThingPriorityMult <= 1.5) {
double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
m_collidingEntityWhileFleeing->GetPosition().x,
m_collidingEntityWhileFleeing->GetPosition().y);
angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);
double angleToFleeCollidingThing = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
angleToFleeCollidingThing = CGeneral::LimitRadianAngle(angleToFleeCollidingThing);
if (angleToFleeEntity - PI > angleToFleeCollidingThing)
angleToFleeCollidingThing += TWOPI;
else if (PI + angleToFleeEntity < angleToFleeCollidingThing)
angleToFleeCollidingThing -= TWOPI;
if (collidingThingPriorityMult <= 1.0f) {
// Range [0.0, 1.0]
float angleToFleeBoth = (angleToFleeCollidingThing + angleToFleeEntity) * 0.5f;
if (m_fRotationDest - PI > angleToFleeBoth)
angleToFleeBoth += TWOPI;
else if (PI + m_fRotationDest < angleToFleeBoth)
angleToFleeBoth -= TWOPI;
m_fRotationDest = (1.0f - collidingThingPriorityMult) * m_fRotationDest + collidingThingPriorityMult * angleToFleeBoth;
} else {
// Range (1.0, 1.5]
double adjustedMult = (collidingThingPriorityMult - 1.0f) * 2.0f;
m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeCollidingThing;
}
} else {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
}
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
if (m_fRotationCur - PI > m_fRotationDest)
m_fRotationDest += TWOPI;
else if (PI + m_fRotationCur < m_fRotationDest)
m_fRotationDest -= TWOPI;
}
void
CPed::FollowPath(void)
{
m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x;
m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y;
m_vecSeekPos.z = GetPosition().z;
// Mysterious code
/* int v4 = 0;
int maxNodeIndex = m_nPathNodes - 1;
if (maxNodeIndex > 0) {
if (maxNodeIndex > 8) {
while (v4 < maxNodeIndex - 8)
v4 += 8;
}
while (v4 < maxNodeIndex)
v4++;
}
*/
if (Seek()) {
m_nCurPathNode++;
if (m_nCurPathNode == m_nPathNodes)
RestorePreviousState();
}
}
CVector
CPed::GetFormationPosition(void)
{
CPed *referencePed = m_pedInObjective;
if (referencePed->m_nPedState == PED_DEAD) {
CPed *referencePedOfReference = referencePed->m_pedInObjective;
if (!referencePedOfReference) {
m_pedInObjective = nil;
return GetPosition();
}
m_pedInObjective = referencePed = referencePedOfReference;
}
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 + referencePed->GetPosition();
}
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);
// Right front door is closer
if ((lfPos - GetPosition()).MagnitudeSqr2D() >= (rfPos - GetPosition()).MagnitudeSqr2D()) {
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) == 0) {
if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0
|| veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
m_vehEnterType = CAR_DOOR_RF;
posToOpen = rfPos;
return;
}
}
} else {
if (!veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset))
return;
}
m_vehEnterType = CAR_DOOR_LF;
posToOpen = lfPos;
return;
}
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
m_vehEnterType = CAR_DOOR_LF;
posToOpen = lfPos;
return;
}
if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
m_vehEnterType = CAR_DOOR_RF;
posToOpen = rfPos;
}
}
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;
}
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;
}
// These categories are purely random, most of ped models have no correlation. So I don't think making an enum.
uint8
CPed::GetPedRadioCategory(uint32 modelIndex)
{
switch (modelIndex) {
case MI_MALE01:
case MI_FEMALE03:
case MI_PROSTITUTE2:
case MI_WORKER1:
case MI_MOD_MAN:
case MI_MOD_WOM:
case MI_ST_WOM:
case MI_FAN_WOM:
return 3;
case MI_TAXI_D:
case MI_PIMP:
case MI_MALE02:
case MI_FEMALE02:
case MI_FATFEMALE01:
case MI_FATFEMALE02:
case MI_DOCKER1:
case MI_WORKER2:
case MI_FAN_MAN2:
return 9;
case MI_GANG01:
case MI_GANG02:
case MI_SCUM_MAN:
case MI_SCUM_WOM:
case MI_HOS_WOM:
case MI_CONST1:
return 1;
case MI_GANG03:
case MI_GANG04:
case MI_GANG07:
case MI_GANG08:
case MI_CT_MAN2:
case MI_CT_WOM2:
case MI_B_MAN3:
case MI_SHOPPER3:
return 4;
case MI_GANG05:
case MI_GANG06:
case MI_GANG11:
case MI_GANG12:
case MI_CRIMINAL02:
case MI_B_WOM2:
case MI_ST_MAN:
case MI_HOS_MAN:
return 5;
case MI_FATMALE01:
case MI_LI_MAN2:
case MI_SHOPPER1:
case MI_CAS_MAN:
return 6;
case MI_PROSTITUTE:
case MI_P_WOM2:
case MI_LI_WOM2:
case MI_B_WOM3:
case MI_CAS_WOM:
return 2;
case MI_P_WOM1:
case MI_DOCKER2:
case MI_STUD_MAN:
return 7;
case MI_CT_MAN1:
case MI_CT_WOM1:
case MI_LI_MAN1:
case MI_LI_WOM1:
case MI_B_MAN1:
case MI_B_MAN2:
case MI_B_WOM1:
case MI_SHOPPER2:
case MI_STUD_WOM:
return 8;
default:
return 0;
}
}
// Some kind of VC leftover I think
int
CPed::GetWeaponSlot(eWeaponType weaponType)
{
if (HasWeapon(weaponType))
return weaponType;
else
return -1;
}
void
CPed::GoToNearestDoor(CVehicle *veh)
{
CVector posToOpen;
GetNearestDoor(veh, posToOpen);
SetSeek(posToOpen, 0.5f);
SetMoveState(PEDMOVE_RUN);
}
bool
CPed::HaveReachedNextPointOnRoute(float distToCountReached)
{
if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached)
return false;
m_routePointsPassed += m_routePointsBeingPassed;
return true;
}
void
CPed::Idle(void)
{
CVehicle *veh = m_pMyVehicle;
if (veh && veh->m_nGettingOutFlags && m_vehEnterType) {
if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) {
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType);
CVector doorDist = GetPosition() - doorPos;
if (doorDist.MagnitudeSqr() < sq(0.5f)) {
SetMoveState(PEDMOVE_WALK);
return;
}
}
}
}
CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED);
CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
int waitTime;
if (m_nMoveState == PEDMOVE_STILL) {
eWeaponType curWeapon = GetWeapon()->m_eWeaponType;
if (!armedIdleAssoc ||
CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) {
if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT
|| !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
m_moved = CVector2D(0.0f, 0.0f);
return;
}
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f);
waitTime = CGeneral::GetRandomNumberInRange(4000, 7500);
} else {
armedIdleAssoc->blendDelta = -2.0f;
armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
waitTime = CGeneral::GetRandomNumberInRange(3000, 8500);
}
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime;
} else {
if (armedIdleAssoc) {
armedIdleAssoc->blendDelta = -8.0f;
armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT;
m_nWaitTimer = 0;
}
if (!IsPlayer())
SetMoveState(PEDMOVE_STILL);
}
m_moved = CVector2D(0.0f, 0.0f);
}
void
CPed::InTheAir(void)
{
CColPoint foundCol;
CEntity *foundEnt;
CVector ourPos = GetPosition();
CVector bitBelow = GetPosition();
bitBelow.z -= 4.04f;
if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) {
if (!DyingOrDead()) {
if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) {
if (GetPosition().z - foundCol.point.z < 1.3f
#ifdef VC_PED_PORTS
|| bIsStanding
#endif
)
SetLanding();
} else {
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) {
if (m_vecMoveSpeed.z < -0.1f)
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f);
}
}
}
}
}
void
CPed::SetLanding(void)
{
if (DyingOrDead())
return;
CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
CAnimBlendAssociation *landAssoc;
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
if (fallAssoc) {
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);
if (IsPlayer())
Say(SOUND_PED_LAND);
} else {
landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f);
}
landAssoc->SetFinishCallback(PedLandCB, this);
bIsInTheAir = false;
bIsLanding = true;
}
void
CPed::Initialise(void)
{
debug("Initialising CPed...\n");
CPedType::Initialise();
LoadFightData();
SetAnimOffsetForEnterOrExitVehicle();
debug("CPed ready\n");
}
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::InvestigateEvent(void)
{
CAnimBlendAssociation *animAssoc;
AnimationId animToPlay;
AssocGroupId animGroup;
if (m_nWaitState == WAITSTATE_TURN180)
return;
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
if (m_standardTimer) {
if (m_eventType < EVENT_ASSAULT_NASTYWEAPON)
SetWaitState(WAITSTATE_TURN180, nil);
m_standardTimer = 0;
} else {
ClearInvestigateEvent();
}
return;
}
CVector2D vecDist = m_eventOrThreat - GetPosition();
float distSqr = vecDist.MagnitudeSqr();
if (sq(m_distanceToCountSeekDone) >= distSqr) {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f);
SetMoveState(PEDMOVE_STILL);
switch (m_eventType) {
case EVENT_DEAD_PED:
case EVENT_HIT_AND_RUN:
case EVENT_HIT_AND_RUN_COP:
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (m_pEventEntity)
SetLookFlag(m_pEventEntity, true);
SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
} else if (CGeneral::GetRandomNumber() & 3) {
ClearLookFlag();
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
Say(SOUND_PED_CHAT_EVENT);
} else {
ClearInvestigateEvent();
}
}
break;
case EVENT_FIRE:
case EVENT_EXPLOSION:
if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
} else if (CGeneral::GetRandomNumber() & 3) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000));
Say(SOUND_PED_CHAT_EVENT);
} else {
m_standardTimer = 0;
}
} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB);
if (!animAssoc)
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) {
if (CGeneral::GetRandomNumber() & 1)
animToPlay = ANIM_IDLE_HBHB;
else
animToPlay = ANIM_XPRESS_SCRATCH;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
} else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (CGeneral::GetRandomNumber() & 1) {
animToPlay = ANIM_IDLE_STANCE;
animGroup = m_animGroup;
} else {
animToPlay = ANIM_XPRESS_SCRATCH;
animGroup = ASSOCGRP_STD;
}
CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
} else {
if (CGeneral::GetRandomNumber() & 1) {
animToPlay = ANIM_IDLE_STANCE;
animGroup = m_animGroup;
} else {
animToPlay = ANIM_IDLE_HBHB;
animGroup = ASSOCGRP_STD;
}
CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
}
Say(SOUND_PED_CHAT_EVENT);
}
break;
case EVENT_ICECREAM:
case EVENT_SHOPSTALL:
m_fRotationDest = m_fAngleToEvent;
if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
if (m_lookTimer) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (m_eventType == EVENT_ICECREAM)
animToPlay = ANIM_IDLE_CHAT;
else
animToPlay = ANIM_XPRESS_SCRATCH;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
} else {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
ClearInvestigateEvent();
} else {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH);
if (animAssoc) {
animAssoc->blendDelta = -8.0f;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
ClearInvestigateEvent();
}
}
} else {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f);
SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
}
}
break;
default:
return;
}
} else {
m_vecSeekPos.x = m_eventOrThreat.x;
m_vecSeekPos.y = m_eventOrThreat.y;
m_vecSeekPos.z = GetPosition().z;
Seek();
if (m_eventType < EVENT_ICECREAM) {
if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) {
SetMoveState(PEDMOVE_RUN);
return;
}
}
if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) {
SetMoveState(PEDMOVE_WALK);
return;
}
if (distSqr > sq(1.2f)) {
SetMoveState(PEDMOVE_WALK);
return;
}
for (int i = 0; i < m_numNearPeds; i++) {
if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) {
SetMoveState(PEDMOVE_STILL);
return;
}
}
SetMoveState(PEDMOVE_WALK);
}
}
bool
CPed::IsPedDoingDriveByShooting(void)
{
if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
return true;
}
return false;
}
bool
CPed::IsPedShootable(void)
{
return m_nPedState <= PED_STATES_NO_ST;
}
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::KillPedWithCar(CVehicle *car, float impulse)
{
CVehicleModelInfo *vehModel;
CColModel *vehColModel;
uint8 damageDir;
PedNode nodeToDamage;
eWeaponType killMethod;
if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) {
if (!this->m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER)
this->m_pCollidingEntity = car;
return;
}
if (m_nPedState == PED_DEAD)
return;
if (m_pCurSurface) {
if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer()))
return;
}
CVector distVec = GetPosition() - car->GetPosition();
if ((impulse > 12.0f || car->GetModelIndex() == MI_TRAIN) && !IsPlayer()) {
nodeToDamage = PED_TORSO;
killMethod = WEAPONTYPE_RAMMEDBYCAR;
uint8 randVal = CGeneral::GetRandomNumber() & 3;
if (car == FindPlayerVehicle()) {
float carSpeed = car->m_vecMoveSpeed.Magnitude();
uint8 shakeFreq;
if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) {
shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f;
} else {
shakeFreq = 250.0f;
}
CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq);
}
bIsStanding = false;
damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed);
vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
vehColModel = vehModel->GetColModel();
float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
if (car->GetModelIndex() == MI_TRAIN) {
killMethod = WEAPONTYPE_RUNOVERBYCAR;
nodeToDamage = PED_HEAD;
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
m_vecMoveSpeed.z = 0.0f;
if (damageDir == 1 || damageDir == 3)
damageDir = 2;
if (CGame::nastyGame)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
// Car doesn't look to us
} else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){
if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) {
// We're at the right of the car
if (carRightAndDistDotProd <= 0.0f)
nodeToDamage = PED_UPPERARML;
else
nodeToDamage = PED_UPPERARMR;
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 = 0.0f;
if (damageDir == 1 || damageDir == 3)
damageDir = 2;
if (CGame::nastyGame)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
}
} else {
float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward());
// carFrontAndDistDotProd <= 0.0 car looks to us
if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) {
killMethod = WEAPONTYPE_RUNOVERBYCAR;
nodeToDamage = PED_HEAD;
m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed;
m_vecMoveSpeed.z = 0.0f;
if (damageDir == 1 || damageDir == 3)
damageDir = 2;
if (CGame::nastyGame)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f);
} else {
nodeToDamage = PED_MID;
float vehColMaxY = vehColModel->boundingBox.max.y;
float vehColMinY = vehColModel->boundingBox.min.y;
float vehColMaxZ = vehColModel->boundingBox.max.z;
float carFrontZ = car->GetForward().z;
float carHighestZ, carLength;
if (carFrontZ < -0.2f) {
// Highest point of car's back
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z;
carLength = vehColMaxY - vehColMinY;
} else if (carFrontZ > 0.1f) {
// Highest point of car's front
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
float highestZDist = carHighestZ - GetPosition().z;
if (highestZDist > 0.0f) {
GetMatrix().GetPosition().z += 0.5f * highestZDist;
carHighestZ += highestZDist * 0.25f;
}
carLength = vehColMaxY;
} else {
// Highest point of car's front
carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z;
carLength = vehColMaxY;
}
float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude());
// TODO: What are we doing down here?
float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ;
// After this point, distVec isn't distVec anymore.
distVec = car->m_vecMoveSpeed;
distVec.Normalise();
distVec *= 0.2 * unknown;
if (damageDir != 1 && damageDir != 3)
distVec.z += unknown;
else
distVec.z += 1.5f * unknown;
m_vecMoveSpeed = distVec;
damageDir += 2;
if (damageDir > 3)
damageDir = damageDir - 4;
if (car->m_vehType == VEHICLE_TYPE_CAR) {
CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision();
if (bonnet) {
if (CGeneral::GetRandomNumber() & 1) {
bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f));
} else {
bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f));
}
CVector forceDir = car->GetUp() * 10.0f;
bonnet->ApplyTurnForce(forceDir, car->GetForward());
}
}
}
}
}
if (car->pDriver) {
CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000);
}
ePedPieceTypes pieceToDamage;
switch (nodeToDamage) {
case PED_HEAD:
pieceToDamage = PEDPIECE_HEAD;
break;
case PED_UPPERARML:
pieceToDamage = PEDPIECE_LEFTARM;
break;
case PED_UPPERARMR:
pieceToDamage = PEDPIECE_RIGHTARM;
break;
default:
pieceToDamage = PEDPIECE_MID;
break;
}
CPed::InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);
if (DyingOrDead()
&& bIsPedDieAnimPlaying && !m_pCollidingEntity) {
m_pCollidingEntity = car;
}
if (nodeToDamage == PED_MID)
bKnockedUpIntoAir = true;
else
bKnockedUpIntoAir = false;
distVec.Normalise();
#ifdef VC_PED_PORTS
distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
#endif
car->ApplyMoveForce(distVec * -100.0f);
Say(SOUND_PED_DEFEND);
} else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f
|| impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) {
bIsStanding = false;
uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed);
float damage;
if (IsPlayer() && car->GetModelIndex() == MI_TRAIN)
damage = 150.0f;
else
damage = 30.0f;
CPed::InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
CPed::SetFall(1000, (AnimationId)(fallDirection + ANIM_KO_SKID_FRONT), true);
if (OnGround() && !m_pCollidingEntity &&
(!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
m_pCollidingEntity = car;
}
bKnockedUpIntoAir = false;
if (car->GetModelIndex() != MI_TRAIN && !bHasHitWall) {
m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
}
m_vecMoveSpeed.z = 0.0f;
distVec.Normalise();
#ifdef VC_PED_PORTS
distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
#endif
car->ApplyMoveForce(distVec * -60.0f);
Say(SOUND_PED_DEFEND);
}
#ifdef VC_PED_PORTS
// Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
if (IsGangMember()) {
CPed *driver = car->pDriver;
if (driver && driver->IsPlayer()
#ifdef FIX_BUGS
&& (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
#endif
) {
RegisterThreatWithGangPeds(driver);
}
}
#endif
}
void
CPed::Look(void)
{
// UNUSED: This is a perfectly empty function.
}
bool
CPed::LookForInterestingNodes(void)
{
CBaseModelInfo *model;
CPtrNode *ptrNode;
CVector effectDist;
C2dEffect *effect;
CMatrix *objMat;
if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) {
return false;
}
bool found = false;
uint8 randVal = CGeneral::GetRandomNumber() % 256;
int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST);
if (minX < 0) minX = 0;
int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST);
if (minY < 0) minY = 0;
int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST);
#ifdef FIX_BUGS
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
#else
if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
#endif
int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST);
#ifdef FIX_BUGS
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
#else
if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
#endif
for (int curY = minY; curY <= maxY && !found; curY++) {
for (int curX = minX; curX <= maxX && !found; curX++) {
CSector *sector = CWorld::GetSector(curX, curY);
for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
CVehicle *veh = (CVehicle*)ptrNode->item;
model = veh->GetModelInfo();
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &veh->GetMatrix();
CVector effectPos = veh->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
CObject *obj = (CObject*)ptrNode->item;
model = CModelInfo::GetModelInfo(obj->GetModelIndex());
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &obj->GetMatrix();
CVector effectPos = obj->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
CBuilding *building = (CBuilding*)ptrNode->item;
model = CModelInfo::GetModelInfo(building->GetModelIndex());
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &building->GetMatrix();
CVector effectPos = building->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
CBuilding *building = (CBuilding*)ptrNode->item;
model = CModelInfo::GetModelInfo(building->GetModelIndex());
if (model->GetNum2dEffects() != 0) {
for (int e = 0; e < model->GetNum2dEffects(); e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &building->GetMatrix();
CVector effectPos = building->GetMatrix() * effect->pos;
effectDist = effectPos - GetPosition();
if (effectDist.MagnitudeSqr() < sq(8.0f)) {
found = true;
break;
}
}
}
}
}
}
}
if (!found)
return false;
CVector effectFrontLocal = Multiply3x3(*objMat, effect->attractor.dir);
float angleToFace = CGeneral::GetRadianAngleBetweenPoints(effectFrontLocal.x, effectFrontLocal.y, 0.0f, 0.0f);
randVal = CGeneral::GetRandomNumber() % 256;
if (randVal <= m_randomSeed % 256) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000;
SetLookFlag(angleToFace, true);
SetLookTimer(1000);
return false;
}
CVector2D effectPos = *objMat * effect->pos;
switch (effect->attractor.type) {
case ATTRACTORTYPE_ICECREAM:
SetInvestigateEvent(EVENT_ICECREAM, effectPos, 0.1f, 15000, angleToFace);
break;
case ATTRACTORTYPE_STARE:
SetInvestigateEvent(EVENT_SHOPSTALL, effectPos, 1.0f,
CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
angleToFace);
break;
default:
return true;
}
return true;
}
void
CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle)
{
if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR)
return;
SetStoredState();
bFindNewNodeAfterStateRestore = false;
m_nPedState = PED_INVESTIGATE;
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
m_eventType = event;
m_eventOrThreat = pos;
m_distanceToCountSeekDone = distanceToCountDone;
m_fAngleToEvent = angle;
if (m_eventType >= EVENT_ICECREAM)
m_lookTimer = 0;
else
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f);
}
void
CPed::LookForSexyCars(void)
{
CEntity *vehicles[8];
CVehicle *veh;
int foundVehId = 0;
int bestPriceYet = 0;
int16 lastVehicle;
if (!IsPedInControl() && m_nPedState != PED_DRIVING)
return;
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
CWorld::FindObjectsInRange(GetPosition(), 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
for (int vehId = 0; vehId < lastVehicle; vehId++) {
veh = (CVehicle*)vehicles[vehId];
if (veh != m_pMyVehicle && bestPriceYet < veh->pHandling->nMonetaryValue) {
foundVehId = vehId;
bestPriceYet = veh->pHandling->nMonetaryValue;
}
}
if (lastVehicle > 0 && bestPriceYet > 40000)
SetLookFlag(vehicles[foundVehId], false);
m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
}
}
void
CPed::LookForSexyPeds(void)
{
if ((!IsPedInControl() && m_nPedState != PED_DRIVING)
|| m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE)
return;
for (int i = 0; i < m_numNearPeds; i++) {
if (CanSeeEntity(m_nearPeds[i])) {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) {
CPed *nearPed = m_nearPeds[i];
if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness)
&& nearPed->m_nPedType == PEDTYPE_CIVFEMALE) {
SetLookFlag(nearPed, true);
m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
Say(SOUND_PED_CHAT_SEXY);
return;
}
}
}
}
m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000;
}
void
CPed::MakeTyresMuddySectorList(CPtrList &list)
{
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();
if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) {
if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f
&& veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) {
for(int wheel = 0; wheel < 4; wheel++) {
if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel]
&& ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) {
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
CVector approxWheelOffset;
switch (wheel) {
case 0:
approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
break;
case 1:
approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
break;
case 2:
approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
break;
case 3:
approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
break;
default:
break;
}
// I hope so
CVector wheelPos = veh->GetMatrix() * approxWheelOffset;
if (Abs(wheelPos.z - GetPosition().z) < 2.0f) {
if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) {
if (CGame::nastyGame) {
((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true;
DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f);
}
veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f));
CVector vehAndWheelDist = wheelPos - veh->GetPosition();
veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist);
if (veh == FindPlayerVehicle()) {
CPad::GetPad(0)->StartShake(300, 70);
}
}
}
}
}
}
}
}
}
}
void
CPed::Mug(void)
{
if (m_pSeekTarget && m_pSeekTarget->IsPed()) {
if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) {
if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f)
m_wepSkills = 50;
Say(SOUND_PED_MUGGING);
((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED);
} else {
SetWanderPath(CGeneral::GetRandomNumber() & 7);
SetFlee(m_pSeekTarget, 20000);
}
} else {
SetIdle();
}
}
void
CPed::MoveHeadToLook(void)
{
CVector lookPos;
if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
ClearLookFlag();
} else if (m_nPedState == PED_DRIVING) {
m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
}
if (m_pLookTarget) {
if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU);
if (fuckUAssoc) {
float animTime = fuckUAssoc->currentTime;
if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) {
bool lookingToCop = false;
if (m_pLookTarget->GetModelIndex() == MI_POLICE
|| m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) {
lookingToCop = true;
}
if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) {
AddWeaponModel(MI_FINGERS);
((CPlayerPed*)this)->AnnoyPlayerPed(true);
} else if ((CGeneral::GetRandomNumber() & 3) == 0) {
AddWeaponModel(MI_FINGERS);
}
}
}
}
if (m_pLookTarget->IsPed()) {
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
} else {
lookPos = m_pLookTarget->GetPosition();
}
if (!m_pedIK.LookAtPosition(lookPos)) {
if (!bKeepTryingToLook) {
ClearLookFlag();
}
return;
}
if (!bShakeFist || bIsAimingGun || bIsRestoringGun)
return;
if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
return;
bool notRocketLauncher = false;
bool notTwoHanded = false;
AnimationId animToPlay = NUM_ANIMS;
if (!GetWeapon()->IsType2Handed())
notTwoHanded = true;
if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
notRocketLauncher = true;
if (IsPlayer() && notRocketLauncher) {
if (m_pLookTarget->IsPed()) {
if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) {
// FIX: Unreachable and meaningless condition
#ifndef FIX_BUGS
if (m_pedStats->m_temper < 47)
#endif
animToPlay = ANIM_FIGHT_PPUNCH;
} else {
animToPlay = ANIM_FUCKU;
}
} else if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE) {
animToPlay = ANIM_FUCKU;
}
} else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) {
animToPlay = ANIM_FUCKU;
}
if (animToPlay != NUM_ANIMS) {
CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
if (newAssoc) {
newAssoc->flags |= ASSOC_FADEOUTWHENDONE;
newAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (newAssoc->animId == ANIM_FUCKU)
newAssoc->SetDeleteCallback(FinishFuckUCB, this);
}
}
bShakeFist = false;
return;
}
if (999999.0f == m_fLookDirection) {
ClearLookFlag();
return;
}
if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
if (!bKeepTryingToLook) {
ClearLookFlag();
return;
}
}
}
void
FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
ped->RemoveWeaponModel(0);
}
void
CPed::Pause(void)
{
m_moved = CVector2D(0.0f, 0.0f);
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer)
ClearPause();
}
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::ProcessControl(void)
{
CColPoint foundCol;
CEntity *foundEnt = nil;
if (m_nZoneLevel > LEVEL_GENERIC && 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);
bIsShooting = false;
BuildPedLists();
bIsInWater = false;
ProcessBuoyancy();
if (m_nPedState != PED_ARRESTED) {
if (m_nPedState == PED_DEAD) {
DeadPedMakesTyresBloody();
#ifndef VC_PED_PORTS
if (CGame::nastyGame) {
#else
if (CGame::nastyGame && !bIsInWater) {
#endif
uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCountOrDeathTime;
float timeDependentDist;
if (remainingBloodyFpTime >= 2000) {
if (remainingBloodyFpTime <= 7000)
timeDependentDist = (remainingBloodyFpTime - 2000) / 5000.0f * 0.75f;
else
timeDependentDist = 0.75f;
} else {
timeDependentDist = 0.0f;
}
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if (!nearPed->DyingOrDead()) {
CVector dist = nearPed->GetPosition() - GetPosition();
if (dist.MagnitudeSqr() < sq(timeDependentDist)) {
nearPed->m_bloodyFootprintCountOrDeathTime = 200;
nearPed->bDoBloodyFootprints = true;
if (nearPed->IsPlayer()) {
if (!nearPed->bIsLooking && nearPed->m_nPedState != PED_ATTACK) {
int16 camMode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (camMode != CCam::MODE_SNIPER
&& camMode != CCam::MODE_ROCKETLAUNCHER
&& camMode != CCam::MODE_M16_1STPERSON
&& camMode != CCam::MODE_1STPERSON
&& camMode != CCam::MODE_HELICANNON_1STPERSON
&& !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) / 5000.0f * 0.75f, 0.0f,
0.0f, (remainingBloodyFpTime - 2000) / 5000.0f * -0.75f,
255, 255, 0, 0, 4.0f, 1.0f, 40.0f, false, 0.0f);
}
}
}
if (ServiceTalkingWhenDead())
ServiceTalking();
#ifdef VC_PED_PORTS
if (bIsInWater) {
bIsStanding = false;
bWasStanding = false;
CPhysical::ProcessControl();
}
#endif
return;
}
bWasStanding = 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);
bCollidedWithMyVehicle = false;
CEntity *collidingEnt = m_pDamageEntity;
#ifndef VC_PED_PORTS
if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
#else
if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
#endif
bHitSomethingLastFrame = false;
if (m_nPedStateTimer <= 500 && bIsInTheAir) {
if (m_nPedStateTimer)
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 {
}
*/
#ifndef VC_PED_PORTS
} else {
#else
} else if (collidingEnt) {
#endif
switch (collidingEnt->GetType())
{
case ENTITY_TYPE_BUILDING:
case ENTITY_TYPE_OBJECT:
{
CBaseModelInfo *collidingModel = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex());
CColModel *collidingCol = collidingModel->GetColModel();
if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_FENCEPART
|| collidingCol->boundingBox.max.x < 3.0f
&& collidingCol->boundingBox.max.y < 3.0f) {
if (!IsPlayer()) {
SetDirectionToWalkAroundObject(collidingEnt);
break;
}
}
if (IsPlayer()) {
bHitSomethingLastFrame = true;
break;
}
float angleToFaceWhenHit = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
m_vecDamageNormal.x + GetPosition().x,
m_vecDamageNormal.y + GetPosition().y);
float neededTurn = Abs(m_fRotationCur - angleToFaceWhenHit);
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 = Floor((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->GetX(), m_pNextPathNode->GetY(),
GetPosition().x, GetPosition().y);
} else {
if (ThePaths.m_pathNodes[closestNodeId].GetX() == 0.0f
|| ThePaths.m_pathNodes[closestNodeId].GetY() == 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].GetX();
posToHead.y = ThePaths.m_pathNodes[closestNodeId].GetY();
}
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].GetX(),
ThePaths.m_pathNodes[closestNodeId].GetY(),
GetPosition().x,
GetPosition().y);
CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].GetPosition() - 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_bStopAndShootDisabledZone = 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)
bCollidedWithMyVehicle = true;
#ifdef VC_PED_PORTS
float oldHealth = m_fHealth;
bool playerSufferSound = false;
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
if (IsPedInControl()
&& (!IsPlayer()
|| m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT
|| m_objective == OBJECTIVE_RUN_TO_AREA
|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else {
if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else if (m_fleeFrom != collidingVeh) {
SetFlee(collidingVeh, 4000);
bUsePedNodeSeek = false;
SetMoveState(PEDMOVE_WALK);
}
}
}
} else {
float angleLeftToCompleteTurn = Abs(m_fRotationCur - m_fRotationDest);
if (angleLeftToCompleteTurn < 0.01f && CanPedJumpThis(collidingVeh)) {
SetJump();
}
}
} else if (IsPlayer() && !bIsInTheAir) {
if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
&& !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) {
((CPlayerPed*)this)->AnnoyPlayerPed(false);
SetLookFlag(collidingVeh, true);
SetLookTimer(1300);
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
if (weaponType == WEAPONTYPE_UNARMED
|| weaponType == WEAPONTYPE_BASEBALLBAT
|| weaponType == WEAPONTYPE_COLT45
|| weaponType == WEAPONTYPE_UZI) {
bShakeFist = true;
}
} else {
SetLookFlag(collidingVeh, true);
SetLookTimer(500);
}
}
} else {
float adjustedImpulse = m_fDamageImpulse;
if (IsPlayer()) {
if (bIsStanding) {
float forwardVecAndDamageDirDotProd = DotProduct(m_vecAnimMoveDelta.y * GetForward(), m_vecDamageNormal);
if (forwardVecAndDamageDirDotProd < 0.0f) {
adjustedImpulse = forwardVecAndDamageDirDotProd * m_fMass + m_fDamageImpulse;
if (adjustedImpulse < 0.0f)
adjustedImpulse = 0.0f;
}
}
}
if (m_fMass / 20.0f < adjustedImpulse)
DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, adjustedImpulse);
if (IsPlayer()) {
if (adjustedImpulse > 20.0f)
adjustedImpulse = 20.0f;
if (adjustedImpulse > 5.0f) {
if (adjustedImpulse <= 13.0f)
playerSufferSound = true;
else
Say(SOUND_PED_DAMAGE);
}
CColModel* collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
CVector colMinVec = collidingCol->boundingBox.min;
CVector colMaxVec = collidingCol->boundingBox.max;
CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
// TLVC = To look vehicle center
float angleToVehFront = collidingVeh->GetForward().Heading();
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
// I don't know why do we use that
float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
CVector vehDist = GetPosition() - collidingVeh->GetPosition();
vehDist.Normalise();
float vehRightVecAndSpeedDotProd;
if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
if (angleDiffFromLookingFrontTLVC <= 0.0f) {
vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
// Car's right faces towards us and isn't coming directly to us
if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
}
if (vehRightVecAndSpeedDotProd <= 0.1f) {
if (m_nPedState != PED_FIGHT) {
SetLookFlag(collidingVeh, true);
SetLookTimer(700);
}
} else {
bIsStanding = false;
CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
int dir = GetLocalDirection(collidingEntMoveDir);
SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
float damage;
if (collidingVeh->m_modelIndex == MI_TRAIN) {
damage = 50.0f;
} else {
damage = 20.0f;
}
InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
Say(SOUND_PED_DAMAGE);
}
} else {
KillPedWithCar(collidingVeh, m_fDamageImpulse);
}
/* VC specific
if (m_pCollidingEntity != collidingEnt)
bPushedAlongByCar = true;
*/
}
if (m_fHealth < oldHealth && playerSufferSound)
Say(SOUND_PED_HIT);
#else
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
if (!IsPedInControl()
|| IsPlayer()
&& m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT
&& 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 (!bVehEnterDoorIsBlocked) {
if (collidingVeh->GetStatus() != 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, SOUND_CAR_PED_COLLISION, m_fDamageImpulse);
if (IsPlayer()) {
CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->GetModelIndex())->GetColModel();
CVector colMinVec = collidingCol->boundingBox.min;
CVector colMaxVec = collidingCol->boundingBox.max;
CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
// TLVC = To look vehicle center
float angleToVehFront = collidingVeh->GetForward().Heading();
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
// I don't know why do we use that
float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
CVector vehDist = GetPosition() - collidingVeh->GetPosition();
vehDist.Normalise();
float vehRightVecAndSpeedDotProd;
if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
if (angleDiffFromLookingFrontTLVC <= 0.0f) {
vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
// vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
// Car's right faces towards us and isn't coming directly to us
if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
&& DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
SetEvasiveStep(collidingVeh, 1);
}
}
}
} else {
vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
}
if (vehRightVecAndSpeedDotProd <= 0.1f) {
if (m_nPedState != PED_FIGHT) {
SetLookFlag(collidingVeh, true);
SetLookTimer(700);
}
} else {
bIsStanding = false;
CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
int dir = GetLocalDirection(collidingEntMoveDir);
SetFall(1000, (AnimationId)(dir + ANIM_KO_SKID_FRONT), false);
CPed *driver = collidingVeh->pDriver;
float damage;
if (driver && driver->IsPlayer()) {
damage = vehRightVecAndSpeedDotProd * 1000.0f;
} else if (collidingVeh->GetModelIndex() == 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);
}
}
#endif
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
#ifdef VC_PED_PORTS
&& m_fDamageImpulse > 0.0f
#endif
) {
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
if (!bIsStanding) {
forceDir *= 4.0f;
} else {
forceDir *= 0.5f;
}
ApplyMoveForce(forceDir);
}
if ((bIsInTheAir && !DyingOrDead())
#ifdef VC_PED_PORTS
|| (!bIsStanding && !bWasStanding && m_nPedState == PED_FALL)
#endif
) {
if (m_nPedStateTimer > 0 && m_nPedStateTimer <= 1000) {
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]->IsBuilding()
&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
offsetToCheck.x = -forceDir.y;
#ifdef VC_PED_PORTS
offsetToCheck.z = 1.0f;
#else
offsetToCheck.z = 0.0f;
#endif
offsetToCheck.y = forceDir.x;
offsetToCheck.Normalise();
CVector posToCheck = GetPosition() + offsetToCheck;
// These are either obstacle or ground to land, I don't know which one.
float obstacleForFlyingZ, obstacleForFlyingOtherDirZ;
CColPoint obstacleForFlying, obstacleForFlyingOtherDir;
// Check is there any room for being knocked up in reverse direction of force
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, nil)) {
obstacleForFlyingZ = obstacleForFlying.point.z;
} else {
obstacleForFlyingZ = 500.0f;
}
posToCheck = GetPosition() - offsetToCheck;
// Now check for direction of force this time
if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, nil)) {
obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
} else {
obstacleForFlyingOtherDirZ = 501.0f;
}
#ifdef VC_PED_PORTS
uint8 flyDir = 0;
float feetZ = GetPosition().z - FEET_OFFSET;
if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) {
if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
flyDir = 2;
} else {
flyDir = 1;
}
if (flyDir != 0 && !bSomeVCflag1) {
SetPosition((flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point));
GetMatrix().GetPosition().z += FEET_OFFSET;
GetMatrix().UpdateRW();
SetLanding();
bIsStanding = true;
}
#endif
if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
offsetToCheck *= -1.0f;
}
offsetToCheck.z = 1.0f;
forceDir = 4.0f * offsetToCheck;
forceDir.z = 4.0f;
ApplyMoveForce(forceDir);
GetMatrix().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;
SetHeading(m_fRotationCur);
if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) {
CPed::SetFall(1000, ANIM_KO_SKID_BACK, true);
}
bIsInTheAir = false;
} else if (m_vecDamageNormal.z > 0.4f) {
#ifndef VC_PED_PORTS
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
forceDir.Normalise();
ApplyMoveForce(2.0f * forceDir);
#else
if (m_nPedState == PED_JUMP) {
if (m_nWaitTimer <= 2000) {
if (m_nWaitTimer < 1000)
m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f;
} else {
m_nWaitTimer = 0;
}
}
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
forceDir.Normalise();
if (m_nPedState != PED_JUMP || m_nWaitTimer >= 300) {
ApplyMoveForce(2.0f * forceDir);
} else {
ApplyMoveForce(-4.0f * forceDir);
}
#endif
}
} else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) {
if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) {
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;
SetHeading(m_fRotationCur);
}
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(0.0f, 0.0f, -padWalkX, padWalkY);
m_fRotationDest -= TheCamera.Orientation;
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
m_fRotationCur = m_fRotationDest;
SetHeading(m_fRotationCur);
}
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 - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
#ifdef VC_PED_PORTS
if (!bSomeVCflag1 || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
#endif
SetLanding();
bIsStanding = true;
}
}
} else if (m_nPedStateTimer < 1001) {
m_nPedStateTimer = 0;
}
}
if (bIsDucking)
Duck();
if (bStartWanderPathOnFoot) {
if (IsPedInControl()) {
ClearAll();
SetWanderPath(m_nPathDir);
bStartWanderPathOnFoot = false;
} else if (m_nPedState == PED_DRIVING) {
bWanderPathAfterExitingCar = true;
SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
}
}
if (!bIsStanding && m_vecMoveSpeed.z > 0.25f) {
float airResistance = Pow(0.95f, CTimer::GetTimeStep());
m_vecMoveSpeed *= airResistance;
}
#ifdef VC_PED_PORTS
if (IsPlayer() || !bIsStanding || m_vecMoveSpeed.x != 0.0f || m_vecMoveSpeed.y != 0.0f || m_vecMoveSpeed.z != 0.0f
|| (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL)
|| m_vecAnimMoveDelta.x != 0.0f || m_vecAnimMoveDelta.y != 0.0f
|| m_nPedState == PED_JUMP
|| bIsInTheAir
|| m_pCurrentPhysSurface) {
CPhysical::ProcessControl();
} else {
bHasContacted = false;
bIsInSafePosition = false;
bWasPostponed = false;
bHasHitWall = false;
m_nCollisionRecords = 0;
bHasCollided = false;
m_nDamagePieceType = 0;
m_fDamageImpulse = 0.0f;
m_pDamageEntity = nil;
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
}
#else
CPhysical::ProcessControl();
#endif
if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
if (m_nPedState != PED_DEAD) {
CalculateNewVelocity();
CalculateNewOrientation();
}
UpdatePosition();
PlayFootSteps();
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
SetInTheAir();
#ifdef VC_PED_PORTS
bSomeVCflag1 = false;
#endif
}
#ifdef VC_PED_PORTS
if (bSomeVCflag1) {
CVector posToCheck = GetPosition();
posToCheck.z += 0.9f;
if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
bSomeVCflag1 = false;
}
#endif
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_MODE:
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_DRAG_FROM_CAR:
case PED_EXIT_CAR:
case PED_STEAL_CAR:
break;
case PED_ENTER_CAR:
case PED_CARJACK:
{
#ifdef CANCELLABLE_CAR_ENTER
if (!IsPlayer() || !m_pVehicleAnim)
break;
CPad *pad = CPad::GetPad(0);
if (pad->ArePlayerControlsDisabled())
break;
int vehAnim = m_pVehicleAnim->animId;
static bool cancelJack = false;
int16 padWalkX = pad->GetPedWalkLeftRight();
int16 padWalkY = pad->GetPedWalkUpDown();
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R ||
vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) {
if (!m_pMyVehicle->pDriver) {
cancelJack = false;
bCancelEnteringCar = true;
} else
cancelJack = true;
} else if (vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f) {
cancelJack = true;
} else if (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS) {
bCancelEnteringCar = true;
cancelJack = false;
}
}
if (cancelJack && vehAnim == ANIM_CAR_QJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f && m_pVehicleAnim->GetTimeLeft() < 0.78f) {
cancelJack = false;
QuitEnteringCar();
RestorePreviousObjective();
}
if (cancelJack && (vehAnim == ANIM_CAR_PULLOUT_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_LHS || vehAnim == ANIM_CAR_PULLOUT_LOW_RHS || vehAnim == ANIM_CAR_PULLOUT_RHS)) {
cancelJack = false;
bCancelEnteringCar = true;
}
#endif
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()
#ifdef FIX_BUGS
&& !GetWeapon()->IsTypeMelee()
#endif
&& ((CPed*)m_pPointGunAt)->CanSeeEntity(this, CAN_SEE_ENTITY_ANGLE_THRESHOLD * 2)) {
((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;
}
CPad* pad = CPad::GetPad(0);
#ifdef CAR_AIRBREAK
if (!pad->ArePlayerControlsDisabled()) {
if (pad->GetHorn()) {
float c = Cos(m_fRotationCur);
float s = Sin(m_fRotationCur);
m_pMyVehicle->GetRight() = CVector(1.0f, 0.0f, 0.0f);
m_pMyVehicle->GetForward() = CVector(0.0f, 1.0f, 0.0f);
m_pMyVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
if (pad->GetAccelerate()) {
m_pMyVehicle->ApplyMoveForce(GetForward() * 30.0f);
} else if (pad->GetBrake()) {
m_pMyVehicle->ApplyMoveForce(-GetForward() * 30.0f);
} else {
int16 lr = pad->GetSteeringLeftRight();
if (lr < 0) {
//m_pMyVehicle->ApplyTurnForce(20.0f * -GetRight(), GetForward());
m_pMyVehicle->ApplyMoveForce(-GetRight() * 30.0f);
} else if (lr > 0) {
m_pMyVehicle->ApplyMoveForce(GetRight() * 30.0f);
} else {
m_pMyVehicle->ApplyMoveForce(0.0f, 0.0f, 50.0f);
}
}
}
}
#endif
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 &&
TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON
&& 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;
} 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);
} 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_1STPERSON
|| 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;
default: break;
}
SetMoveAnim();
if (bPedIsBleeding) {
if (CGame::nastyGame) {
if (!(CTimer::GetFrameCounter() & 3)) {
CVector cameraDist = GetPosition() - TheCamera.GetPosition();
if (cameraDist.MagnitudeSqr() < sq(50.0f)) {
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;
#ifndef VC_PED_PORTS
m_pCurrentPhysSurface = nil;
#endif
} 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;
}
}
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_SMASHED)
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::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::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::SetJump(void)
{
if (!bInVehicle &&
#if defined VC_PED_PORTS || defined FIX_BUGS
m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
#endif
(m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
SetStoredState();
m_nPedState = PED_JUMP;
CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f);
jumpAssoc->SetFinishCallback(FinishLaunchCB, this);
m_fRotationDest = m_fRotationCur;
}
}
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;
}
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::SetPedPositionInTrain(void)
{
LineUpPedWithTrain();
}
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::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 = false;
if (!veh->IsDoorMissing(door))
closeDoor = true;
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 = false;
if (veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225) {
engineIsIntact = true;
}
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::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
if (!animAssoc) {
ped->ClearLookFlag();
if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
return;
ped->RestorePreviousState();
} else if (animAssoc->animId == ANIM_EV_DIVE) {
ped->bUpdateAnimHeading = true;
ped->ClearLookFlag();
if (ped->m_nPedState == PED_DIVE_AWAY)
{
ped->m_getUpTimer = CTimer::GetTimeInMilliseconds() + 1;
ped->m_nPedState = PED_FALL;
}
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
} else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) {
ped->ClearLookFlag();
if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY)
return;
ped->RestorePreviousState();
} else if (ped->m_nPedState != PED_ARRESTED) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (animAssoc->blendDelta >= 0.0f)
animAssoc->blendDelta = -4.0f;
ped->ClearLookFlag();
if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) {
ped->RestorePreviousState();
}
}
}
void
CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
if (ped->m_nPedState == PED_GETUP)
RpAnimBlendClumpSetBlendDeltas(ped->GetClump(), ASSOC_PARTIAL, -1000.0f);
ped->bFallenDown = false;
animAssoc->blendDelta = -1000.0f;
if (ped->m_nPedState == PED_GETUP)
ped->RestorePreviousState();
if (ped->m_nPedState != PED_FLEE_POS && ped->m_nPedState != PED_FLEE_ENTITY)
ped->SetMoveState(PEDMOVE_STILL);
else
ped->SetMoveState(PEDMOVE_RUN);
ped->SetMoveAnim();
ped->bGetUpAnimStarted = false;
}
void
CPed::PedLandCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
animAssoc->blendDelta = -1000.0f;
ped->bIsLanding = false;
if (ped->m_nPedState == PED_JUMP)
ped->RestorePreviousState();
}
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();
}
void
CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
// Pointless code
if (!veh)
return;
#ifdef VC_PED_PORTS
// Situation of entering car as a driver while there is already a driver exiting atm.
CPed *driver = veh->pDriver;
if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_CAR
&& (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
if (!ped->IsPlayer() && (ped->CharCreatedBy != MISSION_CHAR || driver->IsPlayer())) {
ped->QuitEnteringCar();
return;
}
if (driver->CharCreatedBy == MISSION_CHAR) {
PedSetOutCarCB(nil, veh->pDriver);
if (driver->m_pMyVehicle) {
driver->PositionPedOutOfCollision();
} else {
driver->m_pMyVehicle = veh;
driver->PositionPedOutOfCollision();
driver->m_pMyVehicle = nil;
}
veh->pDriver = nil;
} else {
driver->SetDead();
driver->FlagToDestroyWhenNextProcessed();
veh->pDriver = nil;
}
}
#endif
if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
return;
ped->bInVehicle = true;
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
if (veh->pDriver) {
if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 1000;
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = CTimer::GetTimeInMilliseconds() + 1000;
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000;
CWorld::Players[CWorld::PlayerInFocus].m_pHooker = (CCivilianPed*)ped;
}
}
}
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;
if (veh->m_nNumGettingIn)
--veh->m_nNumGettingIn;
if (ped->IsPlayer() && ((CPlayerPed*)ped)->m_bAdrenalineActive)
((CPlayerPed*)ped)->ClearAdrenaline();
if (veh->IsBoat()) {
if (ped->IsPlayer()) {
#if defined VC_PED_PORTS || defined FIX_BUGS
CCarCtrl::RegisterVehicleOfInterest(veh);
#endif
if (veh->GetStatus() == STATUS_SIMPLE) {
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f);
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}
veh->SetStatus(STATUS_PLAYER);
AudioManager.PlayerJustGotInCar();
}
veh->SetDriver(ped);
if (!veh->bEngineOn)
veh->bEngineOn = true;
ped->m_nPedState = PED_DRIVING;
ped->StopNonPartialAnims();
return;
}
if (ped->m_pVehicleAnim)
ped->m_pVehicleAnim->blendDelta = -1000.0f;
ped->bDoBloodyFootprints = false;
if (veh->m_nAlarmState == -1)
veh->m_nAlarmState = 15000;
if (ped->IsPlayer()) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (veh->GetStatus() == STATUS_SIMPLE) {
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}
veh->SetStatus(STATUS_PLAYER);
}
AudioManager.PlayerJustGotInCar();
} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (veh->GetStatus() == STATUS_SIMPLE) {
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
}
veh->SetStatus(STATUS_PHYSICS);
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
for (int i = 0; i < veh->m_nNumMaxPassengers; ++i) {
CPed *passenger = veh->pPassengers[i];
if (passenger && passenger->CharCreatedBy == RANDOM_CHAR) {
passenger->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
#ifdef VC_PED_PORTS
passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds();
#endif
}
}
}
// This shouldn't happen at all. Passengers can't enter with PED_CARJACK. Even though they did, we shouldn't call AddPassenger in here and SetDriver in below.
#if !defined VC_PED_PORTS && !defined FIX_BUGS
else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (ped->m_nPedState == PED_CARJACK) {
veh->AddPassenger(ped, 0);
ped->m_nPedState = PED_DRIVING;
ped->RestorePreviousObjective();
ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
} else if (veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) {
veh->AutoPilot.m_nCruiseSpeed = 17;
}
}
#endif
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) {
veh->SetDriver(ped);
if (veh->VehicleCreatedBy == PARKED_VEHICLE) {
veh->VehicleCreatedBy = RANDOM_VEHICLE;
++CCarCtrl::NumRandomCars;
--CCarCtrl::NumParkedCars;
}
if (veh->bIsAmbulanceOnDuty) {
veh->bIsAmbulanceOnDuty = false;
--CCarCtrl::NumAmbulancesOnDuty;
}
if (veh->bIsFireTruckOnDuty) {
veh->bIsFireTruckOnDuty = false;
--CCarCtrl::NumFiretrucksOnDuty;
}
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
veh->ChangeLawEnforcerState(true);
if (!veh->bEngineOn) {
veh->bEngineOn = true;
DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
}
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && ped->CharCreatedBy == RANDOM_CHAR
&& ped != FindPlayerPed() && ped->m_nPedType != PEDTYPE_EMERGENCY) {
CCarCtrl::JoinCarWithRoadSystem(veh);
veh->AutoPilot.m_nCarMission = MISSION_CRUISE;
veh->AutoPilot.m_nTempAction = TEMPACT_NONE;
veh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
veh->AutoPilot.m_nCruiseSpeed = 25;
}
ped->m_nPedState = PED_DRIVING;
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->m_prevObjective = OBJECTIVE_NONE;
ped->RestorePreviousObjective();
}
} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (veh->bIsBus) {
veh->AddPassenger(ped);
} else {
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF:
veh->AddPassenger(ped, 0);
break;
case CAR_DOOR_RR:
veh->AddPassenger(ped, 2);
break;
case CAR_DOOR_LR:
veh->AddPassenger(ped, 1);
break;
default:
veh->AddPassenger(ped);
break;
}
}
ped->m_nPedState = PED_DRIVING;
if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->m_prevObjective = OBJECTIVE_NONE;
ped->RestorePreviousObjective();
#ifdef VC_PED_PORTS
if(veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
veh->AutoPilot.m_nCruiseSpeed = 17;
#endif
}
veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (veh->bIsBus && !veh->m_nGettingInFlags)
((CAutomobile*)veh)->SetBusDoorTimer(1000, 1);
switch (ped->m_objective) {
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
case OBJECTIVE_LEAVE_CAR:
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
case OBJECTIVE_GOTO_AREA_ON_FOOT:
case OBJECTIVE_RUN_TO_AREA:
break;
default:
ped->SetObjective(OBJECTIVE_NONE);
}
if (veh->pDriver == ped) {
if (veh->bLowVehicle) {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
} else {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
}
} else if (veh->bLowVehicle) {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITPLO, 100.0f);
} else {
ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITP, 100.0f);
}
ped->StopNonPartialAnims();
if (veh->bIsBus)
ped->bRenderPedInCar = false;
// FIX: RegisterVehicleOfInterest not just registers the vehicle, but also updates register time. So remove the IsThisVehicleInteresting check.
#ifndef FIX_BUGS
if (ped->IsPlayer() && !CCarCtrl::IsThisVehicleInteresting(veh) && veh->VehicleCreatedBy != MISSION_VEHICLE) {
#else
if (ped->IsPlayer() && veh->VehicleCreatedBy != MISSION_VEHICLE) {
#endif
CCarCtrl::RegisterVehicleOfInterest(veh);
if (!veh->bHasBeenOwnedByPlayer && veh->VehicleCreatedBy != MISSION_VEHICLE)
CEventList::RegisterEvent(EVENT_STEAL_CAR, EVENT_ENTITY_VEHICLE, veh, ped, 1500);
veh->bHasBeenOwnedByPlayer = true;
}
ped->bChangedSeat = true;
}
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::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg)
{
/*
CPed *ped = (CPed*)arg;
if (ped->m_nPedState == PED_STAGGER)
// nothing
*/
}
// It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB but that's not true, someone made it up.
bool
CPed::RunToReportCrime(eCrimeType crimeToReport)
{
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
if (bRunningToPhone) {
if (!isPhoneAvailable(m_phoneId)) {
m_phoneId = -1;
bIsRunning = false;
ClearSeek(); // clears bRunningToPhone
return false;
}
return true;
}
#else
// They changed true into false to make this function unusable. So running to phone actually starts but first frame after that cancels it.
if (m_nPedState == PED_SEEK_POS)
return false;
#endif
CVector pos = GetPosition();
int phoneId = gPhoneInfo.FindNearestFreePhone(&pos);
if (phoneId == -1)
return false;
CPhone *phone = &gPhoneInfo.m_aPhones[phoneId];
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
if (phone->m_nState != PHONE_STATE_FREE)
return false;
#endif
bRunningToPhone = true;
SetSeek(phone->m_pEntity->GetMatrix() * -phone->m_pEntity->GetForward(), 1.0f); // original: phone.m_vecPos, 0.3f
SetMoveState(PEDMOVE_RUN);
bIsRunning = true; // not there in original
m_phoneId = phoneId;
m_crimeToReportOnPhone = crimeToReport;
return true;
}
void
CPed::RegisterThreatWithGangPeds(CEntity *attacker)
{
CPed *attackerPed = nil;
if (attacker) {
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
if (attacker->IsPed()) {
attackerPed = (CPed*)attacker;
} else {
if (!attacker->IsVehicle())
return;
attackerPed = ((CVehicle*)attacker)->pDriver;
if (!attackerPed)
return;
}
if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) {
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->IsPointerValid()) {
if (nearPed != this && nearPed->m_nPedType == m_nPedType)
nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType);
}
}
}
}
}
if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) {
if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->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;
}
}
}
}
}
}
}
void
CPed::ReactToPointGun(CEntity *entWithGun)
{
CPed *pedWithGun = (CPed*)entWithGun;
int waitTime;
if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR)
return;
if (m_leader == pedWithGun)
return;
if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER ||
(GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f)
return;
if (m_leader) {
if (FindPlayerPed() == m_leader)
return;
ClearLeader();
}
if (m_pedStats->m_flags & STAT_GUN_PANIC
&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
&& m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) {
waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime);
Say(SOUND_PED_HANDS_COWER);
m_pLookTarget = pedWithGun;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
SetMoveState(PEDMOVE_NONE);
} else if (m_nPedType != pedWithGun->m_nPedType) {
if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
RegisterThreatWithGangPeds(pedWithGun);
}
if (m_nPedType == PEDTYPE_COP) {
if (pedWithGun->IsPlayer()) {
((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2);
}
if (bCrouchWhenShooting || bKindaStayInSamePlace) {
SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000));
}
} else if (m_nPedType != PEDTYPE_COP
&& (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
&& (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun)
&& m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime);
Say(SOUND_PED_HANDS_UP);
m_pLookTarget = pedWithGun;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
SetMoveState(PEDMOVE_NONE);
if (m_nPedState == PED_FLEE_ENTITY) {
m_fleeFrom = pedWithGun;
m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
}
if (FindPlayerPed() == pedWithGun && bRichFromMugging) {
int money = CGeneral::GetRandomNumberInRange(100, 300);
int pickupCount = money / 40 + 1;
int moneyPerPickup = money / pickupCount;
for (int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
bool found = false;
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
}
}
bRichFromMugging = false;
}
}
}
}
void
CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
bool startedToRun = false;
ped->bUsesCollision = true;
ped->m_actionX = 0.0f;
ped->m_actionY = 0.0f;
ped->bVehExitWillBeInstant = false;
if (veh && veh->IsBoat())
ped->ApplyMoveSpeed();
if (ped->m_objective == OBJECTIVE_LEAVE_CAR)
ped->RestorePreviousObjective();
#ifdef VC_PED_PORTS
else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
ped->m_fHealth = 0.0f;
ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f);
}
#endif
ped->bInVehicle = false;
if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) {
ped->PositionPedOutOfCollision();
}
if (ped->m_nPedState == PED_EXIT_CAR) {
if (ped->m_nPedType == PEDTYPE_COP)
ped->SetIdle();
else
ped->RestorePreviousState();
veh = ped->m_pMyVehicle;
if (ped->bFleeAfterExitingCar && veh) {
ped->bFleeAfterExitingCar = false;
ped->SetFlee(veh->GetPosition(), 12000);
ped->bUsePedNodeSeek = true;
ped->m_pNextPathNode = nil;
if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
ped->SetMoveState(PEDMOVE_SPRINT);
ped->Say(SOUND_PED_FLEE_SPRINT);
} else {
ped->SetMoveState(PEDMOVE_RUN);
ped->Say(SOUND_PED_FLEE_RUN);
}
startedToRun = true;
// This is not a good way to do this...
ped->m_nLastPedState = PED_WANDER_PATH;
} else if (ped->bWanderPathAfterExitingCar) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
ped->bWanderPathAfterExitingCar = false;
if (ped->m_nPedType == PEDTYPE_PROSTITUTE)
ped->SetObjectiveTimer(30000);
ped->m_nLastPedState = PED_NONE;
} else if (ped->bGonnaKillTheCarJacker) {
// Kill objective is already given at this point.
ped->bGonnaKillTheCarJacker = false;
if (ped->m_pedInObjective) {
if (!(CGeneral::GetRandomNumber() & 1)
&& ped->m_nPedType != PEDTYPE_COP
&& (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) {
ped->ClearObjective();
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
}
ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500;
}
int waitTime = 1500;
ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime);
ped->SetMoveState(PEDMOVE_RUN);
startedToRun = true;
} else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
}
}
#ifdef VC_PED_PORTS
else {
ped->m_nPedState = PED_IDLE;
}
#endif
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
CVector posFromZ = ped->GetPosition();
CPedPlacement::FindZCoorForPed(&posFromZ);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->SetPosition(posFromZ);
veh = ped->m_pMyVehicle;
if (veh) {
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
if (veh->pDriver) {
if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0;
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0;
CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100;
if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0)
CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0;
}
}
}
veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (veh->pDriver == ped) {
veh->RemoveDriver();
veh->SetStatus(STATUS_ABANDONED);
if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
veh->m_nDoorLock = CARLOCK_UNLOCKED;
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
veh->ChangeLawEnforcerState(false);
} else {
veh->RemovePassenger(ped);
}
if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) {
float angleAfterExit;
if (ped->m_vehEnterType == CAR_DOOR_LF) {
angleAfterExit = HALFPI + veh->GetForward().Heading();
} else {
angleAfterExit = veh->GetForward().Heading() - HALFPI;
}
ped->SetHeading(angleAfterExit);
ped->m_fRotationDest = angleAfterExit;
ped->m_fRotationCur = angleAfterExit;
if (!ped->bBusJacked)
ped->SetMoveState(PEDMOVE_WALK);
}
if (CGarages::IsPointWithinAnyGarage(ped->GetPosition()))
veh->bLightsOn = false;
}
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
ped->ReplaceWeaponWhenExitingVehicle();
ped->bOnBoat = false;
if (ped->bBusJacked) {
ped->SetFall(1500, ANIM_KO_SKID_BACK, false);
ped->bBusJacked = false;
}
ped->m_nStoredMoveState = PEDMOVE_NONE;
if (!ped->IsPlayer()) {
// It's a shame...
#ifdef FIX_BUGS
int createdBy = ped->CharCreatedBy;
#else
int createdBy = !ped->CharCreatedBy;
#endif
if (createdBy == MISSION_CHAR && !startedToRun)
ped->SetMoveState(PEDMOVE_WALK);
}
}
// It was inlined in III but not in VC.
inline void
CPed::ReplaceWeaponWhenExitingVehicle(void)
{
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
if (/*IsPlayer() && */ m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
SetCurrentWeapon(m_storedWeapon);
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
} else {
AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
}
}
// Same, it's inlined in III.
inline void
CPed::RemoveWeaponWhenEnteringVehicle(void)
{
if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
m_storedWeapon = GetWeapon()->m_eWeaponType;
SetCurrentWeapon(WEAPONTYPE_UZI);
} else {
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(ourWeapon->m_nModelId);
}
}
void
CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
if (ped->m_pVehicleAnim)
ped->m_pVehicleAnim->blendDelta = -1000.0f;
ped->bUsesCollision = true;
ped->m_pVehicleAnim = nil;
ped->bInVehicle = false;
ped->m_nPedState = PED_IDLE;
ped->RestorePreviousObjective();
ped->SetMoveState(PEDMOVE_STILL);
CMatrix pedMat(ped->GetMatrix());
ped->m_fRotationCur = HALFPI + veh->GetForward().Heading();
ped->m_fRotationDest = ped->m_fRotationCur;
CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset);
posAfterExit += ped->GetPosition();
CPedPlacement::FindZCoorForPed(&posAfterExit);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->SetPosition(posAfterExit);
ped->SetHeading(ped->m_fRotationCur);
veh->RemovePassenger(ped);
}
bool
CPed::PlacePedOnDryLand(void)
{
float waterLevel = 0.0f;
CEntity *foundEnt = nil;
CColPoint foundCol;
float foundColZ;
CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel);
CVector potentialGround = GetPosition();
potentialGround.z = waterLevel;
if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
return false;
CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition();
potentialGroundDist.z = 0.0f;
potentialGroundDist.Normalise();
CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point;
posToCheck.z = 3.0f + waterLevel;
if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
foundColZ = foundCol.point.z;
if (foundColZ >= waterLevel) {
posToCheck.z = 0.8f + foundColZ;
SetPosition(posToCheck);
bIsStanding = true;
bWasStanding = true;
return true;
}
}
posToCheck = 5.0f * potentialGroundDist + GetPosition();
posToCheck.z = 3.0f + waterLevel;
if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil))
return false;
foundColZ = foundCol.point.z;
if (foundColZ < waterLevel)
return false;
posToCheck.z = 0.8f + foundColZ;
SetPosition(posToCheck);
bIsStanding = true;
bWasStanding = true;
return true;
}
void
CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
CVehicle *veh = ped->m_pMyVehicle;
CVector finalPos;
CVector draggedOutOffset;
CVector finalLocalPos;
CMatrix pedMat(ped->GetMatrix());
ped->bUsesCollision = true;
ped->RestartNonPartialAnims();
draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset;
if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
draggedOutOffset.x = -draggedOutOffset.x;
finalLocalPos = Multiply3x3(pedMat, draggedOutOffset);
finalPos = finalLocalPos + ped->GetPosition();
CPedPlacement::FindZCoorForPed(&finalPos);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->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);
} 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 && !veh->pDriver
&& FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission())
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
else
#endif
{
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;
}
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::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
{
bool foundIt = false;
CVector helperPos = GetPosition();
helperPos.z = pos->z - 0.5f;
CVector foundPos = *pos;
foundPos.z -= 0.5f;
// If there is another car between target car and us.
if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
CVector *colMin = &vehCol->boundingBox.min;
CVector *colMax = &vehCol->boundingBox.max;
CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);
leftRearPos = veh->GetMatrix() * leftRearPos;
rightRearPos = veh->GetMatrix() * rightRearPos;
leftFrontPos = veh->GetMatrix() * leftFrontPos;
rightFrontPos = veh->GetMatrix() * rightFrontPos;
// Makes helperPos veh-ped distance vector.
helperPos -= veh->GetPosition();
// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
// On every run it returns another pos. for ped, with same distance to the veh.
// Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
helperPos = veh->GetMatrix() * helperPos;
float vehForwardHeading = veh->GetForward().Heading();
// I'm absolutely not sure about these namings.
// NTVF = needed turn if we're looking to vehicle front and wanna look to...
float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y);
float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading);
float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y);
float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading);
float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y);
float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading);
float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y);
float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading);
bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI;
bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI;
bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI;
bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI;
// Only order of conditions are different among enterTypes.
if (m_vehEnterType == CAR_DOOR_RR) {
if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
}
} else if(m_vehEnterType == CAR_DOOR_RF) {
if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
}
} else if (m_vehEnterType == CAR_DOOR_LF) {
if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
}
} else if (m_vehEnterType == CAR_DOOR_LR) {
if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
}
}
}
if (!foundIt)
return false;
helperPos = GetPosition() - foundPos;
helperPos.z = 0.0f;
if (helperPos.MagnitudeSqr() <= sq(0.5f))
return false;
pos->x = foundPos.x;
pos->y = foundPos.y;
return true;
}
void
CPed::Render(void)
{
if (!bInVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR ||
bRenderPedInCar && sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
CEntity::Render();
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
renderLimb(PED_HEAD);
renderLimb(PED_HANDL);
renderLimb(PED_HANDR);
}
if(m_pWeaponModel && IsClumpSkinned(GetClump())){
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
*RwFrameGetMatrix(frame) = *mat;
RwFrameUpdateObjects(frame);
RpAtomicRender(m_pWeaponModel);
}
#endif
}
}
#ifdef PED_SKIN
static RpMaterial*
SetLimbAlphaCB(RpMaterial *material, void *data)
{
((RwRGBA*)RpMaterialGetColor(material))->alpha = *(uint8*)data;
return material;
}
void
CPed::renderLimb(int node)
{
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
CPedModelInfo *mi = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
RpAtomic *atomic;
switch(node){
case PED_HEAD:
atomic = mi->getHead();
break;
case PED_HANDL:
atomic = mi->getLeftHand();
break;
case PED_HANDR:
atomic = mi->getRightHand();
break;
default:
return;
}
if(atomic == nil)
return;
RwFrame *frame = RpAtomicGetFrame(atomic);
*RwFrameGetMatrix(frame) = *mat;
RwFrameUpdateObjects(frame);
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), SetLimbAlphaCB, &alpha);
RpAtomicRender(atomic);
}
#endif
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 wepRangeAdjusted;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
wepRangeAdjusted = wepRange / 3.0f;
} else {
if (m_nPedState == PED_FIGHT) {
if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK))
wepRange = 2.0f;
} else {
wepRange = 1.3f;
}
wepRangeAdjusted = wepRange;
}
if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) {
wepRangeAdjusted = 2.5f;
}
if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP
&& CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) {
SetObjective(OBJECTIVE_FLEE_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())
wepRangeAdjusted = 2.0f;
if (bUsePedNodeSeek) {
CVector bestCoords(0.0f, 0.0f, 0.0f);
m_vecSeekPos = m_pedInObjective->GetPosition();
if (!m_pNextPathNode)
FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
if (m_pNextPathNode)
m_vecSeekPos = m_pNextPathNode->GetPosition();
SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
} else {
SetSeek(m_pedInObjective, wepRangeAdjusted);
}
bCrouchWhenShooting = false;
if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) {
if (wepRange <= 5.0f) {
if (m_pedInObjective->IsPlayer()
&& FindPlayerPed()->m_bSpeedTimerFlag
&& (IsGangMember() || m_nPedType == PEDTYPE_COP)
&& GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
GiveWeapon(WEAPONTYPE_COLT45, 1000);
SetCurrentWeapon(WEAPONTYPE_COLT45);
}
} else {
bStopAndShoot = true;
}
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
break;
}
bStopAndShoot = false;
SetMoveAnim();
break;
}
}
if (m_attackTimer < CTimer::GetTimeInMilliseconds()
&& distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
if (bIsDucking) {
CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (duckAnim) {
duckAnim->blendDelta = -2.0f;
break;
}
bIsDucking = false;
} else if (wepRange <= 5.0f) {
SetMoveState(PEDMOVE_STILL);
SetAttack(m_pedInObjective);
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
GetPosition().x, GetPosition().y);
SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f));
SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f));
bObstacleShowedUpDuringKillObjective = false;
} else {
CVector target;
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
if (m_pedInObjective->IsPed())
m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
else
target = m_pedInObjective->GetPosition();
target -= ourHead;
target.Normalise();
target = target * wepInfo->m_fRange + ourHead;
CWorld::bIncludeDeadPeds = true;
CEntity *foundEnt = nil;
CColPoint foundCol;
CWorld::ProcessLineOfSight(
ourHead, target, foundCol, foundEnt,
true, true, true, false, true, false);
CWorld::bIncludeDeadPeds = 0;
if (foundEnt == m_pedInObjective) {
SetAttack(m_pedInObjective);
m_pPointGunAt = m_pedInObjective;
if (m_pedInObjective)
m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt);
SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f));
int time;
if (distWithTargetSc <= wepRangeAdjusted)
time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f);
else
time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f);
SetAttackTimer(time);
bObstacleShowedUpDuringKillObjective = false;
} else if (foundEnt) {
if (foundEnt->IsPed()) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
bObstacleShowedUpDuringKillObjective = false;
} else {
if (foundEnt->IsObject()) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f));
bObstacleShowedUpDuringKillObjective = true;
} else if (foundEnt->IsVehicle()) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f));
bObstacleShowedUpDuringKillObjective = true;
} else {
SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f));
bObstacleShowedUpDuringKillObjective = true;
}
}
m_fleeFrom = foundEnt;
m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom);
SetPointGunAt(m_pedInObjective);
}
}
} else {
if (!m_pedInObjective->m_pCurrentPhysSurface)
bStopAndShoot = false;
if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
// This is weird...
if (bNotAllowedToDuck && bKindaStayInSamePlace) {
if (!bIsDucking) {
CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAnim || duckAnim->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
bIsDucking = true;
}
break;
} else {
CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAnim || duckAnim->blendDelta < 0.0f) {
bIsDucking = false;
} else {
break;
}
}
}
if (bObstacleShowedUpDuringKillObjective) {
if (m_nPedType == PEDTYPE_COP) {
if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45
|| m_fleeFrom && m_fleeFrom->IsObject()) {
wepRangeAdjusted = 6.0f;
} else if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
wepRangeAdjusted = 4.0f;
} else {
wepRangeAdjusted = 2.0f;
}
} else {
wepRangeAdjusted = 2.0f;
}
}
if (distWithTargetSc <= wepRangeAdjusted) {
SetMoveState(PEDMOVE_STILL);
bIsPointingGunAt = true;
if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) {
m_attackTimer = CTimer::GetTimeInMilliseconds();
SetIdle();
}
} else {
if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS
&& !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) {
Say(SOUND_PED_ATTACK);
SetSeek(m_pedInObjective, wepRangeAdjusted);
bIsRunning = true;
}
}
}
}
if (distWithTargetSc < 2.5f && wepRange > 5.0f
&& wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) {
SetAttack(m_pedInObjective);
if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f);
SetAttackTimer(time);
SetShootTimer(time - 500);
}
SetMoveState(PEDMOVE_STILL);
}
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y);
SetMoveAnim();
break;
}
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
{
if (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::SetShootTimer(uint32 time)
{
if (CTimer::GetTimeInMilliseconds() > m_shootTimer) {
m_shootTimer = CTimer::GetTimeInMilliseconds() + time;
}
}
void
CPed::SetSeekCar(CVehicle *car, uint32 doorNode)
{
if (m_nPedState == PED_SEEK_CAR)
return;
#ifdef VC_PED_PORTS
if (!CanSetPedState() || m_nPedState == PED_DRIVING)
return;
#endif
SetStoredState();
m_pSeekTarget = car;
m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
m_carInObjective = car;
m_carInObjective->RegisterReference((CEntity**) &m_carInObjective);
m_pMyVehicle = car;
m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
// m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
m_vehEnterType = doorNode;
m_distanceToCountSeekDone = 0.5f;
m_nPedState = PED_SEEK_CAR;
}
void
CPed::SetSeekBoatPosition(CVehicle *boat)
{
if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver
#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::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();
}
#ifdef NEW_WALK_AROUND_ALGORITHM
CVector
LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 enterDoorNode, bool itsVan) {
switch (walkAround) {
case 0:
if (enterDoorNode == CAR_DOOR_LF)
return CVector(colMin.x, colMax.y - 1.0f, 0.0f);
case 1:
return CVector(colMin.x, colMax.y, 0.0f);
case 2:
case 3:
if (walkAround == 3 && enterDoorNode == CAR_DOOR_RF)
return CVector(colMax.x, colMax.y - 1.0f, 0.0f);
return CVector(colMax.x, colMax.y, 0.0f);
case 4:
if (enterDoorNode == CAR_DOOR_RR && !itsVan)
return CVector(colMax.x, colMin.y + 1.0f, 0.0f);
case 5:
return CVector(colMax.x, colMin.y, 0.0f);
case 6:
case 7:
if (walkAround == 7 && enterDoorNode == CAR_DOOR_LR && !itsVan)
return CVector(colMin.x, colMin.y + 1.0f, 0.0f);
return CVector(colMin.x, colMin.y, 0.0f);
default:
return CVector(0.0f, 0.0f, 0.0f);
}
}
bool
CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset)
{
// because fov isn't important if dist is more then 5 unit, we want shortest way
if (dist.Magnitude() > 5.0f)
return true;
if (DotProduct2D(dist, fwdOffset) < 0.0f)
return false;
return true;
}
#endif
// This function looks completely same on VC.
void
CPed::SetDirectionToWalkAroundObject(CEntity *obj)
{
float distLimitForTimer = 8.0f;
CColModel *objCol = CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel();
CVector objColMin = objCol->boundingBox.min;
CVector objColMax = objCol->boundingBox.max;
CVector objColCenter = (objColMin + objColMax) / 2.0f;
CMatrix objMat(obj->GetMatrix());
float dirToSet = obj->GetForward().Heading();
bool goingToEnterCarAndItsVan = false;
bool goingToEnterCar = false;
bool objUpsideDown = false;
float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f;
float checkIntervalInTime;
if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
return;
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
if (CharCreatedBy != MISSION_CHAR && obj->GetModelIndex() == MI_PHONEBOOTH1) {
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
SetFindPathAndFlee(obj, 5000, !isRunning);
return;
}
#endif
CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f);
CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f);
checkIntervalInDist = Max(checkIntervalInDist, 0.5f);
checkIntervalInDist = Min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f);
checkIntervalInDist = Min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f);
if (objMat.GetUp().z < 0.0f)
objUpsideDown = true;
if (obj->GetModelIndex() != MI_TRAFFICLIGHTS && obj->GetModelIndex() != MI_SINGLESTREETLIGHTS1 && obj->GetModelIndex() != MI_SINGLESTREETLIGHTS2) {
objColCenter = obj->GetMatrix() * objColCenter;
} else {
checkIntervalInDist = 0.4f;
if (objMat.GetUp().z <= 0.57f) {
// Specific calculations for traffic lights, didn't get a bit.
adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y);
adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y);
adjustedColMin.y = 1.2f * objColMin.z;
adjustedColMax.y = 1.2f * objColMax.z;
dirToSet = objMat.GetUp().Heading();
objMat.SetUnity();
objMat.RotateZ(dirToSet);
objMat.GetPosition() += obj->GetPosition();
objColCenter = obj->GetPosition();
} else {
objColCenter.x = adjustedColMax.x - 0.25f;
objColCenter = obj->GetMatrix() * objColCenter;
distLimitForTimer = 0.75f;
}
objUpsideDown = false;
}
float oldRotDest = m_fRotationDest;
#ifndef NEW_WALK_AROUND_ALGORITHM
float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
#endif
if (IsPlayer()) {
if (FindPlayerPed()->m_fMoveSpeed <= 0.0f)
checkIntervalInTime = 0.0f;
else
checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed;
} else {
switch (m_nMoveState) {
case PEDMOVE_WALK:
checkIntervalInTime = 2.0f;
break;
case PEDMOVE_RUN:
checkIntervalInTime = 0.5f;
break;
case PEDMOVE_SPRINT:
checkIntervalInTime = 0.5f;
break;
default:
checkIntervalInTime = 0.0f;
break;
}
}
if (m_pSeekTarget == obj && obj->IsVehicle()) {
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
|| m_objective == OBJECTIVE_SOLICIT_VEHICLE) {
goingToEnterCar = true;
if (IsPlayer())
checkIntervalInTime = 0.0f;
if (((CVehicle*)obj)->bIsVan)
goingToEnterCarAndItsVan = true;
}
}
int entityOnTopLeftOfObj = 0;
int entityOnBottomLeftOfObj = 0;
int entityOnTopRightOfObj = 0;
int entityOnBottomRightOfObj = 0;
if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) {
bool collidingThingChanged = true;
CEntity *obstacle;
#ifndef NEW_WALK_AROUND_ALGORITHM
if (!obj->IsVehicle() || objUpsideDown) {
collidingThingChanged = false;
} else {
#else
CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f);
int dirToGo;
m_walkAroundType = 0;
int iWouldPreferGoingBack = 0; // 1:left 2:right
#endif
float adjustedCheckInterval = 0.7f * checkIntervalInDist;
CVector posToCheck;
// Top left of obj
posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnTopLeftOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnTopLeftOfObj = 2;
} else {
entityOnTopLeftOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
cornerToGo = tl;
m_walkAroundType = 1;
if (m_vehEnterType == CAR_DOOR_LR)
iWouldPreferGoingBack = 1;
} else if(CanWeSeeTheCorner(tl, GetForward())){
cornerToGo = tl;
dirToGo = GetLocalDirection(tl);
if (dirToGo == 1)
m_walkAroundType = 0; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 1; // ALL of the next turns will be left turn
}
}
#endif
// Top right of obj
posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnTopRightOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnTopRightOfObj = 2;
} else {
entityOnTopRightOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
cornerToGo = tr;
m_walkAroundType = 2;
if (m_vehEnterType == CAR_DOOR_RR)
iWouldPreferGoingBack = 2;
} else if (CanWeSeeTheCorner(tr, GetForward())) {
cornerToGo = tr;
dirToGo = GetLocalDirection(tr);
if (dirToGo == 1)
m_walkAroundType = 2; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 3; // ALL of the next turns will be left turn
}
}
}
#endif
// Bottom right of obj
posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnBottomRightOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnBottomRightOfObj = 2;
} else {
entityOnBottomRightOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
if (iWouldPreferGoingBack == 2)
m_walkAroundType = 4;
else if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
cornerToGo = br;
m_walkAroundType = 5;
} else if (CanWeSeeTheCorner(br, GetForward())) {
cornerToGo = br;
dirToGo = GetLocalDirection(br);
if (dirToGo == 1)
m_walkAroundType = 4; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 5; // ALL of the next turns will be left turn
}
}
}
#endif
// Bottom left of obj
posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
posToCheck.z = 0.0f;
posToCheck = objMat * posToCheck;
posToCheck.z += 0.6f;
obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
true, true, false, true, false, false);
if (obstacle) {
if (obstacle->IsBuilding()) {
entityOnBottomLeftOfObj = 1;
} else if (obstacle->IsVehicle()) {
entityOnBottomLeftOfObj = 2;
} else {
entityOnBottomLeftOfObj = 3;
}
}
#ifdef NEW_WALK_AROUND_ALGORITHM
else {
CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
if (iWouldPreferGoingBack == 1)
m_walkAroundType = 7;
else if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
cornerToGo = bl;
m_walkAroundType = 6;
} else if (CanWeSeeTheCorner(bl, GetForward())) {
cornerToGo = bl;
dirToGo = GetLocalDirection(bl);
if (dirToGo == 1)
m_walkAroundType = 6; // ALL of the next turns will be right turn
else if (dirToGo == 3)
m_walkAroundType = 7; // ALL of the next turns will be left turn
}
}
}
#else
}
if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) {
collidingThingChanged = false;
entityOnTopLeftOfObj = 0;
entityOnBottomLeftOfObj = 0;
entityOnTopRightOfObj = 0;
entityOnBottomRightOfObj = 0;
}
if (!collidingThingChanged) {
m_walkAroundType = 0;
} else {
if (Abs(angleDiffBtwObjCenterAndForward) >= objTopRightHeading) {
if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
if ((angleDiffBtwObjCenterAndForward <= 0.0f || objUpsideDown) && (angleDiffBtwObjCenterAndForward < 0.0f || !objUpsideDown)) {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
m_walkAroundType = 0;
} else {
if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) >= 0.0f) {
if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 1;
} else if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 1;
}
} else {
if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 4;
} else if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 4;
}
}
}
} else {
if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
m_walkAroundType = 0;
} else {
if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f) {
if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 2;
} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
m_walkAroundType = 2;
}
} else {
if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 3;
} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 3;
}
}
}
}
} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) < 0.0f) {
if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
m_walkAroundType = 3;
}
} else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 4;
}
} else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
|| CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
m_walkAroundType = 2;
}
} else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
m_walkAroundType = 1;
} else {
m_walkAroundType = 0;
}
}
#endif
}
m_collidingEntityWhileFleeing = obj;
m_collidingEntityWhileFleeing->RegisterReference((CEntity**) &m_collidingEntityWhileFleeing);
// TODO: This random may need to be changed.
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 512 + CGeneral::GetRandomNumber();
CVector localPosToHead;
#ifdef NEW_WALK_AROUND_ALGORITHM
int nextWalkAround = m_walkAroundType;
if (m_walkAroundType % 2 == 0) {
nextWalkAround += 2;
if (nextWalkAround > 6)
nextWalkAround = 0;
} else {
nextWalkAround -= 2;
if (nextWalkAround < 0)
nextWalkAround = 7;
}
CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false);
if(nextRouteIsClear)
m_walkAroundType = nextWalkAround;
else {
CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead,
true, true, true, true, true, true, false);
/* Either;
* - Some obstacle came in and it's impossible to reach current destination
* - We reached to the destination, but since next route is not clear, we're turning around us
*/
if (!currentRouteIsClear ||
((posToHead - GetPosition()).Magnitude2D() < 0.8f &&
!CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead,
true, true, true, true, true, true, false))) {
// Change both target and direction (involves changing even/oddness)
if (m_walkAroundType % 2 == 0) {
m_walkAroundType -= 2;
if (m_walkAroundType < 0)
m_walkAroundType = 7;
else
m_walkAroundType += 1;
} else {
m_walkAroundType += 2;
if (m_walkAroundType > 7)
m_walkAroundType = 0;
else
m_walkAroundType -= 1;
}
}
}
localPosToHead = LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
#else
if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) {
if (goingToEnterCar) {
if (goingToEnterCarAndItsVan) {
if (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)
return;
}
if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnBottomRightOfObj || entityOnBottomLeftOfObj)) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
} else {
if (m_walkAroundType != 1 && m_walkAroundType != 4
&& (m_walkAroundType || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f)) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
}
} else {
if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
if (angleDiffBtwObjCenterAndForward <= 0.0f) {
if (!goingToEnterCar || !goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR) {
if (goingToEnterCar) {
if (m_vehEnterType == CAR_DOOR_RF || (m_vehEnterType == CAR_DOOR_RR && !goingToEnterCarAndItsVan))
return;
}
if (m_walkAroundType == 4 || m_walkAroundType == 3
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
m_fRotationDest = dirToSet;
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
}
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
} else if (goingToEnterCar && goingToEnterCarAndItsVan && (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)) {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
} else {
if (goingToEnterCar) {
if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR && !goingToEnterCarAndItsVan)
return;
}
if (m_walkAroundType == 1 || m_walkAroundType == 2
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
m_fRotationDest = dirToSet;
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMin.y;
}
}
} else {
if (goingToEnterCar && (!goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR)) {
if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnTopRightOfObj || entityOnTopLeftOfObj)) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
}
} else {
if (m_walkAroundType == 2 || m_walkAroundType == 3
|| !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
localPosToHead.x = adjustedColMax.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
localPosToHead.x = adjustedColMin.x;
localPosToHead.z = 0.0f;
localPosToHead.y = adjustedColMax.y;
}
}
}
}
#endif
if (objUpsideDown)
localPosToHead.x = localPosToHead.x * -1.0f;
localPosToHead = objMat * localPosToHead;
m_actionX = localPosToHead.x;
m_actionY = localPosToHead.y;
localPosToHead -= GetPosition();
m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading());
if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) {
if (m_fRotationDest == oldRotDest) {
m_fRotationDest = oldRotDest;
} else {
m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
}
}
float dist = localPosToHead.Magnitude2D();
if (dist < 0.5f)
dist = 0.5f;
if (dist > distLimitForTimer)
dist = distLimitForTimer;
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime;
}
int32
CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
{
bool collidedWithBoat = false;
bool belowTorsoCollided = false;
float gravityEffect = -0.15f * CTimer::GetTimeStep();
CColPoint intersectionPoint;
CColLine ourLine;
CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
if (!bUsesCollision)
return false;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
collidedWithBoat = true;
// ofc we're not vehicle
if (!m_bIsVehicleBeingShifted && !bSkipLineCol
#ifdef VC_PED_PORTS
&& !collidingEnt->IsPed()
#endif
) {
if (!bCollisionProcessed) {
#ifdef VC_PED_PORTS
m_pCurrentPhysSurface = nil;
#endif
if (bIsStanding) {
bIsStanding = false;
bWasStanding = true;
}
bCollisionProcessed = true;
m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep();
bStillOnValidPoly = false;
if (IsPlayer() || m_fCollisionSpeed >= 1.0f
&& (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) {
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
bHitSteepSlope = false;
} else {
CVector pos = GetPosition();
float potentialGroundZ = GetPosition().z - FEET_OFFSET;
if (bWasStanding) {
pos.z += -0.25f;
potentialGroundZ += gravityEffect;
}
if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
bStillOnValidPoly = true;
#ifdef VC_PED_PORTS
if(!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
} else {
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
bHitSteepSlope = false;
}
}
}
if (!bStillOnValidPoly) {
CVector potentialCenter = GetPosition();
potentialCenter.z = GetPosition().z - 0.52f;
// 0.52f should be a ped's approx. radius
float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
if (bWasStanding) {
if (collidedWithBoat) {
potentialCenter.z += 2.0f * gravityEffect;
totalRadiusWhenCollided += Abs(gravityEffect);
} else {
potentialCenter.z += gravityEffect;
}
}
if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) {
ourLine.p0 = GetPosition();
ourLine.p1 = GetPosition();
ourLine.p1.z = GetPosition().z - FEET_OFFSET;
if (bWasStanding) {
ourLine.p1.z = ourLine.p1.z + gravityEffect;
ourLine.p0.z = ourLine.p0.z + -0.25f;
}
float minDist = 1.0f;
belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
intersectionPoint, minDist, false, &m_collPoly);
if (collidedWithBoat && bWasStanding && !belowTorsoCollided) {
ourLine.p0.z = ourLine.p1.z;
ourLine.p1.z = ourLine.p1.z + gravityEffect;
belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
intersectionPoint, minDist, false, &m_collPoly);
}
if (belowTorsoCollided) {
#ifndef VC_PED_PORTS
if (!collidingEnt->IsPed()) {
#endif
if (!bIsStanding
|| FEET_OFFSET + intersectionPoint.point.z > GetPosition().z
|| collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) {
if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
m_pCurSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
bTryingToReachDryLand = false;
bOnBoat = false;
} else {
m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface);
m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition();
m_pCurSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
m_collPoly.valid = false;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) {
bOnBoat = true;
} else {
bOnBoat = false;
}
}
#ifdef VC_PED_PORTS
if (!bSomeVCflag1 || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_nSurfaceTouched = intersectionPoint.surfaceB;
if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF) {
bHitSteepSlope = true;
m_vecDamageNormal = intersectionPoint.normal;
}
}
#ifdef VC_PED_PORTS
float upperSpeedLimit = 0.33f;
float lowerSpeedLimit = -0.25f;
float speed = m_vecMoveSpeed.Magnitude2D();
if (m_nPedState == PED_IDLE) {
upperSpeedLimit *= 2.0f;
lowerSpeedLimit *= 1.5f;
}
CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
if (!bWasStanding && speed > upperSpeedLimit && (/*!bPushedAlongByCar ||*/ m_vecMoveSpeed.z < lowerSpeedLimit)
&& m_pCollidingEntity != collidingEnt) {
float damage = 100.0f * Max(speed - 0.25f, 0.0f);
float damage2 = damage;
if (m_vecMoveSpeed.z < -0.25f)
damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
if (IsPlayer() && damage2 > 5.0f)
Say(SOUND_PED_LAND);
} else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
#else
float speedSqr = 0.0f;
CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL);
if (!bWasStanding && (m_vecMoveSpeed.z < -0.25f || (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) > sq(0.5f))) {
if (speedSqr == 0.0f)
speedSqr = sq(m_vecMoveSpeed.z);
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
} else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
#ifndef VC_PED_PORTS
} else {
bOnBoat = false;
}
#endif
} else {
bOnBoat = false;
}
}
}
}
int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil);
if (ourCollidedSpheres > 0 || belowTorsoCollided) {
AddCollisionRecord(collidingEnt);
if (!collidingEnt->IsBuilding())
((CPhysical*)collidingEnt)->AddCollisionRecord(this);
if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic())) {
bHasHitWall = true;
}
}
if (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic()) {
if (bWasStanding) {
CVector sphereNormal;
float normalLength;
for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
sphereNormal = collidingPoints[sphere].normal;
#ifdef VC_PED_PORTS
if (sphereNormal.z >= -1.0f || !IsPlayer()) {
#endif
normalLength = sphereNormal.Magnitude2D();
if (normalLength != 0.0f) {
sphereNormal.x = sphereNormal.x / normalLength;
sphereNormal.y = sphereNormal.y / normalLength;
}
#ifdef VC_PED_PORTS
} else {
float speed = m_vecMoveSpeed.Magnitude2D();
sphereNormal.x = -m_vecMoveSpeed.x / Max(0.001f, speed);
sphereNormal.y = -m_vecMoveSpeed.y / Max(0.001f, speed);
GetMatrix().GetPosition().z -= 0.05f;
bSomeVCflag1 = true;
}
#endif
sphereNormal.Normalise();
collidingPoints[sphere].normal = sphereNormal;
if (collidingPoints[sphere].surfaceB == SURFACE_STEEP_CLIFF)
bHitSteepSlope = true;
}
}
}
return ourCollidedSpheres;
}
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;
}
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());
}
// "Wander range" state is unused in game, and you can't use it without SetWanderRange anyway
void
CPed::WanderRange(void)
{
bool arrived = Seek();
if (arrived) {
Idle();
if ((m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
CVector2D newCoords2D = m_wanderRangeBounds->GetRandomPointInRange();
SetSeek(CVector(newCoords2D.x, newCoords2D.y, GetPosition().z), 2.5f);
}
}
}
bool
CPed::WillChat(CPed *stranger)
{
if (m_pNextPathNode && m_pLastPathNode) {
if (m_pNextPathNode != m_pLastPathNode && ThePaths.TestCrossesRoad(m_pNextPathNode, m_pLastPathNode)) {
return false;
}
}
if (m_nSurfaceTouched == SURFACE_TARMAC)
return false;
if (stranger == this)
return false;
if (m_nPedType == stranger->m_nPedType)
return true;
if (m_nPedType == PEDTYPE_CRIMINAL)
return false;
if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType)
return false;
return true;
}
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::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::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();
}
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::SetRadioStation(void)
{
static const uint8 radiosPerRadioCategories[10][4] = {
{JAH_RADIO, RISE_FM, GAME_FM, MSX_FM},
{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
{RISE_FM, GAME_FM, MSX_FM, FLASHBACK},
{HEAD_RADIO, RISE_FM, LIPS_106, MSX_FM},
{HEAD_RADIO, RISE_FM, MSX_FM, FLASHBACK},
{JAH_RADIO, RISE_FM, LIPS_106, FLASHBACK},
{HEAD_RADIO, RISE_FM, LIPS_106, FLASHBACK},
{HEAD_RADIO, JAH_RADIO, LIPS_106, FLASHBACK},
{HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK},
{CHATTERBOX, HEAD_RADIO, LIPS_106, GAME_FM}
};
uint8 orderInCat = 0; // BUG: this wasn't initialized
if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this)
return;
uint8 category = GetPedRadioCategory(GetModelIndex());
if (DMAudio.IsMP3RadioChannelAvailable()) {
if (CGeneral::GetRandomNumber() & 15) {
for (orderInCat = 0; orderInCat < 4; orderInCat++) {
if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
break;
}
} else {
m_pMyVehicle->m_nRadioStation = USERTRACK;
}
} else {
for (orderInCat = 0; orderInCat < 4; orderInCat++) {
if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat])
break;
}
}
if (orderInCat == 4) {
if (DMAudio.IsMP3RadioChannelAvailable()) {
if (CGeneral::GetRandomNumber() & 15)
m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
else
m_pMyVehicle->m_nRadioStation = USERTRACK;
} else {
m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3];
}
}
}
inline bool
CPed::IsNotInWreckedVehicle()
{
return m_pMyVehicle != nil && m_pMyVehicle->GetStatus() != STATUS_WRECKED;
}
void
CPed::PreRender(void)
{
CShadows::StoreShadowForPed(this,
CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
UpdateRpHAnim();
if(bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD){
// scale head to 0 if shot off
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
RwMatrix *head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
RwV3d zero = { 0.0f, 0.0f, 0.0f };
RwMatrixScale(head, &zero, rwCOMBINEPRECONCAT);
}
}
#endif
if (bBodyPartJustCameOff && bIsPedDieAnimPlaying && m_bodyPartBleeding != -1 && (CTimer::GetFrameCounter() & 7) > 3) {
CVector bloodDir(0.0f, 0.0f, 0.0f);
CVector bloodPos(0.0f, 0.0f, 0.0f);
TransformToNode(bloodPos, m_bodyPartBleeding);
switch (m_bodyPartBleeding) {
case PED_HEAD:
bloodDir = 0.1f * GetUp();
break;
case PED_UPPERARML:
bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
break;
case PED_UPPERARMR:
bloodDir = 0.04f * GetUp() - 0.04f * GetRight();
break;
case PED_UPPERLEGL:
bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
break;
case PED_UPPERLEGR:
bloodDir = 0.04f * GetUp() + 0.05f * GetForward();
break;
default:
bloodDir = CVector(0.0f, 0.0f, 0.0f);
break;
}
for(int i = 0; i < 4; i++)
CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
}
if (CWeather::Rain > 0.3f && TheCamera.SoundDistUp > 15.0f) {
if ((TheCamera.GetPosition() - GetPosition()).Magnitude() < 25.0f) {
bool doSplashUp = true;
CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
CVector speed = FindPlayerSpeed();
if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) {
if (!OnGround() && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
if (!IsPedHeadAbovePos(0.3f) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED)) {
doSplashUp = false;
}
} else
doSplashUp = false;
} else
doSplashUp = false;
if (doSplashUp && ourCol->numSpheres > 0) {
for(int i = 0; i < ourCol->numSpheres; i++) {
CColSphere *sphere = &ourCol->spheres[i];
CVector splashPos;
switch (sphere->piece) {
case PEDPIECE_LEFTARM:
case PEDPIECE_RIGHTARM:
case PEDPIECE_HEAD:
splashPos = GetMatrix() * ourCol->spheres[i].center;
splashPos.z += 0.7f * sphere->radius;
splashPos.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
splashPos.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, splashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1, 0);
break;
default:
break;
}
}
}
}
}
}
void
CPed::ProcessBuoyancy(void)
{
static uint32 nGenerateRaindrops = 0;
static uint32 nGenerateWaterCircles = 0;
CRGBA color(((0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f),
((0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f),
((0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f),
(CGeneral::GetRandomNumber() % 256 * 48.0f) + 48);
if (bInVehicle)
return;
CVector buoyancyPoint;
CVector buoyancyImpulse;
#ifndef VC_PED_PORTS
float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.5f : 1.3f);
#else
float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f);
#endif
if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) {
bTouchingWater = true;
CEntity *entity;
CColPoint point;
if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, nil)
&& entity->IsVehicle() && ((CVehicle*)entity)->IsBoat()) {
bIsInWater = false;
return;
}
bIsInWater = true;
ApplyMoveForce(buoyancyImpulse);
if (!DyingOrDead()) {
if (bTryingToReachDryLand) {
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.4f * CTimer::GetTimeStep()) {
bTryingToReachDryLand = false;
CVector pos = GetPosition();
if (PlacePedOnDryLand()) {
if (m_fHealth > 20.0f)
InflictDamage(nil, WEAPONTYPE_DROWNING, 15.0f, PEDPIECE_TORSO, false);
if (bIsInTheAir) {
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
bIsInTheAir = false;
}
pos.z = pos.z - 0.8f;
#ifdef PC_PARTICLE
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true);
#else
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, CRGBA(0, 0, 0, 0), true);
#endif
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_nPedState = PED_IDLE;
return;
}
}
}
float speedMult = 0.0f;
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.75f * CTimer::GetTimeStep()
|| mod_Buoyancy.m_waterlevel > GetPosition().z) {
speedMult = pow(0.9f, CTimer::GetTimeStep());
m_vecMoveSpeed.x *= speedMult;
m_vecMoveSpeed.y *= speedMult;
m_vecMoveSpeed.z *= speedMult;
bIsStanding = false;
InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.25f * CTimer::GetTimeStep()) {
if (speedMult == 0.0f) {
speedMult = pow(0.9f, CTimer::GetTimeStep());
}
m_vecMoveSpeed.x *= speedMult;
m_vecMoveSpeed.y *= speedMult;
if (m_vecMoveSpeed.z >= -0.1f) {
if (m_vecMoveSpeed.z < -0.04f)
m_vecMoveSpeed.z = -0.02f;
} else {
m_vecMoveSpeed.z = -0.01f;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f);
#ifdef PC_PARTICLE
CVector aBitForward = 2.2f * m_vecMoveSpeed + GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
aBitForward.z = level;
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, CVector(0.0f, 0.0f, 0.1f), 0.0f, 200, color, true);
nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 80;
nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 100;
#else
CVector aBitForward = 1.6f * m_vecMoveSpeed + GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(aBitForward, &level, false))
aBitForward.z = level + 0.5f;
CVector vel = m_vecMoveSpeed * 0.1f;
vel.z = 0.18f;
CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, vel, 0.0f, 350, CRGBA(0, 0, 0, 0), true);
nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 300;
nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 60;
#endif
}
}
} else
return;
} else
bTouchingWater = false;
if (nGenerateWaterCircles && CTimer::GetTimeInMilliseconds() >= nGenerateWaterCircles) {
CVector pos = GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(pos, &level, false))
pos.z = level;
if (pos.z != 0.0f) {
nGenerateWaterCircles = 0;
for(int i = 0; i < 4; i++) {
#ifdef PC_PARTICLE
pos.x += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
pos.y += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, color, 0, 0, 0, 0);
#else
pos.x += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
pos.y += CGeneral::GetRandomNumberInRange(-2.5f, 2.5f);
CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos+CVector(0.0f, 0.0f, 1.0f), CVector(0.0f, 0.0f, 0.0f));
#endif
}
}
}
if (nGenerateRaindrops && CTimer::GetTimeInMilliseconds() >= nGenerateRaindrops) {
CVector pos = GetPosition();
float level = 0.0f;
if (CWaterLevel::GetWaterLevel(pos, &level, false))
pos.z = level;
if (pos.z >= 0.0f) {
#ifdef PC_PARTICLE
pos.z += 0.25f;
#else
pos.z += 0.5f;
#endif
nGenerateRaindrops = 0;
#ifdef PC_PARTICLE
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true);
#else
CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 2500, CRGBA(0,0,0,0), true);
#endif
}
}
}
void
CPed::SetSolicit(uint32 time)
{
if (m_nPedState == PED_SOLICIT || !IsPedInControl() || !m_carInObjective)
return;
if (CharCreatedBy != MISSION_CHAR && m_carInObjective->m_nNumGettingIn == 0
&& CTimer::GetTimeInMilliseconds() < m_objectiveTimer) {
if (m_vehEnterType == CAR_DOOR_LF) {
m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI;
} else {
m_fRotationDest = m_carInObjective->GetForward().Heading() + HALFPI;
}
if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f);
m_nPedState = PED_SOLICIT;
}
}
}
bool
CPed::SetFollowPath(CVector dest)
{
if (m_nPedState == PED_FOLLOW_PATH)
return false;
if (FindPlayerPed() != this)
return false;
if ((dest - GetPosition()).Magnitude() <= 2.0f)
return false;
CVector pointPoses[7];
int16 pointsFound;
CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7);
for(int i = 0; i < pointsFound; i++) {
m_stPathNodeStates[i].x = pointPoses[i].x;
m_stPathNodeStates[i].y = pointPoses[i].y;
}
m_nCurPathNode = 0;
m_nPathNodes = pointsFound;
if (m_nPathNodes < 1)
return false;
SetStoredState();
m_nPedState = PED_FOLLOW_PATH;
SetMoveState(PEDMOVE_WALK);
return true;
}
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());
}
}
// 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::ScanForInterestingStuff(void)
{
if (!IsPedInControl())
return;
if (m_objective != OBJECTIVE_NONE)
return;
if (CharCreatedBy == MISSION_CHAR)
return;
LookForSexyPeds();
LookForSexyCars();
if (LookForInterestingNodes())
return;
if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
if (CGeneral::GetRandomNumber() % 100 >= 10) {
if (m_objective != OBJECTIVE_MUG_CHAR && !(CGeneral::GetRandomNumber() & 7)) {
CPed *charToMug = nil;
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if ((nearPed->GetPosition() - GetPosition()).MagnitudeSqr() > sq(7.0f))
break;
if ((nearPed->m_nPedType == PEDTYPE_CIVFEMALE || nearPed->m_nPedType == PEDTYPE_CIVMALE
|| nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->m_nPedType == PEDTYPE_UNUSED1
|| nearPed->m_nPedType == PEDTYPE_PROSTITUTE)
&& nearPed->CharCreatedBy != MISSION_CHAR
&& nearPed->IsPedShootable()
&& nearPed->m_objective != OBJECTIVE_MUG_CHAR) {
charToMug = nearPed;
break;
}
}
if (charToMug)
SetObjective(OBJECTIVE_MUG_CHAR, charToMug);
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
}
} else {
int mostExpensiveVehAround = -1;
int bestMonetaryValue = 0;
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* veh = (CVehicle*)vehicles[i];
if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
if (veh->m_vecMoveSpeed.Magnitude() <= 0.1f && veh->IsVehicleNormal()
&& veh->IsCar() && bestMonetaryValue < veh->pHandling->nMonetaryValue) {
mostExpensiveVehAround = i;
bestMonetaryValue = veh->pHandling->nMonetaryValue;
}
}
}
if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]);
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
return;
}
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
}
}
if (m_nPedState == PED_WANDER_PATH) {
#ifndef VC_PED_PORTS
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
// += 2 is weird
for (int i = 0; i < m_numNearPeds; i += 2) {
if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) {
if (CGeneral::GetRandomNumberInRange(0, 100) >= 100)
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
else {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
} else if (CanSeeEntity(m_nearPeds[i])) {
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
SetChat(m_nearPeds[i], time);
m_nearPeds[i]->SetChat(this, time);
return;
}
}
}
}
}
#else
if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= 0.5f) {
m_standardTimer = CTimer::GetTimeInMilliseconds() + 200;
} else {
if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
for (int i = 0; i < m_numNearPeds; i ++) {
if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
&& CanSeeEntity(m_nearPeds[i])
&& m_nearPeds[i]->CanSeeEntity(this)
&& WillChat(m_nearPeds[i])) {
int time = CGeneral::GetRandomNumber() % 4000 + 10000;
SetChat(m_nearPeds[i], time);
m_nearPeds[i]->SetChat(this, time);
return;
}
}
}
}
}
#endif
}
// Parts below aren't there in VC, they're in somewhere else.
if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR
&& m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) {
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->IsVehicleNormal()) {
if (veh->IsCar()) {
if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) {
SetObjective(OBJECTIVE_SOLICIT_VEHICLE, veh);
Say(SOUND_PED_SOLICIT);
return;
}
}
}
}
}
if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
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->GetModelIndex() == MI_MRWHOOP) {
if (veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED) {
if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) {
SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh);
return;
}
}
}
}
}
}
uint32
CPed::ScanForThreats(void)
{
int fearFlags = m_fearFlags;
CVector ourPos = GetPosition();
float closestPedDist = 60.0f;
CVector2D explosionPos = GetPosition();
if (fearFlags & PED_FLAG_EXPLOSION && CheckForExplosions(explosionPos)) {
m_eventOrThreat = explosionPos;
return PED_FLAG_EXPLOSION;
}
CPed *shooter = nil;
if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) {
if (!IsGangMember()) {
m_threatEntity = shooter;
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
return PED_FLAG_GUN;
}
if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) {
m_threatEntity = shooter;
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
return CPedType::GetFlag(shooter->m_nPedType);
}
}
CPed *deadPed = nil;
if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR
&& (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)) {
m_pEventEntity = deadPed;
m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
return PED_FLAG_DEADPEDS;
} else {
uint32 flagsOfSomePed = 0;
CPed *pedToFearFrom = nil;
#ifndef VC_PED_PORTS
for (int i = 0; i < m_numNearPeds; i++) {
if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) {
CPed *nearPed = m_nearPeds[i];
// BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance.
// Fixed at the bottom of the function.
flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType);
if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) {
if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) {
// FIX: Taken from VC
#ifdef FIX_BUGS
float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D();
#else
float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
#endif
if (sq(closestPedDist) > nearPedDistSqr) {
closestPedDist = Sqrt(nearPedDistSqr);
pedToFearFrom = m_nearPeds[i];
}
}
}
}
}
#else
bool weSawOurEnemy = false;
bool weMaySeeOurEnemy = false;
float closestEnemyDist = 60.0f;
if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) {
for (int i = 0; i < m_numNearPeds; ++i) {
if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) {
continue;
}
// BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function.
flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType);
if (flagsOfSomePed & fearFlags) {
if (m_nearPeds[i]->m_fHealth > 0.0f) {
// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
if (OurPedCanSeeThisOne(m_nearPeds[i])) {
if (m_nearPeds[i]->m_nPedState == PED_ATTACK) {
if (m_nearPeds[i]->m_pedInObjective == this) {
float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestEnemyDist) > enemyDistSqr) {
float enemyDist = Sqrt(enemyDistSqr);
weSawOurEnemy = true;
closestPedDist = enemyDist;
closestEnemyDist = enemyDist;
pedToFearFrom = m_nearPeds[i];
}
}
} else {
float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestPedDist) > nearPedDistSqr && !weSawOurEnemy) {
closestPedDist = Sqrt(nearPedDistSqr);
pedToFearFrom = m_nearPeds[i];
}
}
} else if (!weSawOurEnemy) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->m_nPedState == PED_ATTACK) {
CColPoint foundCol;
CEntity *foundEnt;
// We don't see him yet but he's behind a ped, vehicle or object
// VC also has ability to include objects to line of sight check here (via last bit of flagsL)
if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt,
true, false, false, false, false, false, false)) {
if (nearPed->m_pedInObjective == this) {
float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestEnemyDist) > enemyDistSqr) {
float enemyDist = Sqrt(enemyDistSqr);
weMaySeeOurEnemy = true;
closestPedDist = enemyDist;
closestEnemyDist = enemyDist;
pedToFearFrom = m_nearPeds[i];
}
} else if (!nearPed->GetWeapon()->IsTypeMelee() && !weMaySeeOurEnemy) {
float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
if (sq(closestPedDist) > nearPedDistSqr) {
weMaySeeOurEnemy = true;
closestPedDist = Sqrt(nearPedDistSqr);
pedToFearFrom = m_nearPeds[i];
}
}
}
}
}
}
}
}
}
#endif
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(ourPos, 20.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
CVehicle* foundVeh = nil;
for (int i = 0; i < lastVehicle; i++) {
CVehicle* nearVeh = (CVehicle*)vehicles[i];
CPed *driver = nearVeh->pDriver;
if (driver) {
// BUG: Same bug as above. Fixed at the bottom of function.
flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType);
if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) {
if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) {
// FIX: Taken from VC
#ifdef FIX_BUGS
float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D();
#else
float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
#endif
if (sq(closestPedDist) > driverDistSqr) {
closestPedDist = Sqrt(driverDistSqr);
pedToFearFrom = nearVeh->pDriver;
}
}
}
}
}
m_threatEntity = pedToFearFrom;
if (m_threatEntity)
m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
#ifdef FIX_BUGS
if (pedToFearFrom)
flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType);
else
flagsOfSomePed = 0;
#endif
return flagsOfSomePed;
}
}
void
CPed::SeekCar(void)
{
CVehicle *vehToSeek = m_carInObjective;
CVector dest(0.0f, 0.0f, 0.0f);
if (!vehToSeek) {
RestorePreviousState();
return;
}
if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
if (IsRoomToBeCarJacked()) {
dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType);
} else if (m_nPedType == PEDTYPE_COP) {
dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
} else {
SetMoveState(PEDMOVE_STILL);
}
} else
GetNearestDoor(vehToSeek, dest);
} else {
if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) {
SetMoveState(PEDMOVE_STILL);
return;
}
if (vehToSeek->GetModelIndex() == MI_COACH) {
GetNearestDoor(vehToSeek, dest);
} else {
if (vehToSeek->IsTrain()) {
if (vehToSeek->GetStatus() != STATUS_TRAIN_NOT_MOVING) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
if (!GetNearestTrainDoor(vehToSeek, dest)) {
RestorePreviousObjective();
RestorePreviousState();
return;
}
} else {
if (!GetNearestPassengerDoor(vehToSeek, dest)) {
if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) {
RestorePreviousObjective();
RestorePreviousState();
} else {
SetMoveState(PEDMOVE_STILL);
}
bVehEnterDoorIsBlocked = true;
return;
}
bVehEnterDoorIsBlocked = false;
}
}
}
if (dest.x == 0.0f && dest.y == 0.0f) {
#ifdef FIX_BUGS
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver || !vehToSeek->CanPedOpenLocks(this)) {
#else
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
#endif
RestorePreviousState();
if (IsPlayer()) {
ClearObjective();
} else if (CharCreatedBy == RANDOM_CHAR) {
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
SetMoveState(PEDMOVE_STILL);
TheCamera.ClearPlayerWeaponMode();
CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek);
return;
}
dest = vehToSeek->GetPosition();
if (bCollidedWithMyVehicle) {
WarpPedIntoCar(m_pMyVehicle);
return;
}
}
bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek);
m_vecSeekPos = dest;
float distToDestSqr = (m_vecSeekPos - GetPosition()).MagnitudeSqr();
#ifndef VC_PED_PORTS
if (bIsRunning)
SetMoveState(PEDMOVE_RUN);
#else
if (bIsRunning ||
vehToSeek->pDriver && distToDestSqr > sq(2.0f) && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f))
SetMoveState(PEDMOVE_RUN);
#endif
else if (distToDestSqr < sq(2.0f))
SetMoveState(PEDMOVE_WALK);
if (distToDestSqr >= 1.0f)
bCanPedEnterSeekedCar = false;
else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDestSqr)
bCanPedEnterSeekedCar = true;
if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType))
bVehEnterDoorIsBlocked = true;
else
bVehEnterDoorIsBlocked = false;
// Arrived to the car
if (Seek()) {
if (!foundBetterPosToSeek) {
if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
if (vehToSeek->IsTrain()) {
SetEnterTrain(vehToSeek, m_vehEnterType);
} else {
m_fRotationCur = m_fRotationDest;
if (!bVehEnterDoorIsBlocked) {
vehToSeek->SetIsStatic(false);
if (m_objective == OBJECTIVE_SOLICIT_VEHICLE) {
SetSolicit(1000);
} else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
SetBuyIceCream();
} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
&& vehToSeek->CanPedEnterCar()) {
switch (vehToSeek->GetStatus()) {
case STATUS_PLAYER:
case STATUS_SIMPLE:
case STATUS_PHYSICS:
case STATUS_PLAYER_DISABLED:
if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
(m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
SetCarJack(vehToSeek);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF)
vehToSeek->pDriver->bFleeAfterExitingCar = true;
} else {
SetEnterCar(vehToSeek, m_vehEnterType);
}
break;
case STATUS_ABANDONED:
if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
if (IsPlayer())
CPed::SetEnterCar(vehToSeek, m_vehEnterType);
} else {
SetCarJack(vehToSeek);
}
} else {
SetEnterCar(vehToSeek, m_vehEnterType);
}
break;
case STATUS_WRECKED:
SetIdle();
break;
default:
return;
}
} else {
RestorePreviousState();
}
} else {
SetMoveState(PEDMOVE_STILL);
}
}
}
}
}
}
void
CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
{
if (m_nPedState == PED_DEAD) {
if (CGame::nastyGame) {
if (hitLevel == HITLEVEL_GROUND) {
CAnimBlendAssociation *floorHitAssoc;
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL)) {
floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
} else {
floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f);
}
if (floorHitAssoc) {
floorHitAssoc->SetCurrentTime(0.0f);
floorHitAssoc->SetRun();
floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
}
}
if (CGame::nastyGame) {
CVector headPos = GetNodePosition(PED_HEAD);
for(int i = 0; i < 4; ++i) {
CVector bloodDir(0.0f, 0.0f, 0.1f);
CVector bloodPos = headPos - 0.2f * GetForward();
CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0);
}
}
}
} else if (m_nPedState == PED_FALL) {
if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) {
CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL) ?
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) :
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
if (floorHitAssoc) {
floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
} else if (IsPedInControl()) {
if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f)
|| (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) {
#ifndef VC_PED_PORTS
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) {
if (IsPlayer() || CGeneral::GetRandomNumber() & 3) {
#else
if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
#endif
AnimationId shotAnim;
switch (direction) {
case 1:
shotAnim = ANIM_SHOT_LEFT_PARTIAL;
break;
case 2:
shotAnim = ANIM_SHOT_BACK_PARTIAL;
break;
case 3:
shotAnim = ANIM_SHOT_RIGHT_PARTIAL;
break;
default:
shotAnim = ANIM_SHOT_FRONT_PARTIAL;
break;
}
CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim);
if (!shotAssoc || shotAssoc->blendDelta < 0.0f)
shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f);
shotAssoc->SetCurrentTime(0.0f);
shotAssoc->SetRun();
shotAssoc->flags |= ASSOC_FADEOUTWHENDONE;
} else {
int time = CGeneral::GetRandomNumberInRange(1000, 3000);
SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time);
}
} else {
#ifndef VC_PED_PORTS
switch (direction) {
case 1:
SetFall(500, ANIM_KO_SPIN_R, false);
break;
case 2:
SetFall(500, ANIM_KO_SKID_BACK, false);
break;
case 3:
SetFall(500, ANIM_KO_SPIN_L, false);
break;
default:
SetFall(500, ANIM_KO_SHOT_STOM, false);
break;
}
#else
bool fall = true;
AnimationId hitAnim;
switch (direction) {
case 1:
hitAnim = ANIM_KO_SPIN_R;
break;
case 2:
if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_HIT_BACK;
} else {
hitAnim = ANIM_KO_SKID_BACK;
}
break;
case 3:
hitAnim = ANIM_KO_SPIN_L;
break;
default:
if (hitLevel == HITLEVEL_LOW) {
hitAnim = ANIM_KO_SHOT_STOM;
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_HIT_WALK;
} else if (CGeneral::GetRandomNumber() & 1) {
fall = false;
hitAnim = ANIM_HIT_HEAD;
} else {
hitAnim = ANIM_KO_SHOT_FACE;
}
break;
}
if (fall) {
SetFall(500, hitAnim, false);
} else {
CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim);
if (!hitAssoc || hitAssoc->blendDelta < 0.0f)
hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f);
hitAssoc->SetCurrentTime(0.0f);
hitAssoc->SetRun();
hitAssoc->flags |= ASSOC_FADEOUTWHENDONE;
}
#endif
}
Say(SOUND_PED_DEFEND);
} else {
Say(SOUND_PED_DEFEND);
switch (hitLevel) {
case HITLEVEL_GROUND:
m_curFightMove = FIGHTMOVE_HITONFLOOR;
break;
case HITLEVEL_LOW:
#ifndef VC_PED_PORTS
if (direction == 2) {
CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
return;
}
#else
if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
CPed::SetFall(1000, ANIM_KO_SKID_BACK, false);
return;
} else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false);
return;
}
#endif
m_curFightMove = FIGHTMOVE_HITBODY;
break;
case HITLEVEL_HIGH:
switch (direction) {
case 1:
m_curFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
m_curFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_curFightMove = FIGHTMOVE_HITHEAD;
else
m_curFightMove = FIGHTMOVE_HITBIGSTEP;
break;
}
break;
default:
switch (direction) {
case 1:
m_curFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
m_curFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_curFightMove = FIGHTMOVE_HITCHEST;
else
m_curFightMove = FIGHTMOVE_HITBIGSTEP;
break;
}
break;
}
if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
m_curFightMove = FIGHTMOVE_HITONFLOOR;
if (m_nPedState == PED_FIGHT) {
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
if (IsPlayer())
moveAssoc->speed = 1.3f;
m_takeAStepAfterAttack = 0;
m_fightButtonPressure = 0;
} else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) {
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->speed = 1.3f;
} else {
if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
SetStoredState();
if (m_nWaitState != WAITSTATE_FALSE) {
m_nWaitState = WAITSTATE_FALSE;
RestoreHeadingRate();
}
m_nPedState = PED_FIGHT;
m_fightButtonPressure = 0;
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
if (walkStartAssoc) {
walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT;
walkStartAssoc->blendDelta = -1000.0f;
}
CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
if (!walkStopAssoc)
walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
if (walkStopAssoc) {
walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT;
walkStopAssoc->blendDelta = -1000.0f;
RestoreHeadingRate();
}
SetMoveState(PEDMOVE_NONE);
m_nStoredMoveState = PEDMOVE_NONE;
CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f;
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
m_takeAStepAfterAttack = false;
bIsAttacking = 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_leader->m_objective != OBJECTIVE_NONE && (!m_leader->IsPlayer() || m_leader->m_objective != OBJECTIVE_WAIT_ON_FOOT)
&& m_objective != m_leader->m_objective) {
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 (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_GOTO_CHAR_ON_FOOT, m_leader);
SetObjectiveTimer(0);
} else {
SetObjective(OBJECTIVE_NONE);
}
#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 {
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 (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::UpdatePosition(void)
{
if (CReplay::IsPlayingBack() || !bIsStanding)
return;
CVector2D velocityChange;
SetHeading(m_fRotationCur);
if (m_pCurrentPhysSurface) {
CVector2D velocityOfSurface;
CPhysical *curSurface = m_pCurrentPhysSurface;
if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
// It seems R* didn't like m_vecOffsetFromPhysSurface for boats
CVector offsetToSurface = GetPosition() - curSurface->GetPosition();
offsetToSurface.z -= FEET_OFFSET;
CVector surfaceMoveVelocity = curSurface->m_vecMoveSpeed;
CVector surfaceTurnVelocity = CrossProduct(curSurface->m_vecTurnSpeed, offsetToSurface);
// Also we use that weird formula instead of friction if it's boat
float slideMult = -curSurface->m_vecTurnSpeed.MagnitudeSqr();
velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity);
m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z);
} else {
velocityOfSurface = curSurface->GetSpeed(m_vecOffsetFromPhysSurface);
}
// Reminder: m_moved is displacement from walking/running.
velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed;
m_fRotationCur += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
m_fRotationDest += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
} else if (m_nSurfaceTouched != SURFACE_STEEP_CLIFF || m_vecDamageNormal.x == 0.0f && m_vecDamageNormal.y == 0.0f) {
velocityChange = m_moved - m_vecMoveSpeed;
} else {
// Ped got damaged by steep slope
m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
// some kind of
CVector2D reactionForce = m_vecDamageNormal * (1.0f / m_vecDamageNormal.Magnitude2D());
velocityChange = 0.02f * reactionForce + m_moved;
float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange);
// they're in same direction
if (reactionAndVelocityDotProd < 0.0f) {
velocityChange -= reactionAndVelocityDotProd * reactionForce;
}
}
// Take time step into account
if (m_pCurrentPhysSurface) {
float speedChange = velocityChange.Magnitude();
float changeMult = speedChange;
if (m_nPedState != PED_DIE || !m_pCurrentPhysSurface->IsVehicle()) {
if (!m_pCurrentPhysSurface->IsVehicle() || !((CVehicle*)m_pCurrentPhysSurface)->IsBoat())
changeMult = 0.01f * CTimer::GetTimeStep();
} else {
changeMult = 0.002f * CTimer::GetTimeStep();
}
if (speedChange > changeMult) {
velocityChange = velocityChange * (changeMult / speedChange);
}
}
m_vecMoveSpeed.x += velocityChange.x;
m_vecMoveSpeed.y += velocityChange.y;
}
void
CPed::SetPedPositionInCar(void)
{
if (CReplay::IsPlayingBack())
return;
if (bChangedSeat) {
bool notYet = false;
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LOW_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LOW_LHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SHUFFLE_RHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSHUFFLE_RHS)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE_L)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN_L)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_L)
|| RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_R)) {
notYet = true;
}
if (notYet) {
LineUpPedWithCar(LINE_UP_TO_CAR_START);
bChangedSeat = false;
return;
}
}
CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex());
CMatrix newMat(m_pMyVehicle->GetMatrix());
CVector seatPos;
if (m_pMyVehicle->pDriver == this) {
seatPos = vehModel->GetFrontSeatPosn();
if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE)
seatPos.x = -seatPos.x;
} else if (m_pMyVehicle->pPassengers[0] == this) {
seatPos = vehModel->GetFrontSeatPosn();
} else if (m_pMyVehicle->pPassengers[1] == this) {
seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
seatPos.x = -seatPos.x;
} else {
if (m_pMyVehicle->pPassengers[2] == this) {
seatPos = vehModel->m_positions[CAR_POS_BACKSEAT];
} else {
seatPos = vehModel->GetFrontSeatPosn();
}
}
newMat.GetPosition() += Multiply3x3(newMat, seatPos);
// Already done below (SetTranslate(0.0f, 0.0f, 0.0f))
// tempMat.SetUnity();
// Rear seats on vans don't face to front, so rotate them HALFPI.
if (m_pMyVehicle->bIsVan) {
CMatrix tempMat;
if (m_pMyVehicle->pPassengers[1] == this) {
m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
tempMat.RotateZ(-HALFPI);
newMat = newMat * tempMat;
} else if (m_pMyVehicle->pPassengers[2] == this) {
m_fRotationCur = HALFPI + m_pMyVehicle->GetForward().Heading();
tempMat.SetTranslate(0.0f, 0.0f, 0.0f);
tempMat.RotateZ(HALFPI);
newMat = newMat * tempMat;
} else {
m_fRotationCur = m_pMyVehicle->GetForward().Heading();
}
} else {
m_fRotationCur = m_pMyVehicle->GetForward().Heading();
}
GetMatrix() = newMat;
}
static RwObject*
CloneAtomicToFrameCB(RwObject *frame, void *data)
{
RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame);
RpAtomicSetFrame(newAtomic, (RwFrame*)data);
RpClumpAddAtomic(flyingClumpTemp, newAtomic);
CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil);
return frame;
}
static RwFrame*
RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data)
{
RwFrame *newFrame = RwFrameCreate();
RwFrameAddChild((RwFrame*)data, newFrame);
RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE);
RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame);
RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame);
return newFrame;
}
CObject*
CPed::SpawnFlyingComponent(int pedNode, int8 direction)
{
if (CObject::nNoTempObjects >= NUMTEMPOBJECTS)
return nil;
#ifdef PED_SKIN
assert(!IsClumpSkinned(GetClump()));
#endif
CObject *obj = new CObject();
if (!obj)
return nil;
RwFrame *frame = RwFrameCreate();
RpClump *clump = RpClumpCreate();
RpClumpSetFrame(clump, frame);
RwMatrix *matrix = RwFrameGetLTM(m_pFrames[pedNode]->frame);
*RwFrameGetMatrix(frame) = *matrix;
flyingClumpTemp = clump;
RwFrameForAllObjects(m_pFrames[pedNode]->frame, CloneAtomicToFrameCB, frame);
RwFrameForAllChildren(m_pFrames[pedNode]->frame, RecurseFrameChildrenToCloneCB, frame);
flyingClumpTemp = nil;
switch (pedNode) {
case PED_HEAD:
// So popping head would have wheel collision. They disabled it anyway
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
break;
case PED_UPPERARML:
case PED_UPPERARMR:
obj->SetModelIndexNoCreate(MI_BODYPARTB);
obj->SetCenterOfMass(0.25f, 0.0f, 0.0f);
break;
case PED_UPPERLEGL:
case PED_UPPERLEGR:
obj->SetModelIndexNoCreate(MI_BODYPARTA);
obj->SetCenterOfMass(0.4f, 0.0f, 0.0f);
break;
default:
break;
}
obj->RefModelInfo(GetModelIndex());
obj->AttachToRwObject((RwObject*)clump);
obj->m_fMass = 15.0f;
obj->m_fTurnMass = 5.0f;
obj->m_fAirResistance = 0.99f;
obj->m_fElasticity = 0.03f;
obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f;
obj->ObjectCreatedBy = TEMP_OBJECT;
obj->SetIsStatic(false);
obj->bIsPickup = false;
obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SMALLBOX;
// life time - the more objects the are, the shorter this one will live
CObject::nNoTempObjects++;
if (CObject::nNoTempObjects > 20)
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000;
else if (CObject::nNoTempObjects > 10)
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000;
else
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000;
CVector localForcePos, forceDir;
if (direction == 2) {
obj->m_vecMoveSpeed = 0.03f * GetForward();
obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
localForcePos = CVector(0.0f, 0.0f, 0.0f);
forceDir = GetForward();
} else {
obj->m_vecMoveSpeed = -0.03f * GetForward();
obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f;
obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
localForcePos = CVector(0.0f, 0.0f, 0.0f);
forceDir = -GetForward();
}
obj->ApplyTurnForce(forceDir, localForcePos);
CWorld::Add(obj);
return obj;
}
void
CPed::WarpPedIntoCar(CVehicle *car)
{
bInVehicle = true;
m_pMyVehicle = car;
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_carInObjective = car;
m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
m_nPedState = PED_DRIVING;
bUsesCollision = false;
bIsInTheAir = false;
bVehExitWillBeInstant = true;
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
car->SetDriver(this);
car->pDriver->RegisterReference((CEntity **) &car->pDriver);
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
for (int i = 0; i < 4; i++) {
if (!car->pPassengers[i]) {
car->pPassengers[i] = this;
car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]);
break;
}
}
} else
return;
if (IsPlayer()) {
car->SetStatus(STATUS_PLAYER);
AudioManager.PlayerJustGotInCar();
CCarCtrl::RegisterVehicleOfInterest(car);
} else {
car->SetStatus(STATUS_PHYSICS);
}
CWorld::Remove(this);
SetPosition(car->GetPosition());
CWorld::Add(this);
if (car->bIsAmbulanceOnDuty) {
car->bIsAmbulanceOnDuty = false;
--CCarCtrl::NumAmbulancesOnDuty;
}
if (car->bIsFireTruckOnDuty) {
car->bIsFireTruckOnDuty = false;
--CCarCtrl::NumFiretrucksOnDuty;
}
if (!car->bEngineOn) {
car->bEngineOn = true;
DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f);
}
#ifdef VC_PED_PORTS
RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
// VC uses AddInCarAnims but we don't have that
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f);
RemoveWeaponWhenEnteringVehicle();
#else
if (car->IsBoat()) {
#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
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(ourWeapon->m_nModelId);
} else {
// Because we can use Uzi for drive by
RemoveWeaponWhenEnteringVehicle();
if (car->bLowVehicle)
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f);
else
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f);
}
#endif
StopNonPartialAnims();
if (car->bIsBus)
bRenderPedInCar = false;
bChangedSeat = true;
}
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::SetMoveAnim(void)
{
if (m_nStoredMoveState == m_nMoveState || !IsPedInControl())
return;
if (m_nMoveState == PEDMOVE_NONE) {
m_nStoredMoveState = PEDMOVE_NONE;
return;
}
AssocGroupId animGroupToUse;
if (m_leader && m_leader->IsPlayer())
animGroupToUse = ASSOCGRP_PLAYER;
else
animGroupToUse = m_animGroup;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK);
if (!animAssoc) {
CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
animAssoc = fightIdleAssoc;
if (fightIdleAssoc && m_nPedState == PED_FIGHT)
return;
if (fightIdleAssoc) {
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 8.0f);
}
}
}
if (!animAssoc) {
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
if (animAssoc)
if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE)
return;
if (animAssoc) {
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
}
}
}
if (!animAssoc) {
m_nStoredMoveState = m_nMoveState;
if (m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT) {
for (CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
assoc; assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_PARTIAL)) {
if (!(assoc->flags & ASSOC_FADEOUTWHENDONE)) {
assoc->blendDelta = -2.0f;
assoc->flags |= ASSOC_DELETEFADEDOUT;
}
}
ClearAimFlag();
ClearLookFlag();
}
switch (m_nMoveState) {
case PEDMOVE_STILL:
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f);
break;
case PEDMOVE_WALK:
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_WALK, 1.0f);
break;
case PEDMOVE_RUN:
if (m_nPedState == PED_FLEE_ENTITY) {
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 3.0f);
} else {
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 1.0f);
}
break;
case PEDMOVE_SPRINT:
animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_SPRINT, 1.0f);
break;
default:
break;
}
if (animAssoc) {
if (m_leader) {
CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_WALK);
if (!walkAssoc)
walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_RUN);
if (!walkAssoc)
walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_SPRINT);
if (walkAssoc) {
animAssoc->speed = walkAssoc->speed;
} else {
if (CharCreatedBy == MISSION_CHAR)
animAssoc->speed = 1.0f;
else
animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
}
} else {
if (CharCreatedBy == MISSION_CHAR)
animAssoc->speed = 1.0f;
else
animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX;
}
}
}
}
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::WanderPath(void)
{
if (!m_pNextPathNode) {
printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n");
SetIdle();
return;
}
if (m_nWaitState == WAITSTATE_FALSE) {
if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE)
SetMoveState(PEDMOVE_WALK);
}
m_vecSeekPos = m_pNextPathNode->GetPosition();
m_vecSeekPos.z += 1.0f;
// Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him.
if (!Seek())
return;
CPathNode *previousLastNode = m_pLastPathNode;
uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100;
// We don't prefer 180-degree turns in normal situations
uint8 dirWeWouldntPrefer = m_nPathDir;
if (dirWeWouldntPrefer <= 3)
dirWeWouldntPrefer += 4;
else
dirWeWouldntPrefer -= 4;
CPathNode *nodeWeWouldntPrefer = nil;
uint8 dirToSet = 9; // means undefined
uint8 dirWeWouldntPrefer2 = 9; // means undefined
if (randVal <= 90) {
if (randVal > 80) {
m_nPathDir += 2;
m_nPathDir %= 8;
}
} else {
m_nPathDir -= 2;
if (m_nPathDir < 0)
m_nPathDir += 8;
}
m_pLastPathNode = m_pNextPathNode;
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &dirToSet);
uint8 tryCount = 0;
// NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7
while (!m_pNextPathNode) {
tryCount++;
m_nPathDir = (m_nPathDir + 1) % 8;
// We're at where we started and couldn't find any node
if (tryCount > 7) {
if (!nodeWeWouldntPrefer) {
ClearAll();
SetIdle();
// Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath.
Error("Can't find valid path node, SetWanderPath, Ped.cpp");
return;
}
m_pNextPathNode = nodeWeWouldntPrefer;
dirToSet = dirWeWouldntPrefer2;
} else {
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode,
m_nPathDir, &dirToSet);
if (m_pNextPathNode) {
if (dirToSet == dirWeWouldntPrefer) {
nodeWeWouldntPrefer = m_pNextPathNode;
dirWeWouldntPrefer2 = dirToSet;
m_pNextPathNode = nil;
}
}
}
}
m_nPathDir = dirToSet;
if (m_pLastPathNode == m_pNextPathNode) {
m_pNextPathNode = previousLastNode;
SetWaitState(WAITSTATE_DOUBLEBACK, nil);
Say(SOUND_PED_WAIT_DOUBLEBACK);
} else if (ThePaths.TestForPedTrafficLight(m_pLastPathNode, m_pNextPathNode)) {
SetWaitState(WAITSTATE_TRAFFIC_LIGHTS, nil);
} else if (ThePaths.TestCrossesRoad(m_pLastPathNode, m_pNextPathNode)) {
SetWaitState(WAITSTATE_CROSS_ROAD, nil);
} else if (m_pNextPathNode == previousLastNode) {
SetWaitState(WAITSTATE_DOUBLEBACK, nil);
Say(SOUND_PED_WAIT_DOUBLEBACK);
}
}
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;
}
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;
}
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 (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);
}
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;
}
}
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::Solicit(void)
{
if (m_standardTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) {
CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType, 0.0f);
SetMoveState(PEDMOVE_STILL);
// Game uses GetAngleBetweenPoints and converts it to radian
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
doorPos.x, doorPos.y,
GetPosition().x, GetPosition().y);
if (m_fRotationDest < 0.0f) {
m_fRotationDest = m_fRotationDest + TWOPI;
} else if (m_fRotationDest > TWOPI) {
m_fRotationDest = m_fRotationDest - TWOPI;
}
if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f)
return;
CAnimBlendAssociation *talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_HOOKERTALK);
if (talkAssoc) {
talkAssoc->blendDelta = -1000.0f;
talkAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
RestorePreviousState();
RestorePreviousObjective();
SetObjectiveTimer(10000);
} else if (!m_carInObjective) {
RestorePreviousState();
RestorePreviousObjective();
SetObjectiveTimer(10000);
} else if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney <= 100) {
m_carInObjective = nil;
} else {
m_pVehicleAnim = nil;
SetLeader(m_carInObjective->pDriver);
}
}
// 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(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);
}
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();
}
#ifdef COMPATIBLE_SAVES
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
void
CPed::Save(uint8*& buf)
{
SkipSaveBuf(buf, 52);
CopyToBuf(buf, GetPosition().x);
CopyToBuf(buf, GetPosition().y);
CopyToBuf(buf, GetPosition().z);
SkipSaveBuf(buf, 288);
CopyToBuf(buf, CharCreatedBy);
SkipSaveBuf(buf, 351);
CopyToBuf(buf, m_fHealth);
CopyToBuf(buf, m_fArmour);
SkipSaveBuf(buf, 148);
for (int i = 0; i < 13; i++) // has to be hardcoded
m_weapons[i].Save(buf);
SkipSaveBuf(buf, 5);
CopyToBuf(buf, m_maxWeaponTypeAllowed);
SkipSaveBuf(buf, 162);
}
void
CPed::Load(uint8*& buf)
{
SkipSaveBuf(buf, 52);
CopyFromBuf(buf, GetMatrix().GetPosition().x);
CopyFromBuf(buf, GetMatrix().GetPosition().y);
CopyFromBuf(buf, GetMatrix().GetPosition().z);
SkipSaveBuf(buf, 288);
CopyFromBuf(buf, CharCreatedBy);
SkipSaveBuf(buf, 351);
CopyFromBuf(buf, m_fHealth);
CopyFromBuf(buf, m_fArmour);
SkipSaveBuf(buf, 148);
for (int i = 0; i < 13; i++) // has to be hardcoded
m_weapons[i].Load(buf);
SkipSaveBuf(buf, 5);
CopyFromBuf(buf, m_maxWeaponTypeAllowed);
SkipSaveBuf(buf, 162);
}
#undef CopyFromBuf
#undef CopyToBuf
#endif