#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"
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
CPed *gapTempPedList[50];
uint16 gnNumTempPedList;
CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
// Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL)
PedAudioData CommentWaitTime[39] = {
{500, 800, 500, 2},
{500, 800, 500, 2},
{500, 800, 500, 2},
{500, 800, 500, 2},
{100, 2, 100, 2},
{700, 500, 1000, 500},
{700, 500, 1000, 500},
{5000, 2000, 15000, 3000},
{5000, 2000, 15000, 3000},
{5000, 2000, 15000, 3000},
{6000, 6000, 6000, 6000},
{1000, 1000, 2000, 2000},
{1000, 500, 2000, 1500},
{1000, 500, 2000, 1500},
{800, 200, 1000, 500},
{800, 200, 1000, 500},
{800, 400, 2000, 1000},
{800, 400, 2000, 1000},
{400, 300, 2000, 1000},
{2000, 1000, 2500, 1500},
{200, 200, 200, 200},
{6000, 3000, 5000, 6000},
{6000, 3000, 9000, 5000},
{6000, 3000, 9000, 5000},
{6000, 3000, 9000, 5000},
{400, 300, 4000, 1000},
{400, 300, 4000, 1000},
{400, 300, 4000, 1000},
{1000, 500, 3000, 1000},
{1000, 500, 1000, 1000},
{3000, 2000, 3000, 2000},
{1000, 500, 3000, 6000},
{1000, 500, 2000, 4000},
{1000, 500, 2000, 5000},
{1000, 500, 3000, 2000},
{1600, 1000, 2000, 2000},
{3000, 2000, 5000, 3000},
{1000, 1000, 1000, 1000},
{1000, 1000, 5000, 5000},
};
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); }
static char ObjectiveText[][28] = {
"No Obj",
"Wait on Foot",
"Flee on Foot Till Safe",
"Guard Spot",
"Guard Area",
"Wait in Car",
"Wait in Car then Getout",
"Kill Char on Foot",
"Kill Char Any Means",
"Flee Char on Foot Till Safe",
"Flee Char on Foot Always",
"GoTo Char on Foot",
"Follow Char in Formation",
"Leave Car",
"Enter Car as Passenger",
"Enter Car as Driver",
"Follow Car in Car",
"Fire at Obj from Vehicle",
"Destroy Obj",
"Destroy Car",
"GoTo Area Any Means",
"GoTo Area on Foot",
"Run to Area",
"GoTo Area in Car",
"Follow Car on Foot Woffset",
"Guard Attack",
"Set Leader",
"Follow Route",
"Solicit",
"Take Taxi",
"Catch Train",
"Buy IceCream",
"Steal Any Car",
"Mug Char",
#ifdef VC_PED_PORTS
"Leave Car and Die"
#endif
};
static char StateText[][18] = {
"None",
"Idle",
"Look Entity",
"Look Heading",
"Wander Range",
"Wander Path",
"Seek Pos",
"Seek Entity",
"Flee Pos",
"Flee Entity",
"Pursue",
"Follow Path",
"Sniper Mode",
"Rocket Mode",
"Dummy",
"Pause",
"Attack",
"Fight",
"Face Phone",
"Make Call",
"Chat",
"Mug",
"AimGun",
"AI Control",
"Seek Car",
"Seek InBoat",
"Follow Route",
"C.P.R.",
"Solicit",
"Buy IceCream",
"Investigate",
"Step away",
"On Fire",
"Unknown",
"STATES_NO_AI",
"Jump",
"Fall",
"GetUp",
"Stagger",
"Dive away",
"STATES_NO_ST",
"Enter Train",
"Exit Train",
"Arrest Plyr",
"Driving",
"Passenger",
"Taxi Passngr",
"Open Door",
"Die",
"Dead",
"CarJack",
"Drag fm Car",
"Enter Car",
"Steal Car",
"Exit Car",
"Hands Up",
"Arrested",
};
static char PersonalityTypeText[][18] = {
"Player",
"Cop",
"Medic",
"Fireman",
"Gang 1",
"Gang 2",
"Gang 3",
"Gang 4",
"Gang 5",
"Gang 6",
"Gang 7",
"Street Guy",
"Suit Guy",
"Sensible Guy",
"Geek Guy",
"Old Guy",
"Tough Guy",
"Street Girl",
"Suit Girl",
"Sensible Girl",
"Geek Girl",
"Old Girl",
"Tough Girl",
"Tramp Male",
"Tramp Female",
"Tourist",
"Prostitute",
"Criminal",
"Busker",
"Taxi Driver",
"Psycho",
"Steward",
"Sports Fan",
"Shopper",
"Old Shopper"
};
static char WaitStateText[][16] = {
"No Wait",
"Traffic Lights",
"Pause CrossRoad",
"Look CrossRoad",
"Look Ped",
"Look Shop",
"Look Accident",
"FaceOff Gang",
"Double Back",
"Hit Wall",
"Turn 180deg",
"Surprised",
"Ped Stuck",
"Look About",
"Play Duck",
"Play Cower",
"Play Taxi",
"Play HandsUp",
"Play HandsCower",
"Play Chat",
"Finish Flee",
};
#ifdef TOGGLEABLE_BETA_FEATURES
bool CPed::bPopHeadsOnHeadshot = false;
bool CPed::bMakePedsRunToPhonesToReportCrimes = false;
#endif
#ifndef MASTER
int nDisplayDebugInfo = 0;
void
CPed::SwitchDebugDisplay(void)
{
nDisplayDebugInfo = !nDisplayDebugInfo;
}
void
CPed::DebugRenderOnePedText(void)
{
if ((GetPosition() - TheCamera.GetPosition()).MagnitudeSqr() < sq(30.0f)) {
float width, height;
RwV3d screenCoords;
CVector bitAbove = GetPosition();
bitAbove.z += 2.0f;
if (CSprite::CalcScreenCoors(bitAbove, &screenCoords, &width, &height, true)) {
float lineHeight = SCREEN_SCALE_Y(Min(height/100.0f, 0.7f) * 22.0f);
DefinedState();
CFont::SetPropOn();
CFont::SetBackgroundOn();
// Originally both of them were being divided by 60.0f.
float xScale = Min(width / 240.0f, 0.7f);
float yScale = Min(height / 80.0f, 0.7f);
CFont::SetScale(SCREEN_SCALE_X(xScale), SCREEN_SCALE_Y(yScale));
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_WIDTH);
CFont::SetJustifyOff();
CFont::SetColor(CRGBA(255, 255, 0, 255));
CFont::SetBackGroundOnlyTextOn();
CFont::SetFontStyle(0);
AsciiToUnicode(StateText[m_nPedState], gUString);
CFont::PrintString(screenCoords.x, screenCoords.y, gUString);
AsciiToUnicode(ObjectiveText[m_objective], gUString);
CFont::PrintString(screenCoords.x, screenCoords.y + lineHeight, gUString);
AsciiToUnicode(PersonalityTypeText[m_pedStats->m_type], gUString);
CFont::PrintString(screenCoords.x, screenCoords.y + 2 * lineHeight, gUString);
AsciiToUnicode(WaitStateText[m_nWaitState], gUString);
CFont::PrintString(screenCoords.x, screenCoords.y + 3 * lineHeight, gUString);
if (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY) {
sprintf(gString, "Safe distance to target: %.2f", m_distanceToCountSeekDone);
AsciiToUnicode(gString, gUString);
CFont::PrintString(screenCoords.x, screenCoords.y + 4 * lineHeight, gUString);
}
DefinedState();
}
}
}
#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_TOTAL_PED_SOUNDS;
m_queuedSound = SOUND_TOTAL_PED_SOUNDS;
m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
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;
m_actionY = 0;
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;
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;
bHasACamera = 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) == 0)
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_lastFightMove = 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 (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
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()))
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 TOGGLEABLE_BETA_FEATURES
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(this->GetPosition());
// Check if target is behind ped
if (DotProduct2D(dist, CVector2D(this->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(this->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 (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->m_modelIndex);
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:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
case CAR_DOOR_LR:
vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
break;
default:
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
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) {
GetPosition() = neededPos;
SetHeading(m_fRotationCur);
} else {
CMatrix vehDoorMat(veh->GetMatrix());
vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f));
// VC couch anims are inverted, so they're fixing it here.
GetMatrix() = vehDoorMat;
}
}
static void
particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times)
{
switch (ped->m_nSurfaceTouched)
{
case SURFACE_TARMAC:
case SURFACE_DIRT:
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_FLAG80) {
walkRunAssoc = assoc;
walkRunAssocBlend += assoc->blendAmount;
} else if ((assoc->flags & ASSOC_FLAG200) == 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_PUDDLE) {
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 % 256)) % 16) {
for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
if (m_nearPeds[i]) {
if (m_nearPeds[i]->IsPointerValid()) {
float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
if (distSqr < 900.0f) {
i++;
continue;
}
}
// 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(m_modelIndex);
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 (nDisplayDebugInfo && !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);
GetPosition() = 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(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
// There is one more anim in VC.
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
#endif
LimbOrientation newUpperLegs;
newUpperLegs.phi = localWalkAngle;
if (newUpperLegs.phi < -DEGTORAD(100.0f)) {
newUpperLegs.phi += PI;
} else if (newUpperLegs.phi > DEGTORAD(100.0f)) {
newUpperLegs.phi -= PI;
}
if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) {
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
/*
// this looks shit
newUpperLegs.theta = 0.0f;
RwV3d axis = { -1.0f, 0.0f, 0.0f };
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &axis, RADTODEG(newUpperLegs.phi), rwCOMBINEPRECONCAT);
*/
newUpperLegs.theta = 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.theta), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.theta), rwCOMBINEPOSTCONCAT);
RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.phi), rwCOMBINEPOSTCONCAT);
bDontAcceptIKLookAts = true;
}else
#endif
{
newUpperLegs.theta = 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_PUDDLE)
return true;
CVector pos = GetPosition();
CVector forwardOffset = GetForward();
if (damageNormal && damageNormal->z > 0.17f) {
if (damageNormal->z > 0.9f)
return false;
CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z;
pos.z = pos.z + 0.05f;
float collPower = damageNormal->Magnitude2D();
if (damageNormal->z <= 0.5f) {
forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
} else {
CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f);
invDamageNormal *= 1.0f / collPower;
CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius;
forwardOffset = estimatedJumpDist * Min(2.0f / collPower, 4.0f);
}
} else {
pos.z -= 0.15f;
}
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_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
#ifdef VC_PED_PORTS
objective == OBJECTIVE_LEAVE_CAR_AND_DIE ||
#endif
objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
}
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_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_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_PED_IN_FORMATION:
case OBJECTIVE_LEAVE_VEHICLE:
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_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
#ifdef VC_PED_PORTS
&& m_nPedState != PED_CARJACK
#endif
)
m_pedInObjective = nil;
if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
m_objective = OBJECTIVE_NONE;
if (m_pMyVehicle)
SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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_PED_IN_FORMATION:
case OBJECTIVE_GOTO_AREA_ANY_MEANS:
case OBJECTIVE_FIGHT_CHAR:
if (m_pedInObjective == entity)
return;
break;
case OBJECTIVE_LEAVE_VEHICLE:
case OBJECTIVE_FLEE_CAR:
#ifdef VC_PED_PORTS
case OBJECTIVE_LEAVE_CAR_AND_DIE:
#endif
return;
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
case OBJECTIVE_DESTROY_CAR:
case OBJECTIVE_SOLICIT:
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_VEHICLE
#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_GETOUT:
// In this special case, entity parameter isn't CEntity, but int.
SetObjectiveTimer((int)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_FIGHT_CHAR:
m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
break;
case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
m_pedInObjective = (CPed*)entity;
m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
m_pedFormation = FORMATION_REAR;
break;
case OBJECTIVE_LEAVE_VEHICLE:
#ifdef VC_PED_PORTS
case OBJECTIVE_LEAVE_CAR_AND_DIE:
#endif
case OBJECTIVE_FLEE_CAR:
m_carInObjective = (CVehicle*)entity;
m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
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:
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) {
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_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
#ifdef VC_PED_PORTS
|| m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
&& !IsPlayer()
#else
)
#endif
&& !IsPedInControl()) {
bStartWanderPathOnFoot = true;
return;
}
// Unused code from assembly...
/*
else if(m_objective == OBJECTIVE_FLEE_CAR) {
} else {
}
*/
m_objective = newObj;
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) {
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_FLAG100)) {
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);
}
}
bool
CPed::MakePhonecall(void)
{
#ifdef TOGGLEABLE_BETA_FEATURES
if (bMakePedsRunToPhonesToReportCrimes)
if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) {
FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(),
(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (int)m_threatEntity : (int)((CPed*)m_pEventEntity)->m_threatEntity), false);
bRunningToPhone = false;
}
#endif
if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer)
return false;
SetIdle();
gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE;
#ifdef TOGGLEABLE_BETA_FEATURES
crimeReporters[m_phoneId] = nil;
#endif
m_phoneId = -1;
return true;
}
bool
CPed::FacePhone(void)
{
// FIX: This function was broken since it's left unused early in development.
#ifdef FIX_BUGS
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);
bool turnDone = TurnBody();
if (turnDone) {
SetIdle();
ClearLookFlag();
m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000;
}
return turnDone;
#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;
}
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;
PedState nearPedState = nearPed->m_nPedState;
if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == 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;
}
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_FLAG800))
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_FLAG800))
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;
#ifdef VC_PED_PORTS
if (/*method != WEAPONTYPE_KATANA || */
damagedBy != FindPlayerPed()
|| FindPlayerPed()->m_nPedState != PED_FIGHT
/*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */
|| CGeneral::GetRandomNumber() & 3) {
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
dieAnim = ANIM_FLOOR_HIT_F;
else
dieAnim = ANIM_FLOOR_HIT;
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
} else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29)
//if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) {
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
break;
case 1:
dieAnim = ANIM_KO_SPIN_R;
break;
case 2:
dieAnim = ANIM_KO_SKID_BACK;
break;
case 3:
dieAnim = ANIM_KO_SPIN_L;
break;
default:
break;
}
//} else {
// dieAnim = ANIM_KO_SHOT_STOM;
//}
} else {
dieAnim = ANIM_KO_SHOT_FACE;
}
} else {
dieAnim = ANIM_KO_SHOT_FACE;
// SpawnFlyingComponent in VC
RemoveBodyPart(PED_HEAD, direction);
headShot = true;
willLinger = true;
}
#else
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
} else {
if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
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;
}
}
#endif
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(), *CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(),
collidingVeh->GetMatrix(), *CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->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_FLAG800))
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) {
#ifdef VC_PED_PORTS
if(!IsPlayer())
#endif
bWanderPathAfterExitingCar = true;
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
}
#ifdef VC_PED_PORTS
m_nLastPedState = PED_NONE;
#endif
} else {
SetIdle();
SetMoveState(PEDMOVE_STILL);
}
} 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->pos - 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(INT_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->m_modelIndex == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(veh, true);
if ((CGeneral::GetRandomNumber() & 1) && veh->m_modelIndex != 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(), (int)this, false);
wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (int)this, false);
}
}
}
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_lastFightMove = FIGHTMOVE_GROUNDKICK;
} else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) {
m_lastFightMove = FIGHTMOVE_ROUNDHOUSE;
} else {
m_lastFightMove = 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_lastFightMove].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;
int 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_lastFightMove].strikeRadius + 0.1f;
else
maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].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(m_modelIndex))->AnimatePedColModelSkinned(GetClump());
else
#endif
if (nearPed->m_nPedState == PED_FALL
|| nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE
|| !nearPed->IsPedHeadAbovePos(-0.3f)) {
ourCol = &CTempColModels::ms_colModelPedGroundHit;
} else {
#ifdef ANIMATE_PED_COL_MODEL
ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->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_lastFightMove].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_lastFightMove].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_lastFightMove == 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_lastFightMove].hitLevel, unk2);
PlayHitSound(nearPed);
m_fightState = FIGHTSTATE_JUST_ATTACKED;
RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
if (!nearPed->DyingOrDead()) {
nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction);
}
if (CGame::nastyGame
&& tFightMoves[m_lastFightMove].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->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) {
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_lastFightMove == 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;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
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;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
ClearObjective();
RestorePreviousState();
m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
}
break;
case WAITSTATE_LOOK_ABOUT:
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
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;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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_TOTAL_PED_SOUNDS
};
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_lastFightMove == FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT)
return;
uint16 soundId;
// And this is why second dimension is between 13 and 22.
if (hitTo->m_lastFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_lastFightMove >= FIGHTMOVE_IDLE2NORM) {
if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
} else {
soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
}
} else {
soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_lastFightMove - FIGHTMOVE_HITFRONT];
}
if (soundId != NO_SND)
DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f);
}
void
CPed::Say(uint16 audio)
{
uint16 audioToPlay = audio;
if (IsPlayer()) {
// Ofc this part isn't in VC.
switch (audio) {
case SOUND_PED_DEATH:
audioToPlay = SOUND_PED_DAMAGE;
break;
case SOUND_PED_DAMAGE:
case SOUND_PED_HIT:
case SOUND_PED_LAND:
break;
case SOUND_PED_BULLET_HIT:
case SOUND_PED_CAR_JACKED:
case SOUND_PED_DEFEND:
audioToPlay = SOUND_PED_HIT;
break;
default:
return;
}
} else {
if (3.0f + TheCamera.GetPosition().z < GetPosition().z)
return;
if (TheCamera.m_CameraAverageSpeed > 1.65f) {
#ifdef VC_PED_PORTS
if (audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND)
#endif
return;
} else if (TheCamera.m_CameraAverageSpeed > 1.25f) {
if (audio != SOUND_PED_DEATH &&
#ifdef VC_PED_PORTS
audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND &&
#endif
audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE)
return;
} else if (TheCamera.m_CameraAverageSpeed > 0.9f) {
switch (audio) {
case SOUND_PED_DEATH:
#ifdef VC_PED_PORTS
case SOUND_PED_DAMAGE:
case SOUND_PED_HIT:
case SOUND_PED_LAND:
#endif
case SOUND_PED_BURNING:
case SOUND_PED_FLEE_SPRINT:
case SOUND_PED_TAXI_WAIT:
case SOUND_PED_EVADE:
case SOUND_PED_CAR_COLLISION:
break;
default:
return;
}
}
}
if (audioToPlay < m_queuedSound) {
if (audioToPlay != m_lastQueuedSound || audioToPlay == SOUND_PED_DEATH
|| CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
+ m_lastSoundStart
+ (uint32) CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nMaxRandomDelayTime) <= CTimer::GetTimeInMilliseconds()) {
m_queuedSound = audioToPlay;
}
}
}
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_PED_IN_FORMATION && m_pedInObjective == collideWith
|| collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this
#endif
)) {
if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
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 {
#ifdef VC_PED_PORTS
if (FindPlayerPed() != m_pedInObjective
|| m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
|| collideWith == m_pedInObjective) {
#endif
if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
SetDirectionToWalkAroundObject(collideWith);
if (!weAreMissionChar)
Say(SOUND_PED_CHAT);
} else {
SetEvasiveStep(collideWith, 2);
}
#ifdef VC_PED_PORTS
} else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee()
&& collideWith->m_pedInObjective == m_pedInObjective) {
int colliderIsAtPlayerSafePosID = -1;
int weAreAtPlayerSafePosID = -1;
for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos); i++) {
CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i];
if (pedAtSafePos == this) {
weAreAtPlayerSafePosID = i;
} else if (pedAtSafePos == collideWith) {
colliderIsAtPlayerSafePosID = i;
}
}
bool weAreCloserToTargetThenCollider = false;
if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D())
weAreCloserToTargetThenCollider = true;
if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) {
if (!weAreCloserToTargetThenCollider) {
int time = 300;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
}
} else if (colliderIsAtPlayerSafePosID <= 0) {
if (collideWith->m_pedInObjective == FindPlayerPed()) {
// VC specific
// ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
int time = 500;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
}
} else {
int time = 300;
SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
}
} else {
SetDirectionToWalkAroundObject(collideWith);
}
#endif
}
} else {
if (m_pedStats->m_temper <= m_pedStats->m_fear
|| 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);
}
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
}
}
} else {
if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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) {
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, GetRight()) <= 0.0f)
m_fRotationCur -= m_headingRate;
else
m_fRotationCur += m_headingRate;
}
} else {
SetLookFlag(collideWith, false);
TurnBody();
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
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 = m_modelIndex;
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);
SetLookFlag(chatWith, true);
m_standardTimer = CTimer::GetTimeInMilliseconds() + time;
m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
}
void
CPed::SetDead(void)
{
#ifdef VC_PED_PORTS
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN))
#endif
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)
{
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;
}
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_lastFightMove = 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->m_modelIndex);
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->m_modelIndex);
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;
}
GetPosition() = 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->m_modelIndex == 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 = nil, *animAssoc;
bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse;
float angleToFace, nextAngle;
bool goForward = false;
int nextFightMove;
switch (m_lastFightMove) {
case FIGHTMOVE_NULL:
return;
case FIGHTMOVE_IDLE2NORM:
m_lastFightMove = FIGHTMOVE_NULL;
RestorePreviousState();
break;
case FIGHTMOVE_IDLE:
// currentAssoc = nil;
break;
default:
currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].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_lastFightMove];
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_lastFightMove) {
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_lastFightMove == FIGHTMOVE_PUNCHJAB) {
touchingNodePos += 0.1f * GetForward();
} else if (m_lastFightMove == 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_lastFightMove].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_lastFightMove != 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;
PedState nearPedState = nearPed->m_nPedState;
if (nearPedState != PED_FALL && nearPedState != PED_GETUP && nearPedState != PED_DIE && nearPedState != PED_DEAD) {
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 (nearPedState != 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;
PedState fightingPedState = m_pedInObjective->m_nPedState;
if (fightingPedState != PED_FALL && fightingPedState != PED_GETUP && fightingPedState != PED_DIE && fightingPedState != PED_DEAD) {
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_lastFightMove = nextFightMove;
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].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_lastFightMove != FIGHTMOVE_SHUFFLE_F
#ifndef FIX_BUGS
&& CheckForPedsOnGroundToAttack(this, nil) == 4) {
#else
&& CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
#endif
m_lastFightMove = FIGHTMOVE_SHUFFLE_F;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
if (animAssoc) {
animAssoc->SetCurrentTime(0.0f);
animAssoc->blendDelta = 4.0f;
animAssoc->SetRun();
} else {
animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].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_lastFightMove == FIGHTMOVE_IDLE) {
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
EndFight(ENDFIGHT_NORMAL);
}
} else {
m_lastFightMove = 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.m_connections[i + node->firstLink]];
if (testNode && testNode != closeNode && testNode != closeNode2) {
CVector2D posDiff(ped->m_vecSeekPos - testNode->pos);
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->pos);
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->pos - ourPos;
if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
*bestCoords = m_pNextPathNode->pos;
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_lastFightMove].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->m_modelIndex)->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 && !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->m_modelIndex);
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_PED_IN_FORMATION) {
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
nextMove = m_pedInObjective->m_nMoveState;
} else
nextMove = PEDMOVE_WALK;
} else if (m_objective != OBJECTIVE_FOLLOW_PED_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_PED_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->pos;
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 damagingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;
if (damagingThingPriorityMult <= 1.5) {
double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
m_collidingEntityWhileFleeing->GetPosition().x,
m_collidingEntityWhileFleeing->GetPosition().y);
angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);
// It includes projectiles, but is everything collides with us included?
double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing);
if (angleToFleeEntity - PI > angleToFleeDamagingThing)
angleToFleeDamagingThing += TWOPI;
else if (PI + angleToFleeEntity < angleToFleeDamagingThing)
angleToFleeDamagingThing -= TWOPI;
if (damagingThingPriorityMult <= 1.0f) {
// Range [0.0, 1.0]
float angleToFleeBoth = (angleToFleeDamagingThing + angleToFleeEntity) * 0.5f;
if (m_fRotationDest - PI > angleToFleeBoth)
angleToFleeBoth += TWOPI;
else if (PI + m_fRotationDest < angleToFleeBoth)
angleToFleeBoth -= TWOPI;
m_fRotationDest = (1.0f - damagingThingPriorityMult) * m_fRotationDest + damagingThingPriorityMult * angleToFleeBoth;
} else {
// Range (1.0, 1.5]
double adjustedMult = (damagingThingPriorityMult - 1.0f) * 2.0f;
m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeDamagingThing;
}
} 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->m_modelIndex);
switch (veh->m_modelIndex) {
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, 14.0f);
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(1000, 2500));
} 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 > 1.44f) {
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->m_modelIndex == 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->m_modelIndex);
vehColModel = vehModel->GetColModel();
float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
if (car->m_modelIndex == 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) {
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);
#ifdef TOGGLEABLE_BETA_FEATURES
if (bMakePedsRunToPhonesToReportCrimes)
m_ped_flagI40 = true;
#endif
}
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->m_modelIndex == 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 ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
&& !m_pCollidingEntity
&& (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
m_pCollidingEntity = car;
}
bKnockedUpIntoAir = false;
if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
}
m_vecMoveSpeed.z = 0.0f;
distVec.Normalise();
#ifdef VC_PED_PORTS
distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
#endif
car->ApplyMoveForce(distVec * -60.0f);
Say(SOUND_PED_DEFEND);
}
#ifdef 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 effectPos;
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->m_num2dEffects != 0) {
for (int e = 0; e < model->m_num2dEffects; e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &veh->GetMatrix();
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->m_modelIndex);
if (model->m_num2dEffects != 0) {
for (int e = 0; e < model->m_num2dEffects; e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &obj->GetMatrix();
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->m_modelIndex);
if (model->m_num2dEffects != 0) {
for (int e = 0; e < model->m_num2dEffects; e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &building->GetMatrix();
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->m_modelIndex);
if (model->m_num2dEffects != 0) {
for (int e = 0; e < model->m_num2dEffects; e++) {
effect = model->Get2dEffect(e);
if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
objMat = &building->GetMatrix();
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;
}
switch (effect->attractor.flags) {
case ATTRACTORFLAG_ICECREAM:
SetInvestigateEvent(EVENT_ICECREAM, CVector2D(effectPos), 0.1f, 15000, angleToFace);
break;
case ATTRACTORFLAG_STARE:
SetInvestigateEvent(EVENT_SHOPSTALL, CVector2D(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->m_modelIndex == 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->m_modelIndex == 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()) {
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_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
if (!bFadeOut) {
if (alpha < 255) {
alpha += 16;
if (alpha > 255)
alpha = 255;
}
} else {
alpha -= 8;
if (alpha < 0)
alpha = 0;
}
CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha);
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->m_modelIndex);
CColModel *collidingCol = collidingModel->GetColModel();
if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_CHANGE_THEN_SMASH
|| collidingCol->boundingBox.max.x < 3.0f
&& collidingCol->boundingBox.max.y < 3.0f) {
if (!IsPlayer()) {
SetDirectionToWalkAroundObject(collidingEnt);
break;
}
}
if (IsPlayer()) {
bHitSomethingLastFrame = true;
break;
}
float 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);
#ifdef VC_PED_PORTS
if (m_nPedState == PED_FOLLOW_PATH) {
if (DotProduct(m_vecDamageNormal, GetForward()) < -0.866f && CanPedJumpThis(collidingEnt, &m_vecDamageNormal)) {
SetJump();
// Moved break into here, for compatibility with III
break;
}
// break;
}
#endif
if (m_pedInObjective &&
(m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) {
if (m_pedInObjective->IsPlayer()
&& (neededTurn < DEGTORAD(20.0f) || m_panicCounter > 10)) {
if (CanPedJumpThis(collidingEnt)) {
SetJump();
} else if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
SetWaitState(WAITSTATE_LOOK_ABOUT, nil);
} else {
SetWaitState(WAITSTATE_PLAYANIM_TAXI, nil);
m_headingRate = 0.0f;
SetLookFlag(m_pedInObjective, true);
SetLookTimer(3000);
Say(SOUND_PED_TAXI_CALL);
}
} else {
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
} else {
if (m_nPedType != PEDTYPE_COP && neededTurn < DEGTORAD(15.0f) && m_nWaitState == WAITSTATE_FALSE) {
if ((m_nStoredMoveState == PEDMOVE_RUN || m_nStoredMoveState == PEDMOVE_SPRINT) && m_vecDamageNormal.z < 0.3f) {
CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN);
if (!runAssoc)
runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
if (runAssoc && runAssoc->blendAmount > 0.9f && runAssoc->IsRunning()) {
SetWaitState(WAITSTATE_HITWALL, nil);
}
}
}
if (m_nPedState == PED_FLEE_POS) {
CVector2D fleePos = collidingEnt->GetPosition();
uint32 oldFleeTimer = m_fleeTimer;
SetFlee(fleePos, 5000);
if (oldFleeTimer != m_fleeTimer)
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;
} else {
if (m_nPedState == PED_FLEE_ENTITY && (neededTurn < DEGTORAD(25.0f) || m_panicCounter > 10)) {
m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
m_collidingEntityWhileFleeing = collidingEnt;
m_collidingEntityWhileFleeing->RegisterReference((CEntity **) &m_collidingEntityWhileFleeing);
uint8 currentDir = floorf((PI + m_fRotationCur) / DEGTORAD(45.0f));
uint8 nextDir;
ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, currentDir, &nextDir);
} else {
if (neededTurn < DEGTORAD(60.0f)) {
CVector posToHead = m_vecDamageNormal * 4.0f;
posToHead.z = 0.0f;
posToHead += GetPosition();
int closestNodeId = ThePaths.FindNodeClosestToCoors(posToHead, PATH_PED,
999999.9f, false, false);
float angleToFace;
if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
if (m_nPedState != PED_SEEK_POS && m_nPedState != PED_SEEK_CAR) {
if (m_nPedState == PED_WANDER_PATH) {
m_pNextPathNode = &ThePaths.m_pathNodes[closestNodeId];
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
m_pNextPathNode->pos.x, m_pNextPathNode->pos.y,
GetPosition().x, GetPosition().y);
} else {
if (ThePaths.m_pathNodes[closestNodeId].pos.x == 0.0f
|| ThePaths.m_pathNodes[closestNodeId].pos.y == 0.0f) {
posToHead = (3.0f * m_vecDamageNormal) + GetPosition();
posToHead.x += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
posToHead.y += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f;
} else {
posToHead.x = ThePaths.m_pathNodes[closestNodeId].pos.x;
posToHead.y = ThePaths.m_pathNodes[closestNodeId].pos.y;
}
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
posToHead.x, posToHead.y,
GetPosition().x, GetPosition().y);
if (m_nPedState != PED_FOLLOW_PATH)
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500;
}
} else {
angleToFace = CGeneral::GetRadianAngleBetweenPoints(
ThePaths.m_pathNodes[closestNodeId].pos.x,
ThePaths.m_pathNodes[closestNodeId].pos.y,
GetPosition().x,
GetPosition().y);
CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].pos - GetPosition();
CVector2D distToSeekPos = m_vecSeekPos - GetPosition();
if (DotProduct2D(distToNode, distToSeekPos) < 0.0f) {
m_fRotationCur = m_fRotationDest;
break;
}
}
} else {
float angleToFaceAwayDamage = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
if (angleToFaceAwayDamage < m_fRotationCur)
angleToFaceAwayDamage += TWOPI;
float neededTurn = angleToFaceAwayDamage - m_fRotationCur;
if (neededTurn <= PI) {
angleToFace = 0.5f * neededTurn + m_fRotationCur;
m_fRotationCur += DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
} else {
angleToFace = m_fRotationCur - (TWOPI - neededTurn) * 0.5f;
m_fRotationCur -= DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f;
}
m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200;
if (m_nPedType == PEDTYPE_COP) {
if (m_pedInObjective) {
float angleToLookCriminal = CGeneral::GetRadianAngleBetweenPoints(
m_pedInObjective->GetPosition().x,
m_pedInObjective->GetPosition().y,
GetPosition().x,
GetPosition().y);
angleToLookCriminal = CGeneral::LimitRadianAngle(angleToLookCriminal);
angleToFace = CGeneral::LimitRadianAngle(angleToFace);
if (angleToLookCriminal < angleToFace)
angleToLookCriminal += TWOPI;
float neededTurnToCriminal = angleToLookCriminal - angleToFace;
if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) {
((CCopPed*)this)->m_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->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
SetDirectionToWalkAroundObject(collidingVeh);
} else if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
|| m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
CPed::SetDirectionToWalkAroundObject(collidingVeh);
CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
} else if (m_fleeFrom != collidingVeh) {
SetFlee(collidingVeh, 4000);
bUsePedNodeSeek = false;
SetMoveState(PEDMOVE_WALK);
}
}
} else {
DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse);
if (IsPlayer()) {
CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
CVector colMinVec = collidingCol->boundingBox.min;
CVector colMaxVec = collidingCol->boundingBox.max;
CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
// TLVC = To look vehicle center
float angleToVehFront = collidingVeh->GetForward().Heading();
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
// 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->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);
}
}
#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 <= 1000 && m_nPedStateTimer) {
forceDir = GetPosition() - m_vecHitLastPos;
} else {
m_nPedStateTimer = 0;
m_vecHitLastPos = GetPosition();
forceDir = CVector(0.0f, 0.0f, 0.0f);
}
CVector offsetToCheck;
m_nPedStateTimer++;
float adjustedTs = Max(CTimer::GetTimeStep(), 0.01f);
CPad *pad0 = CPad::GetPad(0);
if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr())
&& (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) {
if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->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) {
GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point);
GetPosition().z += FEET_OFFSET;
GetMatrix().UpdateRW();
SetLanding();
bIsStanding = true;
}
#endif
if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
offsetToCheck *= -1.0f;
}
offsetToCheck.z = 1.0f;
forceDir = 4.0f * offsetToCheck;
forceDir.z = 4.0f;
ApplyMoveForce(forceDir);
GetPosition() += 0.25f * offsetToCheck;
m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
m_fRotationDest = m_fRotationCur;
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) {
GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
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_VEHICLE, 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_ODE:
case PED_DUMMY:
case PED_FACE_PHONE:
case PED_MAKE_CALL:
case PED_MUG:
case PED_AI_CONTROL:
case PED_FOLLOW_ROUTE:
case PED_CPR:
case PED_SOLICIT:
case PED_BUY_ICECREAM:
case PED_STEP_AWAY:
case PED_UNKNOWN:
case PED_STATES_NO_AI:
case PED_JUMP:
case PED_STAGGER:
case PED_DIVE_AWAY:
case PED_STATES_NO_ST:
case PED_ARREST_PLAYER:
case PED_PASSENGER:
case PED_TAXI_PASSENGER:
case PED_OPEN_DOOR:
case PED_DEAD:
case PED_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;
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) {
bCancelEnteringCar = true;
} else if (vehAnim == ANIM_CAR_QJACK) {
if (m_pVehicleAnim->GetTimeLeft() > 0.69f && m_pVehicleAnim->GetTimeLeft() < 0.72f) {
QuitEnteringCar();
RestorePreviousObjective();
}
}
}
#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() && ((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;
}
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_VEHICLE
#ifdef VC_PED_PORTS
&& veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE
#endif
|| !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
#ifdef VC_PED_PORTS
|| ped->m_nPedState == PED_CARJACK
#endif
)
veh->bIsBeingCarJacked = false;
ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
PedSetInCarCB(nil, ped);
ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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()) {
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 &&
#ifdef VC_PED_PORTS
m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
#endif
(m_nSurfaceTouched != SURFACE_STONE || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
SetStoredState();
m_nPedState = PED_JUMP;
CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f);
jumpAssoc->SetFinishCallback(FinishLaunchCB, this);
m_fRotationDest = m_fRotationCur;
}
}
bool
CPed::ServiceTalkingWhenDead(void)
{
return m_queuedSound == SOUND_PED_DEATH;
}
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_VEHICLE, 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_VEHICLE, 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_VEHICLE, 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;
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->GetPosition() = 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_VEHICLE
&& (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
#ifdef VC_PED_PORTS
|| 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(FIX_BUGS) || defined(VC_PED_PORTS)
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_VEHICLE, 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.
#ifndef VC_PED_PORTS
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_VEHICLE, 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) {
switch (ped->m_vehEnterType) {
if (!veh->bIsBus) {
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_VEHICLE:
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 it's not true, someone made it up.
bool
CPed::RunToReportCrime(eCrimeType crimeToReport)
{
#ifdef TOGGLEABLE_BETA_FEATURES
if (!bMakePedsRunToPhonesToReportCrimes)
return false;
if (bRunningToPhone)
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];
if (phone->m_nState != PHONE_STATE_FREE)
return false;
bRunningToPhone = true;
SetSeek(phone->m_pEntity->GetPosition() - phone->m_pEntity->GetForward(), 1.3f); // 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->m_modelIndex != MI_TOYZ) {
int16 lastVehicle;
CEntity *vehicles[8];
CWorld::FindObjectsInRange(GetPosition(), 30.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
if (lastVehicle > 8)
lastVehicle = 8;
for (int j = 0; j < lastVehicle; ++j) {
CVehicle *nearVeh = (CVehicle*) vehicles[j];
if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
CPed *nearVehDriver = nearVeh->pDriver;
if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
nearVeh->AutoPilot.m_nCruiseSpeed = 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_VEHICLE)
ped->RestorePreviousObjective();
#ifdef VC_PED_PORTS
else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
ped->m_fHealth = 0.0f;
ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f);
}
#endif
ped->bInVehicle = false;
if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) {
ped->PositionPedOutOfCollision();
}
if (ped->m_nPedState == PED_EXIT_CAR) {
if (ped->m_nPedType == PEDTYPE_COP)
ped->SetIdle();
else
ped->RestorePreviousState();
veh = ped->m_pMyVehicle;
if (ped->bFleeAfterExitingCar && veh) {
ped->bFleeAfterExitingCar = false;
ped->SetFlee(veh->GetPosition(), 12000);
ped->bUsePedNodeSeek = true;
ped->m_pNextPathNode = nil;
if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
ped->SetMoveState(PEDMOVE_SPRINT);
ped->Say(SOUND_PED_FLEE_SPRINT);
} else {
ped->SetMoveState(PEDMOVE_RUN);
ped->Say(SOUND_PED_FLEE_RUN);
}
startedToRun = true;
// This is not a good way to do this...
ped->m_nLastPedState = PED_WANDER_PATH;
} else if (ped->bWanderPathAfterExitingCar) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
ped->bWanderPathAfterExitingCar = false;
if (ped->m_nPedType == PEDTYPE_PROSTITUTE)
ped->SetObjectiveTimer(30000);
ped->m_nLastPedState = PED_NONE;
} else if (ped->bGonnaKillTheCarJacker) {
// Kill objective is already given at this point.
ped->bGonnaKillTheCarJacker = false;
if (ped->m_pedInObjective) {
if (!(CGeneral::GetRandomNumber() & 1)
&& ped->m_nPedType != PEDTYPE_COP
&& (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) {
ped->ClearObjective();
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
}
ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500;
}
int waitTime = 1500;
ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime);
ped->SetMoveState(PEDMOVE_RUN);
startedToRun = true;
} else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
}
}
#ifdef VC_PED_PORTS
else {
ped->m_nPedState = PED_IDLE;
}
#endif
if (animAssoc)
animAssoc->blendDelta = -1000.0f;
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
CVector posFromZ = ped->GetPosition();
CPedPlacement::FindZCoorForPed(&posFromZ);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
ped->GetPosition() = posFromZ;
veh = ped->m_pMyVehicle;
if (veh) {
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
if (veh->pDriver) {
if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0;
CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0;
CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100;
if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0)
CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0;
}
}
}
veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (veh->pDriver == ped) {
veh->RemoveDriver();
veh->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 (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->GetPosition() = posAfterExit;
ped->SetHeading(ped->m_fRotationCur);
veh->RemovePassenger(ped);
}
bool
CPed::PlacePedOnDryLand(void)
{
float waterLevel = 0.0f;
CEntity *foundEnt = nil;
CColPoint foundCol;
float foundColZ;
CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel);
CVector potentialGround = GetPosition();
potentialGround.z = waterLevel;
if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
return false;
CVector potentialGroundDist = 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;
GetPosition() = 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;
GetPosition() = 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->GetPosition() = finalPos;
if (veh) {
ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI;
ped->m_fRotationCur = ped->m_fRotationDest;
ped->CalculateNewOrientation();
if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedQuickDraggedOutCarAnimOffset))
ped->PositionPedOutOfCollision();
}
if (!ped->CanSetPedState())
return;
ped->SetIdle();
if (veh) {
if (ped->bFleeAfterExitingCar) {
ped->bFleeAfterExitingCar = false;
ped->SetFlee(veh->GetPosition(), 14000);
} else if (ped->bWanderPathAfterExitingCar) {
ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
ped->bWanderPathAfterExitingCar = false;
} else if (ped->bGonnaKillTheCarJacker) {
ped->bGonnaKillTheCarJacker = false;
if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) {
if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT)
ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective);
} else {
CPed *driver = veh->pDriver;
if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
ped->SetFlee(veh->GetPosition(), 14000);
} else {
ped->ClearObjective();
ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
}
ped->bUsePedNodeSeek = true;
ped->m_pNextPathNode = nil;
ped->Say(SOUND_PED_FLEE_RUN);
}
} else {
if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear
&& ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE
&& veh->pDriver && veh->pDriver->IsPlayer()
&& !CTheScripts::IsPlayerOnAMission()) {
#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) {
GetPosition() = posSomewhereClose;
} else {
CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
GetPosition() = posNearVeh;
GetPosition().z += vehSize.z;
}
return true;
}
bool
CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
{
bool foundIt = false;
CVector helperPos = GetPosition();
helperPos.z = pos->z - 0.5f;
CVector foundPos = *pos;
foundPos.z -= 0.5f;
// If there is another car between target car and us.
if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
CVector *colMin = &vehCol->boundingBox.min;
CVector *colMax = &vehCol->boundingBox.max;
CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);
leftRearPos = veh->GetMatrix() * leftRearPos;
rightRearPos = veh->GetMatrix() * rightRearPos;
leftFrontPos = veh->GetMatrix() * leftFrontPos;
rightFrontPos = veh->GetMatrix() * rightFrontPos;
// Makes helperPos veh-ped distance vector.
helperPos -= veh->GetPosition();
// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
// On every run it returns another pos. for ped, with same distance to the veh.
// Sequence of positions are not 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(m_modelIndex);
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_OBJ_FROM_VEHICLE:
case OBJECTIVE_DESTROY_OBJ:
case OBJECTIVE_23:
case OBJECTIVE_24:
case OBJECTIVE_SET_LEADER:
break;
case OBJECTIVE_IDLE:
SetIdle();
m_objective = OBJECTIVE_NONE;
SetMoveState(PEDMOVE_STILL);
break;
case OBJECTIVE_FLEE_TILL_SAFE:
if (InVehicle()) {
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
bFleeAfterExitingCar = true;
} else if (m_nPedState != PED_FLEE_POS) {
SetFlee(GetPosition(), 10000);
bUsePedNodeSeek = true;
m_pNextPathNode = nil;
}
break;
case OBJECTIVE_GUARD_SPOT:
{
distWithTarget = m_vecSeekPosEx - GetPosition();
if (m_pedInObjective) {
SetLookFlag(m_pedInObjective, true);
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
TurnBody();
}
float distWithTargetSc = distWithTarget.Magnitude();
if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) {
if (m_pedInObjective) {
if (distWithTargetSc <= m_distanceToCountSeekDoneEx)
SetIdle();
else
SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
} else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
int threatType = ScanForThreats();
SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500));
// Second condition is pointless and isn't there in Mobile.
if (threatType == 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_GETOUT:
m_nPedState = PED_DRIVING;
break;
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
{
if (m_pedInObjective) {
if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR
&& m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops
&& !bKindaStayInSamePlace) {
SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
break;
}
if (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_VEHICLE, m_pMyVehicle);
}
}
break;
}
if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) {
if (m_pMyVehicle) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
} else {
float closestVehDist = 60.0f;
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
CVehicle *foundVeh = nil;
for(int i = 0; i < lastVehicle; i++) {
CVehicle *nearVeh = (CVehicle*)vehicles[i];
/*
Not used.
CVector vehSpeed = nearVeh->GetSpeed();
CVector ourSpeed = GetSpeed();
*/
CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh
&& nearVeh->CanPedOpenLocks(this)) {
foundVeh = nearVeh;
closestVehDist = vehDistVec.Magnitude();
}
}
m_pMyVehicle = foundVeh;
if (m_pMyVehicle) {
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
} else if (!GetIsOnScreen()) {
CVector ourPos = GetPosition();
int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f);
if (closestNode >= 0) {
int16 colliding;
CWorld::FindObjectsKindaColliding(
ThePaths.m_pathNodes[closestNode].pos, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
if (!colliding) {
CZoneInfo zoneInfo;
int chosenCarClass;
CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo);
int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass);
CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE);
if (newVeh) {
newVeh->GetPosition() = ThePaths.m_pathNodes[closestNode].pos;
newVeh->GetPosition().z += 4.0f;
newVeh->SetHeading(DEGTORAD(200.0f));
newVeh->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_VEHICLE, m_pMyVehicle);
break;
}
if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) {
ClearLookFlag();
bObjectiveCompleted = true;
SetMoveAnim();
break;
}
if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice())
killPlayerInNoPoliceZone = true;
if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) {
if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee())
bNotAllowedToDuck = true;
} else {
if (!m_pedInObjective->bInVehicle) {
if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) {
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
} else if (DuckAndCover()) {
break;
}
} else {
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
}
}
if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) {
SetMoveState(PEDMOVE_STILL);
break;
}
if (m_pedInObjective->IsPlayer()) {
CPlayerPed *player = FindPlayerPed();
if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops
|| player->m_pWanted->m_bIgnoredByEveryone
|| m_pedInObjective->bIsInWater
|| m_pedInObjective->m_nPedState == PED_ARRESTED) {
if (m_nPedState != PED_ARREST_PLAYER)
SetIdle();
break;
}
}
CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
float wepRange = wepInfo->m_fRange;
float wepRangeAdjusted;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
wepRangeAdjusted = wepRange / 3.0f;
} else {
if (m_nPedState == PED_FIGHT) {
if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK))
wepRange = 2.0f;
} else {
wepRange = 1.3f;
}
wepRangeAdjusted = wepRange;
}
if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) {
wepRangeAdjusted = 2.5f;
}
if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP
&& CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) {
SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
break;
}
if (m_pedInObjective->m_fHealth <= 0.0f) {
bObjectiveCompleted = true;
bScriptObjectiveCompleted = true;
SetMoveAnim();
break;
}
float distWithTargetSc = distWithTarget.Magnitude();
if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
if (vehOfTarget->bIsInWater || vehOfTarget->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->pos;
SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
} else {
SetSeek(m_pedInObjective, wepRangeAdjusted);
}
bCrouchWhenShooting = false;
if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) {
if (wepRange <= 5.0f) {
if (m_pedInObjective->IsPlayer()
&& FindPlayerPed()->m_bSpeedTimerFlag
&& (IsGangMember() || m_nPedType == PEDTYPE_COP)
&& GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
GiveWeapon(WEAPONTYPE_COLT45, 1000);
SetCurrentWeapon(WEAPONTYPE_COLT45);
}
} else {
bStopAndShoot = true;
}
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
break;
}
bStopAndShoot = false;
SetMoveAnim();
break;
}
}
if (m_attackTimer < CTimer::GetTimeInMilliseconds()
&& distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
if (bIsDucking) {
CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (duckAnim) {
duckAnim->blendDelta = -2.0f;
break;
}
bIsDucking = false;
} else if (wepRange <= 5.0f) {
SetMoveState(PEDMOVE_STILL);
SetAttack(m_pedInObjective);
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
GetPosition().x, GetPosition().y);
SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f));
SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f));
bObstacleShowedUpDuringKillObjective = false;
} else {
CVector target;
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
if (m_pedInObjective->IsPed())
m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
else
target = m_pedInObjective->GetPosition();
target -= ourHead;
target.Normalise();
target = target * wepInfo->m_fRange + ourHead;
CWorld::bIncludeDeadPeds = true;
CEntity *foundEnt = nil;
CColPoint foundCol;
CWorld::ProcessLineOfSight(
ourHead, target, foundCol, foundEnt,
true, true, true, false, true, false);
CWorld::bIncludeDeadPeds = 0;
if (foundEnt == m_pedInObjective) {
SetAttack(m_pedInObjective);
m_pPointGunAt = m_pedInObjective;
if (m_pedInObjective)
m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt);
SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f));
int time;
if (distWithTargetSc <= wepRangeAdjusted)
time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f);
else
time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f);
SetAttackTimer(time);
bObstacleShowedUpDuringKillObjective = false;
} else if (foundEnt) {
if (foundEnt->IsPed()) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
bObstacleShowedUpDuringKillObjective = false;
} else {
if (foundEnt->IsObject()) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f));
bObstacleShowedUpDuringKillObjective = true;
} else if (foundEnt->IsVehicle()) {
SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f));
bObstacleShowedUpDuringKillObjective = true;
} else {
SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f));
bObstacleShowedUpDuringKillObjective = true;
}
}
m_fleeFrom = foundEnt;
m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom);
SetPointGunAt(m_pedInObjective);
}
}
} else {
if (!m_pedInObjective->m_pCurrentPhysSurface)
bStopAndShoot = false;
if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
// This is weird...
if (bNotAllowedToDuck && bKindaStayInSamePlace) {
if (!bIsDucking) {
CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAnim || duckAnim->blendDelta < 0.0f) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
bIsDucking = true;
}
break;
} else {
CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
if (!duckAnim || duckAnim->blendDelta < 0.0f) {
bIsDucking = false;
} else {
break;
}
}
}
if (bObstacleShowedUpDuringKillObjective) {
if (m_nPedType == PEDTYPE_COP) {
if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45
|| m_fleeFrom && m_fleeFrom->IsObject()) {
wepRangeAdjusted = 6.0f;
} else if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
wepRangeAdjusted = 4.0f;
} else {
wepRangeAdjusted = 2.0f;
}
} else {
wepRangeAdjusted = 2.0f;
}
}
if (distWithTargetSc <= wepRangeAdjusted) {
SetMoveState(PEDMOVE_STILL);
bIsPointingGunAt = true;
if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) {
m_attackTimer = CTimer::GetTimeInMilliseconds();
SetIdle();
}
} else {
if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS
&& !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) {
Say(SOUND_PED_ATTACK);
SetSeek(m_pedInObjective, wepRangeAdjusted);
bIsRunning = true;
}
}
}
}
if (distWithTargetSc < 2.5f && wepRange > 5.0f
&& wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) {
SetAttack(m_pedInObjective);
if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f);
SetAttackTimer(time);
SetShootTimer(time - 500);
}
SetMoveState(PEDMOVE_STILL);
}
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y);
SetMoveAnim();
break;
}
case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
{
if (InVehicle()) {
if (m_nPedState == PED_DRIVING)
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
} else if (m_nPedState != PED_FLEE_ENTITY) {
int time;
if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
time = 0;
else
time = 6000;
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_PED_IN_FORMATION:
{
if (m_pedInObjective) {
CVector posToGo = GetFormationPosition();
distWithTarget = posToGo - carOrOurPos;
SetSeek(posToGo, 1.0f);
if (distWithTarget.Magnitude() <= 3.0f) {
SetSeek(posToGo, 1.0f);
if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
SetMoveState(m_pedInObjective->m_nMoveState);
} else {
SetSeek(posToGo, 1.0f);
SetMoveState(PEDMOVE_RUN);
}
} else {
SetObjective(OBJECTIVE_NONE);
}
break;
}
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
{
if (m_carInObjective) {
if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) {
RestorePreviousObjective();
RestorePreviousState();
if (IsPedInControl())
m_pMyVehicle = nil;
break;
}
if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) {
RestorePreviousObjective();
ClearObjective();
SetWanderPath(CGeneral::GetRandomNumber() & 7);
bIsRunning = false;
break;
}
if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
if (!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) {
GetPosition() = 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 * 30.0f < distWithTarget.Magnitude()) {
if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen())
WarpPedToNearEntityOffScreen(m_carInObjective);
if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS
#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_VEHICLE, m_pMyVehicle);
}
break;
}
if (distWithTarget.Magnitude() > 30.0f) {
if (m_pMyVehicle) {
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
} else {
float closestVehDist = 3600.0f;
int16 lastVehicle;
CEntity* vehicles[8];
CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
CVehicle* foundVeh = nil;
for (int i = 0; i < lastVehicle; i++) {
CVehicle* nearVeh = (CVehicle*)vehicles[i];
/*
Not used.
CVector vehSpeed = nearVeh->GetSpeed();
CVector ourSpeed = GetSpeed();
*/
CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
if (vehDistVec.Magnitude() < closestVehDist
&& m_pedInObjective->m_pMyVehicle != nearVeh)
{
foundVeh = nearVeh;
closestVehDist = vehDistVec.Magnitude();
}
}
m_pMyVehicle = foundVeh;
if (m_pMyVehicle) {
m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
}
}
break;
}
// fall through
}
case OBJECTIVE_GOTO_AREA_ON_FOOT:
case OBJECTIVE_RUN_TO_AREA:
{
if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA)
&& InVehicle()) {
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
} else {
distWithTarget = m_nextRoutePointPos - GetPosition();
distWithTarget.z = 0.0f;
if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) {
bObjectiveCompleted = true;
bScriptObjectiveCompleted = true;
SetMoveState(PEDMOVE_STILL);
} else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) {
if (bUsePedNodeSeek) {
CVector bestCoords(0.0f, 0.0f, 0.0f);
m_vecSeekPos = m_nextRoutePointPos;
if (!m_pNextPathNode)
FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
if (m_pNextPathNode)
m_vecSeekPos = m_pNextPathNode->pos;
}
SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
}
}
break;
}
case OBJECTIVE_FIGHT_CHAR:
{
if (m_pedInObjective) {
SetLookFlag(m_pedInObjective, true);
m_pLookTarget = m_pedInObjective;
m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
m_lookTimer = m_attackTimer;
TurnBody();
float distWithTargetSc = distWithTarget.Magnitude();
if (distWithTargetSc >= 20.0f) {
RestorePreviousObjective();
} else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) {
SetSeek(m_pedInObjective, 1.0f);
} else {
SetAttack(m_pedInObjective);
SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f));
}
SetAttackTimer(1000);
}
} else {
RestorePreviousObjective();
}
break;
}
case OBJECTIVE_FOLLOW_ROUTE:
if (HaveReachedNextPointOnRoute(1.0f)) {
int nextPoint = GetNextPointOnRoute();
m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint);
} else {
SetSeek(m_nextRoutePointPos, 0.8f);
}
break;
case OBJECTIVE_SOLICIT:
if (m_carInObjective) {
if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) {
if (!bInVehicle) {
SetObjective(OBJECTIVE_NONE);
SetWanderPath(CGeneral::GetRandomNumber() & 7);
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
if (IsPedInControl())
m_pMyVehicle = nil;
}
} else {
if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT)
SetSeekCar(m_carInObjective, 0);
}
} else {
RestorePreviousObjective();
RestorePreviousState();
if (IsPedInControl())
m_pMyVehicle = nil;
}
break;
case OBJECTIVE_HAIL_TAXI:
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
Say(SOUND_PED_TAXI_WAIT);
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 4.0f);
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
break;
case OBJECTIVE_CATCH_TRAIN:
{
if (m_carInObjective) {
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
} else {
CVehicle* trainToEnter = nil;
float closestCarDist = 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 = 30.0f;
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 *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_VEHICLE:
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;
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
#ifdef VC_PED_PORTS
|| !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->m_modelIndex)->GetColModel();
CVector objColMin = objCol->boundingBox.min;
CVector objColMax = objCol->boundingBox.max;
CVector objColCenter = (objColMin + objColMax) / 2.0f;
CMatrix objMat(obj->GetMatrix());
float dirToSet = obj->GetForward().Heading();
bool goingToEnterCarAndItsVan = false;
bool goingToEnterCar = false;
bool objUpsideDown = false;
float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f;
float checkIntervalInTime;
if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
return;
#ifdef TOGGLEABLE_BETA_FEATURES
if (!bMakePedsRunToPhonesToReportCrimes)
#endif
if (CharCreatedBy != MISSION_CHAR && obj->m_modelIndex == MI_PHONEBOOTH1) {
bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
SetFindPathAndFlee(obj, 5000, !isRunning);
return;
}
CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f);
CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f);
checkIntervalInDist = Max(checkIntervalInDist, 0.5f);
checkIntervalInDist = Min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f);
checkIntervalInDist = Min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f);
if (objMat.GetUp().z < 0.0f)
objUpsideDown = true;
if (obj->m_modelIndex != MI_TRAFFICLIGHTS && obj->m_modelIndex != MI_SINGLESTREETLIGHTS1 && obj->m_modelIndex != MI_SINGLESTREETLIGHTS2) {
objColCenter = obj->GetMatrix() * objColCenter;
} else {
checkIntervalInDist = 0.4f;
if (objMat.GetUp().z <= 0.57f) {
// Specific calculations for traffic lights, didn't get a bit.
adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y);
adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y);
adjustedColMin.y = 1.2f * objColMin.z;
adjustedColMax.y = 1.2f * objColMax.z;
dirToSet = objMat.GetUp().Heading();
objMat.SetUnity();
objMat.RotateZ(dirToSet);
objMat.GetPosition() += obj->GetPosition();
objColCenter = obj->GetPosition();
} else {
objColCenter.x = adjustedColMax.x - 0.25f;
objColCenter = obj->GetMatrix() * objColCenter;
distLimitForTimer = 0.75f;
}
objUpsideDown = false;
}
float oldRotDest = m_fRotationDest;
#ifndef NEW_WALK_AROUND_ALGORITHM
float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
#endif
if (IsPlayer()) {
if (FindPlayerPed()->m_fMoveSpeed <= 0.0f)
checkIntervalInTime = 0.0f;
else
checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed;
} else {
switch (m_nMoveState) {
case PEDMOVE_WALK:
checkIntervalInTime = 2.0f;
break;
case PEDMOVE_RUN:
checkIntervalInTime = 0.5f;
break;
case PEDMOVE_SPRINT:
checkIntervalInTime = 0.5f;
break;
default:
checkIntervalInTime = 0.0f;
break;
}
}
if (m_pSeekTarget == obj && obj->IsVehicle()) {
if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
|| m_objective == OBJECTIVE_SOLICIT) {
goingToEnterCar = true;
if (IsPlayer())
checkIntervalInTime = 0.0f;
if (((CVehicle*)obj)->bIsVan)
goingToEnterCarAndItsVan = true;
}
}
int entityOnTopLeftOfObj = 0;
int entityOnBottomLeftOfObj = 0;
int entityOnTopRightOfObj = 0;
int entityOnBottomRightOfObj = 0;
if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) {
bool collidingThingChanged = true;
CEntity *obstacle;
#ifndef NEW_WALK_AROUND_ALGORITHM
if (!obj->IsVehicle() || objUpsideDown) {
collidingThingChanged = false;
} else {
#else
CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f);
int dirToGo;
m_walkAroundType = 0;
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(m_modelIndex)->GetColModel();
CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex)->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) {
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
} else {
m_collPoly.valid = false;
m_fCollisionSpeed = 0.0f;
bHitSteepSlope = false;
}
}
}
if (!bStillOnValidPoly) {
CVector potentialCenter = GetPosition();
potentialCenter.z = GetPosition().z - 0.52f;
// 0.52f should be a ped's approx. radius
float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
if (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) {
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
if (bSomeVCflag1)
bSomeVCflag1 = false;
}
#else
GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
#endif
m_nSurfaceTouched = intersectionPoint.surfaceB;
if (m_nSurfaceTouched == SURFACE_STONE) {
bHitSteepSlope = true;
m_vecDamageNormal = intersectionPoint.normal;
}
}
// VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug:
#if 0 // #ifdef VC_PED_PORTS
float upperSpeedLimit = 0.33f;
float lowerSpeedLimit = -0.25f;
float speed = m_vecMoveSpeed.Magnitude2D();
if (m_nPedState == PED_IDLE) {
upperSpeedLimit *= 2.0f;
lowerSpeedLimit *= 1.5f;
}
if (!m_ped_flagA2) {
if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
|| m_pCollidingEntity == collidingEnt) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
float damage = 100.0f * Max(speed - 0.25f, 0.0f);
float damage2 = damage;
if (m_vecMoveSpeed.z < -0.25f)
damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
if (IsPlayer() && damage2 > 5.0f)
Say(SOUND_PED_LAND);
}
}
#else
float speedSqr = 0.0f;
if (!bWasStanding) {
if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
if (speedSqr == 0.0f)
speedSqr = sq(m_vecMoveSpeed.z);
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
}
}
#endif
m_vecMoveSpeed.z = 0.0f;
bIsStanding = true;
#ifndef VC_PED_PORTS
} else {
bOnBoat = false;
}
#endif
} else {
bOnBoat = false;
}
}
}
}
int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil);
if (ourCollidedSpheres > 0 || belowTorsoCollided) {
AddCollisionRecord(collidingEnt);
if (!collidingEnt->IsBuilding())
((CPhysical*)collidingEnt)->AddCollisionRecord(this);
if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) {
bHasHitWall = true;
}
}
if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) {
if (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);
GetPosition().z -= 0.05f;
bSomeVCflag1 = true;
}
#endif
sphereNormal.Normalise();
collidingPoints[sphere].normal = sphereNormal;
if (collidingPoints[sphere].surfaceB == SURFACE_STONE)
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 % 256) + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
int xDiff = Abs(m_wanderRangeBounds[1].x - m_wanderRangeBounds[0].x);
int yDiff = Abs(m_wanderRangeBounds[1].y - m_wanderRangeBounds[0].y);
CVector newCoords(
(CGeneral::GetRandomNumber() % xDiff) + m_wanderRangeBounds[0].x,
(CGeneral::GetRandomNumber() % yDiff) + m_wanderRangeBounds[0].y,
GetPosition().z);
SetSeek(newCoords, 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;
if (boatModel->m_vehicleType == VEHICLE_TYPE_BOAT)
enterOffset = boatModel->m_positions[BOAT_POS_FRONTSEAT];
else
enterOffset = boatModel->m_positions[CAR_POS_FRONTSEAT];
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(m_modelIndex);
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(m_modelIndex)->GetColModel();
CVector speed = FindPlayerSpeed();
if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) {
if (m_nPedState != PED_FALL && !DyingOrDead() && 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 > 0.0032f * 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 > 0.006f * 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 > 0.002f * 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_VEHICLE) {
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)
GetPosition().z = FEET_OFFSET + zForPed;
} else {
if (veh->GetUp().z > -0.8f) {
bool addDoorSmoke = false;
if (veh->m_modelIndex == 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, 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->m_modelIndex == 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->m_modelIndex == 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) {
if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
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->bIsStatic = false;
if (m_objective == OBJECTIVE_SOLICIT) {
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::ServiceTalking(void)
{
if (!bBodyPartJustCameOff || m_bodyPartBleeding != PED_HEAD) {
if (CGeneral::faststricmp(CModelInfo::GetModelInfo(m_modelIndex)->GetName(), "bomber")) {
if (m_nPedState == PED_ON_FIRE)
m_queuedSound = SOUND_PED_BURNING;
} else {
m_queuedSound = SOUND_PED_BOMBER;
}
if (m_queuedSound != SOUND_TOTAL_PED_SOUNDS) {
if (m_queuedSound == SOUND_PED_DEATH)
m_soundStart = CTimer::GetTimeInMilliseconds() - 1;
if (CTimer::GetTimeInMilliseconds() > m_soundStart) {
DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f);
m_lastSoundStart = CTimer::GetTimeInMilliseconds();
m_soundStart =
CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime
+ CTimer::GetTimeInMilliseconds()
+ CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime);
m_lastQueuedSound = m_queuedSound;
m_queuedSound = SOUND_TOTAL_PED_SOUNDS;
}
}
}
}
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_FLAG800)) {
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_FLAG800) ?
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_lastFightMove = 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_lastFightMove = FIGHTMOVE_HITBODY;
break;
case HITLEVEL_HIGH:
switch (direction) {
case 1:
m_lastFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
m_lastFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
m_lastFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_lastFightMove = FIGHTMOVE_HITHEAD;
else
m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
break;
}
break;
default:
switch (direction) {
case 1:
m_lastFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
m_lastFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
m_lastFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
m_lastFightMove = FIGHTMOVE_HITCHEST;
else
m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
break;
}
break;
}
if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
m_lastFightMove = FIGHTMOVE_HITONFLOOR;
if (m_nPedState == PED_FIGHT) {
CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].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_lastFightMove].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_lastFightMove].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_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_GETOUT && m_objective != OBJECTIVE_LEAVE_VEHICLE)
SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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_IDLE)
&& m_objective != m_leader->m_objective) {
switch (m_leader->m_objective) {
case OBJECTIVE_IDLE:
case OBJECTIVE_FLEE_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_FIGHT_CHAR:
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_GETOUT) {
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_VEHICLE) {
#ifdef VC_PED_PORTS
m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250;
#endif
SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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_STONE || 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->m_modelIndex);
CMatrix newMat(m_pMyVehicle->GetMatrix());
CVector seatPos;
if (m_pMyVehicle->pDriver == this) {
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE)
seatPos.x = -seatPos.x;
} else if (m_pMyVehicle->pPassengers[0] == this) {
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
else
seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
} 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 if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) {
seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
} else {
seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
}
}
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(m_modelIndex);
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->bIsStatic = false;
obj->bIsPickup = false;
obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SPLIT_MODEL;
// 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);
GetPosition() = 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_GETOUT:
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_PED_IN_FORMATION:
case OBJECTIVE_LEAVE_VEHICLE:
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
case OBJECTIVE_FOLLOW_CAR_IN_CAR:
case OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE:
case OBJECTIVE_DESTROY_OBJ:
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;
}
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_FLAG400);
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->pos;
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->m_modelIndex != 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->m_modelIndex == MI_SPEEDER && boat->IsUpsideDown()) {
m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f);
m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this);
m_vehEnterType = CAR_DOOR_RF;
m_nPedState = PED_EXIT_CAR;
} else {
m_vehEnterType = CAR_DOOR_RF;
CPed::PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
}
GetPosition() = firstPos;
SetMoveState(PEDMOVE_STILL);
m_vecMoveSpeed = boat->m_vecMoveSpeed;
bTryingToReachDryLand = true;
#else
m_nPedState = PED_IDLE;
CVector newPos = GetPosition();
RemoveInCarAnims();
CColModel* boatCol = boat->GetColModel();
if (boat->IsUpsideDown()) {
newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z };
newPos = boat->GetMatrix() * newPos;
newPos.z += 1.0f;
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
m_pCurrentPhysSurface = boat;
} else {
/* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) {
if (boat->m_modelIndex == MI_SKIMMER)
newPos.z += 2.0f
*/
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
m_pCurSurface = boat;
m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
m_pCurrentPhysSurface = boat;
CColPoint foundCol;
CEntity *foundEnt = nil;
if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
newPos.z = FEET_OFFSET + foundCol.point.z;
/* // VC specific
} else {
m_vehEnterType = CAR_DOOR_RF;
PedSetOutCarCB(nil, this);
bIsStanding = true;
SetMoveState(PEDMOVE_STILL);
bTryingToReachDryLand = true;
float upMult = 1.04f + boatCol->boundingBox.min.z;
float rightMult = 0.6f * boatCol->boundingBox.max.x;
newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
GetPosition() = newPos;
if (m_pMyVehicle) {
PositionPedOutOfCollision();
} else {
m_pMyVehicle = boat;
PositionPedOutOfCollision();
m_pMyVehicle = nil;
}
return;
}
*/ }
GetPosition() = newPos;
SetMoveState(PEDMOVE_STILL);
m_vecMoveSpeed = boat->m_vecMoveSpeed;
#endif
// Not there in VC.
CWaterLevel::FreeBoatWakeArray();
}
#ifdef COMPATIBLE_SAVES
void
CPed::Save(uint8*& buf)
{
SkipSaveBuf(buf, 52);
WriteSaveBuf<float>(buf, GetPosition().x);
WriteSaveBuf<float>(buf, GetPosition().y);
WriteSaveBuf<float>(buf, GetPosition().z);
SkipSaveBuf(buf, 288);
WriteSaveBuf<uint8>(buf, CharCreatedBy);
SkipSaveBuf(buf, 351);
WriteSaveBuf<float>(buf, m_fHealth);
WriteSaveBuf<float>(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);
WriteSaveBuf<uint8>(buf, m_maxWeaponTypeAllowed);
SkipSaveBuf(buf, 162);
}
void
CPed::Load(uint8*& buf)
{
SkipSaveBuf(buf, 52);
GetPosition().x = ReadSaveBuf<float>(buf);
GetPosition().y = ReadSaveBuf<float>(buf);
GetPosition().z = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 288);
CharCreatedBy = ReadSaveBuf<uint8>(buf);
SkipSaveBuf(buf, 351);
m_fHealth = ReadSaveBuf<float>(buf);
m_fArmour = ReadSaveBuf<float>(buf);
SkipSaveBuf(buf, 148);
for (int i = 0; i < 13; i++) // has to be hardcoded
m_weapons[i].Load(buf);
SkipSaveBuf(buf, 5);
m_maxWeaponTypeAllowed = ReadSaveBuf<uint8>(buf);
SkipSaveBuf(buf, 162);
}
#endif