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authoreray orçunus <erayorcunus@gmail.com>2020-07-08 16:26:23 +0200
committereray orçunus <erayorcunus@gmail.com>2020-07-09 16:01:07 +0200
commit67a3c7d2ee2787b254099bf22a9c261146ce5eed (patch)
tree70124341489b7293a9d4eccfe2d74df263ab5e3e /src/peds/Ped.cpp
parentMerge pull request #652 from Domiiniik/miami (diff)
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Diffstat (limited to '')
-rw-r--r--src/peds/Ped.cpp1098
1 files changed, 683 insertions, 415 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 3c3fd46a..557aafa3 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -412,7 +412,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bIsDrowning = false;
bDrownsInWater = true;
bHeadStuckInCollision = false;
- b156_8 = false;
+ bHeldHostageInCar = false;
bIsPlayerFriend = true;
bDeadPedInFrontOfCar = false;
@@ -461,7 +461,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
weapon.m_nTimer = 0;
}
- m_lastFightMove = m_lastHitState = 0;
+ m_curFightMove = m_lastFightMove = FIGHTMOVE_IDLE;
GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
m_wepAccuracy = 60;
m_lastWepDam = -1;
@@ -576,7 +576,7 @@ CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround)
currentPedState = currentPed->m_nPedState;
- if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) {
+ if (currentPed->OnGroundOrGettingUp()) {
if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) {
if (currentPedState == PED_DEAD) {
foundDead = 1;
@@ -1094,13 +1094,13 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
return;
}
- if (currentWeapon->m_bUse2nd && ped->bIsAttacking && currentWeapon->m_AnimToPlay != ASSOCGRP_THROW) {
+ if (GetSecondFireAnim(currentWeapon) && ped->bIsAttacking && currentWeapon->m_AnimToPlay != ASSOCGRP_THROW) {
AnimationId groundAnim = GetFireAnimGround(currentWeapon);
CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim);
if (!groundAnimAssoc || groundAnimAssoc->blendAmount <= 0.95f && groundAnimAssoc->blendDelta <= 0.0f) {
if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK) {
newAnim = CAnimManager::BlendAnimation(
- ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_2ND, 8.0f);
+ ped->GetClump(), currentWeapon->m_AnimToPlay, GetSecondFireAnim(currentWeapon), 8.0f);
} else {
newAnim = CAnimManager::BlendAnimation(
ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK, 8.0f);
@@ -1231,7 +1231,7 @@ CPed::Attack(void)
}
if (!weaponAnimAssoc) {
if (!!ourWeapon->m_bUse2nd) {
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND);
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(ourWeapon));
if (weaponAnimAssoc) {
animLoopStart = ourWeapon->m_fAnim2LoopStart;
animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
@@ -1255,8 +1255,8 @@ CPed::Attack(void)
if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
- } else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){
- weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
+ } else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
} else if (!CGame::nastyGame || (!ourWeapon->m_bGround2nd && !ourWeapon->m_bGround3rd) ||
ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
@@ -1405,7 +1405,6 @@ CPed::Attack(void)
weaponAnimTime = weaponAnimAssoc->currentTime;
firePos = ourWeapon->m_vecFireOffset;
- //TODO(Miami): Check
if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
TransformToNode(firePos, PED_HANDR);
@@ -1494,10 +1493,10 @@ CPed::Attack(void)
}
weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
} else if (!!ourWeapon->m_bUse2nd) {
- if (weaponAnimAssoc->animId == ANIM_WEAPON_FIRE_2ND) {
+ if (weaponAnimAssoc->animId == GetSecondFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE, 8.0f);
} else {
- weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f);
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
}
weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
} else {
@@ -3147,7 +3146,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
break;
}
} else {
- if ((newObj == OBJECTIVE_LEAVE_CAR || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE || newObj == OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT)
+ if (newObj != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT && (newObj == OBJECTIVE_LEAVE_CAR || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE)
&& !bInVehicle)
return;
}
@@ -3319,7 +3318,7 @@ CPed::SetObjective(eObjective newObj)
}
*/
- m_objective = newObj;
+ m_objective = OBJECTIVE_NONE;
m_prevObjective = OBJECTIVE_NONE;
} else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) {
SetObjectiveTimer(0);
@@ -3436,8 +3435,7 @@ CPed::InformMyGangOfAttack(CEntity *attacker)
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)
- {
+ 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);
}
@@ -3973,11 +3971,11 @@ CPed::ClearAttackByRemovingAnim(void)
}
if (!weaponAssoc) {
if(!!weapon->m_bFinish3rd)
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFinishingAttackAnim(weapon));
}
if (!weaponAssoc) {
if(!!weapon->m_bUse2nd)
- weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(weapon));
}
if (!weaponAssoc) {
if(!!weapon->m_bCop3rd)
@@ -4212,7 +4210,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
if (method != WEAPONTYPE_KATANA ||
damagedBy != FindPlayerPed()
|| FindPlayerPed()->m_nPedState != PED_FIGHT
- || FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE1 && FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE2
+ || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE1 && FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE2
|| CGeneral::GetRandomNumber() & 3) {
if (m_nPedState == PED_FALL) {
@@ -4226,8 +4224,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
dieDelta = dieDelta * 2.0f;
dieSpeed = 0.5f;
}
- } else if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE2) {
- if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != FIGHTMOVE_MELEE3) {
+ } else if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE2) {
+ if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE3) {
switch (direction) {
case 0:
dieAnim = ANIM_KO_SKID_FRONT;
@@ -4752,8 +4750,8 @@ CPed::ClearObjective(void)
m_objective = OBJECTIVE_NONE;
m_pedInObjective = nil;
m_carInObjective = nil;
- if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
+ if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
if (m_pMyVehicle->pDriver != this) {
if(!IsPlayer())
bWanderPathAfterExitingCar = true;
@@ -4875,7 +4873,7 @@ CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
void
CPed::RestorePreviousState(void)
{
- if(!CanSetPedState() || m_nPedState == PED_FALL)
+ if (!CanSetPedState() || m_nPedState == PED_FALL)
return;
if (m_nPedState == PED_GETUP && !bGetUpAnimStarted)
@@ -5415,6 +5413,7 @@ CPed::SetAttack(CEntity *victim)
SetLookTimer(100);
}
+// --MIAMI: Done
void
CPed::StartFightAttack(uint8 buttonPressure)
{
@@ -5434,53 +5433,71 @@ CPed::StartFightAttack(uint8 buttonPressure)
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);
+ CAnimBlendAssociation* 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;
+ bool fightWithWeapon = false;
+ CAnimBlendAssociation *fightIdleAssoc;
- 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;
+ CWeaponInfo* weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ if (GetFightIdleWithMeleeAnim(weaponInfo)) {
+ fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo), 1000.0f);
+ fightWithWeapon = true;
+ } else {
+ fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE, 1000.0f);
+ }
} else {
- m_lastFightMove = FIGHTMOVE_STDPUNCH;
+ fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE, 1000.0f);
}
+ m_lastFightMove = FIGHTMOVE_IDLE;
+ m_curFightMove = IsPlayer() ? ChooseAttackPlayer(buttonPressure, fightWithWeapon) : ChooseAttackAI(buttonPressure, fightWithWeapon);
- if (pedOnGround && IsPlayer()) {
- m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
- pedOnGround->GetPosition().x, pedOnGround->GetPosition().y,
- GetPosition().x, GetPosition().y);
+ SetPedState(PED_FIGHT);
+ m_fightButtonPressure = 0;
- m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
- m_fRotationCur = m_fRotationDest;
- m_lookTimer = 0;
- SetLookFlag(pedOnGround, true);
- SetLookTimer(1500);
+ if (m_curFightMove > FIGHTMOVE_NULL && m_curFightMove != FIGHTMOVE_IDLE) {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay,
+ tFightMoves[m_curFightMove].animId, 8.0f);
+
+ if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
+ if (m_curFightMove == FIGHTMOVE_BACKKICK)
+ animAssoc->speed = 1.15f;
+ else
+ animAssoc->speed = 0.8f;
+ } else {
+ switch (GetWeapon()->m_eWeaponType) {
+ case WEAPONTYPE_SCREWDRIVER:
+ case WEAPONTYPE_KNIFE:
+ animAssoc->speed = 1.05f;
+ break;
+ case WEAPONTYPE_GOLFCLUB:
+ case WEAPONTYPE_NIGHTSTICK:
+ case WEAPONTYPE_BASEBALLBAT:
+ case WEAPONTYPE_HAMMER:
+ case WEAPONTYPE_KATANA:
+ animAssoc->speed = 0.8f;
+ break;
+ case WEAPONTYPE_CLEAVER:
+ case WEAPONTYPE_MACHETE:
+ animAssoc->speed = 0.9f;
+ break;
+ }
+ }
+ if (IsPlayer())
+ animAssoc->SetCurrentTime(0.08f);
+
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ } else {
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
}
- 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;
@@ -5594,7 +5611,7 @@ CPed::GetLocalDirection(const CVector2D &posOffset)
// --MIAMI: Done
bool
-CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
+CPed::FightStrike(CVector &touchedNodePos, bool fightWithWeapon)
{
CColModel *hisCol;
CVector attackDistance;
@@ -5603,8 +5620,8 @@ CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
CVector extendedTouchPoint;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- float radius = tFightMoves[m_lastFightMove].strikeRadius;
- if (unk)
+ float radius = tFightMoves[m_curFightMove].strikeRadius;
+ if (fightWithWeapon)
radius = weaponInfo->m_fRadius;
if (m_fightState == FIGHTSTATE_JUST_ATTACKED)
@@ -5615,7 +5632,7 @@ CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
for (int i = 0; i < m_numNearPeds; i++) {
int8 pedFound = 0;
nearPed = m_nearPeds[i];
- if (!unk && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE)
+ if (!fightWithWeapon && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE)
maxDistanceToBeat = nearPed->GetBoundRadius() + radius + 0.1f;
else
maxDistanceToBeat = nearPed->GetBoundRadius() + radius;
@@ -5646,14 +5663,14 @@ CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
}
}
}
- if (!pedFound && !unk) {
+ if (!pedFound && !fightWithWeapon) {
extendedTouchPoint = touchedNodePos - GetPosition();
if (DotProduct(touchedNodePos - GetPosition(), nearPed->GetPosition() - GetPosition()) > 0.f) {
- if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
+ if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
extendedTouchPoint += tFightMoves[FIGHTMOVE_GROUNDKICK].extendReachMultiplier * GetForward();
} else {
- extendedTouchPoint.x *= tFightMoves[m_lastFightMove].extendReachMultiplier;
- extendedTouchPoint.y *= tFightMoves[m_lastFightMove].extendReachMultiplier;
+ extendedTouchPoint.x *= tFightMoves[m_curFightMove].extendReachMultiplier;
+ extendedTouchPoint.y *= tFightMoves[m_curFightMove].extendReachMultiplier;
}
pedFound = -1;
extendedTouchPoint += GetPosition();
@@ -5667,7 +5684,7 @@ CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
attackDistance = hisCol->spheres[j].center;
attackDistance -= extendedTouchPoint;
CColSphere* hisPieces = hisCol->spheres;
- float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius;
+ float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_curFightMove].strikeRadius;
// We can beat him too
if (sq(maxDistanceToBeat2) > attackDistance.MagnitudeSqr()) {
@@ -5688,22 +5705,22 @@ CPed::FightStrike(CVector &touchedNodePos, bool unk = false)
return false;
}
-// TODO(Miami)
+// --MIAMI: Done
void
-CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece)
+CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
{
if (victim->IsPlayer() && victim->m_nPedState == PED_GETUP)
return;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
bool fightingWithWeapon = false;
- int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
+ int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
if (weaponInfo->m_bFightMode) {
fightingWithWeapon = true;
- if (m_lastFightMove >= FIGHTMOVE_MELEE1) {
+ if (m_curFightMove >= FIGHTMOVE_MELEE1) {
damageMult = weaponInfo->m_nDamage;
- if (m_lastFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER)
+ if (m_curFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER)
damageMult *= 5;
}
}
@@ -5716,56 +5733,83 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece)
}
float oldVictimHealth = victim->m_fHealth;
- CVector bloodPos = 0.5f * dist + touchPoint;
+ CVector bloodPos = 0.5f * dir + touchPoint;
CVector2D diff(GetPosition() - victim->GetPosition());
int direction = victim->GetLocalDirection(diff);
- /*
- // Change direction if we used kick.
- if (m_lastFightMove == FIGHTMOVE_KICK) {
- if (CGeneral::GetRandomNumber() & 1) {
- direction++;
- if (direction > 3)
- direction -= 4;
- }
- } */
+ bool brassKnucklePunch = false;
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
+ if (m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
+ m_curFightMove == FIGHTMOVE_STDPUNCH || m_curFightMove == FIGHTMOVE_PUNCH) {
+ brassKnucklePunch = true;
+ damageMult *= 1.5f;
+ }
+ }
victim->ReactToAttack(this);
- // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it.
+ // Mostly unused. if > 5, ANIM_HIT_BIGSTEP will be run, that's it.
int unk2;
- if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !victim->IsPlayer())
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
+ !victim->IsPlayer() && !fightingWithWeapon)
unk2 = 101;
else
unk2 = damageMult;
- victim->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2);
+ victim->StartFightDefend(direction, tFightMoves[m_curFightMove].hitLevel, unk2);
PlayHitSound(victim);
m_fightState = FIGHTSTATE_JUST_ATTACKED;
- RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f;
+ RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId)->speed = 0.6f;
+
if (!victim->DyingOrDead()) {
- victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction);
+ if(fightingWithWeapon)
+ victim->InflictDamage(this, GetWeapon()->m_eWeaponType, damageMult, (ePedPieceTypes)piece, direction);
+ else
+ victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction);
}
- if (CGame::nastyGame
- && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM
- && victim->m_nPedState == PED_DIE
+ if (CGame::nastyGame && weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE && m_curFightMove >= FIGHTMOVE_MELEE1
&& victim->GetIsOnScreen()) {
- // Just for blood particle. We will restore it below.
- dist /= (10.0f * dist.Magnitude());
- for(int i=0; i<4; i++) {
- CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dist, nil, 0.0f, 0, 0, 0, 0);
+ static float particleRightLen = 0.05f;
+ static float particleUpLen = 0.05f;
+
+ // Just for particles. We will restore it below.
+ dir /= (20.0f * dir.Magnitude());
+ if (m_curFightMove == FIGHTMOVE_MELEE1) {
+ float rightMult = -particleRightLen;
+ dir += particleUpLen * GetUp() + rightMult * GetRight();
+
+ } else if (m_curFightMove == FIGHTMOVE_MELEE2) {
+ float upMult = 2.0f * particleUpLen;
+ dir += particleRightLen * GetRight() + upMult * GetUp();
+ }
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ if (IsPlayer()) {
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ }
+ if (!(CGeneral::GetRandomNumber() & 3)) {
+ CParticle::AddParticle(PARTICLE_TEST, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ }
+ } else if (CGame::nastyGame && (tFightMoves[m_curFightMove].hitLevel > HITLEVEL_MEDIUM || fightingWithWeapon)
+ && victim->GetIsOnScreen()) {
+
+ // Just for particles. We will restore it below.
+ dir /= (10.0f * dir.Magnitude());
+ for (int i = 0; i < 4; i++) {
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
}
}
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
if (!fightingWithWeapon) {
- if (victim->m_nPedState != PED_FALL && victim->m_nPedState != PED_DIE && victim->m_nPedState != PED_DEAD) {
+ if (!victim->OnGround()) {
float curVictimHealth = victim->m_fHealth;
if (curVictimHealth > 0.0f
&& (curVictimHealth < 30.0f && oldVictimHealth > 30.0f
|| weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BRASSKNUCKLE && IsPlayer()
- || victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) {
+ || victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN || brassKnucklePunch)) {
victim->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0);
if (victim->m_nPedState == PED_FALL)
@@ -5775,15 +5819,15 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece)
}
if (victim->m_nPedState == PED_DIE || !victim->bIsStanding) {
- dist = victim->GetPosition() - GetPosition();
- dist.Normalise();
- dist.z = 1.0f;
+ dir = victim->GetPosition() - GetPosition();
+ dir.Normalise();
+ dir.z = 1.0f;
victim->bIsStanding = false;
float moveMult;
if (fightingWithWeapon) {
moveMult = Min(damageMult * 0.02f, 1.0f);
- } else if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) {
+ } else if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
moveMult = Min(damageMult * 0.6f, 4.0f);
} else {
if (victim->m_nPedState != PED_DIE || damageMult >= 20) {
@@ -5793,7 +5837,7 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece)
}
}
- victim->ApplyMoveForce(moveMult * 0.6f * dist);
+ victim->ApplyMoveForce(moveMult * 0.6 * dir);
}
if (weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_MACHETE
@@ -5812,6 +5856,334 @@ CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece)
}
// --MIAMI: Done
+int32
+CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
+{
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ const float maxAttackDist = 2.7f;
+ float weaponAttackDist = 2.0f;
+ CPed *victimPed = nil;
+ CPed *walkUpTo = nil;
+ CPed *groundAttackDeadPed = nil;
+ CPed *groundAttackAlivePed = nil;
+ if (fightWithWeapon)
+ weaponAttackDist = weaponInfo->m_fRange;
+
+ bool willWalkUp = false;
+ PedFightMoves choosenMove = FIGHTMOVE_IDLE;
+ int numPedsWeCanReach = 0;
+ if (m_takeAStepAfterAttack)
+ willWalkUp = true;
+
+ float groundAttackDeadAngle, groundAttackAliveAngle, walkAngle, victimAngle, distToVictim;
+
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ CVector distVec(nearPed->GetPosition() - GetPosition());
+ float dist = distVec.Magnitude();
+ if (dist < maxAttackDist) {
+ float nearPedAngle = CGeneral::LimitRadianAngle(distVec.Heading());
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ float neededTurn = Abs(nearPedAngle - m_fRotationCur);
+ if (neededTurn > PI)
+ neededTurn = TWOPI - neededTurn;
+
+ if (!nearPed->OnGroundOrGettingUp() && nearPed->m_nWaitState != WAITSTATE_SUN_BATHE_IDLE) {
+ if (!willWalkUp || neededTurn <= DEGTORAD(45.0f)) {
+
+ if (neededTurn <= DEGTORAD(30.0f) || nearPed->m_pedInObjective == this
+ && (nearPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || nearPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
+
+ if (dist < weaponAttackDist) {
+ if (!victimPed
+ || nearPed->m_attackTimer < victimPed->m_attackTimer && nearPed->m_attackTimer > CTimer::GetTimeInMilliseconds() - 100) {
+ victimPed = nearPed;
+ victimAngle = nearPedAngle;
+ distToVictim = dist;
+ }
+ ++numPedsWeCanReach;
+
+ } else {
+ if (neededTurn < DEGTORAD(30.0f)) {
+ walkUpTo = nearPed;
+ walkAngle = nearPedAngle;
+ }
+ }
+ }
+ }
+ } else if (CGame::nastyGame && dist < 1.2f && neededTurn < DEGTORAD(55.0f)) {
+ if (!nearPed->DyingOrDead() || groundAttackDeadPed) {
+ if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
+ groundAttackAlivePed = nearPed;
+ groundAttackAliveAngle = nearPedAngle;
+ }
+ } else {
+ groundAttackDeadPed = nearPed;
+ groundAttackDeadAngle = nearPedAngle;
+ }
+ ++numPedsWeCanReach;
+
+ } else if (dist > 1.4f && dist < maxAttackDist && neededTurn < DEGTORAD(30.0f)) {
+ if (!walkUpTo) {
+ walkUpTo = nearPed;
+ walkAngle = nearPedAngle;
+ }
+#ifdef FIX_BUGS
+ if(dist < 2.1f)
+#endif
+ ++numPedsWeCanReach;
+ }
+ }
+ }
+
+ if (victimPed) {
+ float adjustedAngleDiff = victimAngle - m_fRotationCur + DEGTORAD(30.0f);
+ if (adjustedAngleDiff < 0.0f)
+ adjustedAngleDiff = adjustedAngleDiff + TWOPI;
+
+ int16 dir = floorf(adjustedAngleDiff / DEGTORAD(60.0f));
+
+ // Just focus on who we're fighting with, don't care peds on ground
+ if (numPedsWeCanReach < 2 || fightWithWeapon) {
+ float angleDiff = Abs(victimAngle - m_fRotationCur);
+ if (angleDiff > PI)
+ angleDiff = TWOPI - angleDiff;
+
+ if (angleDiff < DEGTORAD(60.0f))
+ dir = 0; // forward
+ }
+ int16 randVal = CGeneral::GetRandomNumber() & 3;
+ switch (dir) {
+ case 0: // forward
+ if (fightWithWeapon) {
+ if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
+ choosenMove = FIGHTMOVE_KNEE;
+ } else {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CLEAVER) {
+ if (distToVictim < 0.85f * weaponInfo->m_fRange)
+ choosenMove = FIGHTMOVE_MELEE1;
+ else
+ choosenMove = FIGHTMOVE_SHUFFLE_F;
+ } else {
+ float weaponRange = weaponInfo->m_fRange;
+ if (distToVictim < 0.75f * weaponRange && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER) {
+ if (m_lastFightMove == FIGHTMOVE_MELEE1 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE2;
+ } else if (m_lastFightMove == FIGHTMOVE_MELEE2 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_MELEE1;
+ }
+ } else if (distToVictim < weaponRange && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_SHUFFLE_F;
+ }
+ }
+ }
+ } else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
+ choosenMove = FIGHTMOVE_KNEE;
+
+ } else if (distToVictim < 1.4f) {
+ if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
+ choosenMove = FIGHTMOVE_PUNCH;
+
+ } else if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
+ if (randVal == 2)
+ choosenMove = FIGHTMOVE_PUNCH;
+ else
+ choosenMove = FIGHTMOVE_PUNCHJAB;
+ } else {
+ choosenMove = FIGHTMOVE_LONGKICK;
+ }
+ } else {
+ choosenMove = FIGHTMOVE_LONGKICK;
+ }
+ break;
+ case 1:
+ choosenMove = FIGHTMOVE_FWDLEFT;
+ break;
+ case 2:
+ choosenMove = FIGHTMOVE_BACKLEFT;
+ break;
+ case 3:
+ choosenMove = FIGHTMOVE_BACKKICK;
+ break;
+ case 4:
+ choosenMove = FIGHTMOVE_BACKRIGHT;
+ break;
+ default:
+ choosenMove = FIGHTMOVE_FWDRIGHT;
+ break;
+ }
+
+ // forward
+ if (dir == 0) {
+ m_fRotationDest = CGeneral::LimitRadianAngle(victimAngle);
+ } else {
+ m_fRotationDest = victimAngle - dir * DEGTORAD(60.0f);
+ m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
+ }
+
+ m_fRotationCur = m_fRotationDest;
+ Say(SOUND_PED_ATTACK);
+
+ } else if (groundAttackAlivePed || groundAttackDeadPed) {
+ if (fightWithWeapon && weaponInfo->m_bGround2nd) {
+ choosenMove = FIGHTMOVE_MELEE2;
+ } else if (fightWithWeapon && weaponInfo->m_bGround3rd) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_GROUNDKICK;
+ }
+ if (groundAttackAlivePed)
+ m_fRotationDest = groundAttackAliveAngle;
+ else
+ m_fRotationDest = groundAttackDeadAngle;
+
+ m_fRotationCur = m_fRotationDest;
+ m_lookTimer = 0;
+ if (groundAttackAlivePed)
+ SetLookFlag(groundAttackAlivePed, 1, 0);
+ else
+ SetLookFlag(groundAttackDeadPed, 1, 0);
+
+ SetLookTimer(1500u);
+
+ } else if (walkUpTo) {
+ choosenMove = FIGHTMOVE_SHUFFLE_F;
+ m_fRotationCur = m_fRotationDest = walkAngle;
+ m_lookTimer = 0;
+ SetLookFlag(walkUpTo, true);
+ SetLookTimer(1500);
+
+ } else if (fightWithWeapon) {
+ // No enemy, fight with space
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SCREWDRIVER) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ if (m_lastFightMove == FIGHTMOVE_MELEE1 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE2;
+ } else if (m_lastFightMove == FIGHTMOVE_MELEE2 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_MELEE1;
+ }
+ }
+ } else {
+ // Max number GetRandomNumberInRange returns is max-1
+#ifdef FIX_BUGS
+ switch (CGeneral::GetRandomNumberInRange(0,4)) {
+#else
+ switch (CGeneral::GetRandomNumberInRange(0,3)) {
+#endif
+ case 0:
+ choosenMove = FIGHTMOVE_PUNCHJAB;
+ break;
+ case 1:
+ choosenMove = FIGHTMOVE_PUNCH;
+ break;
+ case 2:
+ choosenMove = FIGHTMOVE_LONGKICK;
+ break;
+ case 3:
+ choosenMove = FIGHTMOVE_KNEE;
+ break;
+ default:
+ break;
+ }
+ }
+ return choosenMove;
+}
+
+// --MIAMI: Done
+int32
+CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
+{
+ eWeaponType weapon = GetWeapon()->m_eWeaponType;
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
+ if (!fightWithWeapon && weapon != WEAPONTYPE_UNARMED && weapon != WEAPONTYPE_BRASSKNUCKLE) {
+ return FIGHTMOVE_PUNCH;
+ }
+
+ if (!m_pedInObjective)
+ return FIGHTMOVE_IDLE;
+ if (buttonPressure == 0)
+ return FIGHTMOVE_IDLE;
+
+ uint16 pedFeatures = m_pedStats->m_flags;
+ bool punchOnly = !!(pedFeatures & STAT_PUNCH_ONLY);
+ bool canRoundhouse = !!(pedFeatures & STAT_CAN_ROUNDHOUSE);
+ bool canKneeHead = !!(pedFeatures & STAT_CAN_KNEE_HEAD);
+ bool canKick = !!(pedFeatures & STAT_CAN_KICK);
+ bool hasShoppingBags = !!(pedFeatures & STAT_SHOPPING_BAGS);
+
+ CVector distVec(m_pedInObjective->GetPosition() - GetPosition());
+ float dist = distVec.Magnitude();
+ m_fRotationDest = CGeneral::LimitRadianAngle(distVec.Heading());
+ m_fRotationCur = m_fRotationDest;
+
+ if (fightWithWeapon) {
+ if (m_pedInObjective->OnGroundOrGettingUp()) {
+ if (!CGame::nastyGame || dist >= 1.2f || m_pedInObjective->IsPlayer()
+ || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) {
+ return FIGHTMOVE_IDLE;
+ }
+
+ if (weaponInfo->m_bGround2nd)
+ return FIGHTMOVE_MELEE2;
+ if (weaponInfo->m_bGround3rd)
+ return FIGHTMOVE_MELEE3;
+
+ return FIGHTMOVE_GROUNDKICK;
+ }
+ if (dist < 2.f) {
+ if (m_curFightMove == FIGHTMOVE_MELEE1) {
+ if (GetSecondFireAnim(weaponInfo))
+ return FIGHTMOVE_MELEE2;
+ }
+ if (m_curFightMove == FIGHTMOVE_MELEE2) {
+ if (GetFinishingAttackAnim(weaponInfo))
+ return FIGHTMOVE_MELEE3;
+ }
+ return FIGHTMOVE_MELEE1;
+ }
+ return FIGHTMOVE_SHUFFLE_F;
+ }
+ if (!hasShoppingBags) {
+ if (punchOnly) {
+ if (dist < 1.4f)
+ return FIGHTMOVE_PUNCH;
+ } else {
+ if (m_pedInObjective->OnGroundOrGettingUp()) {
+ if (!CGame::nastyGame || dist >= 1.2f || m_pedInObjective->IsPlayer()
+ || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) {
+
+ return FIGHTMOVE_IDLE;
+ } else {
+ return FIGHTMOVE_GROUNDKICK;
+ }
+ }
+ if (dist < 0.95f && canKneeHead)
+ return FIGHTMOVE_KNEE;
+ if (dist < 1.4f)
+ return FIGHTMOVE_PUNCH;
+ if (dist < 2.f && canKick) {
+ int nextMove = FIGHTMOVE_LONGKICK;
+ if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
+ nextMove = FIGHTMOVE_ROUNDHOUSE;
+ return nextMove;
+ }
+ }
+ return FIGHTMOVE_SHUFFLE_F;
+ }
+ if (dist < 2.f)
+ return FIGHTMOVE_ROUNDHOUSE;
+ else
+ return FIGHTMOVE_SHUFFLE_F;
+}
+
+// --MIAMI: Done
void
CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
{
@@ -5877,6 +6249,7 @@ CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
bFallenDown = true;
}
+// --MIAMI: Done
void
CPed::SetFlee(CEntity *fleeFrom, int time)
{
@@ -5884,7 +6257,7 @@ CPed::SetFlee(CEntity *fleeFrom, int time)
return;
SetStoredState();
- m_nPedState = PED_FLEE_ENTITY;
+ SetPedState(PED_FLEE_ENTITY);
bUsePedNodeSeek = true;
SetMoveState(PEDMOVE_RUN);
m_fleeFrom = fleeFrom;
@@ -5907,6 +6280,7 @@ CPed::SetFlee(CEntity *fleeFrom, int time)
}
}
+// --MIAMI: Done
void
CPed::SetFlee(CVector2D const &from, int time)
{
@@ -5915,7 +6289,7 @@ CPed::SetFlee(CVector2D const &from, int time)
if (m_nPedState != PED_FLEE_ENTITY) {
SetStoredState();
- m_nPedState = PED_FLEE_POS;
+ SetPedState(PED_FLEE_POS);
SetMoveState(PEDMOVE_RUN);
m_fleeFromPosX = from.x;
m_fleeFromPosY = from.y;
@@ -6179,8 +6553,8 @@ CPed::PlayHitSound(CPed *hitTo)
eWeaponType weapon = GetWeapon()->m_eWeaponType;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
- if (m_lastFightMove >= FIGHTMOVE_MELEE1) {
- if (m_lastFightMove == FIGHTMOVE_MELEE3) {
+ if (m_curFightMove >= FIGHTMOVE_MELEE1) {
+ if (m_curFightMove == FIGHTMOVE_MELEE3) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | 3);
} else {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | 3);
@@ -6190,21 +6564,21 @@ CPed::PlayHitSound(CPed *hitTo)
}
// This is why first dimension is between FightMove 1 and 17.
- if (m_lastFightMove <= FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT)
+ if (m_curFightMove <= FIGHTMOVE_NULL || m_curFightMove >= FIGHTMOVE_HITFRONT)
return;
uint16 soundId;
// And this is why second dimension is between 18 and 27.
- if (hitTo->m_lastFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_lastFightMove >= FIGHTMOVE_IDLE2NORM) {
+ if (hitTo->m_curFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_curFightMove >= FIGHTMOVE_IDLE2NORM) {
if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
- soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
} else {
- soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
}
} else {
- soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_lastFightMove - FIGHTMOVE_HITFRONT];
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_curFightMove - FIGHTMOVE_HITFRONT];
}
if (soundId != NO_SND)
@@ -7020,7 +7394,7 @@ CPed::EndFight(uint8 endType)
if (m_nPedState != PED_FIGHT)
return;
- m_lastFightMove = FIGHTMOVE_NULL;
+ m_curFightMove = FIGHTMOVE_NULL;
RestorePreviousState();
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
if (!animAssoc)
@@ -7354,30 +7728,57 @@ CPed::Fall(void)
}
}
+// --MIAMI: Done
void
CPed::Fight(void)
{
- CAnimBlendAssociation *currentAssoc = nil, *animAssoc;
- bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse;
- float angleToFace, nextAngle;
- bool goForward = false;
- int nextFightMove;
+ CAnimBlendAssociation *currentAssoc, *animAssoc;
+ bool fightWithWeapon = false;
- switch (m_lastFightMove) {
+ eWeaponType weapon = GetWeapon()->m_eWeaponType;
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
+
+ if (weaponInfo->m_bFightMode && weapon != WEAPONTYPE_UNARMED) {
+ fightWithWeapon = true;
+ tFightMoves[FIGHTMOVE_MELEE1].startFireTime = weaponInfo->m_fAnimFrameFire;
+ tFightMoves[FIGHTMOVE_MELEE1].endFireTime = weaponInfo->m_fAnimLoopEnd;
+ tFightMoves[FIGHTMOVE_MELEE2].startFireTime = weaponInfo->m_fAnim2FrameFire;
+ tFightMoves[FIGHTMOVE_MELEE2].endFireTime = weaponInfo->m_fAnim2LoopEnd;
+ tFightMoves[FIGHTMOVE_MELEE3].startFireTime = weaponInfo->m_fAnim2FrameFire;
+ tFightMoves[FIGHTMOVE_MELEE3].endFireTime = weaponInfo->m_fAnim2LoopEnd;
+ }
+
+ switch (m_curFightMove) {
case FIGHTMOVE_NULL:
return;
case FIGHTMOVE_IDLE2NORM:
- m_lastFightMove = FIGHTMOVE_NULL;
+ m_curFightMove = FIGHTMOVE_NULL;
RestorePreviousState();
break;
case FIGHTMOVE_IDLE:
- // currentAssoc = nil;
+ currentAssoc = nil;
break;
default:
- currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
+ currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
break;
}
+ if (m_curFightMove == FIGHTMOVE_SHUFFLE_F && !currentAssoc)
+ currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_SH_BACK);
+
+ if (IsPlayer() && currentAssoc && weapon == WEAPONTYPE_KATANA) {
+ if (m_curFightMove == FIGHTMOVE_MELEE1 || m_curFightMove == FIGHTMOVE_MELEE2) {
+ static float streakDelay = 0.2f;
+
+ if (tFightMoves[m_curFightMove].startFireTime - streakDelay < currentAssoc->currentTime &&
+ streakDelay + tFightMoves[m_curFightMove].endFireTime > currentAssoc->currentTime) {
+
+ // TODO(Miami): AddWeaponStreak
+ // CSpecialFX::AddWeaponStreak(v2->m_weapons[(char)v2->m_currentWeapon].nWeaponId);
+ }
+ }
+ }
+
if (!bIsAttacking && IsPlayer()) {
if (currentAssoc) {
currentAssoc->blendDelta = -1000.0f;
@@ -7391,291 +7792,145 @@ CPed::Fight(void)
} else if (currentAssoc && m_fightState > FIGHTSTATE_MOVE_FINISHED) {
float animTime = currentAssoc->currentTime;
- FightMove &curMove = tFightMoves[m_lastFightMove];
+ FightMove &curMove = tFightMoves[m_curFightMove];
if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
+ if (animTime > curMove.startFireTime && animTime - currentAssoc->timeStep < curMove.startFireTime &&
+ (IsPlayer() || weapon != WEAPONTYPE_UNARMED)) {
+
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_MELEE_ATTACK_START, weapon << 8);
+ }
+
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;
+ switch (m_curFightMove) {
case FIGHTMOVE_KNEE:
TransformToNode(touchingNodePos, PED_LOWERLEGR);
break;
+ case FIGHTMOVE_PUNCHHOOK:
case FIGHTMOVE_PUNCHJAB:
TransformToNode(touchingNodePos, PED_HANDL);
break;
case FIGHTMOVE_LONGKICK:
case FIGHTMOVE_ROUNDHOUSE:
+ case FIGHTMOVE_FWDLEFT:
+ case FIGHTMOVE_BACKRIGHT:
case FIGHTMOVE_GROUNDKICK:
TransformToNode(touchingNodePos, PED_FOOTR);
break;
+ case FIGHTMOVE_FWDRIGHT:
+ TransformToNode(touchingNodePos, PED_HEAD);
+ break;
+ case FIGHTMOVE_BACKKICK:
+ case FIGHTMOVE_BACKFLIP:
+ TransformToNode(touchingNodePos, PED_FOOTL);
+ break;
+ case FIGHTMOVE_BACKLEFT:
+ TransformToNode(touchingNodePos, PED_UPPERARML);
+ break;
+ default:
+ TransformToNode(touchingNodePos, PED_HANDR);
+ break;
}
- if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) {
- touchingNodePos += 0.1f * GetForward();
- } else if (m_lastFightMove == FIGHTMOVE_PUNCHHOOK) {
- touchingNodePos += 0.22f * GetForward();
- }
- FightStrike(touchingNodePos);
+ FightStrike(touchingNodePos, fightWithWeapon);
m_fightButtonPressure = 0;
return;
}
if (curMove.hitLevel != HITLEVEL_NULL) {
- if (animTime > curMove.endFireTime) {
+ if (animTime > curMove.endFireTime && weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE) {
if (IsPlayer())
currentAssoc->speed = 1.0f;
else
currentAssoc->speed = 0.8f;
}
- if (IsPlayer() && !nPlayerInComboMove) {
+ if (IsPlayer() && !nPlayerInComboMove && !fightWithWeapon) {
if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
+ m_lastFightMove = m_curFightMove;
// 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 = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_curFightMove].animId, 8.0f);
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
+ animAssoc->speed = 0.8f;
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) {
+
+ } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && !fightWithWeapon) {
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_BODYBLOW : FIGHTMOVE_KNEE);
- hasShoppingBags = false;
- canKneeHead = true;
- nPlayerInComboMove = 0;
- } else {
- nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_BODYBLOW : 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_LONGKICK;
- 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;
- }
+ if (!IsPlayer())
+ Say(SOUND_PED_ATTACK);
- } else if (nearPedState != PED_DEAD || pedOnGround) {
- if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
- canAffectMultiplePeople = false;
- nextFightMove = FIGHTMOVE_GROUNDKICK;
- }
+ if (m_curFightMove != FIGHTMOVE_IDLE)
+ m_lastFightMove = m_curFightMove;
- } else {
- pedOnGround = nearPed;
- kickGround = true;
- angleForGroundKick = nextAngle;
- }
- }
+ m_curFightMove = IsPlayer() ? ChooseAttackPlayer(m_fightButtonPressure, fightWithWeapon) : ChooseAttackAI(m_fightButtonPressure, fightWithWeapon);
- 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;
+ if (m_curFightMove != FIGHTMOVE_IDLE) {
- float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude();
- if (hasShoppingBags) {
- if (fightingPedDist >= 1.7f)
- nextFightMove = FIGHTMOVE_SHUFFLE_F;
- else
- nextFightMove = FIGHTMOVE_ROUNDHOUSE;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay,
+ tFightMoves[m_curFightMove].animId, 8.0f);
- } else if (punchOnly) {
- if (fightingPedDist >= 1.3f)
- nextFightMove = FIGHTMOVE_SHUFFLE_F;
+ if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
+ if (m_curFightMove == FIGHTMOVE_BACKKICK)
+ animAssoc->speed = 1.15f;
else
- nextFightMove = FIGHTMOVE_PUNCHJAB;
-
- } else if (fightingPedDist >= 3.0f) {
- nextFightMove = FIGHTMOVE_STDPUNCH;
-
+ animAssoc->speed = 0.8f;
} 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_LONGKICK;
- 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;
+ switch (GetWeapon()->m_eWeaponType) {
+ case WEAPONTYPE_SCREWDRIVER:
+ case WEAPONTYPE_KNIFE:
+ animAssoc->speed = 1.05f;
+ break;
+ case WEAPONTYPE_GOLFCLUB:
+ case WEAPONTYPE_NIGHTSTICK:
+ case WEAPONTYPE_BASEBALLBAT:
+ case WEAPONTYPE_HAMMER:
+ case WEAPONTYPE_KATANA:
+ animAssoc->speed = 0.8f;
+ break;
+ case WEAPONTYPE_CLEAVER:
+ case WEAPONTYPE_MACHETE:
+ animAssoc->speed = 0.9f;
+ break;
}
}
- }
-
- 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();
+ if (!IsPlayer())
+ animAssoc->SetCurrentTime(0.0f);
}
+ if (IsPlayer())
+ animAssoc->SetCurrentTime(0.08f);
+
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightButtonPressure = 0;
}
m_fightState = FIGHTSTATE_NO_MOVE;
- } else if (m_takeAStepAfterAttack && m_lastFightMove != FIGHTMOVE_SHUFFLE_F
+ } else if (m_takeAStepAfterAttack && m_curFightMove != FIGHTMOVE_SHUFFLE_F
#ifndef FIX_BUGS
&& CheckForPedsOnGroundToAttack(this, nil) == 4) {
#else
&& CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
#endif
- m_lastFightMove = FIGHTMOVE_SHUFFLE_F;
- animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId);
+ m_lastFightMove = m_curFightMove;
+ m_curFightMove = FIGHTMOVE_SHUFFLE_F;
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
if (animAssoc) {
animAssoc->SetCurrentTime(0.0f);
animAssoc->blendDelta = 4.0f;
animAssoc->SetRun();
} else {
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 32.0f);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 32.0f);
}
animAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
@@ -7685,13 +7940,14 @@ CPed::Fight(void)
} else if (m_takeAStepAfterAttack) {
EndFight(ENDFIGHT_FAST);
- } else if (m_lastFightMove == FIGHTMOVE_IDLE) {
+ } else if (m_curFightMove == FIGHTMOVE_IDLE) {
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
EndFight(ENDFIGHT_NORMAL);
}
} else {
- m_lastFightMove = FIGHTMOVE_IDLE;
+ m_lastFightMove = m_curFightMove;
+ m_curFightMove = FIGHTMOVE_IDLE;
if (IsPlayer())
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
else
@@ -7781,12 +8037,13 @@ CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
ped->bIsPedDieAnimPlaying = false;
}
+// --MIAMI: Done
void
CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
- if (tFightMoves[ped->m_lastFightMove].animId == animAssoc->animId) {
+ if (tFightMoves[ped->m_curFightMove].animId == animAssoc->animId) {
ped->m_fightState = FIGHTSTATE_MOVE_FINISHED;
animAssoc->blendDelta = -1000.0f;
}
@@ -8519,6 +8776,7 @@ CPed::SeekFollowingPath(void)
return &vecNextPathNode;
}
+// --MIAMI: Done
void
CPed::Flee(void)
{
@@ -8530,11 +8788,14 @@ CPed::Flee(void)
}
if (mayFinishFleeing) {
+ bMakeFleeScream = false;
eMoveState moveState = m_nMoveState;
ClearFlee();
- if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
+ if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) {
+ bBeingChasedByPolice = false;
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);
@@ -8544,6 +8805,11 @@ CPed::Flee(void)
m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000;
}
+ if (bMakeFleeScream && !((CTimer::GetFrameCounter() + m_randomSeed) & 7)) {
+ Say(SOUND_PED_FLEE_SPRINT);
+ bMakeFleeScream = false;
+ }
+
if (bUsePedNodeSeek) {
CPathNode *realLastNode = nil;
uint8 nextDirection = 0;
@@ -8567,7 +8833,7 @@ CPed::Flee(void)
}
if (m_pNextPathNode) {
- m_vecSeekPos = m_pNextPathNode->GetPosition();
+ m_vecSeekPos = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
if (m_nMoveState == PEDMOVE_RUN)
bIsRunning = true;
@@ -8621,32 +8887,15 @@ CPed::Flee(void)
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 collidingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;
+ if (collidingThingPriorityMult <= 1.5) {
double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
@@ -8654,35 +8903,34 @@ CPed::Flee(void)
m_collidingEntityWhileFleeing->GetPosition().y);
angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);
- // It includes projectiles, but is everything collides with us included?
- double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints(
+ double angleToFleeCollidingThing = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
0.0f,
0.0f);
- angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing);
+ angleToFleeCollidingThing = CGeneral::LimitRadianAngle(angleToFleeCollidingThing);
- if (angleToFleeEntity - PI > angleToFleeDamagingThing)
- angleToFleeDamagingThing += TWOPI;
- else if (PI + angleToFleeEntity < angleToFleeDamagingThing)
- angleToFleeDamagingThing -= TWOPI;
+ if (angleToFleeEntity - PI > angleToFleeCollidingThing)
+ angleToFleeCollidingThing += TWOPI;
+ else if (PI + angleToFleeEntity < angleToFleeCollidingThing)
+ angleToFleeCollidingThing -= TWOPI;
- if (damagingThingPriorityMult <= 1.0f) {
+ if (collidingThingPriorityMult <= 1.0f) {
// Range [0.0, 1.0]
- float angleToFleeBoth = (angleToFleeDamagingThing + angleToFleeEntity) * 0.5f;
+ float angleToFleeBoth = (angleToFleeCollidingThing + angleToFleeEntity) * 0.5f;
if (m_fRotationDest - PI > angleToFleeBoth)
angleToFleeBoth += TWOPI;
else if (PI + m_fRotationDest < angleToFleeBoth)
angleToFleeBoth -= TWOPI;
- m_fRotationDest = (1.0f - damagingThingPriorityMult) * m_fRotationDest + damagingThingPriorityMult * angleToFleeBoth;
+ m_fRotationDest = (1.0f - collidingThingPriorityMult) * m_fRotationDest + collidingThingPriorityMult * angleToFleeBoth;
} else {
// Range (1.0, 1.5]
- double adjustedMult = (damagingThingPriorityMult - 1.0f) * 2.0f;
- m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeDamagingThing;
+ double adjustedMult = (collidingThingPriorityMult - 1.0f) * 2.0f;
+ m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeCollidingThing;
}
} else {
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
@@ -9726,8 +9974,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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 &&
+ if (OnGround() && !m_pCollidingEntity &&
(!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
m_pCollidingEntity = car;
@@ -11394,7 +11641,7 @@ CPed::ProcessControl(void)
break;
case PED_FLEE_ENTITY:
if (!m_fleeFrom) {
- b157_10 = false;
+ bMakeFleeScream = false;
SetIdle();
break;
}
@@ -11581,7 +11828,7 @@ CPed::ProcessControl(void)
if (bInVehicle && !m_pMyVehicle)
bInVehicle = false;
- if (b156_8) {
+ if (bHeldHostageInCar) {
if (m_pMyVehicle && m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->IsPlayer()) {
Say(SOUND_PED_FLEE_SPRINT);
}
@@ -12247,27 +12494,34 @@ CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
}
}
+// --MIAMI: Done
void
CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
{
CPed* ped = (CPed*)arg;
CVehicle* veh = ped->m_pMyVehicle;
- if (animAssoc)
+ if (animAssoc) {
+ if ((animAssoc->animId == ANIM_CAR_ROLLOUT_LHS || animAssoc->animId == ANIM_CAR_ROLLOUT_RHS) && ped && ped->m_nPedState == PED_FALL) {
+ ped->RestoreHeadingRate();
+ return;
+ }
animAssoc->blendDelta = -1000.0f;
+ if (animAssoc->animId == ANIM_BIKE_GETOFF_BACK)
+ ped->RestoreHeadingRate();
+ }
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);
@@ -12340,10 +12594,8 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
}
}
-#ifdef VC_PED_PORTS
if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
closeDoor = false;
-#endif
if (!closeDoor) {
if (!veh->IsDoorMissing(door) && !veh->bIsBus) {
@@ -12664,7 +12916,7 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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->bStayInCarOnJack && !passenger->b156_8 && (passenger->m_leader != ped || !ped->bIsLeader)) {
+ if (passenger && !passenger->bStayInCarOnJack && !passenger->bHeldHostageInCar && (passenger->m_leader != ped || !ped->bIsLeader)) {
passenger->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds();
}
@@ -13095,10 +13347,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
ped->RestartNonPartialAnims();
ped->m_pVehicleAnim = nil;
- CVector posFromZ = ped->GetPosition();
- CPedPlacement::FindZCoorForPed(&posFromZ);
ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
- ped->SetPosition(posFromZ);
veh = ped->m_pMyVehicle;
if (veh) {
if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
@@ -13113,7 +13362,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
}
- if (veh->IsBike())
+ if (veh && veh->IsBike())
veh->m_nGettingOutFlags &= ~GetBikeDoorFlag(ped->m_vehEnterType);
else
veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
@@ -13168,6 +13417,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
if (createdBy == MISSION_CHAR && !startedToRun)
ped->SetMoveState(PEDMOVE_WALK);
}
+ ped->bHeldHostageInCar = false;
}
// --MIAMI: Done, but enumarate weapon slots
@@ -14839,10 +15089,9 @@ CPed::ProcessObjective(void)
// fall through
case OBJECTIVE_LEAVE_CAR:
if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
- if (InVehicle()
- && (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate()
- || bBusJacked)
- ) {
+ if (InVehicle() &&
+ (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate() || bBusJacked)) {
+
if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN
&& (m_nPedType != PEDTYPE_COP
|| m_pMyVehicle->IsBoat()
@@ -14861,7 +15110,7 @@ CPed::ProcessObjective(void)
RestorePreviousObjective();
}
}
- if (b156_8) {
+ if (bHeldHostageInCar) {
if (CTheScripts::IsPlayerOnAMission()) {
CVehicle *playerVeh = FindPlayerVehicle();
if (playerVeh && playerVeh->IsPassenger(this)) {
@@ -15088,7 +15337,12 @@ CPed::ProcessObjective(void)
else {
GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, pBus);
- bDontDragMeOutCar = true; // TODO(MIAMI): check, add more flags
+ bDontDragMeOutCar = true;
+ b157_40 = true;
+ CPlayerPed *player = FindPlayerPed();
+ if (pBus->IsPassenger(player) || pBus->IsDriver(player)) {
+ b158_10 = true;
+ }
}
}
}
@@ -16383,7 +16637,7 @@ CPed::PreRender(void)
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 (!OnGround() && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
if (!IsPedHeadAbovePos(0.3f) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED)) {
doSplashUp = false;
}
@@ -17141,13 +17395,27 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
uint32 optedDoorNode = wantedDoorNode;
bool teleportNeeded = false;
bool isLow = !!veh->bLowVehicle;
-// TODO(MIAMI): argument
- if (!veh->CanPedExitCar(false)) {
- if (veh->pDriver && !veh->pDriver->IsPlayer()) {
- veh->AutoPilot.m_nCruiseSpeed = 0;
- veh->AutoPilot.m_nCarMission = MISSION_NONE;
+
+ bool canJumpOut = false;
+ if (!veh->CanPedExitCar(false) && !bBusJacked) {
+ if (IsPlayer()) {
+ // TODO(Miami): Do jumping out of car
+ canJumpOut = false;
+ }
+ if (!canJumpOut) {
+ if (veh->pDriver) {
+ if (veh->pDriver->IsPlayer()) {
+ if (veh->pDriver != this) {
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ bHeldHostageInCar = true;
+ }
+ } else {
+ veh->AutoPilot.m_nCruiseSpeed = 0;
+ veh->AutoPilot.m_nCarMission = MISSION_NONE;
+ }
+ }
+ return;
}
- return;
}
if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR)
@@ -17312,9 +17580,9 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
SetPedState(PED_EXIT_CAR);
if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL)
m_pVehicleAnim->blendDelta = -1000.0f;
+ RemoveInCarAnims();
SetMoveState(PEDMOVE_NONE);
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f);
- RemoveInCarAnims();
veh->AutoPilot.m_nCruiseSpeed = 0;
if (teleportNeeded) {
PedSetOutCarCB(nil, this);
@@ -18051,7 +18319,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
Say(SOUND_PED_DEFEND);
switch (hitLevel) {
case HITLEVEL_GROUND:
- m_lastFightMove = FIGHTMOVE_HITONFLOOR;
+ m_curFightMove = FIGHTMOVE_HITONFLOOR;
break;
case HITLEVEL_LOW:
if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
@@ -18063,52 +18331,52 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
Say(SOUND_PED_DEFEND);
return;
}
- m_lastFightMove = FIGHTMOVE_HITBODY;
+ m_curFightMove = FIGHTMOVE_HITBODY;
break;
case HITLEVEL_HIGH:
switch (direction) {
case 1:
- m_lastFightMove = FIGHTMOVE_HITLEFT;
+ m_curFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
- m_lastFightMove = FIGHTMOVE_HITBACK;
+ m_curFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
- m_lastFightMove = FIGHTMOVE_HITRIGHT;
+ m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
- m_lastFightMove = FIGHTMOVE_HITHEAD;
+ m_curFightMove = FIGHTMOVE_HITHEAD;
else
- m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
+ m_curFightMove = FIGHTMOVE_HITBIGSTEP;
break;
}
break;
default:
switch (direction) {
case 1:
- m_lastFightMove = FIGHTMOVE_HITLEFT;
+ m_curFightMove = FIGHTMOVE_HITLEFT;
break;
case 2:
- m_lastFightMove = FIGHTMOVE_HITBACK;
+ m_curFightMove = FIGHTMOVE_HITBACK;
break;
case 3:
- m_lastFightMove = FIGHTMOVE_HITRIGHT;
+ m_curFightMove = FIGHTMOVE_HITRIGHT;
break;
default:
if (unk <= 5)
- m_lastFightMove = FIGHTMOVE_HITCHEST;
+ m_curFightMove = FIGHTMOVE_HITCHEST;
else
- m_lastFightMove = FIGHTMOVE_HITBIGSTEP;
+ m_curFightMove = FIGHTMOVE_HITBIGSTEP;
break;
}
break;
}
if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
- m_lastFightMove = FIGHTMOVE_HITONFLOOR;
+ m_curFightMove = FIGHTMOVE_HITONFLOOR;
if (m_nPedState == PED_FIGHT) {
- CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
if (IsPlayer())
@@ -18119,7 +18387,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
} else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bFightMode) {
- CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f);
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
moveAssoc->SetCurrentTime(0.0f);
moveAssoc->speed = 1.2f;
@@ -18133,7 +18401,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
}
SetPedState(PED_FIGHT);
m_fightButtonPressure = 0;
- m_lastHitState = 2;
+ m_lastFightMove = FIGHTMOVE_IDLE;
RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
if (walkStartAssoc) {
@@ -18163,7 +18431,7 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk)
fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE);
}
fightIdleAssoc->blendAmount = 1.0f;
- CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f);
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
m_fightState = FIGHTSTATE_NO_MOVE;
m_takeAStepAfterAttack = false;