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author | Nikolay Korolev <nickvnuk@gmail.com> | 2020-05-16 00:50:45 +0200 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2020-05-16 00:50:45 +0200 |
commit | 21329b8440ef87bbb34e02bffacacbe35b0f632d (patch) | |
tree | 6fc11fcadb5b04ba7309f32cc64eba6d14611287 /src/peds | |
parent | ped attractors done (diff) | |
parent | Merge pull request #550 from erorcun/miami (diff) | |
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Diffstat (limited to 'src/peds')
-rw-r--r-- | src/peds/CopPed.cpp | 19 | ||||
-rw-r--r-- | src/peds/EmergencyPed.cpp | 2 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 1321 | ||||
-rw-r--r-- | src/peds/Ped.h | 112 | ||||
-rw-r--r-- | src/peds/PedIK.cpp | 537 | ||||
-rw-r--r-- | src/peds/PedIK.h | 14 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 167 | ||||
-rw-r--r-- | src/peds/PlayerPed.h | 25 | ||||
-rw-r--r-- | src/peds/Population.cpp | 33 |
9 files changed, 1291 insertions, 939 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index 9e77ec72..1affb64d 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -23,7 +23,8 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) switch (copType) { case COP_STREET: SetModelIndex(MI_COP); - GiveWeapon(WEAPONTYPE_COLT45, 1000); + // GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami) + GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000); m_currentWeapon = WEAPONTYPE_UNARMED; m_fArmour = 0.0f; m_wepSkills = 208; /* TODO: what is this? seems unused */ @@ -31,17 +32,15 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) break; case COP_FBI: SetModelIndex(MI_FBI); - GiveWeapon(WEAPONTYPE_COLT45, 1000); - GiveWeapon(WEAPONTYPE_AK47, 1000); - SetCurrentWeapon(WEAPONTYPE_AK47); + GiveDelayedWeapon(WEAPONTYPE_MP5, 1000); + SetCurrentWeapon(WEAPONTYPE_MP5); m_fArmour = 100.0f; m_wepSkills = 176; /* TODO: what is this? seems unused */ m_wepAccuracy = 76; break; case COP_SWAT: SetModelIndex(MI_SWAT); - GiveWeapon(WEAPONTYPE_COLT45, 1000); - GiveWeapon(WEAPONTYPE_UZI, 1000); + GiveDelayedWeapon(WEAPONTYPE_UZI, 1000); SetCurrentWeapon(WEAPONTYPE_UZI); m_fArmour = 50.0f; m_wepSkills = 32; /* TODO: what is this? seems unused */ @@ -49,10 +48,8 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) break; case COP_ARMY: SetModelIndex(MI_ARMY); - GiveWeapon(WEAPONTYPE_COLT45, 1000); - GiveWeapon(WEAPONTYPE_M16, 1000); - GiveWeapon(WEAPONTYPE_GRENADE, 10); - SetCurrentWeapon(WEAPONTYPE_M16); + GiveDelayedWeapon(WEAPONTYPE_MP5, 1000); + SetCurrentWeapon(WEAPONTYPE_MP5); m_fArmour = 100.0f; m_wepSkills = 32; /* TODO: what is this? seems unused */ m_wepAccuracy = 84; @@ -69,7 +66,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) case 7: SetModelIndex(MI_VICE8); break; default: assert(0); break; } - GiveWeapon(WEAPONTYPE_UZI, 1000); + GiveDelayedWeapon(WEAPONTYPE_UZI, 1000); SetCurrentWeapon(WEAPONTYPE_UZI); m_fArmour = 100.0f; m_wepSkills = 176; diff --git a/src/peds/EmergencyPed.cpp b/src/peds/EmergencyPed.cpp index 2cb36843..04e5dd6a 100644 --- a/src/peds/EmergencyPed.cpp +++ b/src/peds/EmergencyPed.cpp @@ -314,7 +314,7 @@ CEmergencyPed::MedicAI(void) m_nEmergencyPedState = EMERGENCY_PED_STAND_STILL; } else { m_nEmergencyPedState = EMERGENCY_PED_FACE_TO_PATIENT; - m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CPR, 4.0f); + m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_MEDIC, ANIM_CPR, 4.0f); bIsDucking = true; } SetLookTimer(2000); diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 6cc16ad2..094ecb7c 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -57,6 +57,7 @@ #include "Timecycle.h" #include "ParticleObject.h" #include "Floater.h" +#include "Streaming.h" #include "PedAttractor.h" #define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f) @@ -645,7 +646,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_currentWeapon = WEAPONTYPE_UNARMED; m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; - for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { + for(int i = 0; i < TOTAL_WEAPON_SLOTS; i++) { CWeapon &weapon = GetWeapon(i); weapon.m_eWeaponType = WEAPONTYPE_UNARMED; weapon.m_eWeaponState = WEAPONSTATE_READY; @@ -667,27 +668,43 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) CPopulation::UpdatePedCount((ePedType)m_nPedType, false); } -uint32 -CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo) +// --MIAMI: Done +int32 +CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused) { - CWeapon &weapon = GetWeapon(weaponType); + int slot = GetWeaponSlot(weaponType); - if (HasWeapon(weaponType)) { - if (weapon.m_nAmmoTotal + ammo > 99999) - weapon.m_nAmmoTotal = 99999; - else - weapon.m_nAmmoTotal += ammo; + if (m_weapons[slot].m_eWeaponType == weaponType) { + GetWeapon(slot).m_nAmmoTotal += ammo; + if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) { - weapon.Reload(); + // Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1. + GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32) GetWeapon(slot).m_nAmmoTotal); + } else { + GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal); + } + GetWeapon(slot).Reload(); + if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0) + GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY; } 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 (HasWeaponSlot(slot)) { + + // TODO(Miami): Make an enum for that + if (slot == 4 || slot == 5 || slot == 6) + ammo += GetWeapon(slot).m_nAmmoTotal; + + RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon(slot).m_eWeaponType)->m_nModelId); + GetWeapon(slot).Shutdown(); + } + GetWeapon(slot).Initialise(weaponType, ammo); + if (slot == m_currentWeapon && !bInVehicle) { + AddWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId); + } } - if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) - weapon.m_eWeaponState = WEAPONSTATE_READY; + if (GetWeapon(slot).m_eWeaponState != WEAPONSTATE_OUT_OF_AMMO) + GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY; - return weaponType; + return slot; } static RwObject* @@ -841,8 +858,12 @@ CPed::AddWeaponModel(int id) if (id != -1) { #ifdef PED_SKIN - if(IsClumpSkinned(GetClump())) + if (IsClumpSkinned(GetClump())) { + if (m_pWeaponModel) + RemoveWeaponModel(-1); + m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); + } else #endif { @@ -851,7 +872,12 @@ CPed::AddWeaponModel(int id) RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame); RpClumpAddAtomic(GetClump(), atm); } + CModelInfo::GetModelInfo(id)->AddRef(); m_wepModelID = id; + + // TODO(Miami) + // if (IsPlayer() && id == MI_MINIGUN) + // ((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance(); } } @@ -1137,48 +1163,143 @@ CPed::IsPedHeadAbovePos(float zOffset) return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z; } +// --MIAMI: Done void -CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) +CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg) { - CWeaponInfo *currentWeapon; - CAnimBlendAssociation *newAnim; CPed *ped = (CPed*)arg; + CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); + + if (ped->DyingOrDead()) + return; - 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); + if (ped->bIsDucking && ped->bCrouchWhenShooting) { + CAnimBlendAssociation *crouchFireAssoc = nil; + if (!!weapon->m_bCrouchFire) { + crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE); + } + if (!!weapon->m_bReload && reloadAssoc) { + if (reloadAssoc->animId == ANIM_WEAPON_CROUCHRELOAD && !crouchFireAssoc) { + CAnimBlendAssociation *crouchAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f); + crouchAssoc->SetCurrentTime(crouchAssoc->hierarchy->totalLength); + crouchAssoc->flags &= ~ASSOC_RUNNING; + } + } + } else if (weapon->m_bReloadLoop2Start && ped->bIsAttacking) { + CAnimBlendAssociation *fireAssoc = + CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE, 8.0f); + fireAssoc->SetFinishCallback(FinishedAttackCB, ped); + fireAssoc->SetRun(); + if (fireAssoc->currentTime != reloadAssoc->hierarchy->totalLength) { + if (fireAssoc->currentTime >= weapon->m_fAnimLoopStart) + return; + + fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f)); + } else { + fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f)); + } + } +} + +// --MIAMI: Done +void +CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) +{ + CAnimBlendAssociation *newAnim, *reloadAnimAssoc; + CPed *ped = (CPed*)arg; + CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); + + if (ped->m_nPedState != PED_ATTACK) { + if (ped->bIsDucking && ped->IsPedInControl()) { + if (currentWeapon->m_bReload) { + reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHRELOAD); + } + if (currentWeapon->m_bCrouchFire && attackAssoc) { + if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) { + newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f); + newAnim->SetCurrentTime(newAnim->hierarchy->totalLength); + newAnim->flags &= ~ASSOC_RUNNING; } + } + } + return; + } + if (attackAssoc && attackAssoc->animId == ANIM_THROWABLE_START_THROW && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) { + if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) { + attackAssoc->blendDelta = -1000.0f; + newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROWU); + } else { + attackAssoc->blendDelta = -1000.0; + newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROW); + } + newAnim->SetFinishCallback(FinishedAttackCB, ped); + return; + } - newAnim->SetFinishCallback(FinishedAttackCB, ped); - return; + if (ped->bIsDucking && ped->bCrouchWhenShooting) { + if (currentWeapon->m_bReload) { + reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHRELOAD); + } + if (currentWeapon->m_bCrouchFire && attackAssoc) { + if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) { + newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f); + newAnim->SetCurrentTime(newAnim->hierarchy->totalLength); + newAnim->flags &= ~ASSOC_RUNNING; + } + } - case ANIM_FIGHT_PPUNCH: - attackAssoc->blendDelta = -8.0f; - attackAssoc->flags |= ASSOC_DELETEFADEDOUT; - ped->ClearAttack(); - return; + if (!ped->bIsAttacking) + ped->ClearAttack(); - case ANIM_WEAPON_THROW: - case ANIM_WEAPON_THROWU: - if (ped->GetWeapon()->m_nAmmoTotal > 0) { - currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); + return; + } + + // Not for unarmed, it's for weapons using unarmed anims + if (currentWeapon->m_bUse2nd && ped->bIsAttacking && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) { + 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); + } else { + newAnim = CAnimManager::BlendAnimation( + ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK, 8.0f); + } + newAnim->SetFinishCallback(FinishedAttackCB, ped); + } + } else { + // TODO(Miami): Remove this block when fighting has been ported + if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD) + { + attackAssoc->blendDelta = -8.0f; + attackAssoc->flags |= ASSOC_DELETEFADEDOUT; + ped->ClearAttack(); + return; + } + + if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) + { + attackAssoc->blendDelta = -8.0f; + attackAssoc->flags |= ASSOC_DELETEFADEDOUT; + ped->ClearAttack(); + return; + } + if (attackAssoc) + { + if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) + { + if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) + { + ped->RemoveWeaponModel(currentWeapon->m_nModelId); ped->AddWeaponModel(currentWeapon->m_nModelId); } - break; - default: - break; + } } + + if (!ped->bIsAttacking) + ped->ClearAttack(); } - - if (!ped->bIsAttacking) - ped->ClearAttack(); } void @@ -1186,7 +1307,6 @@ CPed::Attack(void) { CAnimBlendAssociation *weaponAnimAssoc; int32 weaponAnim; - float animStart; eWeaponType ourWeaponType; float weaponAnimTime; eWeaponFire ourWeaponFire; @@ -1195,58 +1315,132 @@ CPed::Attack(void) bool attackShouldContinue; AnimationId reloadAnim; CAnimBlendAssociation *reloadAnimAssoc; + CAnimBlendAssociation *throwAssoc; float delayBetweenAnimAndFire; + float animLoopStart; CVector firePos; ourWeaponType = GetWeapon()->m_eWeaponType; ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); ourWeaponFire = ourWeapon->m_eWeaponFire; - weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay); + weaponAnimAssoc = nil; attackShouldContinue = bIsAttacking; reloadAnimAssoc = nil; + throwAssoc = nil; reloadAnim = NUM_ANIMS; + animLoopStart = ourWeapon->m_fAnimLoopStart; + animLoopEnd = ourWeapon->m_fAnimLoopEnd; 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 (bIsDucking) { + if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + if (weaponAnimAssoc) { + animLoopStart = ourWeapon->m_fAnim2LoopStart; + animLoopEnd = ourWeapon->m_fAnim2LoopEnd; + delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; + } + } + } else { + AnimationId anim = GetFireAnimNotDucking(ourWeapon); + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), anim); + if (anim == ANIM_WEAPON_FIRE_3RD && weaponAnimAssoc) { + animLoopStart = 11.f/30.f; + animLoopEnd = 19.f/30.f; + delayBetweenAnimAndFire = 14.f/30.f; + } + } - if (reloadAnim != NUM_ANIMS) - reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim); + if (ourWeapon->m_bReload) { + reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD); + } - if (bIsDucking) - return; + if (!!ourWeapon->m_bReload && !reloadAnimAssoc) { + reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); + } - if (reloadAnimAssoc) { + if ( reloadAnimAssoc && reloadAnimAssoc->IsRunning() ) { if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) ClearAttack(); - return; } - if (CTimer::GetTimeInMilliseconds() < m_shootTimer) + if ( reloadAnimAssoc ) { + reloadAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; + if ( reloadAnimAssoc->blendDelta >= 0.0f ) + reloadAnimAssoc->blendDelta = -8.0f; + } + + if (!!ourWeapon->m_bThrow) { + throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_THROWABLE_START_THROW); + } + + if ( CTimer::GetTimeInMilliseconds() < m_shootTimer ) attackShouldContinue = true; + bool meleeAttackStarted = false; + if ( !weaponAnimAssoc ) { + if (!!ourWeapon->m_bPartialAttack) { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_ATTACK_START); + if ( weaponAnimAssoc ) { + if ( IsPlayer() ) + meleeAttackStarted = true; + + switch ( ourWeapon->m_AnimToPlay ) { + case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported + case ASSOCGRP_UNARMED: + case ASSOCGRP_SCREWDRIVER: + case ASSOCGRP_KNIFE: + case ASSOCGRP_BASEBALLBAT: + case ASSOCGRP_GOLFCLUB: + case ASSOCGRP_CHAINSAW: + delayBetweenAnimAndFire = 0.2f; + animLoopStart = 0.1f; + break; + default: + break; + } + animLoopEnd = 99.9f; + } + } + } 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 (!!ourWeapon->m_bUse2nd) { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND); + if (weaponAnimAssoc) { + animLoopStart = ourWeapon->m_fAnim2LoopStart; + animLoopEnd = ourWeapon->m_fAnim2LoopEnd; + delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; + } } + } + if (!weaponAnimAssoc) { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(ourWeapon)); + if (weaponAnimAssoc) { + animLoopStart = ourWeapon->m_fAnim2LoopStart; + animLoopEnd = ourWeapon->m_fAnim2LoopEnd; + delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; + } + } - if (!weaponAnimAssoc) { + if (!weaponAnimAssoc) { + if (!throwAssoc) { 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); + if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) { + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 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 (!CGame::nastyGame || (!ourWeapon->m_bGround2nd && !ourWeapon->m_bGround3rd) || + ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { + + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f); + + } else { + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimGround(ourWeapon, false), 8.0f); } weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this); @@ -1263,66 +1457,79 @@ CPed::Attack(void) } else FinishedAttackCB(nil, this); - return; + } + return; + } + + if (meleeAttackStarted && IsPlayer()) { + if (((CPlayerPed*)this)->m_bHaveTargetSelected || ((CPlayerPed*)this)->m_fMoveSpeed < 0.5f) { + weaponAnimAssoc->SetRun(); + } else { + if (weaponAnimAssoc->currentTime > animLoopStart && weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= animLoopStart) + weaponAnimAssoc->flags &= ~ASSOC_RUNNING; } } - animStart = ourWeapon->m_fAnimLoopStart; + float animStart = ourWeapon->m_fAnimLoopStart * 0.4f; weaponAnimTime = weaponAnimAssoc->currentTime; if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) { - if (ourWeapon->m_bCanAimWithArm) + if (!bIsDucking && !(m_nPedType == PEDTYPE_COP && ourWeapon->m_bCop3rd && weaponAnimAssoc->animId == ANIM_WEAPON_FIRE_3RD) && ourWeapon->m_bCanAimWithArm) m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; else m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } + // TODO(Miami): Chainsaw 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; + // TODO(Miami): Katana & Chainsaw + if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) { firePos = GetMatrix() * firePos; - } else if (ourWeaponType != WEAPONTYPE_UNARMED) { - TransformToNode(firePos, weaponAnimAssoc->animId == ANIM_KICK_FLOOR ? PED_FOOTR : PED_HANDR); } else { - firePos = GetMatrix() * firePos; + // TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done + TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR || + weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR); } GetWeapon()->Fire(this, &firePos); - if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) { + // TODO(Miami) + if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE + /* ourWeaponType == WEAPONTYPE_TEARGAS*/) { 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; + if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) { + int damagerType = 0; + if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) { + damagerType = m_pDamageEntity->GetType(); } - } 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); + switch (ourWeapon->m_AnimToPlay) { + case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done + case ASSOCGRP_UNARMED: + if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done + weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) { + DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, (damagerType | (ourWeaponType << 8))); + } + break; + case ASSOCGRP_KNIFE: + case ASSOCGRP_BASEBALLBAT: + case ASSOCGRP_GOLFCLUB: + case ASSOCGRP_CHAINSAW: + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8))); + break; + default: + break; } - weaponAnimAssoc->speed = 0.5f; - if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) { weaponAnimAssoc->callbackType = 0; } @@ -1331,10 +1538,11 @@ CPed::Attack(void) attackShouldContinue = false; } - if (ourWeaponType == WEAPONTYPE_SHOTGUN) { + if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && ourWeapon->m_AnimToPlay == ASSOCGRP_SHOTGUN) { 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); @@ -1353,85 +1561,112 @@ CPed::Attack(void) GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f); } } -#ifdef VC_PED_PORTS + + // TODO(Miami): CSpecialFX::AddWeaponStreak + + // Anim breakout on running 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) { + if (!attackShouldContinue && weaponAnimAssoc->currentTime > ourWeapon->m_fAnimBreakout) { 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 (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) { + if (ourWeapon->m_bReload && !reloadAnimAssoc) { + if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) { + CAnimBlendAssociation *newReloadAssoc; + if (bIsDucking) { + newReloadAssoc = CAnimManager::BlendAnimation( + GetClump(), ourWeapon->m_AnimToPlay, + ANIM_WEAPON_CROUCHRELOAD, + 8.0f); + } else { + newReloadAssoc = CAnimManager::BlendAnimation( + GetClump(), ourWeapon->m_AnimToPlay, + ANIM_WEAPON_RELOAD, + 8.0f); + } + newReloadAssoc->SetFinishCallback(FinishedReloadCB, this); + } + ClearLookFlag(); + ClearAimFlag(); + bIsAttacking = false; + bIsPointingGunAt = false; + m_shootTimer = CTimer::GetTimeInMilliseconds(); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType); + return; + } + } if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) - && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { + && (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING + /* || GetWeapon()->m_nWeaponType == WEAPONTYPE_MINIGUN */)) { + + PedOnGroundState pedOnGroundState; + if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE && + (CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER) + || GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) { - 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); + AnimationId fireAnim = GetFireAnimGround(ourWeapon, false); + if (weaponAnimAssoc->animId == fireAnim) + weaponAnimAssoc->SetCurrentTime(0.1f); + else { + if (fireAnim) { + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, fireAnim, 8.0f); + } else { + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_KICK_FLOOR, 8.0f); + } + } + weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this); + } else if (!!ourWeapon->m_bUse2nd) { + if (weaponAnimAssoc->animId == ANIM_WEAPON_FIRE_2ND) { + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE, 8.0f); } else { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f); } + weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this); } else { - if (weaponAnim == ourWeapon->m_Anim2ToPlay) - weaponAnimAssoc->SetCurrentTime(0.1f); - else - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); + weaponAnimAssoc->SetCurrentTime(animLoopStart); + weaponAnimAssoc->SetRun(); } -#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(); + } + } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { + weaponAnimAssoc->SetCurrentTime(animLoopEnd); + weaponAnimAssoc->flags &= ~ASSOC_RUNNING; + SetPointGunAt(m_pPointGunAt); + } 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; - } - } + // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) + if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) { - // 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; - } + // What?! Weapon id as volume?? + DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType); + } + + // 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; } +// --MIAMI: Done void CPed::RemoveWeaponModel(int modelId) { @@ -1439,32 +1674,63 @@ CPed::RemoveWeaponModel(int modelId) #ifdef PED_SKIN if(IsClumpSkinned(GetClump())){ if(m_pWeaponModel){ - RwFrame *frm = RpAtomicGetFrame(m_pWeaponModel); - RpAtomicDestroy(m_pWeaponModel); - RwFrameDestroy(frm); - m_pWeaponModel = nil; + if (modelId == -1 + || CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) { + CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef(); + RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel); + RpAtomicDestroy(m_pWeaponModel); + RwFrameDestroy(frm); + m_pWeaponModel = nil; + } } }else #endif RwFrameForAllObjects(m_pFrames[PED_HANDR]->frame,RemoveAllModelCB,nil); + + // TODO(Miami): Minigun + if (IsPlayer() && (modelId == -1 /* || modelId == MI_MINIGUN)*/)) { + RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic; + if (atm) { + RwFrame *frm = RpAtomicGetFrame(atm); + RpAtomicDestroy(atm); + RwFrameDestroy(frm); + atm = nil; + } + } m_wepModelID = -1; } +// --MIAMI: Done void -CPed::SetCurrentWeapon(uint32 weaponType) +CPed::SetCurrentWeapon(eWeaponType weaponType) { - CWeaponInfo *weaponInfo; - if (HasWeapon(weaponType)) { + SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot); +} + +// --MIAMI: Done +void +CPed::SetCurrentWeapon(int slot) +{ + if (slot == -1) + return; + + CWeaponInfo* weaponInfo; + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(weaponInfo->m_nModelId); + } + m_currentWeapon = slot; - m_currentWeapon = weaponType; + if (FindPlayerPed() && IsPlayer()) + ((CPlayerPed*)this)->m_nSelectedWepSlot = m_currentWeapon; + if (HasWeaponSlot(slot)) { weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); AddWeaponModel(weaponInfo->m_nModelId); } } +// --MIAMI: TODO when weapons got converted // Only used while deciding which gun ped should switch to, if no ammo left. bool CPed::SelectGunIfArmed(void) @@ -1514,6 +1780,7 @@ CPed::ClearDuck(void) } } +// --MIAMI: Done except commented thing void CPed::ClearPointGunAt(void) { @@ -1523,27 +1790,24 @@ CPed::ClearPointGunAt(void) 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) { + + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); 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; + weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); + if (!animAssoc || animAssoc->blendDelta < 0.0f) { + if (!!weaponInfo->m_bCrouchFire) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); } -#ifndef VC_PED_PORTS } -#endif + if (animAssoc) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc->blendDelta = -4.0f; + } } void @@ -2532,40 +2796,23 @@ CPed::CalculateNewVelocity(void) if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { #endif LimbOrientation newUpperLegs; - newUpperLegs.phi = localWalkAngle; + newUpperLegs.yaw = localWalkAngle; - if (newUpperLegs.phi < -DEGTORAD(100.0f)) { - newUpperLegs.phi += PI; - } else if (newUpperLegs.phi > DEGTORAD(100.0f)) { - newUpperLegs.phi -= PI; + if (newUpperLegs.yaw < -DEGTORAD(100.0f)) { + newUpperLegs.yaw += PI; + } else if (newUpperLegs.yaw > DEGTORAD(100.0f)) { + newUpperLegs.yaw -= 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); - } + if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) { + newUpperLegs.pitch = 0.1f; + RwV3d Xaxis = { 1.0f, 0.0f, 0.0f }; + RwV3d Zaxis = { 0.0f, 0.0f, 1.0f }; + RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT); + RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT); + RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT); + RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT); + bDontAcceptIKLookAts = true; } } } @@ -3619,29 +3866,45 @@ CPed::ClearAttack(void) } } +// --MIAMI: Done void CPed::ClearAttackByRemovingAnim(void) { - if (m_nPedState != PED_ATTACK || bIsDucking) + if (m_nPedState != PED_ATTACK) return; CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); - CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay); + CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE); + + // TODO(Miami): Remove when fighting got ported if (!weaponAssoc) { - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay); - - if (!weaponAssoc && weapon->m_bThrow) - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH); + } - if (!weaponAssoc) { - ClearAttack(); - return; - } + if (!weaponAssoc) { + if (!!weapon->m_bCrouchFire) + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + } + if (!weaponAssoc) { + if(!!weapon->m_bFinish3rd) + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL); + } + if (!weaponAssoc) { + if(!!weapon->m_bUse2nd) + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + } + if (!weaponAssoc) { + if(!!weapon->m_bCop3rd) + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL); + } + if (weaponAssoc) { + weaponAssoc->blendDelta = -8.0f; + weaponAssoc->flags &= ~ASSOC_RUNNING; + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + weaponAssoc->SetDeleteCallback(FinishedAttackCB, this); + } else { + ClearAttack(); } - weaponAssoc->blendDelta = -8.0f; - weaponAssoc->flags &= ~ASSOC_RUNNING; - weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; - weaponAssoc->SetDeleteCallback(FinishedAttackCB, this); } void @@ -3897,6 +4160,9 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi break; case WEAPONTYPE_COLT45: case WEAPONTYPE_UZI: + case WEAPONTYPE_TEC9: + case WEAPONTYPE_SILENCED_INGRAM: + case WEAPONTYPE_MP5: case WEAPONTYPE_SHOTGUN: case WEAPONTYPE_AK47: case WEAPONTYPE_M16: @@ -4266,7 +4532,7 @@ CPed::SetGetUp(void) if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE || collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE && ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 || - CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(), + CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(), aTempPedColPts, nil, nil) > 0)) { bGetUpAnimStarted = false; @@ -4445,25 +4711,15 @@ CPed::SetWanderPath(int8 pathStateDest) } } +// --MIAMI: Done 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; + RemoveWeaponModel(-1); + for (int i = 0; i < ARRAY_SIZE(m_weapons); i++) { + GetWeapon(i).Shutdown(); } + SetCurrentWeapon(WEAPONTYPE_UNARMED); } void @@ -4568,68 +4824,100 @@ CPed::SetAimFlag(float angle) m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } +// --MIAMI: Done void CPed::SetPointGunAt(CEntity *to) { if (to) { SetLookFlag(to, true); SetAimFlag(to); -#ifdef VC_PED_PORTS SetLookTimer(INT32_MAX); -#endif } - if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) + CWeaponInfo* curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + if (m_nPedState == PED_AIM_GUN || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK || curWeapon->m_AnimToPlay == ASSOCGRP_STD) return; if (m_nPedState != PED_ATTACK) SetStoredState(); + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); + 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 (bCrouchWhenShooting && bIsDucking) { + if (!!curWeapon->m_bCrouchFire) { + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + } + } else { + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); + } 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); + if (bCrouchWhenShooting && bIsDucking) { + if (!!curWeapon->m_bCrouchFire) { + aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f); + } + } else { + aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE); + } aimAssoc->blendAmount = 0.0f; aimAssoc->blendDelta = 8.0f; } - if (to) + if (to && !IsPlayer()) Say(SOUND_PED_ATTACK); } +// --MIAMI: Done void CPed::SetAmmo(eWeaponType weaponType, uint32 ammo) { - if (HasWeapon(weaponType)) { - GetWeapon(weaponType).m_nAmmoTotal = ammo; + int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot; + if (slot == -1) + return; + + GetWeapon(slot).m_nAmmoTotal += ammo; + if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) { + + // Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1. + GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32)GetWeapon(slot).m_nAmmoTotal); } else { - GetWeapon(weaponType).Initialise(weaponType, ammo); - m_maxWeaponTypeAllowed++; + GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal); } + uint32 newClip = GetWeapon(slot).m_nAmmoTotal; + if (newClip >= GetWeapon(slot).m_nAmmoInClip) + newClip = GetWeapon(slot).m_nAmmoInClip; + GetWeapon(slot).m_nAmmoInClip = newClip; + + if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0) + GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY; } +// --MIAMI: Done void CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo) { - if (HasWeapon(weaponType)) { - GetWeapon(weaponType).m_nAmmoTotal += ammo; + int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot; + if (slot == -1) + return; + + GetWeapon(slot).m_nAmmoTotal += ammo; + if (weaponType < WEAPONTYPE_LAST_WEAPONTYPE && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) { + + // Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1. + GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], (int32)GetWeapon(slot).m_nAmmoTotal); } else { - GetWeapon(weaponType).Initialise(weaponType, ammo); - m_maxWeaponTypeAllowed++; + GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal); } + + if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0) + GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY; } void @@ -4820,28 +5108,22 @@ CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump) } } +// --MIAMI: Done void CPed::SetAttack(CEntity *victim) { CPed *victimPed = nil; + CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CAnimBlendAssociation *animAssoc; + 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; + if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE || (bIsDucking && !bCrouchWhenShooting)) return; - } - if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) { + if (curWeapon->m_bReload && + (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD))) { if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected) bIsAttacking = false; else @@ -4850,20 +5132,23 @@ CPed::SetAttack(CEntity *victim) 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) { + // TODO(Miami): Brass knuckles + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) { if (IsPlayer() || - (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) { + (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL + && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) { if (m_nPedState != PED_ATTACK) { + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); + m_nPedState = PED_ATTACK; bIsAttacking = false; - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f); + + // TODO(Miami): Revert when fighting got ported + animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, + GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f); + // CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); @@ -4871,33 +5156,66 @@ CPed::SetAttack(CEntity *victim) animAssoc->SetFinishCallback(FinishedAttackCB, this); } } else { - StartFightAttack(CGeneral::GetRandomNumber() % 256); + StartFightAttack(CGeneral::GetRandomNumber()); } return; } + if (curWeapon->m_bPartialAttack && + (IsPlayer() && ((CPlayerPed*)this)->m_fMoveSpeed >= 1.0f || + m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN)) { + + if (m_nPedState != PED_ATTACK) { + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); + + m_nPedState = PED_ATTACK; + bIsAttacking = false; + CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); + animAssoc->SetRun(); + if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) + animAssoc->SetCurrentTime(0.0f); + + animAssoc->SetFinishCallback(FinishedAttackCB, this); + } + return; + } + + // TODO(Miami): Clean up old referene 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(); + aimPos += GetUp() * 0.35f; CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); - if (obstacle) - return; + if (obstacle) { + if(gaTempSphereColPoints[0].surfaceB != SURFACE_SCAFFOLD && gaTempSphereColPoints[0].surfaceB != SURFACE_METAL_FENCE && + gaTempSphereColPoints[0].surfaceB != SURFACE_WOOD_BOX && gaTempSphereColPoints[0].surfaceB != SURFACE_METAL_POLE) { + if (!IsPlayer()) { + bObstacleShowedUpDuringKillObjective = true; + m_shootTimer = 0; + SetAttackTimer(1500); + m_shotTime = CTimer::GetTimeInMilliseconds(); + } + 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 { + } else if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) { + SetAimFlag(m_fRotationCur); + ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); + } else if (curWeapon->m_bCanAimWithArm) { SetAimFlag(m_fRotationCur); - - if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam()) - ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); } } if (m_nPedState == PED_ATTACK) { @@ -4905,7 +5223,7 @@ CPed::SetAttack(CEntity *victim) return; } - if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) { + if (IsPlayer() || (!victimPed || victimPed->IsPedInControl())) { if (IsPlayer()) CPad::GetPad(0)->ResetAverageWeapon(); @@ -4919,7 +5237,7 @@ CPed::SetAttack(CEntity *victim) ClearAimFlag(); // This condition is pointless - if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed) + if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed && (IsPlayer() || !m_carInObjective)) StartFightAttack(200); } else { if (!curWeapon->m_bCanAim) @@ -4928,21 +5246,45 @@ CPed::SetAttack(CEntity *victim) if (m_nPedState != PED_AIM_GUN) SetStoredState(); + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); + m_nPedState = PED_ATTACK; SetMoveState(PEDMOVE_NONE); - if (bCrouchWhenShooting) { - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); + if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) { + CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + if (curMoveAssoc) { + if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) { + delete curMoveAssoc; + } + } + animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f); } 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); + AnimationId fireAnim; + if (curWeapon->m_bThrow) + fireAnim = ANIM_THROWABLE_START_THROW; + else if (CGame::nastyGame && (curWeapon->m_bGround2nd || curWeapon->m_bGround3rd)) { + PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil); + if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) { + fireAnim = GetFireAnimGround(curWeapon, false); + } else { + fireAnim = GetFireAnimNotDucking(curWeapon); + } } else { - animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta); + fireAnim = GetFireAnimNotDucking(curWeapon); } + + CAnimBlendAssociation* curFireAssoc = RpAnimBlendClumpGetAssociation(GetClump(), fireAnim); + if (curFireAssoc) { + if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, fireAnim)->hierarchy->name, curFireAssoc->hierarchy->name) != 0) { + delete curFireAssoc; + } + } + animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, fireAnim, animDelta); } animAssoc->SetRun(); @@ -4957,7 +5299,8 @@ CPed::SetAttack(CEntity *victim) if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP) SetWaitState(WAITSTATE_SURPRISE, nil); - SetLookFlag(victim, false); + // TODO(Miami): New parameter + SetLookFlag(victim, true); //true); SetLookTimer(100); } @@ -5135,7 +5478,7 @@ CPed::GetLocalDirection(const CVector2D &posOffset) bool CPed::FightStrike(CVector &touchedNodePos) { - CColModel *ourCol; + CColModel *hisCol; CVector attackDistance; ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; float maxDistanceToBeBeaten; @@ -5159,33 +5502,20 @@ CPed::FightStrike(CVector &touchedNodePos) if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) { CVector nearPedCentre; + + // Have to animate a skinned clump because the initial col model is useless + hisCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(nearPed->GetModelIndex()))->AnimatePedColModelSkinnedWorld(nearPed->GetClump()); + nearPed->GetBoundCentre(nearPedCentre); CVector potentialAttackDistance = nearPedCentre - touchedNodePos; // He can beat us if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) { - // Have to animate a skinned clump because the initial col model is useless - ourCol = ((CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex()))->AnimatePedColModelSkinned(GetClump()); -/* this should all be gone, right? - 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(GetModelIndex()))->GetHitColModel(), - RpClumpGetFrame(GetClump())); -#else - ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(); -#endif - } -*/ - - for (int j = 0; j < ourCol->numSpheres; j++) { - attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center; + for (int j = 0; j < hisCol->numSpheres; j++) { + attackDistance = hisCol->spheres[j].center; attackDistance -= touchedNodePos; - CColSphere *ourPieces = ourCol->spheres; + CColSphere *ourPieces = hisCol->spheres; float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius; // We can beat him too @@ -6007,7 +6337,7 @@ CPed::CreateDeadPedWeaponPickups(void) if (bInVehicle) return; - for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { + for(int i = 0; i < TOTAL_WEAPON_SLOTS; i++) { eWeaponType weapon = GetWeapon(i).m_eWeaponType; int weaponAmmo = GetWeapon(i).m_nAmmoTotal; @@ -6132,18 +6462,64 @@ CPed::SetChat(CEntity *chatWith, uint32 time) m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000; } +// --MIAMI: Done +void +CPed::RemoveWeaponAnims(int unused, float animDelta) +{ + CAnimBlendAssociation *weaponAssoc; + //CWeaponInfo::GetWeaponInfo(unused); + + // TODO(Miami): Remove when fighting got ported + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH); + if (weaponAssoc) { + weaponAssoc->blendDelta = animDelta; + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); + if (weaponAssoc) { + weaponAssoc->blendDelta = animDelta; + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + if (weaponAssoc) { + weaponAssoc->blendDelta = animDelta; + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD); + if (weaponAssoc) { + weaponAssoc->blendDelta = animDelta; + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); + if (weaponAssoc) { + weaponAssoc->blendDelta = animDelta; + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + } + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL); + if (weaponAssoc) { + weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; + if (weaponAssoc->flags & ASSOC_PARTIAL) + weaponAssoc->blendDelta = animDelta; + else + CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, -animDelta); + } +} + +// --MIAMI: Done 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; + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); + m_nPedState = PED_DEAD; m_pVehicleAnim = nil; m_pCollidingEntity = nil; @@ -6154,6 +6530,7 @@ CPed::SetDead(void) m_currentWeapon = WEAPONTYPE_UNARMED; CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250); if (this != FindPlayerPed()) { + RemoveWeaponAnims(0, -1000.0f); CreateDeadPedWeaponPickups(); CreateDeadPedMoney(); } @@ -6523,6 +6900,7 @@ CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos) return 1; } +#ifdef GTA_TRAIN void CPed::LineUpPedWithTrain(void) { @@ -6574,6 +6952,7 @@ CPed::ExitTrain(void) { LineUpPedWithTrain(); } +#endif void CPed::ExitCar(void) @@ -7110,9 +7489,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) 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); + CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 8.0f); handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped); ped->bIsLanding = true; @@ -8136,14 +8513,11 @@ CPed::GetPedRadioCategory(uint32 modelIndex) return 1; } -// Some kind of VC leftover I think +// --MIAMI: Done int CPed::GetWeaponSlot(eWeaponType weaponType) { - if (HasWeapon(weaponType)) - return weaponType; - else - return -1; + return CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot; } void @@ -8293,6 +8667,11 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) { // FIX: If there were no translations on enter anims, there were overflows all over this function. + int vanBlock = CAnimManager::GetAnimationBlockIndex("van"); + CStreaming::RequestAnim(vanBlock, STREAMFLAGS_DEPENDENCY); + CStreaming::LoadAllRequestedModels(false); + CAnimManager::AddAnimBlockRef(vanBlock); + CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_CAR_JACKED_LHS)->hierarchy; CAnimBlendSequence *seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); @@ -8341,7 +8720,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) } } - enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_VAN_GETIN_L)->hierarchy; + enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_VAN, ANIM_VAN_GETIN_L)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { @@ -8352,7 +8731,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) vecPedVanRearDoorAnimOffset = lastFrame->translation; } } - +#ifdef GTA_TRAIN enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_TRAIN_GETOUT)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); @@ -8364,6 +8743,7 @@ CPed::SetAnimOffsetForEnterOrExitVehicle(void) vecPedTrainDoorAnimOffset = lastFrame->translation; } } +#endif } void @@ -8569,7 +8949,7 @@ CPed::InvestigateEvent(void) bool CPed::IsPedDoingDriveByShooting(void) { - if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { + if (FindPlayerPed() == this && CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5) { if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight) return true; } @@ -8819,7 +9199,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD) && !m_pCollidingEntity && - (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { + (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { m_pCollidingEntity = car; } @@ -9319,7 +9699,6 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) bool itsLow = !!veh->bLowVehicle; #endif eDoors enterDoor; - AnimationId enterAnim; switch (ped->m_vehEnterType) { case CAR_DOOR_RF: @@ -9349,28 +9728,27 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) } if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { if (itsVan) { - enterAnim = ANIM_VAN_GETIN; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN); } else if (itsBus) { - enterAnim = ANIM_COACH_IN_R; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_R); #ifdef FIX_BUGS } else if (itsLow) { - enterAnim = ANIM_CAR_GETIN_LOW_RHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_RHS); #endif } else { - enterAnim = ANIM_CAR_GETIN_RHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_RHS); } } else if (itsVan) { - enterAnim = ANIM_VAN_GETIN_L; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN_L); } else if (itsBus) { - enterAnim = ANIM_COACH_IN_L; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_L); #ifdef FIX_BUGS } else if (itsLow) { - enterAnim = ANIM_CAR_GETIN_LOW_LHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); #endif } else { - enterAnim = ANIM_CAR_GETIN_LHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, 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)) { @@ -9378,16 +9756,16 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) 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); + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_OPEN); } else if (itsBus) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R); + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, 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); + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_OPEN_L); } else if (itsBus) { - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L); + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_OPEN_L); } else { if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) { @@ -10365,12 +10743,13 @@ CPed::ProcessControl(void) CPhysical::ProcessControl(); #endif if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) { + RequestDelayedWeapon(); + PlayFootSteps(); if (m_nPedState != PED_DEAD) { CalculateNewVelocity(); CalculateNewOrientation(); } UpdatePosition(); - PlayFootSteps(); if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) { SetInTheAir(); #ifdef VC_PED_PORTS @@ -10566,12 +10945,14 @@ CPed::ProcessControl(void) case PED_GETUP: SetGetUp(); break; +#ifdef GTA_TRAIN case PED_ENTER_TRAIN: EnterTrain(); break; case PED_EXIT_TRAIN: ExitTrain(); break; +#endif case PED_DRIVING: { if (!m_pMyVehicle) { @@ -10776,18 +11157,27 @@ CPed::RestoreHeadPosition(void) } } +// --MIAMI: Done 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); + float animLoopStart = weaponInfo->m_fAnimLoopStart; + CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); + if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) { + if (!!weaponInfo->m_bCrouchFire) { + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + animLoopStart = weaponInfo->m_fAnim2LoopStart; + } + } - if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) { - weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart); + if (weaponAssoc && weaponAssoc->currentTime > animLoopStart * 0.4f) { + weaponAssoc->SetCurrentTime(animLoopStart); weaponAssoc->flags &= ~ASSOC_RUNNING; + if (bIsDucking) + m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; + if (weaponInfo->m_bCanAimWithArm) m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; else @@ -10966,28 +11356,26 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg) 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; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN); } else if (isBus) { - animToPlay = ANIM_COACH_IN_R; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_R); } else if (isLow) { - animToPlay = ANIM_CAR_GETIN_LOW_RHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_RHS); } else { - animToPlay = ANIM_CAR_GETIN_RHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_RHS); } } else if (isVan) { - animToPlay = ANIM_VAN_GETIN_L; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETIN_L); } else if (isBus) { - animToPlay = ANIM_COACH_IN_L; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_COACH_IN_L); } else if (isLow) { - animToPlay = ANIM_CAR_GETIN_LOW_LHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); } else { - animToPlay = ANIM_CAR_GETIN_LHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); } - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } else { CPed *pedToDragOut = nil; @@ -11096,51 +11484,17 @@ CPed::ServiceTalkingWhenDead(void) return m_queuedSound == SOUND_PED_DEATH; } +// --MIAMI: Done void CPed::RemoveInCarAnims(void) { - if (!IsPlayer()) - return; - - CAnimBlendAssociation *animAssoc; + CAnimBlendAssociation* assoc; - 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; + for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_DRIVING); assoc; + assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_DRIVING)) { + assoc->flags |= ASSOC_DELETEFADEDOUT; + assoc->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 @@ -11262,32 +11616,32 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg) 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; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_CLOSE); } else if (isLow) { - animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_LOW_RHS); } else { - animToPlay = ANIM_CAR_CLOSEDOOR_RHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_RHS); } } else if (isVan) { - animToPlay = ANIM_VAN_CLOSE_L; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_VAN_CLOSE_L); } else if (isLow) { - animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_LOW_LHS); } else { - animToPlay = ANIM_CAR_CLOSEDOOR_LHS; + ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSEDOOR_LHS); } - ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped); } } +#ifdef GTA_TRAIN void CPed::SetPedPositionInTrain(void) { LineUpPedWithTrain(); } +#endif void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg) @@ -12284,14 +12638,14 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg) } } -// It was inlined in III but not in VC. +// --MIAMI: Done, but enumarate weapon slots inline void CPed::ReplaceWeaponWhenExitingVehicle(void) { eWeaponType weaponType = GetWeapon()->m_eWeaponType; // If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car. - if (IsPlayer() && weaponType == WEAPONTYPE_UZI) { + if (IsPlayer() && GetWeaponSlot(weaponType) == 5) { if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { SetCurrentWeapon(m_storedWeapon); m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; @@ -12301,14 +12655,14 @@ CPed::ReplaceWeaponWhenExitingVehicle(void) } } -// Same, it's inlined in III. +// --MIAMI: Add driveby check, enumarate weapon slots inline void CPed::RemoveWeaponWhenEnteringVehicle(void) { - if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { + if (IsPlayer() && GetWeapon(5).m_eWeaponType && GetWeapon(5).m_nAmmoTotal > 0) { if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) m_storedWeapon = GetWeapon()->m_eWeaponType; - SetCurrentWeapon(WEAPONTYPE_UZI); + SetCurrentWeapon(GetWeapon(5).m_eWeaponType); } else { CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(ourWeapon->m_nModelId); @@ -12905,8 +13259,8 @@ CPed::ProcessObjective(void) int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass); CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE); if (newVeh) { - newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition(); - newVeh->GetMatrix().GetPosition().z += 4.0f; + newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition(); + newVeh->GetMatrix().GetPosition().z += 4.0f; newVeh->SetHeading(DEGTORAD(200.0f)); newVeh->SetStatus(STATUS_ABANDONED); newVeh->m_nDoorLock = CARLOCK_UNLOCKED; @@ -13833,7 +14187,7 @@ CPed::ProcessObjective(void) float distWithTargetScSqr = distWithTarget.MagnitudeSqr(); if (distWithTargetScSqr <= sq(10.0f)) { if (distWithTargetScSqr <= sq(1.4f)) { - CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD); + CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU); m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); @@ -13870,7 +14224,7 @@ CPed::ProcessObjective(void) if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT) SetCurrentWeapon(WEAPONTYPE_UNARMED); - CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f); + CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FUCKU, 8.0f); newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT; newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE; } @@ -13903,23 +14257,21 @@ CPed::ProcessObjective(void) 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))) { +#ifdef GTA_TRAIN if (m_pMyVehicle->IsTrain()) SetExitTrain(m_pMyVehicle); -#ifdef VC_PED_PORTS - else if (m_pMyVehicle->IsBoat()) - SetExitBoat(m_pMyVehicle); + else #endif + if (m_pMyVehicle->IsBoat()) + SetExitBoat(m_pMyVehicle); + else SetExitCar(m_pMyVehicle, 0); } @@ -14204,6 +14556,7 @@ CPed::SetSeekBoatPosition(CVehicle *boat) m_nPedState = PED_SEEK_IN_BOAT; } +#ifdef GTA_TRAIN void CPed::SetExitTrain(CVehicle* train) { @@ -14221,6 +14574,7 @@ CPed::SetExitTrain(CVehicle* train) bUsesCollision = false; LineUpPedWithTrain(); } +#endif #ifdef NEW_WALK_AROUND_ALGORITHM CVector @@ -14949,7 +15303,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) bSomeVCflag1 = false; } #else - GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; + GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; #endif m_nSurfaceTouched = intersectionPoint.surfaceB; if (m_nSurfaceTouched == SURFACE_STONE) { @@ -14957,8 +15311,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) 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(); @@ -14966,7 +15319,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) upperSpeedLimit *= 2.0f; lowerSpeedLimit *= 1.5f; } - if (!m_ped_flagA2) { + if (!bWasStanding) { if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit || m_pCollidingEntity == collidingEnt) { @@ -14989,27 +15342,6 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) 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 @@ -15146,6 +15478,7 @@ CPed::WillChat(CPed *stranger) return true; } +#ifdef GTA_TRAIN void CPed::SetEnterTrain(CVehicle *train, uint32 unused) { @@ -15171,6 +15504,7 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused) ((CPlayerPed*)this)->ClearAdrenaline(); } } +#endif void CPed::SetDuck(uint32 time) @@ -15853,7 +16187,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) switch (m_vehEnterType) { case CAR_DOOR_RF: if (veh->bIsBus) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_COACH, ANIM_COACH_OUT_L); } else { if (isLow) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); @@ -15866,7 +16200,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) break; case CAR_DOOR_RR: if (veh->bIsVan) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT); + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETOUT); } else if (isLow) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); } else { @@ -15875,7 +16209,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) break; case CAR_DOOR_LF: if (veh->bIsBus) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_COACH, ANIM_COACH_OUT_L); } else { if (isLow) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); @@ -15888,7 +16222,7 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) break; case CAR_DOOR_LR: if (veh->bIsVan) { - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_VAN_GETOUT_L); + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_VAN, ANIM_VAN_GETOUT_L); } else if (isLow) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); } else { @@ -16387,9 +16721,12 @@ CPed::SeekCar(void) if (Seek()) { if (!foundBetterPosToSeek) { if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) { +#ifdef GTA_TRAIN if (vehToSeek->IsTrain()) { SetEnterTrain(vehToSeek, m_vehEnterType); - } else { + } else +#endif + { m_fRotationCur = m_fRotationDest; if (!bVehEnterDoorIsBlocked) { vehToSeek->bIsStatic = false; @@ -17562,7 +17899,7 @@ CPed::WanderPath(void) if (!Seek()) return; - CPathNode *previousLastNode = m_pLastPathNode; + CPathNode *previousLastNode = m_pLastPathNode; uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100; // We don't prefer 180-degree turns in normal situations @@ -17833,7 +18170,7 @@ CPed::SetCarJack(CVehicle* car) pedInSeat = car->pDriver; if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || - (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO))) + (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO))) if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING) if (m_nPedState != PED_CARJACK && !m_pVehicleAnim) if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door))) @@ -18039,7 +18376,7 @@ CPed::Save(uint8*& buf) CopyToBuf(buf, m_fHealth); CopyToBuf(buf, m_fArmour); SkipSaveBuf(buf, 148); - for (int i = 0; i < 13; i++) // has to be hardcoded + for (int i = 0; i < 10; i++) // has to be hardcoded m_weapons[i].Save(buf); SkipSaveBuf(buf, 5); CopyToBuf(buf, m_maxWeaponTypeAllowed); @@ -18059,8 +18396,24 @@ CPed::Load(uint8*& buf) CopyFromBuf(buf, m_fHealth); CopyFromBuf(buf, m_fArmour); SkipSaveBuf(buf, 148); - for (int i = 0; i < 13; i++) // has to be hardcoded - m_weapons[i].Load(buf); + + CWeapon bufWeapon; + for (int i = 0; i < 10; i++) { // has to be hardcoded + bufWeapon.Load(buf); + + if (bufWeapon.m_eWeaponType != WEAPONTYPE_UNARMED) { + int modelId = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModelId; + if (modelId != -1) { + CStreaming::RequestModel(modelId, STREAMFLAGS_DEPENDENCY); + int modelId2 = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModel2Id; + if (modelId2 != -1) + CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY); + + CStreaming::LoadAllRequestedModels(false); + } + GiveWeapon(bufWeapon.m_eWeaponType, bufWeapon.m_nAmmoTotal); + } + } SkipSaveBuf(buf, 5); CopyFromBuf(buf, m_maxWeaponTypeAllowed); SkipSaveBuf(buf, 162); @@ -18068,3 +18421,53 @@ CPed::Load(uint8*& buf) #undef CopyFromBuf #undef CopyToBuf #endif + +void +CPed::GiveDelayedWeapon(eWeaponType weapon, uint32 ammo) +{ + m_storedWeapon = weapon; + m_storedWeaponAmmo = ammo; + if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { + int modelId1 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModelId; + int modelId2 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModel2Id; + if (modelId1 != -1) + CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY); + if (modelId2 != -1) + CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY); + + if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1)) + && (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) { + GiveWeapon(m_storedWeapon, m_storedWeaponAmmo, 1); + m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; + } + } +} + +void +CPed::RequestDelayedWeapon() +{ + if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { + int modelId1 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModelId; + int modelId2 = CWeaponInfo::GetWeaponInfo(m_storedWeapon)->m_nModel2Id; + if (modelId1 != -1) + CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY); + if (modelId2 != -1) + CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY); + + if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1)) + && (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) { + GiveWeapon(m_storedWeapon, m_storedWeaponAmmo, 1); + m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; + } + } +} + +void +CPed::ClearFollowPath() +{ + for (int i = 0; i < ARRAY_SIZE(m_pPathNodesStates); i++) { + m_pPathNodesStates[i] = nil; + } + m_nPathNodes = 0; + m_nCurPathNode = 0; +}
\ No newline at end of file diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 60325812..4efad358 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -521,8 +521,9 @@ public: uint8 m_stateUnused; uint32 m_timerUnused; CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused - CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS]; + CWeapon m_weapons[TOTAL_WEAPON_SLOTS]; eWeaponType m_storedWeapon; + uint32 m_storedWeaponAmmo; uint8 m_currentWeapon; // eWeaponType uint8 m_maxWeaponTypeAllowed; // eWeaponType uint8 m_wepSkills; @@ -548,12 +549,26 @@ public: uint32 m_duckTimer; uint32 m_duckAndCoverTimer; uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision + uint32 m_shotTime; + uint32 m_shotTimeAdd; uint8 m_panicCounter; bool m_deadBleeding; int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't CPed *m_nearPeds[10]; uint16 m_numNearPeds; - int8 m_lastWepDam; + uint16 m_pedMoney; + int8 m_lastWepDam; + CEntity *m_lastDamEntity; + CEntity *m_attachedTo; + CVector m_vecAttachOffset; + uint16 m_attachType; + float m_attachRot; + uint32 m_attachWepAmmo; + uint32 m_threatFlags; + uint32 m_threatCheck; + uint32 m_lastThreatCheck; + uint32 m_sayType; + uint32 m_sayTimer; uint32 m_lastSoundStart; uint32 m_soundStart; uint16 m_lastQueuedSound; @@ -601,7 +616,8 @@ public: void ClearAttack(void); bool IsPedHeadAbovePos(float zOffset); void RemoveWeaponModel(int modelId); - void SetCurrentWeapon(uint32 weaponType); + void SetCurrentWeapon(eWeaponType weaponType); + void SetCurrentWeapon(int weapon); void Duck(void); void ClearDuck(void); void ClearPointGunAt(void); @@ -612,7 +628,7 @@ public: void PlayFootSteps(void); void QuitEnteringCar(void); void BuildPedLists(void); - uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo); + int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = false); void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); @@ -685,6 +701,7 @@ public: void RemoveInCarAnims(void); void CollideWithPed(CPed*); void SetDirectionToWalkAroundObject(CEntity*); + void RemoveWeaponAnims(int, float); void CreateDeadPedMoney(void); void CreateDeadPedWeaponPickups(void); void SetAttackTimer(uint32); @@ -700,7 +717,6 @@ public: void EnterCar(void); uint8 GetNearestTrainPedPosition(CVehicle*, CVector&); uint8 GetNearestTrainDoor(CVehicle*, CVector&); - void LineUpPedWithTrain(void); void ExitCar(void); void Fight(void); bool FindBestCoordsFromNodes(CVector, CVector*); @@ -747,7 +763,6 @@ public: void SetExitCar(CVehicle*, uint32); void SetFormation(eFormation); bool WillChat(CPed*); - void SetEnterTrain(CVehicle*, uint32); void SetEnterCar_AllClear(CVehicle*, uint32, uint32); void SetSolicit(uint32 time); void ScanForInterestingStuff(void); @@ -756,6 +771,9 @@ public: bool WarpPedToNearLeaderOffScreen(void); void Solicit(void); void SetExitBoat(CVehicle*); + void ClearFollowPath(); + void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo); + void RequestDelayedWeapon(); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -783,8 +801,9 @@ public: static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg); - static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); + static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); // TODO(Miami): Should be under GTA_TRAIN static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishedReloadCB(CAnimBlendAssociation *assoc, void *arg); static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg); static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg); @@ -813,8 +832,14 @@ public: void SetPedStats(ePedStats); bool IsGangMember(void); void Die(void); +#ifdef GTA_TRAIN void EnterTrain(void); void ExitTrain(void); + void SetExitTrain(CVehicle*); + void SetPedPositionInTrain(void); + void LineUpPedWithTrain(void); + void SetEnterTrain(CVehicle*, uint32); +#endif void Fall(void); bool IsPedShootable(void); void Look(void); @@ -822,11 +847,9 @@ public: void RestoreHeadPosition(void); void PointGunAt(void); bool ServiceTalkingWhenDead(void); - void SetPedPositionInTrain(void); void SetShootTimer(uint32); void SetSeekCar(CVehicle*, uint32); void SetSeekBoatPosition(CVehicle*); - void SetExitTrain(CVehicle*); void WanderRange(void); void SetFollowRoute(int16, int16); void SeekBoatPosition(void); @@ -866,6 +889,35 @@ public: void ReplaceWeaponWhenExitingVehicle(void); void RemoveWeaponWhenEnteringVehicle(void); bool IsNotInWreckedVehicle(); + + // My addons. Maybe inlined in VC? + AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { + // TODO(Miami): Revert that when weapons got ported + if (weapon->m_AnimToPlay == ASSOCGRP_STD) + return ANIM_FIGHT_PPUNCH; + + if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd) + return ANIM_WEAPON_FIRE_3RD; + else + return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE; + } + + static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) { + // TODO(Miami): Revert that when weapons got ported + if (weapon->m_AnimToPlay == ASSOCGRP_STD) + return ANIM_KICK_FLOOR; + + if (!!weapon->m_bGround2nd) + return ANIM_WEAPON_CROUCHFIRE; + else if (!!weapon->m_bGround3rd) + return ANIM_WEAPON_SPECIAL; + else if (kickFloorIfNone) + return ANIM_KICK_FLOOR; + else + return (AnimationId)0; + } + // -- + // My additions, because there were many, many instances of that. inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false) { @@ -884,43 +936,24 @@ public: if (walk) SetMoveState(PEDMOVE_WALK); } + // -- // Using this to abstract nodes of skinned and non-skinned meshes CVector GetNodePosition(int32 node) { -#ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ - RwV3d pos = { 0.0f, 0.0f, 0.0f }; - RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); - int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); - RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); - // this is just stupid - //RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]); - pos = mats[idx].pos; - return pos; - }else -#endif - { - RwMatrix mat; - CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat); - return mat.pos; - } + RwV3d pos = { 0.0f, 0.0f, 0.0f }; + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + pos = mats[idx].pos; + return pos; } void TransformToNode(CVector &pos, int32 node) { -#ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ - RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); - int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); - RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); - RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]); - }else -#endif - { - RwFrame *frame; - for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame)) - RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame)); - } + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]); } // set by 0482:set_threat_reaction_range_multiplier opcode @@ -953,6 +986,7 @@ public: void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg); +// TODO(Miami): Change those when Ped struct is done #ifndef PED_SKIN VALIDATE_SIZE(CPed, 0x53C); #endif diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index 9dae5ff1..8b3835b3 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -7,11 +7,13 @@ #include "General.h" #include "RwHelper.h" -LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) }; -LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; +//--MIAMI: file almost done (only some special weapon cases left) + +LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(8.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; +LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(8.0f) }; LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) }; -LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) }; -LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) }; +LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(5.0f), DEGTORAD(-120.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(20.0f) }; +LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(60.0f), DEGTORAD(0.0f), DEGTORAD(15.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f) }; const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f}; const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f}; @@ -21,17 +23,16 @@ CPedIK::CPedIK(CPed *ped) { m_ped = ped; m_flags = 0; - m_headOrient.phi = 0.0f; - m_headOrient.theta = 0.0f; - m_torsoOrient.phi = 0.0f; - m_torsoOrient.theta = 0.0f; - m_upperArmOrient.phi = 0.0f; - m_upperArmOrient.theta = 0.0f; - m_lowerArmOrient.phi = 0.0f; - m_lowerArmOrient.theta = 0.0f; + m_headOrient.yaw = 0.0f; + m_headOrient.pitch = 0.0f; + m_torsoOrient.yaw = 0.0f; + m_torsoOrient.pitch = 0.0f; + m_upperArmOrient.yaw = 0.0f; + m_upperArmOrient.pitch = 0.0f; + m_lowerArmOrient.yaw = 0.0f; + m_lowerArmOrient.pitch = 0.0f; } -#ifdef PED_SKIN inline RwMatrix* GetBoneMatrix(CPed *ped, int32 bone) { @@ -45,174 +46,60 @@ GetComponentMatrix(CPed *ped, int32 node) { return GetBoneMatrix(ped, ped->m_pFrames[node]->nodeID); } -#endif void CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll) { -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - RtQuat *q = &node->hanimFrame->q; -#ifndef FIX_BUGS - // this is what the game does (also VC), but it does not look great - RtQuatRotate(q, &XaxisIK, RADTODEG(limb->phi), rwCOMBINEPRECONCAT); - RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); // pitch -#else - // copied the code from the non-skinned case - // this seems to work ok - - // We can't get the parent matrix of an hanim frame but - // this function is always called with PED_MID, so we know the parent frame. - // Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox... - // so this doesn't exactly do what we'd like anyway - RwMatrix* mat = GetComponentMatrix(m_ped, PED_MID); - - RwV3d vec1, vec2; - vec1.x = mat->right.z; - vec1.y = mat->up.z; - vec1.z = mat->at.z; - float c = Cos(m_ped->m_fRotationCur); - float s = Sin(m_ped->m_fRotationCur); - vec2.x = -(c*mat->right.x + s*mat->right.y); - vec2.y = -(c*mat->up.x + s*mat->up.y); - vec2.z = -(c*mat->at.x + s*mat->at.y); - - // Not sure what exactly to do here - RtQuatRotate(q, &vec1, RADTODEG(limb->phi), rwCOMBINEPRECONCAT); - RtQuatRotate(q, &vec2, RADTODEG(limb->theta), rwCOMBINEPRECONCAT); -#endif - m_ped->bDontAcceptIKLookAts = true; - }else -#endif - { - RwFrame *f = node->frame; - RwMatrix *mat = GetWorldMatrix(RwFrameGetParent(f), RwMatrixCreate()); - - RwV3d upVector = { mat->right.z, mat->up.z, mat->at.z }; - RwV3d rightVector; - RwV3d pos = RwFrameGetMatrix(f)->pos; - - // rotation == 0 -> looking in y direction - // left? vector - float c = Cos(m_ped->m_fRotationCur); - float s = Sin(m_ped->m_fRotationCur); - rightVector.x = -(c*mat->right.x + s*mat->right.y); - rightVector.y = -(c*mat->up.x + s*mat->up.y); - rightVector.z = -(c*mat->at.x + s*mat->at.y); - - if(changeRoll){ - // Used when aiming only involves over the legs.(canAimWithArm) - // Automatically changes roll(forward rotation) axis of the parts above upper legs while moving, based on position of upper legs. - // Not noticeable in normal conditions... - - RwV3d forwardVector; - CVector inversedForward = CrossProduct(CVector(0.0f, 0.0f, 1.0f), mat->up); - inversedForward.Normalise(); - float dotProduct = DotProduct(mat->at, inversedForward); - if(dotProduct > 1.0f) dotProduct = 1.0f; - if(dotProduct < -1.0f) dotProduct = -1.0f; - float alpha = Acos(dotProduct); - - if(mat->at.z < 0.0f) - alpha = -alpha; - - forwardVector.x = s * mat->right.x - c * mat->right.y; - forwardVector.y = s * mat->up.x - c * mat->up.y; - forwardVector.z = s * mat->at.x - c * mat->at.y; - - float curYaw, curPitch; - ExtractYawAndPitchWorld(mat, &curYaw, &curPitch); - RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT); - RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi - (curYaw - m_ped->m_fRotationCur)), rwCOMBINEPOSTCONCAT); - RwMatrixRotate(RwFrameGetMatrix(f), &forwardVector, RADTODEG(alpha), rwCOMBINEPOSTCONCAT); - }else{ - // pitch - RwMatrixRotate(RwFrameGetMatrix(f), &rightVector, RADTODEG(limb->theta), rwCOMBINEPOSTCONCAT); - // yaw - RwMatrixRotate(RwFrameGetMatrix(f), &upVector, RADTODEG(limb->phi), rwCOMBINEPOSTCONCAT); - } - RwFrameGetMatrix(f)->pos = pos; - RwMatrixDestroy(mat); - } + RtQuat *q = &node->hanimFrame->q; + RtQuatRotate(q, &XaxisIK, RADTODEG(limb->yaw), rwCOMBINEREPLACE); + RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT); + m_ped->bDontAcceptIKLookAts = true; } void CPedIK::GetComponentPosition(RwV3d *pos, uint32 node) { - RwFrame *f; - RwMatrix *mat; - -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - pos->x = 0.0f; - pos->y = 0.0f; - pos->z = 0.0f; - mat = GetComponentMatrix(m_ped, node); - // could just copy the position out of the matrix... - RwV3dTransformPoints(pos, pos, 1, mat); - }else -#endif - { - f = m_ped->m_pFrames[node]->frame; - mat = RwFrameGetMatrix(f); - *pos = mat->pos; - - for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f)) - RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f)); - } -} - -RwMatrix* -CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination) -{ - RwFrame *i; - - *destination = *RwFrameGetMatrix(source); - - for (i = RwFrameGetParent(source); i; i = RwFrameGetParent(i)) - RwMatrixTransform(destination, RwFrameGetMatrix(i), rwCOMBINEPOSTCONCAT); - - return destination; + *pos = GetComponentMatrix(m_ped, node)->pos; } LimbMoveStatus -CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo) +CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo) { LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY; - // phi + // yaw - if (limb.phi > approxPhi) { - limb.phi -= moveInfo.yawD; - } else if (limb.phi < approxPhi) { - limb.phi += moveInfo.yawD; - } - - if (Abs(limb.phi - approxPhi) < moveInfo.yawD) { - limb.phi = approxPhi; + if(Abs(limb.yaw-targetYaw) < moveInfo.yawD){ + limb.yaw = targetYaw; result = ANGLES_SET_EXACTLY; + }else{ + if (limb.yaw > targetYaw) { + limb.yaw -= moveInfo.yawD; + } else if (limb.yaw < targetYaw) { + limb.yaw += moveInfo.yawD; + } } - if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) { - limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw); + if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) { + limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw); result = ANGLES_SET_TO_MAX; } - // theta + // pitch - if (limb.theta > approxTheta) { - limb.theta -= moveInfo.pitchD; - } else if (limb.theta < approxTheta) { - limb.theta += moveInfo.pitchD; - } - - if (Abs(limb.theta - approxTheta) < moveInfo.pitchD) - limb.theta = approxTheta; - else + if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD){ + limb.pitch = targetPitch; + }else{ + if (limb.pitch > targetPitch) { + limb.pitch -= moveInfo.pitchD; + } else if (limb.pitch < targetPitch) { + limb.pitch += moveInfo.pitchD; + } result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY; + } - if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) { - limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch); + if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) { + limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch); result = ANGLES_SET_TO_MAX; } return result; @@ -226,259 +113,189 @@ CPedIK::RestoreGunPosn(void) return limbStatus == ANGLES_SET_EXACTLY; } -#ifdef PED_SKIN -void -CPedIK::RotateHead(void) -{ - RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q; - RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.phi), rwCOMBINEREPLACE); - RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.theta), rwCOMBINEPOSTCONCAT); - m_ped->bDontAcceptIKLookAts = true; -} -#endif - bool -CPedIK::LookInDirection(float phi, float theta) +CPedIK::LookInDirection(float targetYaw, float targetPitch) { bool success = true; float yaw, pitch; -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) { - m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION; - ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &m_headOrient.phi, &m_headOrient.theta); - } - - // parent of head is torso - RwMatrix worldMat = *GetComponentMatrix(m_ped, PED_NECK); - ExtractYawAndPitchWorld(&worldMat, &yaw, &pitch); - - LimbMoveStatus headStatus = MoveLimb(m_headOrient, CGeneral::LimitRadianAngle(phi - yaw), - CGeneral::LimitRadianAngle(DEGTORAD(10.0f)), ms_headInfo); - if (headStatus == ANGLES_SET_TO_MAX) - success = false; - - if (headStatus != ANGLES_SET_EXACTLY){ - if (!(m_flags & LOOKAROUND_HEAD_ONLY)){ - if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(phi), theta, ms_torsoInfo)) - success = true; - }else{ - RotateHead(); - return success; - } - } - - if (!(m_flags & LOOKAROUND_HEAD_ONLY)) - RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); - RotateHead(); - }else -#endif - { - RwFrame *frame = m_ped->m_pFrames[PED_HEAD]->frame; - RwMatrix *frameMat = RwFrameGetMatrix(frame); - - if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) { - m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION; - ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta); - } - - RwMatrix *worldMat = RwMatrixCreate(); - worldMat = GetWorldMatrix(RwFrameGetParent(frame), worldMat); - - ExtractYawAndPitchWorld(worldMat, &yaw, &pitch); - RwMatrixDestroy(worldMat); - - yaw += m_torsoOrient.phi; - float neededPhiTurn = CGeneral::LimitRadianAngle(phi - yaw); - pitch *= Cos(neededPhiTurn); + if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) { + m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION; + RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK); + m_headOrient.yaw = Atan2(-m->at.y, -m->at.x); + m_headOrient.yaw -= m_ped->m_fRotationCur; + m_headOrient.yaw = CGeneral::LimitRadianAngle(m_headOrient.yaw); + float up = clamp(m->up.z, -1.0f, 1.0f); + m_headOrient.pitch = Atan2(-up, Sqrt(1.0f - SQR(-up))); + } - float neededThetaTurn = CGeneral::LimitRadianAngle(theta - pitch); - LimbMoveStatus headStatus = MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo); - if (headStatus == ANGLES_SET_TO_MAX) - success = false; + // parent of head is neck + RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK); + yaw = CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x)); + float up = clamp(m->up.z, -1.0f, 1.0f); + pitch = Atan2(-up, Sqrt(1.0f - SQR(-up))); + float headYaw = CGeneral::LimitRadianAngle(targetYaw - (yaw + m_torsoOrient.yaw)); + float headPitch = CGeneral::LimitRadianAngle(targetPitch - pitch) * Cos(Min(Abs(headYaw), HALFPI)); - if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) { - float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur); - if (MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo)) - success = true; - } - CMatrix nextFrame = CMatrix(frameMat); - CVector framePos = nextFrame.GetPosition(); + LimbMoveStatus headStatus = MoveLimb(m_headOrient, headYaw, headPitch, ms_headInfo); + if (headStatus == ANGLES_SET_TO_MAX) + success = false; - nextFrame.SetRotateZ(m_headOrient.theta); - nextFrame.RotateX(m_headOrient.phi); - nextFrame.GetPosition() += framePos; - nextFrame.UpdateRW(); + if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY)) + if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(targetYaw-m_ped->m_fRotationCur), targetPitch, ms_torsoInfo)) + success = true; - if (!(m_flags & LOOKAROUND_HEAD_ONLY)) - RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + // This was RotateHead + RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q; + RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEREPLACE); + RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEPRECONCAT); + m_ped->bDontAcceptIKLookAts = true; - } + if (!(m_flags & LOOKAROUND_HEAD_ONLY)) + RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); return success; } bool CPedIK::LookAtPosition(CVector const &pos) { - float phiToFace = CGeneral::GetRadianAngleBetweenPoints( + RwV3d *pedpos = &GetComponentMatrix(m_ped, PED_MID)->pos; + float yawToFace = CGeneral::GetRadianAngleBetweenPoints( pos.x, pos.y, - m_ped->GetPosition().x, m_ped->GetPosition().y); + pedpos->x, pedpos->y); - float thetaToFace = CGeneral::GetRadianAngleBetweenPoints( + float pitchToFace = CGeneral::GetRadianAngleBetweenPoints( + // BUG? not using pedpos here pos.z, (m_ped->GetPosition() - pos).Magnitude2D(), - m_ped->GetPosition().z, 0.0f); + pedpos->z, 0.0f); - return LookInDirection(phiToFace, thetaToFace); + return LookInDirection(yawToFace, pitchToFace); } bool -CPedIK::PointGunInDirection(float phi, float theta) +CPedIK::PointGunInDirection(float targetYaw, float targetPitch) { bool result = true; bool armPointedToGun = false; - float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur); - m_flags &= (~GUN_POINTED_SUCCESSFULLY); + targetYaw = CGeneral::LimitRadianAngle(targetYaw - m_ped->GetForward().Heading()); + m_flags &= ~GUN_POINTED_SUCCESSFULLY; m_flags |= LOOKAROUND_HEAD_ONLY; if (m_flags & AIMS_WITH_ARM) { - armPointedToGun = PointGunInDirectionUsingArm(angle, theta); - angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi); + armPointedToGun = PointGunInDirectionUsingArm(targetYaw, targetPitch); + targetYaw = CGeneral::LimitRadianAngle(targetYaw - (m_upperArmOrient.yaw + m_lowerArmOrient.yaw)); } if (armPointedToGun) { - if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f) - MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo); + if (m_flags & AIMS_WITH_ARM && m_torsoOrient.yaw * m_upperArmOrient.yaw < 0.0f) + MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.pitch, ms_torsoInfo); } else { // Unused code RwMatrix *matrix; float yaw, pitch; -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - matrix = RwMatrixCreate(); - *matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR); - ExtractYawAndPitchWorld(matrix, &yaw, &pitch); - RwMatrixDestroy(matrix); - }else -#endif - { - matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate()); - ExtractYawAndPitchWorld(matrix, &yaw, &pitch); - RwMatrixDestroy(matrix); - } - // + matrix = RwMatrixCreate(); + *matrix = *GetComponentMatrix(m_ped, PED_CLAVICLER); + ExtractYawAndPitchWorld(matrix, &yaw, &pitch); + RwMatrixDestroy(matrix); - LimbMoveStatus status = MoveLimb(m_torsoOrient, angle, theta, ms_torsoInfo); + if(m_flags & AIMS_WITH_ARM){ + if(targetPitch > 0.0f) + targetPitch = Max(targetPitch - Abs(targetYaw), 0.0f); + else + targetPitch = Min(targetPitch + Abs(targetYaw), 0.0f); + } + LimbMoveStatus status = MoveLimb(m_torsoOrient, targetYaw, targetPitch, ms_torsoInfo); if (status == ANGLES_SET_TO_MAX) result = false; else if (status == ANGLES_SET_EXACTLY) m_flags |= GUN_POINTED_SUCCESSFULLY; } - if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && m_flags & AIMS_WITH_ARM) - RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, true); - else - RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); + RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); // BUG: game uses index 2 directly, which happens to be identical to BONE_spine + RwV3d axis = { 0.0f, 0.0f, 0.0f }; + float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur); + axis.y = -Sin(axisangle); + axis.z = Cos(axisangle); + + // this was RotateTorso + RtQuat *q = &m_ped->m_pFrames[PED_MID]->hanimFrame->q; + RtQuatRotate(q, &axis, RADTODEG(m_torsoOrient.pitch), rwCOMBINEPOSTCONCAT); + RtQuatRotate(q, &XaxisIK, RADTODEG(m_torsoOrient.yaw), rwCOMBINEPOSTCONCAT); + m_ped->bDontAcceptIKLookAts = true; + return result; } bool -CPedIK::PointGunInDirectionUsingArm(float phi, float theta) +CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch) { bool result = false; - - RwV3d upVector; // only for non-skinned RwMatrix *matrix; float yaw, pitch; -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - matrix = RwMatrixCreate(); - *matrix = *GetComponentMatrix(m_ped, PED_UPPERARMR); - ExtractYawAndPitchWorld(matrix, &yaw, &pitch); - RwMatrixDestroy(matrix); - }else -#endif - { - RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame; - matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate()); - // with PED_SKIN this is actually done below (with a memory leak) - upVector.x = matrix->right.z; - upVector.y = matrix->up.z; - upVector.z = matrix->at.z; + float uaRoll = 45.0f; + float handRoll = 30.0f; - ExtractYawAndPitchWorld(matrix, &yaw, &pitch); - RwMatrixDestroy(matrix); - } + matrix = GetComponentMatrix(m_ped, PED_CLAVICLER); + yaw = CGeneral::LimitRadianAngle(Atan2(matrix->right.y, matrix->right.x) - m_ped->m_fRotationCur); + pitch = Atan2(matrix->up.z, Sqrt(1.0f - SQR(matrix->up.z))); - RwV3d rightVector = { 0.0f, 0.0f, 1.0f }; - RwV3d forwardVector = { 1.0f, 0.0f, 0.0f }; - - float uaPhi, uaTheta; -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - uaPhi = phi; - uaTheta = theta + DEGTORAD(10.0f); - }else -#endif - { - uaPhi = phi - m_torsoOrient.phi - DEGTORAD(15.0f); - uaTheta = CGeneral::LimitRadianAngle(theta - pitch); - } - LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaPhi, uaTheta, ms_upperArmInfo); + float uaYaw, uaPitch; + uaYaw = CGeneral::LimitRadianAngle(targetYaw - yaw - DEGTORAD(15.0f)); + uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch + DEGTORAD(10.0f)); + LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, ms_upperArmInfo); if (uaStatus == ANGLES_SET_EXACTLY) { m_flags |= GUN_POINTED_SUCCESSFULLY; result = true; } -#ifdef PED_SKIN - // this code is completely missing on xbox & android, but we can keep it with the check - // TODO? implement it for skinned geometry? - if(!IsClumpSkinned(m_ped->GetClump())) -#endif if (uaStatus == ANGLES_SET_TO_MAX) { - float laPhi = uaPhi - m_upperArmOrient.phi; + float laYaw = uaYaw - m_upperArmOrient.yaw; LimbMoveStatus laStatus; - if (laPhi > 0.0f) - laStatus = MoveLimb(m_lowerArmOrient, laPhi, -DEGTORAD(45.0f), ms_lowerArmInfo); - else - laStatus = MoveLimb(m_lowerArmOrient, laPhi, 0.0f, ms_lowerArmInfo); + if (laYaw > 0.0f){ + float rollReduce = laYaw/DEGTORAD(30.0f); + uaRoll *= 1.0f - Min(rollReduce, 1.0f); + handRoll *= 1.0f - Min(rollReduce, 1.0f); + + laYaw *= 1.9f; + laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo); + + // some unused statics here + float uaPitchAmount = 1.0f - (m_lowerArmOrient.yaw + m_upperArmOrient.yaw) * 0.34f; + float f1 = ms_upperArmInfo.maxPitch * Max(uaPitchAmount, 0.0f); + float f2 = 0.2f*m_lowerArmOrient.yaw + m_upperArmOrient.pitch; + m_upperArmOrient.pitch = Min(f1, f2); + }else + laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo); if (laStatus == ANGLES_SET_EXACTLY) { m_flags |= GUN_POINTED_SUCCESSFULLY; result = true; } - RwFrame *child = GetFirstChild(m_ped->m_pFrames[PED_UPPERARMR]->frame); - RwV3d pos = RwFrameGetMatrix(child)->pos; - RwMatrixRotate(RwFrameGetMatrix(child), &forwardVector, RADTODEG(m_lowerArmOrient.theta), rwCOMBINEPOSTCONCAT); - RwMatrixRotate(RwFrameGetMatrix(child), &rightVector, RADTODEG(-m_lowerArmOrient.phi), rwCOMBINEPOSTCONCAT); - RwFrameGetMatrix(child)->pos = pos; - } -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q; - RtQuatRotate(q, &XaxisIK, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT); - RtQuatRotate(q, &ZaxisIK, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT); + // game does this stupidly by going through the clump extension... + RtQuat *q = &m_ped->m_pFrames[PED_FOREARMR]->hanimFrame->q; + RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_lowerArmOrient.yaw), rwCOMBINEREPLACE); + RtQuatRotate(q, &XaxisIK, -RADTODEG(m_lowerArmOrient.pitch), rwCOMBINEPOSTCONCAT); m_ped->bDontAcceptIKLookAts = true; - }else -#endif - { - RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame; - // with PED_SKIN we're also getting upVector here - RwV3d pos = RwFrameGetMatrix(frame)->pos; - RwMatrixRotate(RwFrameGetMatrix(frame), &rightVector, RADTODEG(m_upperArmOrient.theta), rwCOMBINEPOSTCONCAT); - RwMatrixRotate(RwFrameGetMatrix(frame), &upVector, RADTODEG(m_upperArmOrient.phi), rwCOMBINEPOSTCONCAT); - RwFrameGetMatrix(frame)->pos = pos; } + + RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q; + RtQuatRotate(q, &XaxisIK, uaRoll, rwCOMBINEREPLACE); + RtQuatRotate(q, &YaxisIK, -RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT); + RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_upperArmOrient.yaw+HALFPI), rwCOMBINEPOSTCONCAT); + m_ped->bDontAcceptIKLookAts = true; + + q = &m_ped->m_pFrames[PED_HANDR]->hanimFrame->q; + RtQuatRotate(q, &XaxisIK, handRoll, rwCOMBINEPRECONCAT); + return result; } bool CPedIK::PointGunAtPosition(CVector const& position) { + // TODO(MIAMI): special cases for some weapons return PointGunInDirection( CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, m_ped->GetPosition().x, m_ped->GetPosition().y), - CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), - m_ped->GetPosition().z, - 0.0f)); + CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), m_ped->GetPosition().z, 0.0f)); } bool @@ -487,40 +304,24 @@ CPedIK::RestoreLookAt(void) bool result = false; float yaw, pitch; -#ifdef PED_SKIN - if(IsClumpSkinned(m_ped->GetClump())){ - if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) { - m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION); - } else { - ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &yaw, &pitch); - if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY) - result = true; - } - RotateHead(); - }else -#endif - { - RwMatrix *mat = RwFrameGetMatrix(m_ped->m_pFrames[PED_HEAD]->frame); - if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) { - m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION); - } else { - ExtractYawAndPitchLocal(mat, &yaw, &pitch); - if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY) - result = true; - } - - CMatrix matrix(mat); - CVector pos = matrix.GetPosition(); - matrix.SetRotateZ(m_headOrient.theta); - matrix.RotateX(m_headOrient.phi); - matrix.Translate(pos); - matrix.UpdateRW(); + if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) { + m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION); + } else { + ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &yaw, &pitch); + if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY) + result = true; } - if (!(m_flags & LOOKAROUND_HEAD_ONLY)){ + + // This was RotateHead + RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q; + RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEREPLACE); + RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEPRECONCAT); + m_ped->bDontAcceptIKLookAts = true; + + if (!(m_flags & LOOKAROUND_HEAD_ONLY)) MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo); - if (!(m_flags & LOOKAROUND_HEAD_ONLY)) - RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); - } + if (!(m_flags & LOOKAROUND_HEAD_ONLY)) + RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false); return result; } @@ -548,7 +349,6 @@ CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch) if (mat->up.x > 0.0f) *pitch = -*pitch; } -#ifdef PED_SKIN void CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch) { @@ -557,4 +357,3 @@ CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, flo ExtractYawAndPitchLocal(mat, yaw, pitch); RwMatrixDestroy(mat); } -#endif diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h index a1cb5d13..b5f895cd 100644 --- a/src/peds/PedIK.h +++ b/src/peds/PedIK.h @@ -4,8 +4,8 @@ struct LimbOrientation { - float phi; - float theta; + float yaw; + float pitch; }; struct LimbMovementInfo { @@ -48,19 +48,17 @@ public: static LimbMovementInfo ms_lowerArmInfo; CPedIK(CPed *ped); - bool PointGunInDirection(float phi, float theta); - bool PointGunInDirectionUsingArm(float phi, float theta); + bool PointGunInDirection(float targetYaw, float targetPitch); + bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch); bool PointGunAtPosition(CVector const& position); void GetComponentPosition(RwV3d *pos, uint32 node); - static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination); void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll); void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch); void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch); void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch); - LimbMoveStatus MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo); + LimbMoveStatus MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo); bool RestoreGunPosn(void); - void RotateHead(void); - bool LookInDirection(float phi, float theta); + bool LookInDirection(float targetYaw, float targetPitch); bool LookAtPosition(CVector const& pos); bool RestoreLookAt(void); }; diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 3c6fad57..04251860 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -16,6 +16,7 @@ #include "Pools.h" #include "Darkel.h" #include "CarCtrl.h" +#include "MBlur.h" #define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f @@ -31,6 +32,7 @@ CPlayerPed::~CPlayerPed() delete m_pWanted; } +// --MIAMI: Done except commented out things CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) { m_fMoveSpeed = 0.0f; @@ -44,26 +46,47 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) m_nSelectedWepSlot = WEAPONTYPE_UNARMED; m_nSpeedTimer = 0; m_bSpeedTimerFlag = false; + + // This should be something inlined + // TODO(Miami) + + // if (pPointGunAt) + // m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt); m_pPointGunAt = nil; + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); + + // TODO(Miami) + // This should be something inlined + m_nPedState = PED_IDLE; m_fMaxStamina = 150.0f; m_fCurrentStamina = m_fMaxStamina; m_fStaminaProgress = 0.0f; m_nEvadeAmount = 0; - field_1367 = 0; + m_pEvadingFrom = nil; m_nHitAnimDelayTimer = 0; m_fAttackButtonCounter = 0.0f; m_bHaveTargetSelected = false; m_bHasLockOnTarget = false; + m_bDrunkVisualsWearOff = true; m_bCanBeDamaged = true; m_fWalkAngle = 0.0f; m_fFPSMoveHeading = 0.0f; + m_pMinigunTopAtomic = nil; + m_fGunSpinSpeed = 0.0; + m_fGunSpinAngle = 0.0; m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1; - field_1413 = 0; + unused1 = false; for (int i = 0; i < 6; i++) { m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f); m_pPedAtSafePos[i] = nil; + m_pCheckPlayers[i] = nil; } + m_nCheckPlayersIndex = 0; + m_nPadUpPressedInMilliseconds = 0; + m_nPadDownPressedInMilliseconds = 0; + // TODO(Miami): Idle anim block index } void CPlayerPed::ClearWeaponTarget() @@ -181,8 +204,9 @@ CPlayerPed::UseSprintEnergy(void) } } +// --MIAMI: Use that on everywhere except ProcessPlayerWeapon void -CPlayerPed::MakeChangesForNewWeapon(int8 weapon) +CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon) { if (m_nPedState == PED_SNIPER_MODE) { RestorePreviousState(); @@ -195,7 +219,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon) if (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAim)) ClearWeaponTarget(); - CAnimBlendAssociation *weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_AnimToPlay); + CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)->m_bAnimDetonate ? 62 : 205); if (weaponAnim) { weaponAnim->SetRun(); weaponAnim->flags |= ASSOC_FADEOUTWHENDONE; @@ -203,6 +227,14 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon) TheCamera.ClearPlayerWeaponMode(); } +// --MIAMI: Done, but this should be only called from ProcessPlayerWeapon +void +CPlayerPed::MakeChangesForNewWeapon(int32 slot) +{ + if(slot != -1) + MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType); +} + void CPlayerPed::ReApplyMoveAnims(void) { @@ -222,14 +254,19 @@ CPlayerPed::ReApplyMoveAnims(void) } } +// --MIAMI: Done void CPlayerPed::SetInitialState(void) { + m_nDrunkenness = 0; + m_nFadeDrunkenness = 0; + CMBlur::ClearDrunkBlur(); + m_nDrunkCountdown = 0; m_bAdrenalineActive = false; m_nAdrenalineTime = 0; - CTimer::SetTimeStep(1.0f); + CTimer::SetTimeScale(1.0f); m_pSeekTarget = nil; - m_vecSeekPos = { 0.0f, 0.0f, 0.0f }; + m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_fleeFromPosX = 0.0f; m_fleeFromPosY = 0.0f; m_fleeFrom = nil; @@ -241,9 +278,14 @@ CPlayerPed::SetInitialState(void) ClearLookFlag(); bIsPointingGunAt = false; bRenderPedInCar = true; + if (m_pFire) m_pFire->Extinguish(); + RpAnimBlendClumpRemoveAllAssociations(GetClump()); + if (m_nPedState == PED_FOLLOW_PATH) + ClearFollowPath(); + m_nPedState = PED_IDLE; SetMoveState(PEDMOVE_STILL); m_nLastPedState = PED_NONE; @@ -257,6 +299,11 @@ CPlayerPed::SetInitialState(void) m_bCanBeDamaged = true; m_pedStats->m_temper = 50; m_fWalkAngle = 0.0f; + if (m_attachedTo && !bUsesCollision) + bUsesCollision = true; + + m_attachedTo = nil; + m_attachWepAmmo = 0; } void @@ -497,8 +544,9 @@ CPlayerPed::DoWeaponSmoothSpray(void) { if (m_nPedState == PED_ATTACK && !m_pPointGunAt) { eWeaponType weapon = GetWeapon()->m_eWeaponType; - if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || weapon == WEAPONTYPE_SHOTGUN || - weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON) + if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI || + weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 || + weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON) return true; } return false; @@ -586,56 +634,71 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed) GetWeapon()->Update(m_audioEntityId); } +// --MIAMI: Made compatible with slots, but still TODO // I think R* also used goto in here. void CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) { - if (CDarkel::FrenzyOnGoing()) + if (CDarkel::FrenzyOnGoing() || m_attachedTo) goto switchDetectDone; - if (padUsed->CycleWeaponRightJustDown() && !m_pPointGunAt) { + if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) { + if (padUsed->CycleWeaponRightJustDown()) { - if (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 - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) { + if (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 + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) { - for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; ++m_nSelectedWepSlot) { - if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { - goto switchDetectDone; + for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) { + if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { + goto spentAmmoCheck; + } } + m_nSelectedWepSlot = 0; } - m_nSelectedWepSlot = WEAPONTYPE_UNARMED; - } - } else if (padUsed->CycleWeaponLeftJustDown() && !m_pPointGunAt) { - if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER - && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) { + } else if (padUsed->CycleWeaponLeftJustDown()) { + if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER + && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) { - for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) { - if (m_nSelectedWepSlot < WEAPONTYPE_UNARMED) - m_nSelectedWepSlot = WEAPONTYPE_DETONATOR; + for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) { + if (m_nSelectedWepSlot < 0) + m_nSelectedWepSlot = 9; - if (HasWeapon(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { - goto switchDetectDone; + if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { + break; + } } } } - } else if (CWeaponInfo::GetWeaponInfo((eWeaponType)m_currentWeapon)->m_eWeaponFire != WEAPON_FIRE_MELEE) { - if (GetWeapon(m_currentWeapon).m_nAmmoTotal <= 0) { + } + +spentAmmoCheck: + if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE + /*&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN) */) { + if (GetWeapon()->m_nAmmoTotal <= 0) { if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) { - for (m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { - if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && HasWeapon(WEAPONTYPE_BASEBALLBAT) - || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE) { + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR + || GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE) + m_nSelectedWepSlot = m_currentWeapon - 1; + else + m_nSelectedWepSlot = 2; + + // BUG: m_nSelectedWepSlot is slot in VC but they compared against weapon types, lol. + for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { + if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(6).m_eWeaponType == WEAPONTYPE_BASEBALLBAT + || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 + /*&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS */) { goto switchDetectDone; } } - m_nSelectedWepSlot = WEAPONTYPE_UNARMED; + m_nSelectedWepSlot = 0; } } } @@ -643,6 +706,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed) switchDetectDone: if (m_nSelectedWepSlot != m_currentWeapon) { if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) + RemoveWeaponAnims(m_currentWeapon, -1000.0f); MakeChangesForNewWeapon(m_nSelectedWepSlot); } } @@ -934,6 +998,7 @@ CPlayerPed::FindWeaponLockOnTarget(void) return true; } +// --MIAMI: Done, but uncomment new weapon types when weapons got ported void CPlayerPed::ProcessAnimGroups(void) { @@ -946,17 +1011,29 @@ CPlayerPed::ProcessAnimGroups(void) if (m_fWalkAngle > 0.0f) { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) groupToSet = ASSOCGRP_ROCKETLEFT; + else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER + /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/ ) + groupToSet = ASSOCGRP_CHAINSAWLEFT; else groupToSet = ASSOCGRP_PLAYERLEFT; } else { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) groupToSet = ASSOCGRP_ROCKETRIGHT; + else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER + /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/) + groupToSet = ASSOCGRP_CHAINSAWRIGHT; else groupToSet = ASSOCGRP_PLAYERRIGHT; } } else { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) groupToSet = ASSOCGRP_ROCKETBACK; + else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER + /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/) + groupToSet = ASSOCGRP_CHAINSAWBACK; else groupToSet = ASSOCGRP_PLAYERBACK; } @@ -964,9 +1041,21 @@ CPlayerPed::ProcessAnimGroups(void) if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) { groupToSet = ASSOCGRP_PLAYERROCKET; } else { - if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT + /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE */) groupToSet = ASSOCGRP_PLAYERBBBAT; - } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI) { + else if (/*GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW || */ + GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER + /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN*/) + groupToSet = ASSOCGRP_PLAYERCHAINSAW; + else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI + // I hope this was inlined... + /* + && GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON*/ && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9 + && GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5 /* + && GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA + && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA + */) { if (!GetWeapon()->IsType2Handed()) { groupToSet = ASSOCGRP_PLAYER; } else { @@ -1185,7 +1274,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed) float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation); if (doSmoothSpray) { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45 - || GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) + || CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5) m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 80.0f) * CTimer::GetTimeStep(); else m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 128.0f) * CTimer::GetTimeStep(); diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index e8173c8c..354140df 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -18,22 +18,32 @@ public: int8 m_nSelectedWepSlot; // eWeaponType bool m_bSpeedTimerFlag; uint8 m_nEvadeAmount; - int8 field_1367; - uint32 m_nSpeedTimer; - uint32 m_nHitAnimDelayTimer; + uint32 m_nSpeedTimer; // m_nStandStillTimer? + uint32 m_nHitAnimDelayTimer; // m_nShotDelay? float m_fAttackButtonCounter; bool m_bHaveTargetSelected; // may have better name CEntity *m_pEvadingFrom; // is this CPhysical? int32 m_nTargettableObjects[4]; + uint32 m_nAdrenalineTime; + uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame + uint8 m_nFadeDrunkenness; + uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends bool m_bAdrenalineActive; bool m_bHasLockOnTarget; - uint32 m_nAdrenalineTime; bool m_bCanBeDamaged; - int8 field_1413; + bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree CPed *m_pPedAtSafePos[6]; - float m_fWalkAngle; + CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer + char unused1; + int16 m_nCheckPlayersIndex; + float m_fWalkAngle; //angle between heading and walking direction float m_fFPSMoveHeading; + RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model + float m_fGunSpinSpeed; // for minigun + float m_fGunSpinAngle; + unsigned int m_nPadDownPressedInMilliseconds; + unsigned int m_nPadUpPressedInMilliseconds; CPlayerPed(); ~CPlayerPed(); @@ -45,7 +55,8 @@ public: void SetWantedLevelNoDrop(int32 level); void KeepAreaAroundPlayerClear(void); void AnnoyPlayerPed(bool); - void MakeChangesForNewWeapon(int8); + void MakeChangesForNewWeapon(int32); + void MakeChangesForNewWeapon(eWeaponType); void SetInitialState(void); void ProcessControl(void); void ClearAdrenaline(void); diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp index 2dc0bbab..14bd042c 100644 --- a/src/peds/Population.cpp +++ b/src/peds/Population.cpp @@ -471,9 +471,28 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors, ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); if (ms_bGivePedsWeapons) { - eWeaponType weapon = (eWeaponType)CGeneral::GetRandomNumberInRange(WEAPONTYPE_UNARMED, WEAPONTYPE_DETONATOR); + eWeaponType weapon; + + // TODO(Miami): Look here when weapons have been ported + switch (CGeneral::GetRandomNumber() & 3) { + case 0: + weapon = WEAPONTYPE_COLT45; + break; + case 1: + //weapon = WEAPONTYPE_NIGHTSTICK; + //break; + case 2: + //weapon = WEAPONTYPE_GOLFCLUB; + //break; + case 3: + weapon = WEAPONTYPE_TEC9; + break; + default: + break; + } if (weapon != WEAPONTYPE_UNARMED) { - ped->SetCurrentWeapon(ped->GiveWeapon(weapon, 25001)); + ped->GiveDelayedWeapon(weapon, 25001); + ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot); } } return ped; @@ -501,12 +520,14 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors, ped->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(ped); - uint32 weapon; + eWeaponType weapon; if (CGeneral::GetRandomNumberInRange(0, 100) >= 50) - weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001); + weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2; else - weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001); - ped->SetCurrentWeapon(weapon); + weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1; + + ped->GiveDelayedWeapon(weapon, 25001); + ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot); return ped; } case PEDTYPE_EMERGENCY: |