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author | aap <aap@papnet.eu> | 2020-06-15 22:51:47 +0200 |
---|---|---|
committer | aap <aap@papnet.eu> | 2020-06-15 22:51:47 +0200 |
commit | dc7d4e113495fbb53dc9ebc404e9dbfe22b8eedc (patch) | |
tree | cd99240de1f87a71af0e7f5938f36fd5f7d77a8c /src/peds | |
parent | more CCam (diff) | |
parent | Merge branch 'miami' of https://github.com/GTAmodding/re3 into miami (diff) | |
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Diffstat (limited to 'src/peds')
-rw-r--r-- | src/peds/Ped.cpp | 689 | ||||
-rw-r--r-- | src/peds/Ped.h | 11 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 14 | ||||
-rw-r--r-- | src/peds/PlayerPed.h | 3 |
4 files changed, 463 insertions, 254 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 2e0e4599..79a6202f 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -78,8 +78,40 @@ uint16 nPlayerInComboMove; RpClump *flyingClumpTemp; -FightMove tFightMoves[NUM_FIGHTMOVES] = { - // TODO(Miami) +FightMove tFightMoves[NUM_FIGHTMOVES] = +{ + { NUM_STD_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_PUNCH_R, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_FIGHT_KNEE, 4.f/30.f, 0.2f, 0.0f, 0.6f, 1.0f, HITLEVEL_LOW, 2, 0 }, + { ANIM_FIGHT_LHOOK, 8.f/30.f, 10.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_HIGH, 3, 0 }, + { ANIM_FIGHT_JAB, 4.f/30.f, 0.2f, 0.0f, 0.7f, 1.0f, HITLEVEL_HIGH, 3, 0 }, + { ANIM_FIGHT_PUNCH, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_FIGHT_LONGKICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 4, 0 }, + { ANIM_FIGHT_ROUNDHOUSE, 8.f/30.f, 10.f/30.f, 0.0f, 0.6f, 1.0f, HITLEVEL_MEDIUM, 4, 0 }, + { ANIM_FIGHT_KICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 }, + { ANIM_FIGHT_HEAD, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 }, + { ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 }, + { ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 }, + { ANIM_FIGHT_ELBOW_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 }, + { ANIM_FIGHT_BKICK_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 }, + { ANIM_FIGHT_ELBOW_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 }, + { ANIM_KICK_FLOOR, 10.f/30.f, 14.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_GROUND, 1, 0 }, + { ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_WEAPON_FIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_WEAPON_CROUCHFIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_WEAPON_SPECIAL, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 } }; uint16 CPed::nThreatReactionRangeMultiplier = 1; @@ -115,6 +147,7 @@ bool CPed::bPopHeadsOnHeadshot = false; bool CPed::bMakePedsRunToPhonesToReportCrimes = false; #endif +// --MIAMI: Done CPed::~CPed(void) { CWorld::Remove(this); @@ -126,7 +159,7 @@ CPed::~CPed(void) if (m_pMyVehicle->pDriver == this) m_pMyVehicle->pDriver = nil; else { - // FIX: Passenger counter now decreasing after removing ourself from vehicle. + // FIX: Passenger counter now being decreased after removing ourself from vehicle. m_pMyVehicle->RemovePassenger(this); } if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR) @@ -429,7 +462,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) weapon.m_nTimer = 0; } - m_lastFightMove = FIGHTMOVE_NULL; + m_lastFightMove = m_lastHitState = 0; GiveWeapon(WEAPONTYPE_UNARMED, 0, true); m_wepAccuracy = 60; m_lastWepDam = -1; @@ -960,6 +993,7 @@ CPed::ClearLookFlag(void) { } } +// --MIAMI: Done bool CPed::IsPedHeadAbovePos(float zOffset) { @@ -1802,6 +1836,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) ped->bVehExitWillBeInstant = false; } +// --MIAMI: Done CVector CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult) { @@ -1811,83 +1846,138 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP float seatOffset; vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); - if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { - seatOffset = 0.0f; - vehDoorOffset = vecPedVanRearDoorAnimOffset; + + if (veh->IsBike()) { + CBike *bike = (CBike*)veh; + vehDoorPos = vehModel->GetFrontSeatPosn(); + + if (component == CAR_WINDSCREEN) { + return bike->GetMatrix() * (vehDoorPos + vecPedBikeKickAnimOffset); + } else { + switch (bike->m_bikeAnimType) { + case ASSOCGRP_BIKE_VESPA: + vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_HARLEY: + vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_DIRT: + vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset; + break; + default: + vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset; + break; + } + float xOffsetFromAnim = vehDoorOffset.x + seatPosMult * bike->pHandling->fSeatOffsetDistance; + if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) { + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + } + + if (component == CAR_DOOR_LR || component == CAR_DOOR_LF) + xOffsetFromAnim *= -1.f; + + return bike->GetMatrix() * (vehDoorPos + CVector(xOffsetFromAnim, vehDoorOffset.y, vehDoorOffset.z)); + } } else { - seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult; - if (veh->bLowVehicle) { - vehDoorOffset = vecPedCarDoorLoAnimOffset; + if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { + seatOffset = 0.0f; + vehDoorOffset = vecPedVanRearDoorAnimOffset; } else { - vehDoorOffset = vecPedCarDoorAnimOffset; + seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult; + if (veh->bLowVehicle) { + vehDoorOffset = vecPedCarDoorLoAnimOffset; + } else { + vehDoorOffset = vecPedCarDoorAnimOffset; + } } - } - switch (component) { - case CAR_DOOR_RF: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorPos.x += seatOffset; - vehDoorOffset.x = -vehDoorOffset.x; - break; + switch (component) { + case CAR_DOOR_RF: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorPos.x += seatOffset; + vehDoorOffset.x = -vehDoorOffset.x; + break; - case CAR_DOOR_RR: - vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; - vehDoorPos.x += seatOffset; - vehDoorOffset.x = -vehDoorOffset.x; - break; + case CAR_DOOR_RR: + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + vehDoorPos.x += seatOffset; + vehDoorOffset.x = -vehDoorOffset.x; + break; - case CAR_DOOR_LF: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorPos.x = -(vehDoorPos.x + seatOffset); - break; + case CAR_DOOR_LF: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorPos.x = -(vehDoorPos.x + seatOffset); + break; - case CAR_DOOR_LR: - vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; - vehDoorPos.x = -(vehDoorPos.x + seatOffset); - break; + case CAR_DOOR_LR: + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + vehDoorPos.x = -(vehDoorPos.x + seatOffset); + break; - default: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); + default: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); + } + return vehDoorPos - vehDoorOffset; } - return vehDoorPos - vehDoorOffset; } -// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it. +// --MIAMI: Done CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component) { - CVector localPos; - CVector vehDoorPos; - - localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f); - vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition(); + CVector vehDoorPos = GetPositionToOpenCarDoor(veh, component, 1.0f); /* - // Not used. - CVector localVehDoorOffset; - - if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) { - localVehDoorOffset = vecPedVanRearDoorAnimOffset; - } else { - if (veh->bIsLow) { - localVehDoorOffset = vecPedCarDoorLoAnimOffset; - } else { - localVehDoorOffset = vecPedCarDoorAnimOffset; - } - } - - vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition(); + // Unused + vehDoorPosWithoutOffset = veh->GetMatrix() * localVehDoorPos; */ return vehDoorPos; } +// --MIAMI: Done CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset) { CVector doorPos; CMatrix vehMat(veh->GetMatrix()); + if (veh->IsBike()) { + CVehicleModelInfo* vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->GetModelIndex()); + CVector vehDoorOffset; + CBike* bike = (CBike*)veh; + doorPos = vehModel->GetFrontSeatPosn(); + + if (component == CAR_WINDSCREEN) { + return bike->GetMatrix() * (doorPos + vecPedBikeKickAnimOffset); + } else { + switch (bike->m_bikeAnimType) { + case ASSOCGRP_BIKE_VESPA: + vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_HARLEY: + vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_DIRT: + vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset; + break; + default: + vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset; + break; + } + vehDoorOffset.x += offset * bike->pHandling->fSeatOffsetDistance; + if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) { + doorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + } + + if (component == CAR_DOOR_LR || component == CAR_DOOR_LF) + vehDoorOffset.x *= -1.f; + + CVector correctedPos; + bike->GetCorrectedWorldDoorPosition(correctedPos, vehDoorOffset, doorPos); + return correctedPos; + } + } doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset)); return veh->GetPosition() + doorPos; @@ -2470,21 +2560,25 @@ CPed::SortPeds(CPed **list, int min, int max) SortPeds(list, right, max); } +// --MIAMI: Done void CPed::BuildPedLists(void) { - if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) { + if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) { for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) { + bool removePed = false; if (m_nearPeds[i]) { if (m_nearPeds[i]->IsPointerValid()) { float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D(); - if (distSqr < 900.0f) { - i++; - continue; + if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) { + removePed = true; } + } else { + removePed = true; } - + } + if (removePed) { // If we arrive here, the ped we're checking isn't "near", so we should remove it. for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) { m_nearPeds[j] = m_nearPeds[j + 1]; @@ -2498,10 +2592,11 @@ CPed::BuildPedLists(void) } } else { CVector centre = CEntity::GetBoundCentre(); - CRect rect(centre.x - 20.0f, - centre.y - 20.0f, - centre.x + 20.0f, - centre.y + 20.0f); + int deadsRegistered = 0; + CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier, + centre.y - 20.f * nThreatReactionRangeMultiplier, + centre.x + 20.f * nThreatReactionRangeMultiplier, + centre.y + 20.f * nThreatReactionRangeMultiplier); int xstart = CWorld::GetSectorIndexX(rect.left); int ystart = CWorld::GetSectorIndexY(rect.top); int xend = CWorld::GetSectorIndexX(rect.right); @@ -2512,9 +2607,14 @@ CPed::BuildPedLists(void) for(int x = xstart; x <= xend; x++) { for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) { CPed *ped = (CPed*)pedPtrNode->item; - if (ped != this && !ped->bInVehicle) { - float dist = (ped->GetPosition() - GetPosition()).Magnitude2D(); - if (nThreatReactionRangeMultiplier * 30.0f > dist) { + if (ped != this && (!ped->bInVehicle || (ped->m_pMyVehicle && ped->m_pMyVehicle->IsBike()))) { + + if (nThreatReactionRangeMultiplier * 30.0f > (ped->GetPosition() - GetPosition()).Magnitude2D()) { + if (ped->m_nPedState == PED_DEAD) { + if (deadsRegistered > 3) + continue; + deadsRegistered++; + } gapTempPedList[gnNumTempPedList] = ped; gnNumTempPedList++; assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList)); @@ -5454,6 +5554,7 @@ CPed::LoadFightData(void) } } +// --MIAMI: Done // Actually GetLocalDirectionTo(Turn/Look) int CPed::GetLocalDirection(const CVector2D &posOffset) @@ -5468,32 +5569,35 @@ CPed::GetLocalDirection(const CVector2D &posOffset) return direction; } +// --MIAMI: Done bool -CPed::FightStrike(CVector &touchedNodePos) +CPed::FightStrike(CVector &touchedNodePos, bool unk = false) { CColModel *hisCol; CVector attackDistance; - ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; - float maxDistanceToBeBeaten; + float maxDistanceToBeat; CPed *nearPed; - int state = m_fightState; - bool pedFound = false; + CVector extendedTouchPoint; - if (state == FIGHTSTATE_JUST_ATTACKED) - return false; + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + float radius = tFightMoves[m_lastFightMove].strikeRadius; + if (unk) + radius = weaponInfo->m_fRadius; - // Pointless code - if (state > FIGHTSTATE_NO_MOVE) - attackDistance = touchedNodePos - m_vecHitLastPos; + if (m_fightState == FIGHTSTATE_JUST_ATTACKED) + return false; + + // TODO(Miami): BreakGlassPhysically for (int i = 0; i < m_numNearPeds; i++) { + int8 pedFound = 0; nearPed = m_nearPeds[i]; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) - maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f; + if (!unk && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE) + maxDistanceToBeat = nearPed->GetBoundRadius() + radius + 0.1f; else - maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius; + maxDistanceToBeat = nearPed->GetBoundRadius() + radius; - if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) { + if ((nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) && (m_pedInObjective != FindPlayerPed() || nearPed == FindPlayerPed())) { CVector nearPedCentre; // Have to animate a skinned clump because the initial col model is useless @@ -5503,121 +5607,185 @@ CPed::FightStrike(CVector &touchedNodePos) CVector potentialAttackDistance = nearPedCentre - touchedNodePos; // He can beat us - if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) { + if (sq(maxDistanceToBeat) > potentialAttackDistance.MagnitudeSqr()) { for (int j = 0; j < hisCol->numSpheres; j++) { attackDistance = hisCol->spheres[j].center; attackDistance -= touchedNodePos; CColSphere *hisPieces = hisCol->spheres; - float maxDistanceToBeat = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius; + maxDistanceToBeat = hisPieces[j].radius + radius; // We can beat him too if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) { - pedFound = true; - closestPedPiece = (ePedPieceTypes) hisPieces[j].piece; + FightHitPed(nearPed, touchedNodePos, attackDistance, hisPieces[j].piece); + pedFound = 1; break; } } } + if (!pedFound && !unk) { + extendedTouchPoint = touchedNodePos - GetPosition(); + if (DotProduct(touchedNodePos - GetPosition(), nearPed->GetPosition() - GetPosition()) > 0.f) { + if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { + extendedTouchPoint += tFightMoves[FIGHTMOVE_GROUNDKICK].extendReachMultiplier * GetForward(); + } else { + extendedTouchPoint.x *= tFightMoves[m_lastFightMove].extendReachMultiplier; + extendedTouchPoint.y *= tFightMoves[m_lastFightMove].extendReachMultiplier; + } + pedFound = -1; + extendedTouchPoint += GetPosition(); + } + } + if (pedFound == -1) { + CVector nearPedCentre = nearPed->GetBoundCentre(); + if (sq(maxDistanceToBeat) > (nearPedCentre - extendedTouchPoint).MagnitudeSqr()) { + + for (int j = 0; j < hisCol->numSpheres; j++) { + attackDistance = hisCol->spheres[j].center; + attackDistance -= extendedTouchPoint; + CColSphere* hisPieces = hisCol->spheres; + float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius; + + // We can beat him too + if (sq(maxDistanceToBeat2) > attackDistance.MagnitudeSqr()) { + FightHitPed(nearPed, extendedTouchPoint, attackDistance, hisPieces[j].piece); + break; + } + } + } + } } - if (pedFound) - break; } - if (pedFound) { - if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP) - return false; - float oldVictimHealth = nearPed->m_fHealth; - CVector bloodPos = 0.5f * attackDistance + touchedNodePos; - int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1; + if (m_fightState == FIGHTSTATE_NO_MOVE) + m_fightState = FIGHTSTATE_1; - CVector2D diff (GetPosition() - nearPed->GetPosition()); - int direction = nearPed->GetLocalDirection(diff); - if (IsPlayer()) { - if (((CPlayerPed*)this)->m_bAdrenalineActive) - damageMult = 20; - } else { - damageMult *= m_pedStats->m_attackStrength; - } + m_vecHitLastPos = *touchedNodePos; + return false; +} - /* - // Change direction if we used kick. - if (m_lastFightMove == FIGHTMOVE_KICK) { - if (CGeneral::GetRandomNumber() & 1) { - direction++; - if (direction > 3) - direction -= 4; - } - } */ - nearPed->ReactToAttack(this); - - // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. - int unk2; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer()) - unk2 = 101; - else - unk2 = damageMult; +// TODO(Miami) +void +CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece) +{ + if (victim->IsPlayer() && victim->m_nPedState == PED_GETUP) + return; - nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2); - PlayHitSound(nearPed); - m_fightState = FIGHTSTATE_JUST_ATTACKED; - RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f; - if (!nearPed->DyingOrDead()) { - nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction); + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + bool fightingWithWeapon = false; + int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1; + + if (weaponInfo->m_bFightMode) { + fightingWithWeapon = true; + if (m_lastFightMove >= FIGHTMOVE_MELEE1) { + damageMult = weaponInfo->m_nDamage; + if (m_lastFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER) + damageMult *= 5; } + } - if (CGame::nastyGame - && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM - && nearPed->m_nPedState == PED_DIE - && nearPed->GetIsOnScreen()) { + if (IsPlayer()) { + if (((CPlayerPed*)this)->m_bAdrenalineActive) + damageMult = 20; + } else if (!fightingWithWeapon) { + damageMult *= m_pedStats->m_attackStrength; + } - // Just for blood particle. We will restore it below. - attackDistance /= (10.0f * attackDistance.Magnitude()); - for(int i=0; i<4; i++) { - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0); - } + float oldVictimHealth = victim->m_fHealth; + CVector bloodPos = 0.5f * dist + touchPoint; + CVector2D diff(GetPosition() - victim->GetPosition()); + int direction = victim->GetLocalDirection(diff); + + /* + // Change direction if we used kick. + if (m_lastFightMove == FIGHTMOVE_KICK) { + if (CGeneral::GetRandomNumber() & 1) { + direction++; + if (direction > 3) + direction -= 4; + } + } */ + victim->ReactToAttack(this); + + // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. + int unk2; + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !victim->IsPlayer()) + unk2 = 101; + else + unk2 = damageMult; + + victim->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2); + PlayHitSound(victim); + m_fightState = FIGHTSTATE_JUST_ATTACKED; + RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f; + if (!victim->DyingOrDead()) { + victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction); + } + + if (CGame::nastyGame + && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM + && victim->m_nPedState == PED_DIE + && victim->GetIsOnScreen()) { + + // Just for blood particle. We will restore it below. + dist /= (10.0f * dist.Magnitude()); + for(int i=0; i<4; i++) { + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dist, nil, 0.0f, 0, 0, 0, 0); } - if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) { - float curVictimHealth = nearPed->m_fHealth; + } + + eWeaponType weaponType = GetWeapon()->m_eWeaponType; + if (!fightingWithWeapon) { + if (victim->m_nPedState != PED_FALL && victim->m_nPedState != PED_DIE && victim->m_nPedState != PED_DEAD) { + float curVictimHealth = victim->m_fHealth; if (curVictimHealth > 0.0f - && (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer() - || nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f - || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer() - || nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) { + && (curVictimHealth < 30.0f && oldVictimHealth > 30.0f + || weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BRASSKNUCKLE && IsPlayer() + || victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) { - nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0); - if (nearPed->m_nPedState == PED_FALL) - nearPed->bIsStanding = false; + victim->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0); + if (victim->m_nPedState == PED_FALL) + victim->bIsStanding = false; } } - if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) { - attackDistance = nearPed->GetPosition() - GetPosition(); - attackDistance.Normalise(); - attackDistance.z = 1.0f; - nearPed->bIsStanding = false; + } + + if (victim->m_nPedState == PED_DIE || !victim->bIsStanding) { + dist = victim->GetPosition() - GetPosition(); + dist.Normalise(); + dist.z = 1.0f; + victim->bIsStanding = false; - float moveMult; - if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { - moveMult = Min(damageMult * 0.6f, 4.0f); + float moveMult; + if (fightingWithWeapon) { + moveMult = Min(damageMult * 0.02f, 1.0f); + } else if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { + moveMult = Min(damageMult * 0.6f, 4.0f); + } else { + if (victim->m_nPedState != PED_DIE || damageMult >= 20) { + moveMult = damageMult; } else { - if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) { - moveMult = damageMult; - } else { - moveMult = Min(damageMult * 2.0f, 14.0f); - } + moveMult = Min(damageMult * 2.0f, 14.0f); } - - nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance); } - CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000); + + victim->ApplyMoveForce(moveMult * 0.6f * dist); } - if (m_fightState == FIGHTSTATE_NO_MOVE) - m_fightState = FIGHTSTATE_1; + if (weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_MACHETE + && weaponType != WEAPONTYPE_KATANA && weaponType != WEAPONTYPE_CHAINSAW) { - m_vecHitLastPos = *touchedNodePos; - return false; + if (victim->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victim, this, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victim, this, 2000); + } else { + if (victim->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victim, this, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victim, this, 2000); + } } // --MIAMI: Done @@ -6002,6 +6170,7 @@ CPed::PlayHitSound(CPed *hitTo) DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f); } +// --MIAMI: Done void CPed::CollideWithPed(CPed *collideWith) { @@ -6014,6 +6183,15 @@ CPed::CollideWithPed(CPed *collideWith) int waitTime = 0; if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) { + if (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) { + SetGetUp(); + return; + } + if (collideWith->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) { + collideWith->SetGetUp(); + return; + } + bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f; bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f; @@ -6021,10 +6199,8 @@ CPed::CollideWithPed(CPed *collideWith) if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f) && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT -#ifdef VC_PED_PORTS || m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith - || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this -#endif + || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this )) { if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) { @@ -6053,11 +6229,10 @@ CPed::CollideWithPed(CPed *collideWith) SetDirectionToWalkAroundObject(collideWith); } } else { -#ifdef VC_PED_PORTS if (FindPlayerPed() != m_pedInObjective || m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT || collideWith == m_pedInObjective) { -#endif + if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) && (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) { @@ -6067,47 +6242,43 @@ CPed::CollideWithPed(CPed *collideWith) } else { SetEvasiveStep(collideWith, 2); } -#ifdef VC_PED_PORTS } else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee() && collideWith->m_pedInObjective == m_pedInObjective) { - int colliderIsAtPlayerSafePosID = -1; - int weAreAtPlayerSafePosID = -1; - for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos); i++) { - CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i]; - if (pedAtSafePos == this) { - weAreAtPlayerSafePosID = i; - } else if (pedAtSafePos == collideWith) { - colliderIsAtPlayerSafePosID = i; + int colliderIndexAtPlayersKillList = -1; + int ourIndexAtPlayersKillList = -1; + for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pMeleeList); i++) { + CPed *pedInKillList = ((CPlayerPed*)m_pedInObjective)->m_pMeleeList[i]; + if (pedInKillList == this) { + ourIndexAtPlayersKillList = i; + } else if (pedInKillList == collideWith) { + colliderIndexAtPlayersKillList = i; } } bool weAreCloserToTargetThenCollider = false; if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D()) weAreCloserToTargetThenCollider = true; - if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) { - if (!weAreCloserToTargetThenCollider) { + if (ourIndexAtPlayersKillList > 0 && !weAreCloserToTargetThenCollider) { + if (colliderIndexAtPlayersKillList > 0) { int time = 300; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; - } - } else if (colliderIsAtPlayerSafePosID <= 0) { - if (collideWith->m_pedInObjective == FindPlayerPed()) { - // VC specific - // ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); + + } else if (collideWith->m_pedInObjective == FindPlayerPed()) { + ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); int time = 500; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; } - } else { + } else if (!weAreCloserToTargetThenCollider) { int time = 300; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; - } + } } else { SetDirectionToWalkAroundObject(collideWith); } -#endif } } else { if (m_pedStats->m_temper <= m_pedStats->m_fear @@ -6121,12 +6292,14 @@ CPed::CollideWithPed(CPed *collideWith) } else { TurnBody(); SetAttack(collideWith); + m_fRotationCur = 0.3f + m_fRotationCur; + m_fRotationDest = m_fRotationCur; } m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450); } } } else { - if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { + if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (heLooksToUs) { SetEvasiveStep(collideWith, 1); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; @@ -6135,7 +6308,8 @@ CPed::CollideWithPed(CPed *collideWith) if (m_pedStats != collideWith->m_pedStats) { - if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) { + if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper || collideWith->IsPlayer() + || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) { if (collideWith->IsPlayer()) { // He's on our right side @@ -6145,16 +6319,17 @@ CPed::CollideWithPed(CPed *collideWith) m_fRotationCur += m_headingRate; } else { // He's on our right side - if (DotProduct(posDiff, GetRight()) <= 0.0f) - m_fRotationCur -= m_headingRate; + if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) + collideWith->m_fRotationCur -= collideWith->m_headingRate; else - m_fRotationCur += m_headingRate; + collideWith->m_fRotationCur += collideWith->m_headingRate; } } else { SetLookFlag(collideWith, false); TurnBody(); animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); animAssoc->flags |= ASSOC_FADEOUTWHENDONE; + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; if (!heIsMissionChar) { CVector2D posDiff2D(posDiff); int direction = collideWith->GetLocalDirection(posDiff2D); @@ -6164,11 +6339,9 @@ CPed::CollideWithPed(CPed *collideWith) } } } - } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar -#ifdef VC_PED_PORTS - || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness -#endif - ) { + } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar || + m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness) { + // He looks us and we're not at his right side if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) { CVector moveForce = GetRight(); @@ -6221,7 +6394,7 @@ CPed::CollideWithPed(CPed *collideWith) } if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl()) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f); collideWith->SetFall(3000, animToPlay, 0); } @@ -6370,6 +6543,7 @@ CPed::SetAttackTimer(uint32 time) m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time; } +// --MIAMI: Done void CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) { @@ -6382,7 +6556,17 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) SetMoveState(PEDMOVE_STILL); m_pSeekTarget = veh; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - m_vehEnterType = vehEnterType; + + if (veh->IsBike()) { + ((CBike*)veh)->bIsBeingPickedUp = true; + if (veh->pPassengers[0] != this && (vehEnterType != CAR_WINDSCREEN || veh->pPassengers[0])) + m_vehEnterType = CAR_DOOR_LF; + else + m_vehEnterType = CAR_DOOR_LR; + } else { + m_vehEnterType = vehEnterType; + } + if (m_vehEnterType == CAR_DOOR_LF) { if (veh->pDriver && veh->pDriver->IsPlayer()) veh->SetStatus(STATUS_PLAYER_DISABLED); @@ -6391,9 +6575,9 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) } RemoveInCarAnims(); SetMoveState(PEDMOVE_NONE); - LineUpPedWithCar(LINE_UP_TO_CAR_START); + LineUpPedWithCar(veh->IsBike() ? LINE_UP_TO_CAR_FALL : LINE_UP_TO_CAR_START); m_pVehicleAnim = nil; - m_nPedState = PED_DRAG_FROM_CAR; + SetPedState(PED_DRAG_FROM_CAR); bChangedSeat = false; bWillBeQuickJacked = quickJack; @@ -7498,6 +7682,7 @@ CPed::Fight(void) } } +// --MIAMI: Done // Some helper function which doesn't exist in og game. inline void SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3) @@ -7527,6 +7712,7 @@ SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVecto } } +// --MIAMI: Done bool CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) { @@ -7552,12 +7738,14 @@ CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil); - // Above function decided that going to the next node is more logical than seeking the object. if (m_pNextPathNode) { - CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos; - if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { - *bestCoords = m_pNextPathNode->GetPosition(); + // Function above decided that directly going to next node makes more sense then seeking the object. + CVector correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed); + + if ((correctedCoords - ourPos).MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { + correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed); + *bestCoords = correctedCoords; return true; } m_pNextPathNode = nil; @@ -8523,11 +8711,15 @@ CPed::FollowPath(void) } } +// --MIAMI: Done CVector CPed::GetFormationPosition(void) { CPed *referencePed = m_pedInObjective; + if (!referencePed) + return GetPosition(); + if (referencePed->m_nPedState == PED_DEAD) { CPed *referencePedOfReference = referencePed->m_pedInObjective; if (!referencePedOfReference) { @@ -8538,36 +8730,37 @@ CPed::GetFormationPosition(void) } CVector formationOffset; + float offset = CGeneral::GetRandomNumberInRange(1.f, 1.25f) * 1.75f; switch (m_pedFormation) { case FORMATION_REAR: - formationOffset = CVector(0.0f, -1.5f, 0.0f); + formationOffset = CVector(0.0f, -offset, 0.0f); break; case FORMATION_REAR_LEFT: - formationOffset = CVector(-1.5f, -1.5f, 0.0f); + formationOffset = CVector(-offset, -offset, 0.0f); break; case FORMATION_REAR_RIGHT: - formationOffset = CVector(1.5f, -1.5f, 0.0f); + formationOffset = CVector(offset, -offset, 0.0f); break; case FORMATION_FRONT_LEFT: - formationOffset = CVector(-1.5f, 1.5f, 0.0f); + formationOffset = CVector(-offset, offset, 0.0f); break; case FORMATION_FRONT_RIGHT: - formationOffset = CVector(1.5f, 1.5f, 0.0f); + formationOffset = CVector(offset, offset, 0.0f); break; case FORMATION_LEFT: - formationOffset = CVector(-1.5f, 0.0f, 0.0f); + formationOffset = CVector(-offset, 0.0f, 0.0f); break; case FORMATION_RIGHT: - formationOffset = CVector(1.5f, 0.0f, 0.0f); + formationOffset = CVector(offset, 0.0f, 0.0f); break; case FORMATION_FRONT: - formationOffset = CVector(0.0f, 1.5f, 0.0f); + formationOffset = CVector(0.0f, offset, 0.0f); break; default: formationOffset = CVector(0.0f, 0.0f, 0.0f); break; } - return formationOffset + referencePed->GetPosition(); + return m_pedInObjective->GetMatrix() * formationOffset; } // --MIAMI: Done @@ -9320,7 +9513,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq); } bIsStanding = false; - damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed); + damageDir = GetLocalDirection(-m_vecMoveSpeed); vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex()); vehColModel = vehModel->GetColModel(); float carRightAndDistDotProd = DotProduct(distVec, car->GetRight()); @@ -17761,6 +17954,7 @@ CPed::SeekCar(void) } } +// --MIAMI: Done void CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) { @@ -17801,13 +17995,9 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) } else if (IsPedInControl()) { if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f) || (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) { -#ifndef VC_PED_PORTS - if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) { - if (IsPlayer() || CGeneral::GetRandomNumber() & 3) { -#else + if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) { if (IsPlayer() || CGeneral::GetRandomNumber() & 1) { -#endif AnimationId shotAnim; switch (direction) { case 1: @@ -17835,22 +18025,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time); } } else { -#ifndef VC_PED_PORTS - switch (direction) { - case 1: - SetFall(500, ANIM_KO_SPIN_R, false); - break; - case 2: - SetFall(500, ANIM_KO_SKID_BACK, false); - break; - case 3: - SetFall(500, ANIM_KO_SPIN_L, false); - break; - default: - SetFall(500, ANIM_KO_SHOT_STOM, false); - break; - } -#else bool fall = true; AnimationId hitAnim; switch (direction) { @@ -17893,7 +18067,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) hitAssoc->SetRun(); hitAssoc->flags |= ASSOC_FADEOUTWHENDONE; } -#endif } Say(SOUND_PED_DEFEND); } else { @@ -17903,20 +18076,15 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) m_lastFightMove = FIGHTMOVE_HITONFLOOR; break; case HITLEVEL_LOW: -#ifndef VC_PED_PORTS - if (direction == 2) { - CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); - return; - } -#else if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) { - CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); + SetFall(1000, ANIM_KO_SKID_BACK, false); + Say(SOUND_PED_DEFEND); return; } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) { - CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false); + SetFall(1000, ANIM_KO_SHOT_STOM, false); + Say(SOUND_PED_DEFEND); return; } -#endif m_lastFightMove = FIGHTMOVE_HITBODY; break; case HITLEVEL_HIGH: @@ -17966,24 +18134,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) moveAssoc->SetCurrentTime(0.0f); moveAssoc->SetFinishCallback(FinishFightMoveCB, this); if (IsPlayer()) - moveAssoc->speed = 1.3f; + moveAssoc->speed = 1.2f; m_takeAStepAfterAttack = 0; m_fightButtonPressure = 0; - } else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) { + + } else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && + !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bFightMode) { CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); moveAssoc->SetCurrentTime(0.0f); - moveAssoc->speed = 1.3f; + moveAssoc->speed = 1.2f; + } else { if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK) SetStoredState(); if (m_nWaitState != WAITSTATE_FALSE) { - m_nWaitState = WAITSTATE_FALSE; + ClearWaitState(); RestoreHeadingRate(); } - m_nPedState = PED_FIGHT; + SetPedState(PED_FIGHT); m_fightButtonPressure = 0; + m_lastHitState = 2; RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); if (walkStartAssoc) { @@ -18000,13 +18172,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) } SetMoveState(PEDMOVE_NONE); m_nStoredMoveState = PEDMOVE_NONE; - CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; + CAnimBlendAssociation *fightIdleAssoc; + + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + if (GetFightIdleWithMeleeAnim(weaponInfo)) { + fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo)); + } else { + fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE); + } + } else { + fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE); + } + fightIdleAssoc->blendAmount = 1.0f; CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f); moveAssoc->SetFinishCallback(FinishFightMoveCB, this); m_fightState = FIGHTSTATE_NO_MOVE; m_takeAStepAfterAttack = false; bIsAttacking = true; } + + if (m_pedInObjective && m_pedInObjective->IsPlayer() && !IsPlayer()) + ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); } } } diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 6fd96b66..69d1ba5a 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -594,6 +594,7 @@ public: CEntity *m_pPointGunAt; CVector m_vecHitLastPos; uint32 m_lastFightMove; + uint32 m_lastHitState; // TODO(Miami): What's this? uint8 m_fightButtonPressure; FightState m_fightState; bool m_takeAStepAfterAttack; @@ -756,7 +757,8 @@ public: void SetAttack(CEntity*); void StartFightAttack(uint8); void SetWaitState(eWaitState, void*); - bool FightStrike(CVector&); + bool FightStrike(CVector&, bool); + void FightHitPed(CPed*, CVector&, CVector&, int16); int GetLocalDirection(const CVector2D &); void StartFightDefend(uint8, uint8, uint8); void PlayHitSound(CPed*); @@ -1020,6 +1022,13 @@ public: else return (AnimationId)0; } + + static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bFightMode) + return ANIM_MELEE_IDLE_FIGHTMODE; + else + return (AnimationId)0; + } // -- // My additions, because there were many, many instances of that. diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 08f79c7e..ee6891c7 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -81,7 +81,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) 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_pMeleeList[i] = nil; } m_nCheckPlayersIndex = 0; m_nPadUpPressedInMilliseconds = 0; @@ -1711,6 +1711,18 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed) } } +void +CPlayerPed::RemovePedFromMeleeList(CPed *ped) +{ + int i = 0; + for (; m_pMeleeList[i] != ped; i++) { + if (i >= ARRAY_SIZE(m_pMeleeList)) + return; + } + m_pMeleeList[i] = nil; + ped->m_attackTimer = 0; +} + #ifdef COMPATIBLE_SAVES #define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); #define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index cc56af9f..7ff95ff3 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -34,7 +34,7 @@ public: 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]; - CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer + CPlayerPed* m_pMeleeList[6]; char unused1; int16 m_nCheckPlayersIndex; float m_fWalkAngle; //angle between heading and walking direction @@ -84,6 +84,7 @@ public: void PlayerControlZelda(CPad*); bool DoesPlayerWantNewWeapon(eWeaponType, bool); void PlayIdleAnimations(CPad*); + void RemovePedFromMeleeList(CPed*); static void SetupPlayerPed(int32); static void DeactivatePlayerPed(int32); |