diff options
Diffstat (limited to 'src/entities/Ped.cpp')
-rw-r--r-- | src/entities/Ped.cpp | 442 |
1 files changed, 434 insertions, 8 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp index 40d81cc8..2977ab19 100644 --- a/src/entities/Ped.cpp +++ b/src/entities/Ped.cpp @@ -5,8 +5,9 @@ #include "Stats.h" #include "World.h" #include "DMaudio.h" +#include "RpAnimBlend.h" #include "Ped.h" -#include "PedType.h" +#include "PlayerPed.h" #include "General.h" bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44; @@ -20,6 +21,10 @@ WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC43 WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); } WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); } WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); } +WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); } +WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); } +WRAPPER void CPed::SelectGunIfArmed(void) { EAXJMP(0x4DD920); } +WRAPPER void CPed::RemoveWeaponModel(int) { EAXJMP(0x4CF980); } static char ObjectiveText[34][28] = { "No Obj", @@ -176,6 +181,97 @@ static char WaitStateText[21][16] = { "Finish Flee", }; +static PedOnGroundState +CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround) +{ + PedOnGroundState stateToReturn; + float angleToFace; + CPed *currentPed = nil; + PedState currentPedState; + CPed *pedOnTheFloor = nil; + CPed *deadPed = nil; + CPed *pedBelow = nil; + bool foundDead = false; + bool foundOnTheFloor = false; + bool foundBelow = false; + float angleDiff; + float distance; + + if (!CGame::nastyGame) + return NO_PED; + + for (int currentPedId = 0; currentPedId < player->m_numNearPeds; currentPedId++) { + + currentPed = player->m_nearPeds[currentPedId]; + + CVector posDifference = currentPed->GetPosition() - player->GetPosition(); + distance = posDifference.Magnitude(); + + if (distance < 2.0f) { + angleToFace = CGeneral::GetRadianAngleBetweenPoints( + currentPed->GetPosition().x, currentPed->GetPosition().y, + player->GetPosition().x, player->GetPosition().y); + + angleToFace = CGeneral::LimitRadianAngle(angleToFace); + player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur); + + angleDiff = fabs(angleToFace - player->m_fRotationCur); + + if (angleDiff > PI) + angleDiff = 2 * PI - angleDiff; + + currentPedState = currentPed->m_nPedState; + + if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) { + if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) { + if (currentPedState == PED_DEAD) { + foundDead = 1; + if (!deadPed) + deadPed = (CPed*)currentPed; + } else if (currentPed->IsPedHeadAbovePos(-0.6f)) { + foundOnTheFloor = 1; + if (!pedOnTheFloor) + pedOnTheFloor = (CPed*)currentPed; + } + } + } else if ((distance >= 0.8f || angleDiff >= DEGTORAD(75.0f)) + && (distance >= 1.3f || angleDiff >= DEGTORAD(55.0f)) + && (distance >= 1.7f || angleDiff >= DEGTORAD(35.0f)) + && (distance >= 2.0f || angleDiff >= DEGTORAD(30.0f))) { + + if (angleDiff < DEGTORAD(75.0f)) { + foundBelow = 1; + if (!pedBelow) + pedBelow = (CPed*)currentPed; + } + } else { + foundBelow = 1; + pedBelow = (CPed*)currentPed; + break; + } + } + } + + if (foundOnTheFloor) { + currentPed = pedOnTheFloor; + stateToReturn = PED_ON_THE_FLOOR; + } else if (foundDead) { + currentPed = deadPed; + stateToReturn = PED_DEAD_ON_THE_FLOOR; + } else if (foundBelow) { + currentPed = pedBelow; + stateToReturn = PED_BELOW_PLAYER; + } else { + currentPed = nil; + stateToReturn = NO_PED; + } + + if (pedOnGround) + * pedOnGround = (CPed*)currentPed; + + return stateToReturn; +} + bool CPed::IsPlayer(void) { @@ -195,7 +291,7 @@ CPed::UseGroundColModel(void) void CPed::AddWeaponModel(int id) { - RpAtomic* atm; + RpAtomic *atm; if (id != -1) { atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); @@ -207,14 +303,14 @@ CPed::AddWeaponModel(int id) } void -CPed::AimGun() +CPed::AimGun(void) { RwV3d pos; CVector vector; if (m_pSeekTarget) { if (m_pSeekTarget->m_status == STATUS_PHYSICS) { - m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, 1); + m_pSeekTarget->m_pedIK.GetComponentPosition(&pos, PED_TORSO); vector.x = pos.x; vector.y = pos.y; vector.z = pos.z; @@ -254,7 +350,7 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); } - m_ped_flagC20 = 1; + m_ped_flagC20 = true; m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150; CParticle::AddParticle(PARTICLE_TEST, pos2, @@ -309,7 +405,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk) nil, 0.0f, 0, 0, 0, 0); } } - m_ped_flagC20 = 1; + m_ped_flagC20 = true; m_bodyPartBleeding = nodeId; } } else { @@ -343,7 +439,7 @@ CPed::SetLookFlag(CPed *target, bool unknown) m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); m_fLookDirection = 999999.0f; m_lookTimer = 0; - m_ped_flagA20_look = unknown; + m_ped_flagA20 = unknown; if (m_nPedState != PED_DRIVING) { m_pedIK.m_flags &= ~CPedIK::FLAG_2; } @@ -359,7 +455,7 @@ CPed::SetLookFlag(float direction, bool unknown) m_pLookTarget = nil; m_fLookDirection = direction; m_lookTimer = 0; - m_ped_flagA20_look = unknown; + m_ped_flagA20 = unknown; if (m_nPedState != PED_DRIVING) { m_pedIK.m_flags &= ~CPedIK::FLAG_2; } @@ -444,6 +540,330 @@ CPed::Avoid(void) } } +void +CPed::ClearAimFlag(void) +{ + if (bIsAimingGun) { + bIsAimingGun = false; + bIsRestoringGun = true; + m_pedIK.m_flags &= ~CPedIK:: FLAG_4; + } + + if (CPed::IsPlayer()) + ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0; +} + +void +CPed::ClearLookFlag(void) { + if (bIsLooking) { + bIsLooking = false; + bIsRestoringLook = true; + m_ped_flagI1 = false; + + m_pedIK.m_flags &= ~CPedIK::FLAG_2; + if (CPed::IsPlayer()) + m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000; + else + m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; + + if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) { + CPed::RestorePreviousState(); + CPed::ClearLookFlag(); + } + } +} + +bool +CPed::IsPedHeadAbovePos(float zOffset) +{ + RwMatrix mat; + + CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat); + return zOffset + GetPosition().z >= mat.pos.z; +} + +void +CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) +{ + CWeaponInfo *currentWeapon; + CAnimBlendAssociation *newAnim; + CPed *ped = (CPed*)arg; + + if (attackAssoc) { + switch (attackAssoc->animId) { + case ANIM_WEAPON_START_THROW: + if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1376) && ped->IsPlayer()) + { + attackAssoc->blendDelta = -1000.0; + newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU); + } else { + attackAssoc->blendDelta = -1000.0; + newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROW); + } + + newAnim->SetFinishCallback(CPed::FinishedAttackCB, ped); + break; + case ANIM_FIGHT_PPUNCH: + attackAssoc->blendDelta = -8.0; + attackAssoc->flags |= ASSOC_DELETEFADEDOUT; + ped->ClearAttack(); + break; + case ANIM_WEAPON_THROW: + case ANIM_WEAPON_THROWU: + if (ped->GetWeapon()->m_nAmmoTotal > 0) { + currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); + ped->AddWeaponModel(currentWeapon->m_nModelId); + } + break; + default: + if (!ped->m_ped_flagA4) + ped->ClearAttack(); + + break; + } + } else if (!ped->m_ped_flagA4) + ped->ClearAttack(); +} + +void +CPed::Attack(void) +{ + CAnimBlendAssociation *weaponAnimAssoc; + int32 weaponAnim; + float animStart; + RwFrame *f; + eWeaponType ourWeaponType; + float weaponAnimTime; + RwFrame *i; + eWeaponFire ourWeaponFire; + float animEnd; + CWeaponInfo *ourWeapon; + bool lastReloadWasInFuture; + AnimationId reloadAnim; + CAnimBlendAssociation *reloadAnimAssoc; + float delayBetweenAnimAndFire; + CVector firePos; + + ourWeaponType = GetWeapon()->m_eWeaponType; + ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); + ourWeaponFire = ourWeapon->m_eWeaponFire; + weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay); + lastReloadWasInFuture = m_ped_flagA4; + reloadAnimAssoc = 0; + reloadAnim = NUM_ANIMS; + delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire; + weaponAnim = ourWeapon->m_AnimToPlay; + + if (weaponAnim == ANIM_WEAPON_HGUN_BODY) + reloadAnim = ANIM_HGUN_RELOAD; + else if (weaponAnim == ANIM_WEAPON_AK_BODY) + reloadAnim = ANIM_AK_RELOAD; + + if (reloadAnim != NUM_ANIMS) + reloadAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, reloadAnim); + + if (m_ped_flagE10) + return; + + if (reloadAnimAssoc) { + if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) + CPed::ClearAttack(); + + return; + } + + // BUG: We currently don't know any situation this cond. could be true. + if (CTimer::GetTimeInMilliseconds() < m_lastHitTime) + lastReloadWasInFuture = true; + + if (!weaponAnimAssoc) { + if (ourWeapon->m_bThrow) { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_WEAPON_THROWU); + delayBetweenAnimAndFire = 0.2f; + } else { + weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay); + delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; + } + } else { + animStart = ourWeapon->m_fAnimLoopStart; + weaponAnimTime = weaponAnimAssoc->currentTime; + if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) { + if (ourWeapon->m_bCanAimWithArm) + m_pedIK.m_flags |= CPedIK::FLAG_4; + else + m_pedIK.m_flags &= ~CPedIK::FLAG_4; + } + if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) { + if (weaponAnimAssoc->speed < 1.0f) + weaponAnimAssoc->speed = 1.0; + + } else { + firePos = ourWeapon->m_vecFireOffset; + if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) { + if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) + firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; + + firePos = GetMatrix() * firePos; + } else if (ourWeaponType != WEAPONTYPE_UNARMED) { + if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR) + f = GetNodeFrame(PED_FOOTR); + else + f = GetNodeFrame(PED_HANDR); + + while (f) { + RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, &f->modelling); + f = RwFrameGetParent(f); + } + } else { + firePos = GetMatrix() * firePos; + } + + GetWeapon()->Fire(this, &firePos); + + if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) { + RemoveWeaponModel(ourWeapon->m_nModelId); + } + if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { + SelectGunIfArmed(); + } + + if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) { + // If reloading just began, start the animation + if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS && !reloadAnimAssoc) { + CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, reloadAnim, 8.0f); + CPed::ClearLookFlag(); + CPed::ClearAimFlag(); + m_ped_flagA4 = false; + m_ped_flagA8 = false; + m_lastHitTime = CTimer::GetTimeInMilliseconds(); + return; + } + } else { + if (weaponAnimAssoc->animId <= ANIM_WEAPON_BAT_V) { + DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); + } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) { + DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_PUNCH_ATTACK, 0.0f); + } + + weaponAnimAssoc->speed = 0.5; + + // BUG: We currently don't know any situation this cond. could be true. + if (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) { + weaponAnimAssoc->callbackType = 0; + } + + lastReloadWasInFuture = false; + } + } + + if (ourWeaponType == WEAPONTYPE_SHOTGUN) { + weaponAnimTime = weaponAnimAssoc->currentTime; + if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) { + for (i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i)) + RwV3dTransformPoints((RwV3d*)ourWeapon->m_vecFireOffset, (RwV3d*)ourWeapon->m_vecFireOffset, 1, &i->modelling); + + CVector gunshellPos( + ourWeapon->m_vecFireOffset.x - 0.6f * GetForward().x, + ourWeapon->m_vecFireOffset.y - 0.6f * GetForward().y, + ourWeapon->m_vecFireOffset.z - 0.15f * GetUp().z + ); + CVector2D gunshellRot( + GetRight().x, + GetRight().y + ); + + gunshellRot.Normalise(); + CWeapon::AddGunshell(this, gunshellPos, gunshellRot, 0.025f); + } + } + animEnd = ourWeapon->m_fAnimLoopEnd; + if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) + animEnd = 0.56f; + + weaponAnimTime = weaponAnimAssoc->currentTime; + + // End of the attack + if (weaponAnimTime > animEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { + + if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animEnd + // BUG: We currently don't know any situation this cond. could be true. + && (m_ped_flagA4 || CTimer::GetTimeInMilliseconds() < m_lastHitTime) + && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { + + weaponAnim = weaponAnimAssoc->animId; + if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) { + if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) { + weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart); + } else { + CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); + } + } else { + if (weaponAnim == ourWeapon->m_Anim2ToPlay) + weaponAnimAssoc->SetCurrentTime(0.1f); + else + CAnimManager::BlendAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); + } + } else { + CPed::ClearAimFlag(); + + // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) + if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < ourWeapon->m_fAnimLoopEnd) { + if (ourWeaponType < WEAPONTYPE_SNIPERRIFLE) { + switch (ourWeaponType) { + case WEAPONTYPE_UZI: + DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f); + break; + case WEAPONTYPE_AK47: + DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); + break; + case WEAPONTYPE_M16: + DMAudio.PlayOneShot(uAudioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f); + break; + default: + break; + } + } + } + + // Fun fact: removing this part leds to reloading flamethrower + if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { + weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; + weaponAnimAssoc->flags &= ~ASSOC_RUNNING; + weaponAnimAssoc->blendDelta = -4.0; + } + } + } + if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire) + lastReloadWasInFuture = false; + + m_ped_flagA4 = lastReloadWasInFuture; + return; + } + + if (lastReloadWasInFuture) { + if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) { + if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) { + weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); + } else { + weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); + } + + weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this); + weaponAnimAssoc->flags |= ASSOC_RUNNING; + + if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength) + weaponAnimAssoc->SetCurrentTime(0.0f); + + if (CPed::IsPlayer()) { + ((CPlayerPed*)this)->field_1376 = 0.0f; + ((CPlayerPed*)this)->field_1380 = false; + } + } + } + else + CPed::FinishedAttackCB(0, this); +} + STARTPATCHES InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); @@ -454,4 +874,10 @@ STARTPATCHES InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP); InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP); InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP); + InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP); + InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP); + InjectHook(0x4E5BD0, &CPed::IsPedHeadAbovePos, PATCH_JUMP); + InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP); + InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP); + InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP); ENDPATCHES |