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-rw-r--r--src/peds/Ped.cpp4003
1 files changed, 3769 insertions, 234 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 68b7579a..cbd32cea 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -40,30 +40,34 @@
#include "CopPed.h"
#include "Script.h"
#include "CarCtrl.h"
+#include "Garages.h"
+#include "WaterLevel.h"
+#include "CarAI.h"
+#include "Zones.h"
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
-WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
-WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); }
WRAPPER void CPed::SetDuck(uint32) { EAXJMP(0x4E4920); }
-WRAPPER void CPed::RegisterThreatWithGangPeds(CEntity*) { EAXJMP(0x4E3870); }
WRAPPER void CPed::SetFollowPath(CVector) { EAXJMP(0x4D2EA0); }
WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); }
-WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); }
WRAPPER void CPed::SetRadioStation(void) { EAXJMP(0x4D7BC0); }
-WRAPPER void CPed::ProcessObjective(void) { EAXJMP(0x4D94E0); }
WRAPPER void CPed::ProcessBuoyancy(void) { EAXJMP(0x4C7FF0); }
WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); }
WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); }
WRAPPER void CPed::WanderRange(void) { EAXJMP(0x4D26C0); }
WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
-WRAPPER void CPed::ReactToPointGun(CEntity*) { EAXJMP(0x4DD980); }
WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); }
WRAPPER void CPed::SeekBoatPosition(void) { EAXJMP(0x4E4C70); }
-WRAPPER bool CPed::PositionPedOutOfCollision(void) { EAXJMP(0x4E4F30); }
+WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); }
+WRAPPER int CPed::ScanForThreats(void) { EAXJMP(0x4C5FE0); }
+WRAPPER void CPed::SetEnterCar(CVehicle*, uint32) { EAXJMP(0x4E0920); }
+WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); }
+WRAPPER void CPed::SetExitCar(CVehicle*, uint32) { EAXJMP(0x4E1010); }
+
+#define FEET_OFFSET 1.04f
CPed *gapTempPedList[50];
uint16 gnNumTempPedList;
@@ -82,22 +86,23 @@ uint16 nPlayerInComboMove;
FightMove (&tFightMoves)[24] = * (FightMove(*)[24]) * (uintptr*)0x5F9844;
uint16 &CPed::nThreatReactionRangeMultiplier = *(uint16*)0x5F8C98;
+uint16 &CPed::nEnterCarRangeMultiplier = *(uint16*)0x5F8C94;
CVector vecPedCarDoorAnimOffset;
CVector vecPedCarDoorLoAnimOffset;
CVector vecPedVanRearDoorAnimOffset;
-CVector &vecPedQuickDraggedOutCarAnimOffset = *(CVector*)0x62E06C;
-CVector &vecPedDraggedOutCarAnimOffset = *(CVector*)0x62E060;
-CVector &vecPedTrainDoorAnimOffset = *(CVector*)0x62E054;
+CVector vecPedQuickDraggedOutCarAnimOffset;
+CVector vecPedDraggedOutCarAnimOffset;
+CVector vecPedTrainDoorAnimOffset;
-CVector2D CPed::ms_vec2DFleePosition; // = *(CVector2D*)0x6EDF70;
+CVector2D CPed::ms_vec2DFleePosition;
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); }
-static char ObjectiveText[34][28] = {
+static char ObjectiveText[][28] = {
"No Obj",
"Wait on Foot",
"Flee on Foot Till Safe",
@@ -132,9 +137,12 @@ static char ObjectiveText[34][28] = {
"Buy IceCream",
"Steal Any Car",
"Mug Char",
+#ifdef VC_PED_PORTS
+ "Leave Car and Die"
+#endif
};
-static char StateText[57][18] = {
+static char StateText[][18] = {
"None",
"Idle",
"Look Entity",
@@ -194,7 +202,7 @@ static char StateText[57][18] = {
"Arrested",
};
-static char PersonalityTypeText[32][18] = {
+static char PersonalityTypeText[][18] = {
"Player",
"Cop",
"Medic",
@@ -229,7 +237,7 @@ static char PersonalityTypeText[32][18] = {
"Sports Fan",
};
-static char WaitStateText[21][16] = {
+static char WaitStateText[][16] = {
"No Wait",
"Traffic Lights",
"Pause CrossRoad",
@@ -298,6 +306,11 @@ CPed::DebugRenderOnePedText(void)
CFont::PrintString(screenCoords.x, screenCoords.y + 2 * lineHeight, gUString);
AsciiToUnicode(WaitStateText[m_nWaitState], gUString);
CFont::PrintString(screenCoords.x, screenCoords.y + 3 * lineHeight, gUString);
+ if (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY) {
+ sprintf(gString, "Safe distance to target: %.2f", m_distanceToCountSeekDone);
+ AsciiToUnicode(gString, gUString);
+ CFont::PrintString(screenCoords.x, screenCoords.y + 4 * lineHeight, gUString);
+ }
DefinedState();
}
}
@@ -414,7 +427,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_fleeFromPosY = 0;
m_fleeTimer = 0;
m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f);
- m_seekExAngle = 0.0f;
+ m_distanceToCountSeekDoneEx = 0.0f;
m_nWaitState = WAITSTATE_FALSE;
m_nWaitTimer = 0;
m_pCollidingEntity = nil;
@@ -473,11 +486,11 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bHasACamera = false;
m_ped_flagD2 = false;
- m_ped_flagD4 = false;
- m_ped_flagD8 = false;
+ bPedIsBleeding = false;
+ bStopAndShoot = false;
bIsPedDieAnimPlaying = false;
bUsePedNodeSeek = false;
- m_ped_flagD40 = false;
+ bObjectiveCompleted = false;
bScriptObjectiveCompleted = false;
bKindaStayInSamePlace = false;
@@ -495,25 +508,25 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_ped_flagF8 = false;
bWillBeQuickJacked = false;
bCancelEnteringCar = false;
- m_ped_flagF40 = false;
+ bObstacleShowedUpDuringKillObjective = false;
bDuckAndCover = false;
- m_ped_flagG1 = false;
+ bStillOnValidPoly = false;
m_ped_flagG2 = true;
m_ped_flagG4 = false;
bStartWanderPathOnFoot = false;
- m_ped_flagG10 = false;
+ bOnBoat = false;
bBusJacked = false;
bGonnaKillTheCarJacker = false;
bFadeOut = false;
- bKnockedUpIntoAir = false;
- m_ped_flagH2 = false;
+ m_ped_flagH1 = false;
+ bHitSteepSlope = false;
m_ped_flagH4 = false;
bClearObjective = false;
m_ped_flagH10 = false;
bCollidedWithMyVehicle = false;
- m_ped_flagH40 = false;
+ bRichFromMugging = false;
m_ped_flagH80 = false;
bShakeFist = false;
@@ -524,6 +537,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
#ifdef KANGAROO_CHEAT
m_ped_flagI80 = false;
#endif
+#ifdef VC_PED_PORTS
+ bKnockedUpIntoAir = false;
+#endif
if ((CGeneral::GetRandomNumber() & 3) == 0)
bHasACamera = true;
@@ -537,8 +553,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_fAngleToEvent = 0.0f;
m_numNearPeds = 0;
- for (int i = 0; i < 10; i++)
- {
+ for (int i = 0; i < 10; i++) {
m_nearPeds[i] = nil;
if (i < 8) {
m_pPathNodesStates[i] = nil;
@@ -548,8 +563,7 @@ 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 < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
CWeapon &weapon = GetWeapon(i);
weapon.m_eWeaponType = WEAPONTYPE_UNARMED;
weapon.m_eWeaponState = WEAPONSTATE_READY;
@@ -789,7 +803,7 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
if (!IsPlayer() || evenOnPlayer) {
++CStats::HeadsPopped;
- // BUG: This condition will always return true.
+ // BUG: This condition will always return true. Even fixing it won't work, because these states are unused.
if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
}
@@ -817,6 +831,22 @@ CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
}
}
+static RwObject*
+SetPedAtomicVisibilityCB(RwObject* object, void* data)
+{
+ if (data == nil)
+ RpAtomicSetFlags(object, 0);
+ return object;
+}
+
+static RwFrame*
+RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data)
+{
+ RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
+ RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
+ return frame;
+}
+
void
CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
{
@@ -834,13 +864,13 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
pos.y = 0.0f;
pos.z = 0.0f;
- for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame))
+ for (; frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
if (CEntity::GetIsOnScreen()) {
CParticle::AddParticle(PARTICLE_TEST, pos,
CVector(0.0f, 0.0f, 0.0f),
- nil, 0.2f, 0, 0, 0, 0);
+ nil, 0.1f, 0, 0, 0, 0);
for (int i = 0; i < 16; i++) {
CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
@@ -857,22 +887,6 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
}
}
-RwObject*
-CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
-{
- if (data == nil)
- RpAtomicSetFlags(object, 0);
- return object;
-}
-
-RwFrame*
-CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
-{
- RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
- RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
- return frame;
-}
-
void
CPed::SetLookFlag(CEntity *target, bool keepTryingToLook)
{
@@ -1248,6 +1262,19 @@ CPed::Attack(void)
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
+#ifdef VC_PED_PORTS
+ if (IsPlayer()) {
+ if (CPad::GetPad(0)->GetSprint()) {
+ // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
+ float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
+ if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
+ weaponAnimAssoc->blendDelta = -4.0f;
+ FinishedAttackCB(nil, this);
+ return;
+ }
+ }
+ }
+#endif
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
animLoopEnd = 3.4f/6.0f;
@@ -1274,6 +1301,12 @@ CPed::Attack(void)
else
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
}
+#ifdef VC_PED_PORTS
+ } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+ weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ SetPointGunAt(m_pPointGunAt);
+#endif
} else {
ClearAimFlag();
@@ -1455,6 +1488,13 @@ CPed::BeingDraggedFromCar(void)
}
LineUpPedWithCar(lineUpType);
+#ifdef VC_PED_PORTS
+ if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
+ if (m_pMyVehicle) {
+ m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime);
+ }
+ }
+#endif
}
void
@@ -1474,7 +1514,6 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
CAnimBlendAssociation *quickJackedAssoc;
CVehicle *vehicle;
CPed *ped = (CPed*)arg;
- eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType;
quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED);
if (ped->m_nPedState != PED_ARRESTED) {
@@ -1487,19 +1526,20 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
ped->m_pSeekTarget = nil;
vehicle = ped->m_pMyVehicle;
- vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
+ if (vehicle) {
+ vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
- if (vehicle->pDriver == ped) {
- vehicle->RemoveDriver();
- if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
- vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
+ if (vehicle->pDriver == ped) {
+ vehicle->RemoveDriver();
+ if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
+ vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
- if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
- vehicle->ChangeLawEnforcerState(false);
- } else {
- vehicle->RemovePassenger(ped);
+ if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
+ vehicle->ChangeLawEnforcerState(false);
+ } else {
+ vehicle->RemovePassenger(ped);
+ }
}
-
ped->bInVehicle = false;
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
@@ -1512,15 +1552,8 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
}
- // Only uzi can be used on cars, so previous weapon was stored
- if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) {
- if (ped->m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
- ped->SetCurrentWeapon(ped->m_storedWeapon);
- ped->m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
- }
- } else {
- ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
- }
+ ped->ReplaceWeaponWhenExitingVehicle();
+
ped->m_nStoredMoveState = PEDMOVE_NONE;
ped->m_ped_flagI4 = false;
}
@@ -1665,7 +1698,6 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
CVehicle *veh = m_pMyVehicle;
// Not quite right, IsUpsideDown func. checks for <= -0.9f.
- // Since that function is also used in this file, doesn't this variable indicate upsidedownness?!
if (veh->GetUp().z <= -0.8f)
vehIsUpsideDown = true;
@@ -1700,6 +1732,11 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (!bInVehicle)
seatPosMult = 1.0f;
+#ifdef VC_PED_PORTS
+ bool multExtractedFromAnim = false;
+ bool multExtractedFromAnimBus = false;
+ float zBlend;
+#endif
if (m_pVehicleAnim) {
vehAnim = m_pVehicleAnim->animId;
@@ -1708,23 +1745,42 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
case ANIM_CAR_LJACKED_RHS:
case ANIM_CAR_JACKED_LHS:
case ANIM_CAR_LJACKED_LHS:
+ case ANIM_VAN_GETIN_L:
+ case ANIM_VAN_GETIN:
+#ifdef VC_PED_PORTS
+ multExtractedFromAnim = true;
+ zBlend = max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.3f, 0.0f) / (1.0f - 0.3f);
+ // fall through
+#endif
case ANIM_CAR_QJACKED:
case ANIM_CAR_GETOUT_LHS:
case ANIM_CAR_GETOUT_LOW_LHS:
case ANIM_CAR_GETOUT_RHS:
case ANIM_CAR_GETOUT_LOW_RHS:
+#ifdef VC_PED_PORTS
+ if (!multExtractedFromAnim) {
+ multExtractedFromAnim = true;
+ zBlend = max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.5f, 0.0f) / (1.0f - 0.5f);
+ }
+ // fall through
+#endif
case ANIM_CAR_CRAWLOUT_RHS:
case ANIM_CAR_CRAWLOUT_RHS2:
- case ANIM_VAN_GETIN_L:
case ANIM_VAN_GETOUT_L:
- case ANIM_VAN_GETIN:
case ANIM_VAN_GETOUT:
seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
break;
- case ANIM_CAR_QJACK:
+ case ANIM_CAR_GETIN_RHS:
case ANIM_CAR_GETIN_LHS:
+#ifdef VC_PED_PORTS
+ if (veh && veh->IsCar() && veh->bIsBus) {
+ multExtractedFromAnimBus = true;
+ zBlend = min(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength, 0.5f) / 0.5f;
+ }
+ // fall through
+#endif
+ case ANIM_CAR_QJACK:
case ANIM_CAR_GETIN_LOW_LHS:
- case ANIM_CAR_GETIN_RHS:
case ANIM_CAR_GETIN_LOW_RHS:
case ANIM_DRIVE_BOAT:
seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
@@ -1789,40 +1845,55 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
}
if (autoZPos.z > neededPos.z) {
- currentZ = GetPosition().z;
- if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
- neededPos.z = autoZPos.z;
- m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
- } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
- adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
+#ifdef VC_PED_PORTS
+ if (multExtractedFromAnim) {
+ neededPos.z += (autoZPos.z - neededPos.z) * zBlend;
+ } else {
+#endif
+ currentZ = GetPosition().z;
+ if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
+ neededPos.z = autoZPos.z;
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
+ adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
- // Smoothly change ped position
- neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
+ // Smoothly change ped position
+ neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
+ }
+#ifdef VC_PED_PORTS
}
+#endif
} else {
// We may need to raise up the ped
if (phase == LINE_UP_TO_CAR_START) {
currentZ = GetPosition().z;
if (neededPos.z > currentZ) {
-
- if (m_pVehicleAnim &&
- (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
- || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
- adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
-
- // Smoothly change ped position
- neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
- } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
- neededPos.z = max(currentZ, autoZPos.z);
+#ifdef VC_PED_PORTS
+ if (multExtractedFromAnimBus) {
+ neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ;
+ } else {
+#endif
+ if (m_pVehicleAnim &&
+ (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS
+ || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
+ adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
+
+ // Smoothly change ped position
+ neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
+ } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
+ neededPos.z = max(currentZ, autoZPos.z);
+ }
+#ifdef VC_PED_PORTS
}
+#endif
}
}
}
bool stillGettingInOut = false;
if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
- stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
+ stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat;
if (!stillGettingInOut) {
m_fRotationCur = m_fRotationDest;
@@ -1849,13 +1920,11 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
if (seatPosMult > 0.2f || vehIsUpsideDown) {
GetPosition() = neededPos;
- GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
-
- // It will be all 0 after rotate.
- GetPosition() = neededPos;
+ SetHeading(m_fRotationCur);
} else {
CMatrix vehDoorMat(veh->GetMatrix());
vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f));
+ // VC couch anims are inverted, so they're fixing it here.
GetMatrix() = vehDoorMat;
}
@@ -2023,7 +2092,7 @@ CPed::SortPeds(CPed **list, int min, int max)
int left = max;
int right;
for(right = min; right <= left; ){
- // Those 1.0s are to make sure loop always run for first time.
+ // Those 1.0s are my addition to make sure loop always run for first time.
for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) {
rightDiff = GetPosition() - list[right]->GetPosition();
rightDist = rightDiff.Magnitude();
@@ -2183,12 +2252,7 @@ CPed::CalculateNewOrientation(void)
if (CReplay::IsPlayingBack() || !IsPedInControl())
return;
- CVector pos = GetPosition();
-
- GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
-
- // Because SetRotate makes pos. all 0
- GetPosition() = pos;
+ SetHeading(m_fRotationCur);
}
float
@@ -2275,8 +2339,16 @@ CPed::CalculateNewVelocity(void)
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
+#ifdef VC_PED_PORTS
+ if(!fightAssoc)
+ fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
+
+ // There is one more anim in VC.
+ if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
+#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
+#endif
LimbOrientation newUpperLegs;
newUpperLegs.phi = localWalkAngle;
@@ -2317,8 +2389,8 @@ CPed::CanPedDriveOff(void)
return false;
for (int i = 0; i < m_numNearPeds; i++) {
- CPed *ped = m_nearPeds[i];
- if (ped->m_nPedType == m_nPedType && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && ped->m_carInObjective == m_carInObjective) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->m_nPedType == m_nPedType && nearPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && nearPed->m_carInObjective == m_carInObjective) {
m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000;
return false;
}
@@ -2326,8 +2398,39 @@ CPed::CanPedDriveOff(void)
return true;
}
+#ifdef VC_PED_PORTS
+bool
+CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil)
+{
+ if (m_nSurfaceTouched == SURFACE_PUDDLE)
+ return true;
+
+ CVector pos = GetPosition();
+ CVector forwardOffset = GetForward();
+ if (damageNormal && damageNormal->z > 0.17f) {
+ if (damageNormal->z > 0.9f)
+ return false;
+
+ CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
+ pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z;
+ pos.z = pos.z + 0.05f;
+ float collPower = damageNormal->Magnitude2D();
+ if (damageNormal->z <= 0.5f) {
+ forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
+ } else {
+ CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f);
+ invDamageNormal *= 1.0f / collPower;
+ CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius;
+ forwardOffset = estimatedJumpDist * min(2.0f / collPower, 4.0f);
+ }
+ } else {
+ pos.z -= 0.15f;
+ }
-// TODO: Make this function actually work.
+ CVector forwardPos = pos + forwardOffset;
+ return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
+}
+#else
bool
CPed::CanPedJumpThis(CEntity *unused)
{
@@ -2337,8 +2440,10 @@ CPed::CanPedJumpThis(CEntity *unused)
forward.x + pos.x,
forward.y + pos.y,
pos.z);
+
return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
}
+#endif
bool
CPed::CanPedReturnToState(void)
@@ -2376,6 +2481,9 @@ bool
CPed::IsTemporaryObjective(eObjective objective)
{
return objective == OBJECTIVE_LEAVE_VEHICLE || objective == OBJECTIVE_SET_LEADER ||
+#ifdef VC_PED_PORTS
+ objective == OBJECTIVE_LEAVE_CAR_AND_DIE ||
+#endif
objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
}
@@ -2452,7 +2560,11 @@ CPed::RestorePreviousObjective(void)
if (m_objective == OBJECTIVE_NONE)
return;
- if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
+ if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
+#ifdef VC_PED_PORTS
+ && m_nPedState != PED_CARJACK
+#endif
+ )
m_pedInObjective = nil;
if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) {
@@ -2464,7 +2576,7 @@ CPed::RestorePreviousObjective(void)
m_objective = m_prevObjective;
m_prevObjective = OBJECTIVE_NONE;
}
- m_ped_flagD40 = false;
+ bObjectiveCompleted = false;
}
void
@@ -2506,6 +2618,9 @@ CPed::SetObjective(eObjective newObj, void *entity)
break;
case OBJECTIVE_LEAVE_VEHICLE:
case OBJECTIVE_FLEE_CAR:
+#ifdef VC_PED_PORTS
+ case OBJECTIVE_LEAVE_CAR_AND_DIE:
+#endif
return;
case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
case OBJECTIVE_ENTER_CAR_AS_DRIVER:
@@ -2525,11 +2640,15 @@ CPed::SetObjective(eObjective newObj, void *entity)
break;
}
} else {
- if (newObj == OBJECTIVE_LEAVE_VEHICLE && !bInVehicle)
+ if ((newObj == OBJECTIVE_LEAVE_VEHICLE
+#ifdef VC_PED_PORTS
+ || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE
+#endif
+ ) && !bInVehicle)
return;
}
- m_ped_flagD40 = false;
+ bObjectiveCompleted = false;
if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) {
if (m_objective != newObj) {
if (IsTemporaryObjective(newObj))
@@ -2573,6 +2692,9 @@ CPed::SetObjective(eObjective newObj, void *entity)
m_pedFormation = 1;
break;
case OBJECTIVE_LEAVE_VEHICLE:
+#ifdef VC_PED_PORTS
+ case OBJECTIVE_LEAVE_CAR_AND_DIE:
+#endif
case OBJECTIVE_FLEE_CAR:
m_carInObjective = (CVehicle*)entity;
m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
@@ -2642,8 +2764,14 @@ CPed::SetObjective(eObjective newObj)
return;
if (newObj == OBJECTIVE_NONE) {
- if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
- && IsPedInControl()) {
+ if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
+#ifdef VC_PED_PORTS
+ || m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
+ && !IsPlayer()
+#else
+ )
+#endif
+ && !IsPedInControl()) {
bStartWanderPathOnFoot = true;
return;
@@ -2672,7 +2800,7 @@ CPed::SetObjective(eObjective newObj)
m_objective = newObj;
}
- m_ped_flagD40 = false;
+ bObjectiveCompleted = false;
switch (newObj) {
case OBJECTIVE_NONE:
@@ -2705,7 +2833,7 @@ CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType)
if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType)
return;
- m_ped_flagD40 = false;
+ bObjectiveCompleted = false;
if (IsTemporaryObjective(m_objective)) {
m_prevObjective = newObj;
} else {
@@ -2799,15 +2927,8 @@ CPed::QuitEnteringCar(void)
bUsesCollision = true;
- if (IsPlayer() && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
- if (IsPlayer() && m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
- SetCurrentWeapon(m_storedWeapon);
- m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
- }
- } else {
- CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
- AddWeaponModel(curWeapon->m_nModelId);
- }
+ ReplaceWeaponWhenExitingVehicle();
+
if (DyingOrDead()) {
animAssoc = m_pVehicleAnim;
if (animAssoc) {
@@ -2837,6 +2958,21 @@ CPed::ReactToAttack(CEntity *attacker)
return;
}
+#ifdef VC_PED_PORTS
+ if (m_nPedState == PED_DRIVING && bInVehicle && m_pMyVehicle
+ && (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING)) {
+
+ if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
+ && (m_pMyVehicle->m_status == STATUS_SIMPLE || m_pMyVehicle->m_status == STATUS_PHYSICS)
+ && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) {
+
+ CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 60.0f * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
+ m_pMyVehicle->m_status = STATUS_PHYSICS;
+ }
+ } else
+#endif
if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) {
CPed *ourLeader = m_leader;
if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader)
@@ -3177,7 +3313,7 @@ CPed::CheckIfInTheAir(void)
bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil);
if (!foundGround && m_nPedState != PED_JUMP)
{
- pos.z -= 1.04f;
+ pos.z -= FEET_OFFSET;
if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false))
foundGround = true;
}
@@ -3203,7 +3339,7 @@ CPed::ClearAll(void)
ClearLookFlag();
bIsPointingGunAt = false;
bRenderPedInCar = true;
- bKnockedUpIntoAir = false;
+ m_ped_flagH1 = false;
m_pCollidingEntity = nil;
}
@@ -3419,7 +3555,56 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
case WEAPONTYPE_BASEBALLBAT:
if (bMeleeProof)
return false;
-
+#ifdef VC_PED_PORTS
+ if (/*method != WEAPONTYPE_KATANA || */
+ damagedBy != FindPlayerPed()
+ || FindPlayerPed()->m_nPedState != PED_FIGHT
+ /*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */
+ || CGeneral::GetRandomNumber() & 3) {
+
+ if (m_nPedState == PED_FALL) {
+ if (IsPedHeadAbovePos(-0.3f)) {
+ dieAnim = NUM_ANIMS;
+ } else {
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
+ dieAnim = ANIM_FLOOR_HIT_F;
+ else
+ dieAnim = ANIM_FLOOR_HIT;
+ dieDelta = dieDelta * 2.0f;
+ dieSpeed = 0.5f;
+ }
+ } else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29)
+ //if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) {
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_KO_SKID_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_KO_SPIN_R;
+ break;
+ case 2:
+ dieAnim = ANIM_KO_SKID_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_KO_SPIN_L;
+ break;
+ default:
+ break;
+ }
+ //} else {
+ // dieAnim = ANIM_KO_SHOT_STOM;
+ //}
+ } else {
+ dieAnim = ANIM_KO_SHOT_FACE;
+ }
+ } else {
+ dieAnim = ANIM_KO_SHOT_FACE;
+ // SpawnFlyingComponent in VC
+ RemoveBodyPart(PED_HEAD, direction);
+ headShot = true;
+ willLinger = true;
+ }
+#else
if (m_nPedState == PED_FALL) {
if (IsPedHeadAbovePos(-0.3f)) {
dieAnim = NUM_ANIMS;
@@ -3449,6 +3634,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
break;
}
}
+#endif
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
@@ -3463,8 +3649,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
if (IsPlayer() || bNoCriticalHits)
dontRemoveLimb = true;
else {
- switch (method)
- {
+ switch (method) {
case WEAPONTYPE_SNIPERRIFLE:
dontRemoveLimb = false;
break;
@@ -3709,6 +3894,51 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
if (bInVehicle) {
if (method != WEAPONTYPE_WATER) {
+#ifdef VC_PED_PORTS
+ if (m_pMyVehicle) {
+ if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
+ if (m_pMyVehicle->m_status == STATUS_SIMPLE) {
+ m_pMyVehicle->m_status = STATUS_PHYSICS;
+ CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
+ }
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT;
+ m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+ if (m_pMyVehicle->CanPedExitCar()) {
+ SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
+ } else {
+ m_fHealth = 0.0f;
+ if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
+ SetRadioStation();
+ m_pMyVehicle->m_status = STATUS_ABANDONED;
+ }
+ SetDie(dieAnim, dieDelta, dieSpeed);
+ /*
+ if (damagedBy == FindPlayerPed() && damagedBy != this) {
+ // PlayerInfo stuff
+ }
+ */
+ }
+ for (int i = 0; i < 8; i++) {
+ CPed* passenger = m_pMyVehicle->pPassengers[i];
+ if (passenger && passenger != this && damagedBy)
+ passenger->ReactToAttack(damagedBy);
+ }
+
+ CPed *driverOfVeh = m_pMyVehicle->pDriver;
+ if (driverOfVeh && driverOfVeh != this && damagedBy)
+ driverOfVeh->ReactToAttack(damagedBy);
+
+ if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) {
+ CDarkel::RegisterKillByPlayer(this, method, headShot);
+ m_threatEntity = FindPlayerPed();
+ } else {
+ CDarkel::RegisterKillNotByPlayer(this, method);
+ }
+ }
+#endif
m_fHealth = 1.0f;
return false;
}
@@ -3723,6 +3953,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
SetDie(dieAnim, dieDelta, dieSpeed);
if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
+
+ // There are PlayerInfo stuff here in VC
CDarkel::RegisterKillByPlayer(this, method, headShot);
m_threatEntity = player;
} else {
@@ -3792,7 +4024,7 @@ CPed::SetGetUp(void)
}
bGetUpAnimStarted = true;
m_pCollidingEntity = nil;
- bKnockedUpIntoAir = false;
+ m_ped_flagH1 = false;
CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
if (animAssoc) {
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
@@ -3875,9 +4107,16 @@ CPed::ClearObjective(void)
if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
if (m_pMyVehicle->pDriver != this) {
- bWanderPathAfterExitingCar = true;
+#ifdef VC_PED_PORTS
+ if(!IsPlayer())
+#endif
+ bWanderPathAfterExitingCar = true;
+
SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
}
+#ifdef VC_PED_PORTS
+ m_nLastPedState = PED_NONE;
+#endif
} else {
SetIdle();
SetMoveState(PEDMOVE_STILL);
@@ -4382,8 +4621,8 @@ CPed::SetAttack(CEntity *victim)
if (curWeapon->m_bCanAim) {
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
- CEntity *foundEntity = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
- if (foundEntity)
+ CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
+ if (obstacle)
return;
m_pLookTarget = victim;
@@ -4631,7 +4870,7 @@ CPed::GetLocalDirection(const CVector2D &posOffset)
for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4);
- // Should be 0-east, 1-north, 2-west, 3-south. Not sure about order.
+ // 0-forward, 1-left, 2-backward, 3-right.
return direction;
}
@@ -4787,7 +5026,7 @@ CPed::FightStrike(CVector &touchedNodePos)
CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000);
}
- if (!m_fightState)
+ if (m_fightState == FIGHTSTATE_NO_MOVE)
m_fightState = FIGHTSTATE_1;
m_vecHitLastPos = *touchedNodePos;
@@ -4916,7 +5155,7 @@ CPed::SetWaitState(eWaitState state, void *time)
break;
case WAITSTATE_CROSS_ROAD:
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000;
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
break;
case WAITSTATE_CROSS_ROAD_LOOK:
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f);
@@ -4935,7 +5174,7 @@ CPed::SetWaitState(eWaitState state, void *time)
case WAITSTATE_DOUBLEBACK:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500;
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
break;
case WAITSTATE_HITWALL:
m_headingRate = 2.0f;
@@ -4954,14 +5193,14 @@ CPed::SetWaitState(eWaitState state, void *time)
case WAITSTATE_TURN180:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 3000.0f);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
break;
case WAITSTATE_SURPRISE:
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 3000.0f);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f);
animAssoc->SetFinishCallback(FinishedWaitCB, this);
break;
case WAITSTATE_STUCK:
@@ -4969,7 +5208,7 @@ CPed::SetWaitState(eWaitState state, void *time)
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 3000.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
ClearObjective();
@@ -4982,7 +5221,7 @@ CPed::SetWaitState(eWaitState state, void *time)
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 3000.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f);
break;
case WAITSTATE_PLAYANIM_COWER:
waitAnim = ANIM_HANDSCOWER;
@@ -4998,7 +5237,7 @@ CPed::SetWaitState(eWaitState state, void *time)
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 3000.0f);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
break;
case WAITSTATE_PLAYANIM_DUCK:
@@ -5014,7 +5253,7 @@ CPed::SetWaitState(eWaitState state, void *time)
else
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000;
- animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 3000.0f);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f);
animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
animAssoc->SetDeleteCallback(FinishedWaitCB, this);
@@ -5024,7 +5263,7 @@ CPed::SetWaitState(eWaitState state, void *time)
SetMoveAnim();
m_headingRate = 0.0f;
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500;
- CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 3000.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
break;
default:
m_nWaitState = WAITSTATE_FALSE;
@@ -5098,6 +5337,8 @@ CPed::Say(uint16 audio)
uint16 audioToPlay = audio;
if (IsPlayer()) {
+
+ // Ofc this part isn't in VC.
switch (audio) {
case SOUND_PED_DEATH:
audioToPlay = SOUND_PED_DAMAGE;
@@ -5119,14 +5360,27 @@ CPed::Say(uint16 audio)
return;
if (TheCamera.m_CameraAverageSpeed > 1.65f) {
- return;
+#ifdef VC_PED_PORTS
+ if (audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND)
+#endif
+ return;
+
} else if (TheCamera.m_CameraAverageSpeed > 1.25f) {
- if (audio != SOUND_PED_DEATH && audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE)
+ if (audio != SOUND_PED_DEATH &&
+#ifdef VC_PED_PORTS
+ audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND &&
+#endif
+ audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE)
return;
} else if (TheCamera.m_CameraAverageSpeed > 0.9f) {
switch (audio) {
case SOUND_PED_DEATH:
+#ifdef VC_PED_PORTS
+ case SOUND_PED_DAMAGE:
+ case SOUND_PED_HIT:
+ case SOUND_PED_LAND:
+#endif
case SOUND_PED_BURNING:
case SOUND_PED_FLEE_SPRINT:
case SOUND_PED_TAXI_WAIT:
@@ -5167,7 +5421,12 @@ CPed::CollideWithPed(CPed *collideWith)
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
- && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)) {
+ && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT
+#ifdef VC_PED_PORTS
+ || m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith
+ || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this
+#endif
+ )) {
if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
@@ -5175,7 +5434,7 @@ CPed::CollideWithPed(CPed *collideWith)
if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) {
- if (weAreMissionChar && ((m_nPedState == PED_SEEK_POS) || m_nPedState == PED_SEEK_ENTITY)) {
+ if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) {
if (collideWith->m_nMoveState != PEDMOVE_STILL
&& (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) {
@@ -5194,14 +5453,62 @@ CPed::CollideWithPed(CPed *collideWith)
} else if (collideWith->m_nMoveState == PEDMOVE_STILL) {
SetDirectionToWalkAroundObject(collideWith);
}
- } else if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
- || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
- (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
- SetDirectionToWalkAroundObject(collideWith);
- if (!weAreMissionChar)
- Say(SOUND_PED_CHAT);
} else {
- SetEvasiveStep(collideWith, 2);
+#ifdef VC_PED_PORTS
+ if (FindPlayerPed() != m_pedInObjective
+ || m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
+ || collideWith == m_pedInObjective) {
+#endif
+ if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
+ || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
+ (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
+ SetDirectionToWalkAroundObject(collideWith);
+ if (!weAreMissionChar)
+ Say(SOUND_PED_CHAT);
+ } else {
+ SetEvasiveStep(collideWith, 2);
+ }
+#ifdef VC_PED_PORTS
+ } else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee()
+ && collideWith->m_pedInObjective == m_pedInObjective) {
+
+ int colliderIsAtPlayerSafePosID = -1;
+ int weAreAtPlayerSafePosID = -1;
+ for (int i = 0; i < 6; i++) {
+ CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i];
+ if (pedAtSafePos == this) {
+ weAreAtPlayerSafePosID = i;
+ } else if (pedAtSafePos == collideWith) {
+ colliderIsAtPlayerSafePosID = i;
+ }
+ }
+ bool weAreCloserToTargetThenCollider = false;
+ if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D())
+ weAreCloserToTargetThenCollider = true;
+
+ if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) {
+ if (!weAreCloserToTargetThenCollider) {
+ int time = 300;
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+ } else if (colliderIsAtPlayerSafePosID <= 0) {
+ if (collideWith->m_pedInObjective == FindPlayerPed()) {
+ // VC specific
+ // ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
+ int time = 500;
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+ } else {
+ int time = 300;
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+ } else {
+ SetDirectionToWalkAroundObject(collideWith);
+ }
+#endif
}
} else {
if (m_pedStats->m_temper <= m_pedStats->m_fear
@@ -5258,7 +5565,11 @@ CPed::CollideWithPed(CPed *collideWith)
}
}
}
- } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar) {
+ } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar
+#ifdef VC_PED_PORTS
+ || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness
+#endif
+ ) {
// He looks us and we're not at his right side
if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
CVector moveForce = GetRight();
@@ -5382,6 +5693,7 @@ CPed::CreateDeadPedMoney(void)
int moneyPerPickup = money / pickupCount;
for(int i = 0; i < pickupCount; i++) {
+ // (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
bool found = false;
@@ -5475,9 +5787,7 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
bChangedSeat = false;
bWillBeQuickJacked = quickJack;
- CVector pos = GetPosition();
- GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
- GetPosition() += pos;
+ SetHeading(m_fRotationCur);
Say(SOUND_PED_CAR_JACKED);
SetRadioStation();
@@ -5532,7 +5842,11 @@ CPed::SetChat(CEntity *chatWith, uint32 time)
void
CPed::SetDead(void)
{
- bUsesCollision = false;
+#ifdef VC_PED_PORTS
+ if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN))
+#endif
+ bUsesCollision = false;
+
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING)
bIsVisible = false;
@@ -5637,21 +5951,22 @@ uint8
CPed::DoesLOSBulletHitPed(CColPoint &colPoint)
{
RwMatrix mat;
+ uint8 retVal = 2;
CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat);
float headZ = RwMatrixGetPos(&mat)->z;
if (m_nPedState == PED_FALL)
- return 1;
+ retVal = 1;
float colZ = colPoint.point.z;
if (colZ < headZ)
- return 1;
+ retVal = 1;
if (headZ + 0.2f <= colZ)
- return 0;
+ retVal = 0;
- return 2;
+ return retVal;
}
bool
@@ -5955,9 +6270,7 @@ CPed::LineUpPedWithTrain(void)
}
GetPosition() = lineUpPos;
-// CVector pedPos = GetPosition();
- GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
- GetPosition() += lineUpPos;
+ SetHeading(m_fRotationCur);
}
void
@@ -6494,17 +6807,21 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f;
- CEntity *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
- if (!foundEnt) {
+ CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
+ if (!obstacle) {
// Forward of forward
forward += 0.15f * ped->GetForward();
forward.z += 0.15f;
- foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
+ obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
}
- if (foundEnt) {
+ if (obstacle) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+#ifndef VC_PED_PORTS
CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
+#else
+ CAnimBlendAssociation* handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 8.0f);
+#endif
handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
ped->bIsLanding = true;
@@ -6523,12 +6840,20 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
- if (ped->IsPlayer())
+ if (ped->IsPlayer()
+#ifdef VC_PED_PORTS
+ || ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer()
+#endif
+ )
ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
else
ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
- if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()) {
+ if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D()
+#ifdef VC_PED_PORTS
+ || ped->m_pCurrentPhysSurface
+#endif
+ ) {
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur);
@@ -6538,6 +6863,12 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur);
ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur);
}
+#ifdef VC_PED_PORTS
+ if (ped->m_pCurrentPhysSurface) {
+ ped->m_vecMoveSpeed.x += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.x;
+ ped->m_vecMoveSpeed.y += ((CPhysical*)ped->m_pCurrentPhysSurface)->m_vecMoveSpeed.y;
+ }
+#endif
}
ped->bIsStanding = false;
@@ -6631,7 +6962,7 @@ CPed::Wait(void)
}
break;
- case WAITSTATE_LOOK_PED:
+ case WAITSTATE_CROSS_ROAD_LOOK:
if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
m_nWaitState = WAITSTATE_FALSE;
animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS);
@@ -6788,7 +7119,9 @@ CPed::Wait(void)
if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {
if (GetWeapon()->IsTypeMelee()) {
-
+#ifdef VC_PED_PORTS
+ if(m_pedStats->m_flags & STAT_GUN_PANIC) {
+#endif
SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget);
if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) {
@@ -6802,6 +7135,12 @@ CPed::Wait(void)
ProcessObjective();
SetMoveState(PEDMOVE_WALK);
}
+#ifdef VC_PED_PORTS
+ } else {
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
+ }
+#endif
} else {
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget);
SetObjectiveTimer(20000);
@@ -6848,6 +7187,19 @@ CPed::Wait(void)
}
m_nWaitState = WAITSTATE_FALSE;
}
+#ifdef VC_PED_PORTS
+ else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) {
+ if (m_pedInObjective) {
+ if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
+
+ // VC also calls CleanUpOldReference here for old LookTarget.
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ TurnBody();
+ }
+ }
+ }
+#endif
break;
case WAITSTATE_FINISH_FLEE:
@@ -6886,14 +7238,14 @@ CPed::Seek(void)
if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
&& !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) {
- CEntity *foundEnt = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
+ CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
false, true, false, false, false, false);
- if (foundEnt) {
- if (!foundEnt->IsVehicle() || ((CVehicle*)foundEnt)->m_vehType == VEHICLE_TYPE_CAR) {
+ if (obstacle) {
+ if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) {
distanceToCountItDone = 2.5f;
} else {
- CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(foundEnt->m_modelIndex);
+ CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(obstacle->m_modelIndex);
float yLength = vehModel->GetColModel()->boundingBox.max.y
- vehModel->GetColModel()->boundingBox.min.y;
distanceToCountItDone = yLength * 0.55f;
@@ -7076,7 +7428,7 @@ CPed::Flee(void)
if (dirDiff > 2 && dirDiff < 6) {
realLastNode = nil;
m_pLastPathNode = m_pNextPathNode;
- m_pNextPathNode = 0;
+ m_pNextPathNode = nil;
}
}
@@ -7172,8 +7524,8 @@ CPed::Flee(void)
double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints(
m_vecDamageNormal.x,
m_vecDamageNormal.y,
- 0.0,
- 0.0);
+ 0.0f,
+ 0.0f);
angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing);
if (angleToFleeEntity - PI > angleToFleeDamagingThing)
@@ -7616,7 +7968,11 @@ CPed::InTheAir(void)
if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) {
if (!DyingOrDead()) {
if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) {
- if (GetPosition().z - foundCol.point.z < 1.3f)
+ if (GetPosition().z - foundCol.point.z < 1.3f
+#ifdef VC_PED_PORTS
+ || bIsStanding
+#endif
+ )
SetLanding();
} else {
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) {
@@ -7966,15 +8322,15 @@ CPed::IsRoomToBeCarJacked(void)
if (!m_pMyVehicle)
return false;
- CVector2D offset;
+ CVector offset;
if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) {
offset = vecPedDraggedOutCarAnimOffset;
} else {
offset = vecPedQuickDraggedOutCarAnimOffset;
}
- CVector doorPos(offset.x, offset.y, 0.0f);
- if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &doorPos)) {
+ offset.z = 0.0f;
+ if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) {
return true;
}
@@ -8165,11 +8521,15 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
m_pCollidingEntity = car;
}
if (nodeToDamage == PED_MID)
- bKnockedUpIntoAir = true;
+ m_ped_flagH1 = true;
else
- bKnockedUpIntoAir = false;
+ m_ped_flagH1 = false;
distVec.Normalise();
+
+#ifdef VC_PED_PORTS
+ distVec *= min(car->m_fMass / 1400.0f, 1.0f);
+#endif
car->ApplyMoveForce(distVec * -100.0f);
Say(SOUND_PED_DEFEND);
@@ -8189,22 +8549,25 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
&& !m_pCollidingEntity
- && (!IsPlayer() || m_ped_flagD2 || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
+ && (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
m_pCollidingEntity = car;
}
- bKnockedUpIntoAir = false;
- if (car->m_modelIndex != MI_TRAIN && !m_ped_flagD2) {
+ m_ped_flagH1 = false;
+ if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
}
m_vecMoveSpeed.z = 0.0f;
distVec.Normalise();
+#ifdef VC_PED_PORTS
+ distVec *= min(car->m_fMass / 1400.0f, 1.0f);
+#endif
car->ApplyMoveForce(distVec * -60.0f);
Say(SOUND_PED_DEFEND);
}
-#ifdef FIX_BUGS
+#if defined FIX_BUGS || defined VC_PED_PORTS
// Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
if (IsGangMember()) {
CPed *driver = car->pDriver;
@@ -8794,7 +9157,11 @@ CPed::ProcessControl(void)
if (m_nPedState != PED_ARRESTED) {
if (m_nPedState == PED_DEAD) {
DeadPedMakesTyresBloody();
+#ifndef VC_PED_PORTS
if (CGame::nastyGame) {
+#else
+ if (CGame::nastyGame && !bIsInWater) {
+#endif
uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount;
float timeDependentDist;
if (remainingBloodyFpTime >= 2000) {
@@ -8851,6 +9218,14 @@ CPed::ProcessControl(void)
}
if (ServiceTalkingWhenDead())
ServiceTalking();
+
+#ifdef VC_PED_PORTS
+ if (bIsInWater) {
+ bIsStanding = false;
+ m_ped_flagA2 = false;
+ CPhysical::ProcessControl();
+ }
+#endif
return;
}
@@ -8876,7 +9251,11 @@ CPed::ProcessControl(void)
bCollidedWithMyVehicle = false;
CEntity *collidingEnt = m_pDamageEntity;
+#ifndef VC_PED_PORTS
if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
+#else
+ if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
+#endif
bHitSomethingLastFrame = false;
if (m_nPedStateTimer <= 500 && bIsInTheAir) {
if (m_nPedStateTimer)
@@ -8895,8 +9274,11 @@ CPed::ProcessControl(void)
}
*/
+#ifndef VC_PED_PORTS
} else {
-
+#else
+ } else if (collidingEnt) {
+#endif
switch (collidingEnt->m_type)
{
case ENTITY_TYPE_BUILDING:
@@ -8918,19 +9300,30 @@ CPed::ProcessControl(void)
break;
}
- float angleToFlee = CGeneral::GetRadianAngleBetweenPoints(
+ float angleToFaceWhenHit = CGeneral::GetRadianAngleBetweenPoints(
GetPosition().x,
GetPosition().y,
m_vecDamageNormal.x + GetPosition().x,
m_vecDamageNormal.y + GetPosition().y);
- float neededTurn = Abs(m_fRotationCur - angleToFlee);
+ float neededTurn = Abs(m_fRotationCur - angleToFaceWhenHit);
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
float oldDestRot = CGeneral::LimitRadianAngle(m_fRotationDest);
+#ifdef VC_PED_PORTS
+ if (m_nPedState == PED_FOLLOW_PATH) {
+ if (DotProduct(m_vecDamageNormal, GetForward()) < -0.866f && CanPedJumpThis(collidingEnt, &m_vecDamageNormal)) {
+ SetJump();
+
+ // Moved break into here, for compatibility with III
+ break;
+ }
+ // break;
+ }
+#endif
if (m_pedInObjective &&
(m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) {
@@ -9097,13 +9490,178 @@ CPed::ProcessControl(void)
}
case ENTITY_TYPE_VEHICLE:
{
- CVehicle *collidingVeh = ((CVehicle*)collidingEnt);
+ CVehicle* collidingVeh = ((CVehicle*)collidingEnt);
float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr();
if (collidingVeh == m_pMyVehicle)
bCollidedWithMyVehicle = true;
+#ifdef VC_PED_PORTS
+ float oldHealth = m_fHealth;
+ bool playerSufferSound = false;
if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
+ if (IsPedInControl()
+ && (!IsPlayer()
+ || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT
+ || m_objective == OBJECTIVE_RUN_TO_AREA
+ || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
+
+ if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
+ if (!m_ped_flagB80) {
+ if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
+
+ // VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
+ SetDirectionToWalkAroundObject(collidingVeh);
+ CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
+ } else {
+ if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
+ || m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
+
+ // VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
+ SetDirectionToWalkAroundObject(collidingVeh);
+ CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
+
+ } else if (m_fleeFrom != collidingVeh) {
+ SetFlee(collidingVeh, 4000);
+ bUsePedNodeSeek = false;
+ SetMoveState(PEDMOVE_WALK);
+ }
+ }
+ }
+ } else {
+ float angleLeftToCompleteTurn = Abs(m_fRotationCur - m_fRotationDest);
+ if (angleLeftToCompleteTurn < 0.01f && CanPedJumpThis(collidingVeh)) {
+ SetJump();
+ }
+ }
+ } else if (IsPlayer() && !bIsInTheAir) {
+
+ if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f
+ && !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) {
+
+ ((CPlayerPed*)this)->AnnoyPlayerPed(false);
+ SetLookFlag(collidingVeh, true);
+ SetLookTimer(1300);
+
+ eWeaponType weaponType = GetWeapon()->m_eWeaponType;
+ if (weaponType == WEAPONTYPE_UNARMED
+ || weaponType == WEAPONTYPE_BASEBALLBAT
+ || weaponType == WEAPONTYPE_COLT45
+ || weaponType == WEAPONTYPE_UZI) {
+ bShakeFist = true;
+ }
+ } else {
+ SetLookFlag(collidingVeh, true);
+ SetLookTimer(500);
+ }
+ }
+ } else {
+ float adjustedImpulse = m_fDamageImpulse;
+ if (IsPlayer()) {
+ if (bIsStanding) {
+ float forwardVecAndDamageDirDotProd = DotProduct(m_vecAnimMoveDelta.y * GetForward(), m_vecDamageNormal);
+ if (forwardVecAndDamageDirDotProd < 0.0f) {
+ adjustedImpulse = forwardVecAndDamageDirDotProd * m_fMass + m_fDamageImpulse;
+ if (adjustedImpulse < 0.0f)
+ adjustedImpulse = 0.0f;
+ }
+ }
+ }
+ if (m_fMass / 20.0f < adjustedImpulse)
+ DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, adjustedImpulse);
+
+ if (IsPlayer()) {
+ if (adjustedImpulse > 20.0f)
+ adjustedImpulse = 20.0f;
+
+ if (adjustedImpulse > 5.0f) {
+ if (adjustedImpulse <= 13.0f)
+ playerSufferSound = true;
+ else
+ Say(SOUND_PED_DAMAGE);
+ }
+
+ CColModel* collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
+ CVector colMinVec = collidingCol->boundingBox.min;
+ CVector colMaxVec = collidingCol->boundingBox.max;
+
+ CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition();
+
+ // TLVC = To look vehicle center
+
+ float angleToVehFront = collidingVeh->GetForward().Heading();
+ float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
+ angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
+
+ // I don't know why do we use that
+ float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
+
+ CVector vehDist = GetPosition() - collidingVeh->GetPosition();
+ vehDist.Normalise();
+
+ float vehRightVecAndSpeedDotProd;
+
+ if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
+ if (angleDiffFromLookingFrontTLVC <= 0.0f) {
+ vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
+
+ // vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right?
+ if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
+
+ // Car's right faces towards us and isn't coming directly to us
+ if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f
+ && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
+ SetEvasiveStep(collidingVeh, 1);
+ }
+ }
+ } else {
+ vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
+
+ if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) {
+ if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f
+ && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) {
+ SetEvasiveStep(collidingVeh, 1);
+ }
+ }
+ }
+ } else {
+ vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed);
+ }
+
+ if (vehRightVecAndSpeedDotProd <= 0.1f) {
+ if (m_nPedState != PED_FIGHT) {
+ SetLookFlag(collidingVeh, true);
+ SetLookTimer(700);
+ }
+ } else {
+ bIsStanding = false;
+ CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed;
+ int dir = GetLocalDirection(collidingEntMoveDir);
+ SetFall(1000, (AnimationId)(dir + 25), false);
+
+ float damage;
+ if (collidingVeh->m_modelIndex == MI_TRAIN) {
+ damage = 50.0f;
+ } else {
+ damage = 20.0f;
+ }
+
+ InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir);
+ Say(SOUND_PED_DAMAGE);
+ }
+ } else {
+ KillPedWithCar(collidingVeh, m_fDamageImpulse);
+ }
+
+ /* VC specific
+ if (m_pCollidingEntity != collidingEnt)
+ bPushedAlongByCar = true;
+ */
+ }
+ if (m_fHealth < oldHealth && playerSufferSound)
+ Say(SOUND_PED_HIT);
+#else
+ if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
if (!IsPedInControl()
|| IsPlayer()
&& m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT
@@ -9134,9 +9692,8 @@ CPed::ProcessControl(void)
SetLookTimer(500);
}
}
- } else if (!m_ped_flagB80) {
- // I don't remember any condition that we were STATUS_PLAYER.
+ } else if (!m_ped_flagB80) {
if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
SetDirectionToWalkAroundObject(collidingVeh);
@@ -9154,7 +9711,7 @@ CPed::ProcessControl(void)
}
}
} else {
- DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, 142, m_fDamageImpulse);
+ DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse);
if (IsPlayer()) {
CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel();
CVector colMinVec = collidingCol->boundingBox.min;
@@ -9168,15 +9725,15 @@ CPed::ProcessControl(void)
float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading();
angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC);
- // Not sure about this one
- float minNeededTurnTLVC = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
+ // I don't know why do we use that
+ float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y);
CVector vehDist = GetPosition() - collidingVeh->GetPosition();
vehDist.Normalise();
float vehRightVecAndSpeedDotProd;
- if (Abs(angleDiffFromLookingFrontTLVC) >= minNeededTurnTLVC && Abs(angleDiffFromLookingFrontTLVC) < PI - minNeededTurnTLVC) {
+ if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) {
if (angleDiffFromLookingFrontTLVC <= 0.0f) {
vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed);
@@ -9231,6 +9788,7 @@ CPed::ProcessControl(void)
KillPedWithCar(collidingVeh, m_fDamageImpulse);
}
}
+#endif
break;
}
case ENTITY_TYPE_PED:
@@ -9265,7 +9823,12 @@ CPed::ProcessControl(void)
}
}
CVector forceDir;
- if (!bIsInTheAir && m_nPedState != PED_JUMP) {
+ if (!bIsInTheAir && m_nPedState != PED_JUMP
+#ifdef VC_PED_PORTS
+ && m_fDamageImpulse > 0.0f
+#endif
+ ) {
+
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
if (!bIsStanding) {
@@ -9276,7 +9839,11 @@ CPed::ProcessControl(void)
ApplyMoveForce(forceDir);
}
- if (bIsInTheAir && !DyingOrDead()) {
+ if ((bIsInTheAir && !DyingOrDead())
+#ifdef VC_PED_PORTS
+ || (!bIsStanding && !m_ped_flagA2 && m_nPedState == PED_FALL)
+#endif
+ ) {
if (m_nPedStateTimer <= 1000 && m_nPedStateTimer) {
forceDir = GetPosition() - m_vecHitLastPos;
} else {
@@ -9297,29 +9864,54 @@ CPed::ProcessControl(void)
if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING
&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
offsetToCheck.x = -forceDir.y;
+#ifdef VC_PED_PORTS
+ offsetToCheck.z = 1.0f;
+#else
offsetToCheck.z = 0.0f;
+#endif
offsetToCheck.y = forceDir.x;
offsetToCheck.Normalise();
CVector posToCheck = GetPosition() + offsetToCheck;
- float lastCollidingColZ;
- if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) {
- lastCollidingColZ = foundCol.point.z;
+ // These are either obstacle or ground to land, I don't know which one.
+ float obstacleForFlyingZ, obstacleForFlyingOtherDirZ;
+ CColPoint obstacleForFlying, obstacleForFlyingOtherDir;
+
+ // Check is there any room for being knocked up in reverse direction of force
+ if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, false)) {
+ obstacleForFlyingZ = obstacleForFlying.point.z;
} else {
- lastCollidingColZ = 500.0f;
+ obstacleForFlyingZ = 500.0f;
}
posToCheck = GetPosition() - offsetToCheck;
- float lastCollidingColInOtherDirZ;
- if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) {
- lastCollidingColInOtherDirZ = foundCol.point.z;
+ // Now check for direction of force this time
+ if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, false)) {
+ obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
+ } else {
+ obstacleForFlyingOtherDirZ = 501.0f;
+ }
+#ifdef VC_PED_PORTS
+ uint8 flyDir = 0;
+ float feetZ = GetPosition().z - FEET_OFFSET;
+ if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) {
+ if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
+ flyDir = 2;
} else {
- lastCollidingColInOtherDirZ = 501.0f;
+ flyDir = 1;
}
- if (lastCollidingColZ < lastCollidingColInOtherDirZ) {
+ if (flyDir != 0 && !bKnockedUpIntoAir) {
+ GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point);
+ GetPosition().z += FEET_OFFSET;
+ GetMatrix().UpdateRW();
+ SetLanding();
+ bIsStanding = true;
+ }
+#endif
+ if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
offsetToCheck *= -1.0f;
}
offsetToCheck.z = 1.0f;
@@ -9332,19 +9924,36 @@ CPed::ProcessControl(void)
m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f);
m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
m_fRotationDest = m_fRotationCur;
- CVector pos = GetPosition();
- GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
- GetPosition() += pos;
+ SetHeading(m_fRotationCur);
if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) {
CPed::SetFall(1000, ANIM_KO_SKID_BACK, true);
}
bIsInTheAir = false;
} else if (m_vecDamageNormal.z > 0.4f) {
+#ifndef VC_PED_PORTS
forceDir = m_vecDamageNormal;
forceDir.z = 0.0f;
forceDir.Normalise();
ApplyMoveForce(2.0f * forceDir);
+#else
+ if (m_nPedState == PED_JUMP) {
+ if (m_nWaitTimer <= 2000) {
+ if (m_nWaitTimer < 1000)
+ m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f;
+ } else {
+ m_nWaitTimer = 0;
+ }
+ }
+ forceDir = m_vecDamageNormal;
+ forceDir.z = 0.0f;
+ forceDir.Normalise();
+ if (m_nPedState != PED_JUMP || m_nWaitTimer >= 300) {
+ ApplyMoveForce(2.0f * forceDir);
+ } else {
+ ApplyMoveForce(-4.0f * forceDir);
+ }
+#endif
}
} else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) {
if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) {
@@ -9355,9 +9964,7 @@ CPed::ProcessControl(void)
m_fRotationDest -= TheCamera.Orientation;
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
m_fRotationCur = m_fRotationDest;
- CVector pos = GetPosition();
- GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
- GetPosition() += pos;
+ SetHeading(m_fRotationCur);
}
SetJump();
m_nPedStateTimer = 0;
@@ -9369,13 +9976,11 @@ CPed::ProcessControl(void)
int16 padWalkX = pad0->GetPedWalkLeftRight();
int16 padWalkY = pad0->GetPedWalkUpDown();
if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) {
- m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0, 0.0, -padWalkX, padWalkY);
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY);
m_fRotationDest -= TheCamera.Orientation;
m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
m_fRotationCur = m_fRotationDest;
- CVector pos = GetPosition();
- GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
- GetPosition() += pos;
+ SetHeading(m_fRotationCur);
}
CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE);
@@ -9403,9 +10008,18 @@ CPed::ProcessControl(void)
offsetToCheck = GetPosition();
offsetToCheck.z += 0.5f;
- if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - 1.04f, foundCol, foundEnt, true, true, false, true, false, false, false)) {
- GetPosition().z = 1.04f + foundCol.point.z;
+ if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) {
+#ifdef VC_PED_PORTS
+ if (!bKnockedUpIntoAir || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
+ GetPosition().z = FEET_OFFSET + foundCol.point.z;
+ GetMatrix().UpdateRW();
+ if (bKnockedUpIntoAir)
+ bKnockedUpIntoAir = false;
+ }
+#else
+ GetPosition().z = FEET_OFFSET + foundCol.point.z;
GetMatrix().UpdateRW();
+#endif
SetLanding();
bIsStanding = true;
}
@@ -9434,8 +10048,31 @@ CPed::ProcessControl(void)
m_vecMoveSpeed *= airResistance;
}
+#ifdef VC_PED_PORTS
+ if (IsPlayer() || !bIsStanding || m_vecMoveSpeed.x != 0.0f || m_vecMoveSpeed.y != 0.0f || m_vecMoveSpeed.z != 0.0f
+ || (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL)
+ || m_vecAnimMoveDelta.x != 0.0f || m_vecAnimMoveDelta.y != 0.0f
+ || m_nPedState == PED_JUMP
+ || bIsInTheAir
+ || m_pCurrentPhysSurface) {
+ CPhysical::ProcessControl();
+ } else {
+ bHasContacted = false;
+ bIsInSafePosition = false;
+ bWasPostponed = false;
+ bHasHitWall = false;
+ m_nCollisionRecords = 0;
+ bHasCollided = false;
+ m_nDamagePieceType = 0;
+ m_fDamageImpulse = 0.0f;
+ m_pDamageEntity = nil;
+ m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
+ m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
+ }
+#else
CPhysical::ProcessControl();
+#endif
if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
if (m_nPedState != PED_DEAD) {
CalculateNewVelocity();
@@ -9445,8 +10082,18 @@ CPed::ProcessControl(void)
PlayFootSteps();
if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
SetInTheAir();
+#ifdef VC_PED_PORTS
+ bKnockedUpIntoAir = true;
+#endif
}
-
+#ifdef VC_PED_PORTS
+ if (bKnockedUpIntoAir) {
+ CVector posToCheck = GetPosition();
+ posToCheck.z += 0.9f;
+ if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
+ bKnockedUpIntoAir = false;
+ }
+#endif
ProcessObjective();
if (!bIsAimingGun) {
if (bIsRestoringGun)
@@ -9747,7 +10394,7 @@ CPed::ProcessControl(void)
break;
}
SetMoveAnim();
- if (m_ped_flagD4) {
+ if (bPedIsBleeding) {
if (CGame::nastyGame) {
if (!(CTimer::GetFrameCounter() & 3)) {
CVector cameraDist = GetPosition() - TheCamera.GetPosition();
@@ -9858,7 +10505,11 @@ CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
} else if (ped->m_vehEnterType == CAR_DOOR_RF
&& (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF ||
(veh->pDriver != nil &&
- (veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE || !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
+ (veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE
+#ifdef VC_PED_PORTS
+ && veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE
+#endif
+ || !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
veh->m_veh_flagC10 = false;
@@ -10091,7 +10742,11 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
void
CPed::SetJump(void)
{
- if (!bInVehicle && (m_nSurfaceTouched != SURFACE_STONE || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
+ if (!bInVehicle &&
+#ifdef VC_PED_PORTS
+ m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) &&
+#endif
+ (m_nSurfaceTouched != SURFACE_STONE || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
SetStoredState();
m_nPedState = PED_JUMP;
CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f);
@@ -10375,17 +11030,27 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
PedSetOutCarCB(nil, ped);
return;
}
+#ifdef VC_PED_PORTS
+ CVector posForZ = ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&posForZ);
+ if (ped->GetPosition().z - 0.5f > posForZ.z) {
+ PedSetOutCarCB(nil, ped);
+ return;
+ }
+#endif
veh->m_nStaticFrames = 0;
veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f);
veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f);
if (!veh->bIsBus)
veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_GETOUT_LHS, 1.0f);
- // Duplicate and pointless code
+ /*
+ // Duplicate and only in PC for some reason
if (!veh) {
PedSetOutCarCB(nil, ped);
return;
}
+ */
eDoors door;
switch (ped->m_vehEnterType) {
case CAR_DOOR_RF:
@@ -10447,6 +11112,11 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
}
}
+#ifdef VC_PED_PORTS
+ if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
+ closeDoor = false;
+#endif
+
if (!closeDoor) {
if (!veh->IsDoorMissing(door) && !veh->bIsBus) {
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
@@ -10860,10 +11530,2861 @@ CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
veh->AddPassenger(ped);
}
-WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
-WRAPPER void CPed::PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8F0); }
-WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
-WRAPPER void CPed::PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4E36E0); }
+void
+CPed::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ /*
+ CPed *ped = (CPed*)arg;
+
+ if (ped->m_nPedState == PED_STAGGER)
+ // nothing
+ */
+}
+
+// It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB, but it's not true, someone made it up.
+// TO-DO: No peds run to phones to report crimes. Make this work.
+bool
+CPed::RunToReportCrime(eCrimeType crimeToReport)
+{
+ if (m_nPedState == PED_SEEK_POS)
+ return false;
+
+ CVector pos = GetPosition();
+ int phoneId = gPhoneInfo.FindNearestFreePhone(&pos);
+
+ if (phoneId == -1)
+ return false;
+
+ if (gPhoneInfo.m_aPhones[phoneId].m_nState != PHONE_STATE_FREE)
+ return false;
+
+ bRunningToPhone = true;
+ SetMoveState(PEDMOVE_RUN);
+ SetSeek(gPhoneInfo.m_aPhones[phoneId].m_vecPos, 0.3f);
+ m_phoneId = phoneId;
+ m_crimeToReportOnPhone = crimeToReport;
+ return true;
+}
+
+void
+CPed::RegisterThreatWithGangPeds(CEntity *attacker)
+{
+ CPed *attackerPed = nil;
+ if (attacker) {
+ if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) {
+ if (attacker->IsPed()) {
+ attackerPed = (CPed*)attacker;
+ } else {
+ if (!attacker->IsVehicle())
+ return;
+
+ attackerPed = ((CVehicle*)attacker)->pDriver;
+ if (!attackerPed)
+ return;
+ }
+
+ if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) {
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->IsPointerValid()) {
+ if (nearPed != this && nearPed->m_nPedType == m_nPedType)
+ nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType);
+ }
+ }
+ }
+ }
+ }
+
+ if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) {
+ if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->m_modelIndex != MI_TOYZ) {
+ int16 lastVehicle;
+ CEntity *vehicles[8];
+ CWorld::FindObjectsInRange(GetPosition(), 30.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+
+ if (lastVehicle > 8)
+ lastVehicle = 8;
+
+ for (int j = 0; j < lastVehicle; ++j) {
+ CVehicle *nearVeh = (CVehicle*) vehicles[j];
+
+ if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
+ CPed *nearVehDriver = nearVeh->pDriver;
+
+ if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
+
+ if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
+ nearVeh->AutoPilot.m_nCruiseSpeed = 60.0f * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
+ nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
+ nearVeh->m_status = STATUS_PHYSICS;
+ nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
+ nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CPed::ReactToPointGun(CEntity *entWithGun)
+{
+ CPed *pedWithGun = (CPed*)entWithGun;
+ int waitTime;
+
+ if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR)
+ return;
+
+ if (m_leader == pedWithGun)
+ return;
+
+ if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER ||
+ (GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f)
+ return;
+
+ if (m_leader) {
+ if (FindPlayerPed() == m_leader)
+ return;
+
+ ClearLeader();
+ }
+ if (m_pedStats->m_flags & STAT_GUN_PANIC
+ && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
+ && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) {
+
+ waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
+ SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime);
+ Say(SOUND_PED_HANDS_COWER);
+ m_pLookTarget = pedWithGun;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ SetMoveState(PEDMOVE_NONE);
+
+ } else if (m_nPedType != pedWithGun->m_nPedType) {
+ if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
+ RegisterThreatWithGangPeds(pedWithGun);
+ }
+
+ if (m_nPedType == PEDTYPE_COP) {
+ if (pedWithGun->IsPlayer()) {
+ ((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2);
+ }
+ if (bCrouchWhenShooting || bKindaStayInSamePlace) {
+ SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000));
+ }
+
+ } else if (m_nPedType != PEDTYPE_COP
+ && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
+ && (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun)
+ && m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
+
+ waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
+ SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime);
+ Say(SOUND_PED_HANDS_UP);
+ m_pLookTarget = pedWithGun;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ SetMoveState(PEDMOVE_NONE);
+ if (m_nPedState == PED_FLEE_ENTITY) {
+ m_fleeFrom = pedWithGun;
+ m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
+ }
+
+ if (FindPlayerPed() == pedWithGun && bRichFromMugging) {
+ int money = CGeneral::GetRandomNumberInRange(100, 300);
+ int pickupCount = money / 40 + 1;
+ int moneyPerPickup = money / pickupCount;
+
+ for (int i = 0; i < pickupCount; i++) {
+ // (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
+ float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
+ float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
+ bool found = false;
+ float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
+ if (found) {
+ CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
+ }
+ }
+ bRichFromMugging = false;
+ }
+ }
+ }
+}
+
+void
+CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+
+ bool startedToRun = false;
+ ped->bUsesCollision = true;
+ ped->m_actionX = 0.0f;
+ ped->m_actionY = 0.0f;
+ ped->m_ped_flagI4 = false;
+ if (veh && veh->IsBoat())
+ ped->ApplyMoveSpeed();
+
+ if (ped->m_objective == OBJECTIVE_LEAVE_VEHICLE)
+ ped->RestorePreviousObjective();
+#ifdef VC_PED_PORTS
+ else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
+ ped->m_fHealth = 0.0f;
+ ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f);
+ }
+#endif
+
+ ped->bInVehicle = false;
+ if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) {
+ ped->PositionPedOutOfCollision();
+ }
+
+ if (ped->m_nPedState == PED_EXIT_CAR) {
+ if (ped->m_nPedType == PEDTYPE_COP)
+ ped->SetIdle();
+ else
+ ped->RestorePreviousState();
+
+ veh = ped->m_pMyVehicle;
+ if (ped->bFleeAfterExitingCar && veh) {
+ ped->bFleeAfterExitingCar = false;
+ ped->SetFlee(veh->GetPosition(), 12000);
+ ped->bUsePedNodeSeek = true;
+ ped->m_pNextPathNode = nil;
+ if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
+ ped->SetMoveState(PEDMOVE_SPRINT);
+ ped->Say(SOUND_PED_FLEE_SPRINT);
+ } else {
+ ped->SetMoveState(PEDMOVE_RUN);
+ ped->Say(SOUND_PED_FLEE_RUN);
+ }
+ startedToRun = true;
+
+ // This is not a good way to do this...
+ ped->m_nLastPedState = PED_WANDER_PATH;
+
+ } else if (ped->bWanderPathAfterExitingCar) {
+ ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
+ ped->bWanderPathAfterExitingCar = false;
+ if (ped->m_nPedType == PEDTYPE_PROSTITUTE)
+ ped->SetObjectiveTimer(30000);
+ ped->m_nLastPedState = PED_NONE;
+
+ } else if (ped->bGonnaKillTheCarJacker) {
+
+ // Kill objective is already given at this point.
+ ped->bGonnaKillTheCarJacker = false;
+ if (ped->m_pedInObjective) {
+ if (!(CGeneral::GetRandomNumber() & 1)
+ && ped->m_nPedType != PEDTYPE_COP
+ && (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) {
+ ped->ClearObjective();
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
+ }
+ ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500;
+ }
+ int waitTime = 1500;
+ ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime);
+ ped->SetMoveState(PEDMOVE_RUN);
+ startedToRun = true;
+ } else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) {
+ ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
+ }
+ }
+#ifdef VC_PED_PORTS
+ else {
+ ped->m_nPedState = PED_IDLE;
+ }
+#endif
+
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ ped->RestartNonPartialAnims();
+ ped->m_pVehicleAnim = nil;
+ CVector posFromZ = ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&posFromZ);
+ ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ ped->GetPosition() = posFromZ;
+ veh = ped->m_pMyVehicle;
+ if (veh) {
+ if (ped->m_nPedType == PEDTYPE_PROSTITUTE) {
+ if (veh->pDriver) {
+ if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) {
+ CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0;
+ CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0;
+ CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
+ CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100;
+ if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0)
+ CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0;
+ }
+ }
+ }
+ veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
+ if (veh->pDriver == ped) {
+ veh->RemoveDriver();
+ veh->m_status = STATUS_ABANDONED;
+ if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
+ veh->m_nDoorLock = CARLOCK_UNLOCKED;
+ if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
+ veh->ChangeLawEnforcerState(false);
+ } else {
+ veh->RemovePassenger(ped);
+ }
+
+ if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) {
+ float angleAfterExit;
+ if (ped->m_vehEnterType == CAR_DOOR_LF) {
+ angleAfterExit = HALFPI + veh->GetForward().Heading();
+ } else {
+ angleAfterExit = veh->GetForward().Heading() - HALFPI;
+ }
+ ped->SetHeading(angleAfterExit);
+ ped->m_fRotationDest = angleAfterExit;
+ ped->m_fRotationCur = angleAfterExit;
+ if (!ped->bBusJacked)
+ ped->SetMoveState(PEDMOVE_WALK);
+ }
+ if (CGarages::IsPointWithinAnyGarage(ped->GetPosition()))
+ veh->bLightsOn = false;
+ }
+
+ if (ped->IsPlayer())
+ AudioManager.PlayerJustLeftCar();
+
+ ped->ReplaceWeaponWhenExitingVehicle();
+
+ ped->bOnBoat = false;
+ if (ped->bBusJacked) {
+ ped->SetFall(1500, ANIM_KO_SKID_BACK, false);
+ ped->bBusJacked = false;
+ }
+ ped->m_nStoredMoveState = PEDMOVE_NONE;
+ if (!ped->IsPlayer()) {
+ // It's a shame...
+#ifdef FIX_BUGS
+ int createdBy = ped->CharCreatedBy;
+#else
+ int createdBy = !ped->CharCreatedBy;
+#endif
+
+ if (createdBy == MISSION_CHAR && !startedToRun)
+ ped->SetMoveState(PEDMOVE_WALK);
+ }
+}
+
+// It was inlined in III but not in VC.
+inline void
+CPed::ReplaceWeaponWhenExitingVehicle(void)
+{
+ eWeaponType weaponType = GetWeapon()->m_eWeaponType;
+
+ // If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
+ if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
+ if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ SetCurrentWeapon(m_storedWeapon);
+ m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ } else {
+ AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
+ }
+}
+
+void
+CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+
+ if (ped->m_pVehicleAnim)
+ ped->m_pVehicleAnim->blendDelta = -1000.0f;
+
+ ped->bUsesCollision = true;
+ ped->m_pVehicleAnim = nil;
+ ped->bInVehicle = false;
+ ped->m_nPedState = PED_IDLE;
+ ped->RestorePreviousObjective();
+ ped->SetMoveState(PEDMOVE_STILL);
+
+ CMatrix pedMat(ped->GetMatrix());
+ ped->m_fRotationCur = HALFPI + veh->GetForward().Heading();
+ ped->m_fRotationDest = ped->m_fRotationCur;
+ CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset);
+ posAfterExit += ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&posAfterExit);
+ ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ ped->GetPosition() = posAfterExit;
+ ped->SetHeading(ped->m_fRotationCur);
+ veh->RemovePassenger(ped);
+}
+
+bool
+CPed::PlacePedOnDryLand(void)
+{
+ float waterLevel = 0.0f;
+ CEntity *foundEnt = nil;
+ CColPoint foundCol;
+ float foundColZ;
+
+ CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel);
+
+ CVector potentialGround = GetPosition();
+ potentialGround.z = waterLevel;
+
+ if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
+ return false;
+
+ CVector potentialGroundDist = CWorld::ms_testSpherePoint.point - GetPosition();
+ potentialGroundDist.z = 0.0f;
+ potentialGroundDist.Normalise();
+
+ CVector posToCheck = 0.5f * potentialGroundDist + CWorld::ms_testSpherePoint.point;
+ posToCheck.z = 3.0f + waterLevel;
+
+ if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, false)) {
+ foundColZ = foundCol.point.z;
+ if (foundColZ >= waterLevel) {
+ posToCheck.z = 0.8f + foundColZ;
+ GetPosition() = posToCheck;
+ bIsStanding = true;
+ m_ped_flagA2 = true;
+ return true;
+ }
+ }
+
+ posToCheck = 5.0f * potentialGroundDist + GetPosition();
+ posToCheck.z = 3.0f + waterLevel;
+
+ if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, false))
+ return false;
+
+ foundColZ = foundCol.point.z;
+ if (foundColZ < waterLevel)
+ return false;
+
+ posToCheck.z = 0.8f + foundColZ;
+ GetPosition() = posToCheck;
+ bIsStanding = true;
+ m_ped_flagA2 = true;
+ return true;
+}
+
+void
+CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+
+ CVector finalPos;
+ CVector draggedOutOffset;
+ CVector finalLocalPos;
+
+ CMatrix pedMat(ped->GetMatrix());
+ ped->bUsesCollision = true;
+ ped->RestartNonPartialAnims();
+ draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset;
+ if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR)
+ draggedOutOffset.x = -draggedOutOffset.x;
+
+ finalLocalPos = Multiply3x3(pedMat, draggedOutOffset);
+ finalPos = finalLocalPos + ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&finalPos);
+ ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ ped->GetPosition() = finalPos;
+
+ if (veh) {
+ ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI;
+ ped->m_fRotationCur = ped->m_fRotationDest;
+ ped->CalculateNewOrientation();
+
+ if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &vecPedQuickDraggedOutCarAnimOffset))
+ ped->PositionPedOutOfCollision();
+ }
+
+ if (!ped->CanSetPedState())
+ return;
+
+ ped->SetIdle();
+ if (veh) {
+ if (ped->bFleeAfterExitingCar) {
+ ped->bFleeAfterExitingCar = false;
+ ped->SetFlee(veh->GetPosition(), 14000);
+
+ } else if (ped->bWanderPathAfterExitingCar) {
+ ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
+ ped->bWanderPathAfterExitingCar = false;
+
+ } else if (ped->bGonnaKillTheCarJacker) {
+ ped->bGonnaKillTheCarJacker = false;
+ if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) {
+ if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT)
+ ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective);
+
+ } else {
+ CPed *driver = veh->pDriver;
+ if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
+ ped->SetFlee(veh->GetPosition(), 14000);
+ } else {
+ ped->ClearObjective();
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
+ }
+ ped->bUsePedNodeSeek = true;
+ ped->m_pNextPathNode = nil;
+ ped->Say(SOUND_PED_FLEE_RUN);
+ }
+ } else {
+ if (ped->m_pedStats->m_temper <= ped->m_pedStats->m_fear
+ || ped->CharCreatedBy == MISSION_CHAR || veh->VehicleCreatedBy == MISSION_VEHICLE
+ || !veh->pDriver || !veh->pDriver->IsPlayer()
+ || CTheScripts::IsPlayerOnAMission()) {
+
+ ped->SetFlee(veh->GetPosition(), 10000);
+ ped->bUsePedNodeSeek = true;
+ ped->m_pNextPathNode = nil;
+ if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
+ ped->SetMoveState(PEDMOVE_SPRINT);
+ ped->Say(SOUND_PED_FLEE_SPRINT);
+ } else {
+ ped->Say(SOUND_PED_FLEE_RUN);
+ }
+ } else if (CGeneral::GetRandomNumber() < 0x3FFF) {
+ ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver);
+ } else
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
+ }
+ }
+ if (ped->m_nLastPedState == PED_IDLE)
+ ped->m_nLastPedState = PED_WANDER_PATH;
+}
+
+bool
+CPed::PositionPedOutOfCollision(void)
+{
+ CVehicle *veh;
+ CVector posNearVeh;
+ CVector posSomewhereClose;
+ bool putNearVeh = false;
+ bool putSomewhereClose = false;
+ int smallestDistNearVeh = 999;
+ int smallestDistSomewhereClose = 999;
+
+ if (!m_pMyVehicle)
+ return false;
+
+ CVector vehPos = m_pMyVehicle->GetPosition();
+ CVector potentialPos;
+ potentialPos.y = GetPosition().y - 3.5f;
+ potentialPos.z = GetPosition().z;
+
+ for (int yTry = 0; yTry < 15; yTry++) {
+ potentialPos.x = GetPosition().x - 3.5f;
+
+ for (int xTry = 0; xTry < 15; xTry++) {
+ CPedPlacement::FindZCoorForPed(&potentialPos);
+ CVector distVec = potentialPos - vehPos;
+ float dist = distVec.Magnitude();
+
+ // Makes close distances bigger for some reason.
+ float mult = (0.6f + dist) / dist;
+ CVector adjustedPotentialPos = distVec * mult + vehPos;
+ if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false)
+ && !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) {
+
+ float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr();
+ veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false);
+ if (veh) {
+ if (potentialChangeSqr < smallestDistNearVeh) {
+ posNearVeh = potentialPos;
+ putNearVeh = true;
+ smallestDistNearVeh = potentialChangeSqr;
+ }
+ } else if (potentialChangeSqr < smallestDistSomewhereClose) {
+ smallestDistSomewhereClose = potentialChangeSqr;
+ posSomewhereClose = potentialPos;
+ putSomewhereClose = true;
+ }
+ }
+ potentialPos.x += 0.5f;
+ }
+ potentialPos.y += 0.5f;
+ }
+
+ if (!putSomewhereClose && !putNearVeh)
+ return false;
+
+ // We refrain from using posNearVeh, probably because of it may be top of the vehicle.
+ if (putSomewhereClose) {
+ GetPosition() = posSomewhereClose;
+ } else {
+ CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
+ GetPosition() = posNearVeh;
+ GetPosition().z += vehSize.z;
+ }
+ return true;
+}
+
+bool
+CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
+{
+ bool foundIt = false;
+
+ CVector helperPos = GetPosition();
+ helperPos.z = pos->z - 0.5f;
+
+ CVector foundPos = *pos;
+ foundPos.z -= 0.5f;
+
+ // If there is another car between target car and us.
+ if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {
+
+ CColModel *vehCol = veh->GetModelInfo()->GetColModel();
+ CVector *colMin = &vehCol->boundingBox.min;
+ CVector *colMax = &vehCol->boundingBox.max;
+
+ CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
+ CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
+ CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
+ CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);
+
+ leftRearPos = veh->GetMatrix() * leftRearPos;
+ rightRearPos = veh->GetMatrix() * rightRearPos;
+ leftFrontPos = veh->GetMatrix() * leftFrontPos;
+ rightFrontPos = veh->GetMatrix() * rightFrontPos;
+
+ // Makes helperPos veh-ped distance vector.
+ helperPos -= veh->GetPosition();
+
+ // ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
+ // On every run it returns another pos. for ped, with same distance to the veh.
+ // Sequence of positions are not guarenteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
+ helperPos = veh->GetMatrix() * helperPos;
+
+ float vehForwardHeading = veh->GetForward().Heading();
+
+ // I'm absolutely not sure about these namings.
+ // NTVF = needed turn if we're looking to vehicle front and wanna look to...
+
+ float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y);
+ float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading);
+
+ float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y);
+ float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading);
+
+ float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y);
+ float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading);
+
+ float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y);
+ float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading);
+
+ bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI;
+
+ bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI;
+
+ bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI;
+
+ bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI;
+
+ // Only order of conditions are different among enterTypes.
+ if (m_vehEnterType == CAR_DOOR_RR) {
+ if (canHeadToRr) {
+ foundPos = rightRearPos;
+ foundIt = true;
+ } else if (canHeadToRf) {
+ foundPos = rightFrontPos;
+ foundIt = true;
+ } else if (canHeadToLr) {
+ foundPos = leftRearPos;
+ foundIt = true;
+ } else if (canHeadToLf) {
+ foundPos = leftFrontPos;
+ foundIt = true;
+ }
+ } else if(m_vehEnterType == CAR_DOOR_RF) {
+ if (canHeadToRf) {
+ foundPos = rightFrontPos;
+ foundIt = true;
+ } else if (canHeadToRr) {
+ foundPos = rightRearPos;
+ foundIt = true;
+ } else if (canHeadToLf) {
+ foundPos = leftFrontPos;
+ foundIt = true;
+ } else if (canHeadToLr) {
+ foundPos = leftRearPos;
+ foundIt = true;
+ }
+ } else if (m_vehEnterType == CAR_DOOR_LF) {
+ if (canHeadToLf) {
+ foundPos = leftFrontPos;
+ foundIt = true;
+ } else if (canHeadToLr) {
+ foundPos = leftRearPos;
+ foundIt = true;
+ } else if (canHeadToRf) {
+ foundPos = rightFrontPos;
+ foundIt = true;
+ } else if (canHeadToRr) {
+ foundPos = rightRearPos;
+ foundIt = true;
+ }
+ } else if (m_vehEnterType == CAR_DOOR_LR) {
+ if (canHeadToLr) {
+ foundPos = leftRearPos;
+ foundIt = true;
+ } else if (canHeadToLf) {
+ foundPos = leftFrontPos;
+ foundIt = true;
+ } else if (canHeadToRr) {
+ foundPos = rightRearPos;
+ foundIt = true;
+ } else if (canHeadToRf) {
+ foundPos = rightFrontPos;
+ foundIt = true;
+ }
+ }
+ }
+ if (!foundIt)
+ return false;
+
+ helperPos = GetPosition() - foundPos;
+ helperPos.z = 0.0f;
+ if (helperPos.MagnitudeSqr() <= 0.25f)
+ return false;
+
+ pos->x = foundPos.x;
+ pos->y = foundPos.y;
+ return true;
+}
+
+void
+CPed::Render(void)
+{
+ if (!bInVehicle
+ || m_nPedState == PED_EXIT_CAR
+ || m_nPedState == PED_DRAG_FROM_CAR
+ || bRenderPedInCar &&
+ sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
+ CEntity::Render();
+ }
+}
+
+void
+CPed::ProcessObjective(void)
+{
+ if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
+ ClearObjective();
+ bClearObjective = false;
+ }
+ UpdateFromLeader();
+
+ CVector carOrOurPos;
+ CVector targetCarOrHisPos;
+ CVector distWithTarget;
+
+ if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
+ if (bInVehicle) {
+ if (!m_pMyVehicle) {
+ bInVehicle = false;
+ return;
+ }
+ carOrOurPos = m_pMyVehicle->GetPosition();
+ } else {
+ carOrOurPos = GetPosition();
+ }
+
+ if (m_pedInObjective) {
+ if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR && m_pedInObjective->m_pMyVehicle) {
+ targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition();
+ } else {
+ targetCarOrHisPos = m_pedInObjective->GetPosition();
+ }
+ distWithTarget = targetCarOrHisPos - carOrOurPos;
+ } else if (m_carInObjective) {
+ targetCarOrHisPos = m_carInObjective->GetPosition();
+ distWithTarget = targetCarOrHisPos - carOrOurPos;
+ }
+
+ switch (m_objective) {
+ case OBJECTIVE_NONE:
+ case OBJECTIVE_GUARD_AREA:
+ case OBJECTIVE_FOLLOW_CAR_IN_CAR:
+ case OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE:
+ case OBJECTIVE_DESTROY_OBJ:
+ case OBJECTIVE_23:
+ case OBJECTIVE_24:
+ case OBJECTIVE_SET_LEADER:
+ break;
+ case OBJECTIVE_IDLE:
+ SetIdle();
+ m_objective = OBJECTIVE_NONE;
+ SetMoveState(PEDMOVE_STILL);
+ break;
+ case OBJECTIVE_FLEE_TILL_SAFE:
+ if (bInVehicle && m_pMyVehicle) {
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+ bFleeAfterExitingCar = true;
+ } else if (m_nPedState != PED_FLEE_POS) {
+ SetFlee(GetPosition(), 10000);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ }
+ break;
+ case OBJECTIVE_GUARD_SPOT:
+ {
+ distWithTarget = m_vecSeekPosEx - GetPosition();
+ if (m_pedInObjective) {
+ SetLookFlag(m_pedInObjective, true);
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ TurnBody();
+ }
+ float distWithTargetSc = distWithTarget.Magnitude();
+ if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) {
+ if (m_pedInObjective) {
+ if (distWithTargetSc <= m_distanceToCountSeekDoneEx)
+ SetIdle();
+ else
+ SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
+ } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ int threatType = ScanForThreats();
+ SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500));
+
+ // Second condition is pointless and isn't there in Mobile.
+ if (threatType == 0x100000 || (threatType == 0x800000 && m_threatEntity) || m_threatEntity) {
+ if (m_threatEntity->IsPed())
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
+ }
+ }
+ } else {
+ SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx);
+ }
+ break;
+ }
+ case OBJECTIVE_WAIT_IN_CAR:
+ m_nPedState = PED_DRIVING;
+ break;
+ case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
+ m_nPedState = PED_DRIVING;
+ break;
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ {
+ if (m_pedInObjective) {
+ if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR
+ && m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops
+ && !bKindaStayInSamePlace) {
+
+ SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
+ break;
+ }
+ if (bInVehicle && m_pMyVehicle) {
+ if (distWithTarget.Magnitude() >= 20.0f
+ || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= 0.0004f) {
+ if (m_pMyVehicle->pDriver == this
+ && !m_pMyVehicle->m_nGettingInFlags) {
+ m_pMyVehicle->m_status = STATUS_PHYSICS;
+ m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
+ if (m_nPedType == PEDTYPE_COP) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (60.0f * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
+ m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
+ } else {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 60.0f * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
+ }
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ }
+ } else {
+ bool targetHasVeh = m_pedInObjective->bInVehicle;
+ if (!targetHasVeh
+ || targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+ }
+ }
+ break;
+ }
+ if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) {
+ if (m_pMyVehicle) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ } else {
+ float closestVehDist = 60.0f;
+ int16 lastVehicle;
+ CEntity* vehicles[8];
+ CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CVehicle *foundVeh = nil;
+ for(int i = 0; i < lastVehicle; i++) {
+ CVehicle *nearVeh = (CVehicle*)vehicles[i];
+ /*
+ Not used.
+ CVector vehSpeed = nearVeh->GetSpeed();
+ CVector ourSpeed = GetSpeed();
+ */
+ CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
+ if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh
+ && nearVeh->CanPedOpenLocks(this)) {
+
+ foundVeh = nearVeh;
+ closestVehDist = vehDistVec.Magnitude();
+ }
+ }
+ m_pMyVehicle = foundVeh;
+ if (m_pMyVehicle) {
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ } else if (!GetIsOnScreen()) {
+ CVector ourPos = GetPosition();
+ int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f);
+ if (closestNode >= 0) {
+ int16 colliding;
+ CWorld::FindObjectsKindaColliding(
+ ThePaths.m_pathNodes[closestNode].pos, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
+ if (!colliding) {
+ CZoneInfo zoneInfo;
+ int chosenCarClass;
+ CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo);
+ int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass);
+ CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE);
+ if (newVeh) {
+ newVeh->GetPosition() = ThePaths.m_pathNodes[closestNode].pos;
+ newVeh->GetPosition().z += 4.0f;
+ newVeh->SetHeading(DEGTORAD(200.0f));
+ newVeh->m_status = STATUS_ABANDONED;
+ newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
+ CWorld::Add(newVeh);
+ m_pMyVehicle = newVeh;
+ if (m_pMyVehicle) {
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+ }
+ }
+ }
+ }
+ break;
+ }
+ } else {
+ ClearLookFlag();
+ bObjectiveCompleted = true;
+ }
+ }
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ {
+ bool killPlayerInNoPoliceZone = false;
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && bInVehicle && m_pMyVehicle) {
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+ break;
+ }
+
+ if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) {
+ ClearLookFlag();
+ bObjectiveCompleted = true;
+ SetMoveAnim();
+ break;
+ }
+ if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice())
+ killPlayerInNoPoliceZone = true;
+
+ if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) {
+ if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee())
+ bNotAllowedToDuck = true;
+ } else {
+ if (!m_pedInObjective->bInVehicle) {
+ if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) {
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ } else if (DuckAndCover()) {
+ break;
+ }
+ } else {
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ }
+ }
+ if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) {
+ SetMoveState(PEDMOVE_STILL);
+ break;
+ }
+ if (m_pedInObjective->IsPlayer()) {
+ CPlayerPed *player = FindPlayerPed();
+ if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops
+ || player->m_pWanted->m_bIgnoredByEveryone
+ || m_pedInObjective->bIsInWater
+ || m_pedInObjective->m_nPedState == PED_ARRESTED) {
+
+ if (m_nPedState != PED_ARREST_PLAYER)
+ SetIdle();
+
+ break;
+ }
+ }
+ CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float wepRange = wepInfo->m_fRange;
+ float wepRangeAdjusted;
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ wepRangeAdjusted = wepRange / 3.0f;
+ } else {
+ if (m_nPedState == PED_FIGHT) {
+ if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK))
+ wepRange = 2.0f;
+ } else {
+ wepRange = 1.3f;
+ }
+ wepRangeAdjusted = wepRange;
+ }
+ if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) {
+ wepRangeAdjusted = 2.5f;
+ }
+ if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP
+ && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) {
+ SetObjective(OBJECTIVE_FLEE_TILL_SAFE);
+ break;
+ }
+ if (m_pedInObjective->m_fHealth <= 0.0f) {
+ bObjectiveCompleted = true;
+ bScriptObjectiveCompleted = true;
+ SetMoveAnim();
+ break;
+ }
+ float distWithTargetSc = distWithTarget.Magnitude();
+ if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
+ CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
+ if (vehOfTarget->bIsInWater || vehOfTarget->m_status == STATUS_PLAYER_DISABLED
+ || m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
+ SetIdle();
+ return;
+ }
+ SetLookFlag(vehOfTarget, false);
+ if (m_nPedState != PED_CARJACK) {
+ if (m_pedInObjective->m_nPedState != PED_ARRESTED) {
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
+ && distWithTargetSc < wepRange && distWithTargetSc > 3.0f) {
+
+ // I hope so
+ CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
+ CVector maxShotPos = vehOfTarget->GetPosition() - ourHead;
+ maxShotPos.Normalise();
+ maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;
+
+ CWorld::bIncludeDeadPeds = true;
+ CColPoint foundCol;
+ CEntity *foundEnt;
+ CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
+ true, true, true, true, false, true, false);
+ CWorld::bIncludeDeadPeds = false;
+ if (foundEnt == vehOfTarget) {
+ SetAttack(vehOfTarget);
+ m_pPointGunAt = vehOfTarget;
+ if (vehOfTarget)
+ vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt);
+
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
+ if (distWithTargetSc <= m_distanceToCountSeekDone) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500));
+ SetMoveState(PEDMOVE_STILL);
+ } else {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
+ }
+ }
+ }
+ else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) {
+ if (vehOfTarget) {
+ if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) {
+ GoToNearestDoor(vehOfTarget);
+ } else {
+ m_vehEnterType = 0;
+ if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) {
+ m_vehEnterType = CAR_DOOR_LF;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[0]) {
+ m_vehEnterType = CAR_DOOR_RF;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[1]) {
+ m_vehEnterType = CAR_DOOR_LR;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[2]) {
+ m_vehEnterType = CAR_DOOR_RR;
+ }
+ // Unused
+ // GetPositionToOpenCarDoor(vehOfTarget, m_vehEnterType);
+ SetSeekCar(vehOfTarget, m_vehEnterType);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ }
+ }
+ }
+ }
+ SetMoveAnim();
+ break;
+ }
+ if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) {
+ SetLookFlag(m_pedInObjective, false);
+ TurnBody();
+ }
+ if (m_nPedType == PEDTYPE_COP && distWithTargetSc < 1.5f && m_pedInObjective->IsPlayer()) {
+ if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
+ || m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) {
+
+ ((CCopPed*)this)->SetArrestPlayer(m_pedInObjective);
+ return;
+ }
+ }
+ if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !killPlayerInNoPoliceZone) {
+ if (distWithTargetSc > wepRange
+ || m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
+ || m_pedInObjective->m_nPedState == PED_ARRESTED
+ || (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK) && distWithTargetSc < 3.0f
+ || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective, DEGTORAD(60.0f))) {
+
+ if (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK)
+ wepRangeAdjusted = 2.0f;
+
+ if (bUsePedNodeSeek) {
+ CVector bestCoords(0.0f, 0.0f, 0.0f);
+ m_vecSeekPos = m_pedInObjective->GetPosition();
+
+ if (!m_pNextPathNode)
+ FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
+
+ if (m_pNextPathNode)
+ m_vecSeekPos = m_pNextPathNode->pos;
+
+ SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
+ } else {
+ SetSeek(m_pedInObjective, wepRangeAdjusted);
+ }
+ bCrouchWhenShooting = false;
+ if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) {
+ if (wepRange <= 5.0f) {
+ if (m_pedInObjective->IsPlayer()
+ && FindPlayerPed()->m_bSpeedTimerFlag
+ && (IsGangMember() || m_nPedType == PEDTYPE_COP)
+ && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) {
+ GiveWeapon(WEAPONTYPE_COLT45, 1000);
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ }
+ } else {
+ bStopAndShoot = true;
+ }
+ SetMoveState(PEDMOVE_STILL);
+ SetMoveAnim();
+ break;
+ }
+ bStopAndShoot = false;
+ SetMoveAnim();
+ break;
+ }
+ }
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds()
+ && distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
+ if (bIsDucking) {
+ CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
+ if (duckAnim) {
+ duckAnim->blendDelta = -2.0f;
+ break;
+ }
+ bIsDucking = false;
+ } else if (wepRange <= 5.0f) {
+ SetMoveState(PEDMOVE_STILL);
+ SetAttack(m_pedInObjective);
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
+ m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f));
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f));
+ bObstacleShowedUpDuringKillObjective = false;
+
+ } else {
+ CVector target;
+ CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
+ if (m_pedInObjective->IsPed())
+ m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
+ else
+ target = m_pedInObjective->GetPosition();
+
+ target -= ourHead;
+ target.Normalise();
+ target = target * wepInfo->m_fRange + ourHead;
+
+ CWorld::bIncludeDeadPeds = true;
+ CEntity *foundEnt = nil;
+ CColPoint foundCol;
+
+ CWorld::ProcessLineOfSight(
+ ourHead, target, foundCol, foundEnt,
+ true, true, true, false, true, false);
+ CWorld::bIncludeDeadPeds = 0;
+ if (foundEnt == m_pedInObjective) {
+ SetAttack(m_pedInObjective);
+ m_pPointGunAt = m_pedInObjective;
+ if (m_pedInObjective)
+ m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt);
+
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f));
+
+ int time;
+ if (distWithTargetSc <= wepRangeAdjusted)
+ time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f);
+ else
+ time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f);
+
+ SetAttackTimer(time);
+ bObstacleShowedUpDuringKillObjective = false;
+
+ } else if (foundEnt) {
+ if (foundEnt->IsPed()) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
+ bObstacleShowedUpDuringKillObjective = false;
+ } else {
+ if (foundEnt->IsObject()) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f));
+ bObstacleShowedUpDuringKillObjective = true;
+ } else if (foundEnt->IsVehicle()) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f));
+ bObstacleShowedUpDuringKillObjective = true;
+ } else {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f));
+ bObstacleShowedUpDuringKillObjective = true;
+ }
+ }
+
+ m_fleeFrom = foundEnt;
+ m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom);
+ SetPointGunAt(m_pedInObjective);
+ }
+ }
+ } else {
+ if (!m_pedInObjective->m_pCurrentPhysSurface)
+ bStopAndShoot = false;
+
+ if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
+
+ // This is weird...
+ if (bNotAllowedToDuck && bKindaStayInSamePlace) {
+ if (!bIsDucking) {
+ CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
+ if (!duckAnim || duckAnim->blendDelta < 0.0f) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f);
+ bIsDucking = true;
+ }
+ break;
+ } else {
+ CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN);
+ if (!duckAnim || duckAnim->blendDelta < 0.0f) {
+ bIsDucking = false;
+ } else {
+ break;
+ }
+ }
+ }
+ if (bObstacleShowedUpDuringKillObjective) {
+ if (m_nPedType == PEDTYPE_COP) {
+ if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45
+ || m_fleeFrom && m_fleeFrom->IsObject()) {
+ wepRangeAdjusted = 6.0f;
+ } else if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
+ wepRangeAdjusted = 4.0f;
+ } else {
+ wepRangeAdjusted = 2.0f;
+ }
+ } else {
+ wepRangeAdjusted = 2.0f;
+ }
+ }
+ if (distWithTargetSc <= wepRangeAdjusted) {
+ SetMoveState(PEDMOVE_STILL);
+ bIsPointingGunAt = true;
+ if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) {
+ m_attackTimer = CTimer::GetTimeInMilliseconds();
+ SetIdle();
+ }
+ } else {
+ if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS
+ && !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) {
+ Say(SOUND_PED_ATTACK);
+ SetSeek(m_pedInObjective, wepRangeAdjusted);
+ bIsRunning = true;
+ }
+ }
+ }
+ }
+
+ if (distWithTargetSc < 2.5f && wepRange > 5.0f
+ && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) {
+
+ SetAttack(m_pedInObjective);
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
+ int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f);
+ SetAttackTimer(time);
+ SetShootTimer(time - 500);
+ }
+ SetMoveState(PEDMOVE_STILL);
+ }
+ if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y);
+
+ SetMoveAnim();
+ break;
+ }
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ {
+ if (bInVehicle && m_pMyVehicle) {
+ if (m_nPedState == PED_DRIVING)
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+ } else if (m_nPedState != PED_FLEE_ENTITY) {
+ int time;
+ if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
+ time = 0;
+ else
+ time = 6000;
+
+ SetFlee(m_pedInObjective, time);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ }
+ break;
+ }
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ {
+ if (m_pedInObjective) {
+ float safeDistance = 2.0f;
+ if (m_pedInObjective->bInVehicle)
+ safeDistance = 3.0f;
+
+ float distWithTargetSc = distWithTarget.Magnitude();
+ if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
+ if (distWithTargetSc <= safeDistance) {
+ bScriptObjectiveCompleted = true;
+ if (m_nPedState != PED_ATTACK) {
+ SetIdle();
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ TurnBody();
+ }
+ if (distWithTargetSc > 2.0f)
+ SetMoveState(m_pedInObjective->m_nMoveState);
+ else
+ SetMoveState(PEDMOVE_STILL);
+ } else {
+ SetSeek(m_pedInObjective, safeDistance);
+ if (distWithTargetSc >= 5.0f) {
+ if (m_leader && m_leader->m_nMoveState == PEDMOVE_SPRINT)
+ SetMoveState(PEDMOVE_SPRINT);
+ else
+ SetMoveState(PEDMOVE_RUN);
+ } else {
+ if (m_leader && m_leader->m_nMoveState != PEDMOVE_STILL
+ && m_leader->m_nMoveState != PEDMOVE_NONE) {
+ if (m_leader->IsPlayer()) {
+ if (distWithTargetSc >= 3.0f && FindPlayerPed()->m_fMoveSpeed >= 1.3f)
+ SetMoveState(PEDMOVE_RUN);
+ else
+ SetMoveState(PEDMOVE_WALK);
+ } else {
+ SetMoveState(m_leader->m_nMoveState);
+ }
+ } else if (distWithTargetSc <= 3.0f) {
+ SetMoveState(PEDMOVE_WALK);
+ } else {
+ SetMoveState(PEDMOVE_RUN);
+ }
+ }
+ }
+ }
+ } else {
+ SetObjective(OBJECTIVE_NONE);
+ }
+ break;
+ }
+ case OBJECTIVE_FOLLOW_PED_IN_FORMATION:
+ {
+ if (m_pedInObjective) {
+ CVector posToGo = GetFormationPosition();
+ distWithTarget = posToGo - carOrOurPos;
+ SetSeek(posToGo, 1.0f);
+ if (distWithTarget.Magnitude() <= 3.0f) {
+ SetSeek(posToGo, 1.0f);
+ if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
+ SetMoveState(m_pedInObjective->m_nMoveState);
+ } else {
+ SetSeek(posToGo, 1.0f);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ } else {
+ SetObjective(OBJECTIVE_NONE);
+ }
+ break;
+ }
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ {
+ if (m_carInObjective) {
+ if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+
+ break;
+ }
+
+ if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) {
+ RestorePreviousObjective();
+ ClearObjective();
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ bIsRunning = false;
+ break;
+ }
+ if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
+ if (m_nPedState != PED_CARJACK && m_nPedState != PED_ENTER_CAR) {
+ bool foundSeat = false;
+ if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
+ if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
+ if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
+ foundSeat = false;
+ } else {
+ m_vehEnterType = CAR_DOOR_RR;
+ foundSeat = true;
+ }
+ } else {
+ m_vehEnterType = CAR_DOOR_LR;
+ foundSeat = true;
+ }
+ } else {
+ m_vehEnterType = CAR_DOOR_RF;
+ foundSeat = true;
+ }
+ for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) {
+ if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
+ m_vehEnterType = CAR_DOOR_RF;
+ foundSeat = true;
+ }
+ }
+ if (foundSeat) {
+ GetPosition() = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType);
+ SetEnterCar(m_carInObjective, m_vehEnterType);
+ }
+ }
+ m_objectiveTimer = 0;
+ }
+ }
+ }
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ {
+ if (!m_carInObjective || bInVehicle) {
+ bObjectiveCompleted = true;
+ bScriptObjectiveCompleted = true;
+ RestorePreviousState();
+ } else {
+ if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) {
+ SetMoveState(PEDMOVE_STILL);
+ break;
+ }
+ if (IsPedInControl()) {
+ if (m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
+ if (distWithTarget.Magnitude() < 20.0f) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ return;
+ }
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ if (m_carInObjective->pDriver) {
+ if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
+ m_carInObjective->m_veh_flagC10 = false;
+ }
+ }
+ }
+ } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
+ if (m_carInObjective->pDriver) {
+ if (m_carInObjective->pDriver->m_nPedType == m_nPedType) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
+ m_carInObjective->m_veh_flagC10 = false;
+ }
+ }
+ }
+ if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ return;
+ }
+ if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) {
+ if (m_nPedState != PED_SEEK_CAR)
+ SetSeekCar(m_carInObjective, 0);
+ } else {
+ SetSeekBoatPosition(m_carInObjective);
+ }
+ if (m_nMoveState == PEDMOVE_STILL && !m_ped_flagB80)
+ SetMoveState(PEDMOVE_RUN);
+
+ if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
+ distWithTarget = m_carInObjective->GetPosition() - GetPosition();
+ if (!bInVehicle) {
+ if (nEnterCarRangeMultiplier * 30.0f < distWithTarget.Magnitude()) {
+ if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen())
+ WarpPedToNearEntityOffScreen(m_carInObjective);
+
+ if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+ } else {
+ SetIdle();
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ }
+ } else if (!bInVehicle) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+ }
+ }
+ }
+ break;
+ }
+ case OBJECTIVE_DESTROY_CAR:
+ {
+ if (!m_carInObjective) {
+ ClearLookFlag();
+ bObjectiveCompleted = true;
+ break;
+ }
+ float distWithTargetSc = distWithTarget.Magnitude();
+ CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float wepRange = wepInfo->m_fRange;
+ m_pLookTarget = m_carInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+
+ m_pSeekTarget = m_carInObjective;
+ m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
+
+ TurnBody();
+ if (m_carInObjective->m_fHealth <= 0.0f) {
+ ClearLookFlag();
+ bScriptObjectiveCompleted = true;
+ break;
+ }
+
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE
+ && distWithTargetSc < wepRange) {
+
+ // I hope so
+ CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
+ CVector maxShotPos = m_carInObjective->GetPosition() - ourHead;
+ maxShotPos.Normalise();
+ maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead;
+
+ CWorld::bIncludeDeadPeds = true;
+ CColPoint foundCol;
+ CEntity *foundEnt;
+ CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt,
+ true, true, true, true, false, true, false);
+ CWorld::bIncludeDeadPeds = false;
+ if (foundEnt == m_carInObjective) {
+ SetAttack(m_carInObjective);
+ m_pPointGunAt = m_carInObjective;
+ if (m_pPointGunAt)
+ m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt);
+
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
+ if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
+ } else {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300));
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ } else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) {
+
+ float safeDistance;
+ if (wepRange <= 5.0f)
+ safeDistance = 3.0f;
+ else
+ safeDistance = wepRange * 0.25f;
+
+ SetSeek(m_carInObjective, safeDistance);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ SetLookFlag(m_carInObjective, false);
+ TurnBody();
+ break;
+ }
+ case OBJECTIVE_GOTO_AREA_ANY_MEANS:
+ {
+ distWithTarget = m_nextRoutePointPos - GetPosition();
+ distWithTarget.z = 0.0f;
+ if (bInVehicle && m_pMyVehicle) {
+ CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos);
+ CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle);
+ if (distWithTarget.MagnitudeSqr() < 400.0f) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ CPed::ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS);
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+ }
+ break;
+ }
+ if (distWithTarget.Magnitude() > 30.0f) {
+ if (m_pMyVehicle) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ } else {
+ float closestVehDist = 3600.0f;
+ int16 lastVehicle;
+ CEntity* vehicles[8];
+ CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CVehicle* foundVeh = nil;
+ for (int i = 0; i < lastVehicle; i++) {
+ CVehicle* nearVeh = (CVehicle*)vehicles[i];
+ /*
+ Not used.
+ CVector vehSpeed = nearVeh->GetSpeed();
+ CVector ourSpeed = GetSpeed();
+ */
+ CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
+ if (vehDistVec.Magnitude() < closestVehDist
+ && m_pedInObjective->m_pMyVehicle != nearVeh)
+ {
+ foundVeh = nearVeh;
+ closestVehDist = vehDistVec.Magnitude();
+ }
+ }
+ m_pMyVehicle = foundVeh;
+ if (m_pMyVehicle) {
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+ break;
+ }
+ // fall through
+ }
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_RUN_TO_AREA:
+ {
+ if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA)
+ && bInVehicle && m_pMyVehicle) {
+ SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle);
+ } else {
+ distWithTarget = m_nextRoutePointPos - GetPosition();
+ distWithTarget.z = 0.0f;
+ if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) {
+ bObjectiveCompleted = true;
+ bScriptObjectiveCompleted = true;
+ SetMoveState(PEDMOVE_STILL);
+ } else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) {
+ if (bUsePedNodeSeek) {
+ CVector bestCoords(0.0f, 0.0f, 0.0f);
+ m_vecSeekPos = m_nextRoutePointPos;
+
+ if (!m_pNextPathNode)
+ FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
+
+ if (m_pNextPathNode)
+ m_vecSeekPos = m_pNextPathNode->pos;
+ }
+ SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
+ }
+ }
+
+ break;
+ }
+ case OBJECTIVE_FIGHT_CHAR:
+ {
+ if (m_pedInObjective) {
+ SetLookFlag(m_pedInObjective, true);
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ m_lookTimer = m_attackTimer;
+ TurnBody();
+ float distWithTargetSc = distWithTarget.Magnitude();
+ if (distWithTargetSc >= 20.0f) {
+ RestorePreviousObjective();
+ } else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
+ if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) {
+ SetSeek(m_pedInObjective, 1.0f);
+ } else {
+ SetAttack(m_pedInObjective);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f));
+ }
+ SetAttackTimer(1000);
+ }
+ } else {
+ RestorePreviousObjective();
+ }
+ break;
+ }
+ case OBJECTIVE_FOLLOW_ROUTE:
+ if (HaveReachedNextPointOnRoute(1.0f)) {
+ int nextPoint = GetNextPointOnRoute();
+ m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint);
+ } else {
+ SetSeek(m_nextRoutePointPos, 0.8f);
+ }
+ break;
+ case OBJECTIVE_SOLICIT:
+ if (m_carInObjective) {
+ if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) {
+ if (!bInVehicle) {
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+ }
+ } else {
+ if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT)
+ SetSeekCar(m_carInObjective, 0);
+ }
+ } else {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+ }
+ break;
+ case OBJECTIVE_HAIL_TAXI:
+ if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ Say(SOUND_PED_TAXI_WAIT);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 4.0f);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+ break;
+ case OBJECTIVE_CATCH_TRAIN:
+ {
+ if (m_carInObjective) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
+ } else {
+ CVehicle* trainToEnter = nil;
+ float closestCarDist = 15.0f;
+ CVector pos = GetPosition();
+ int16 lastVehicle;
+ CEntity* vehicles[8];
+
+ CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ for (int i = 0; i < lastVehicle; i++) {
+ CVehicle* nearVeh = (CVehicle*)vehicles[i];
+ if (nearVeh->IsTrain()) {
+ CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
+ float vehDist = vehDistVec.Magnitude();
+ if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh)
+ {
+ trainToEnter = nearVeh;
+ closestCarDist = vehDist;
+ }
+ }
+ }
+ if (trainToEnter) {
+ m_carInObjective = trainToEnter;
+ m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
+ }
+ }
+ break;
+ }
+ case OBJECTIVE_BUY_ICE_CREAM:
+ if (m_carInObjective) {
+ if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM)
+ SetSeekCar(m_carInObjective, 0);
+ } else {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+ }
+ break;
+ case OBJECTIVE_STEAL_ANY_CAR:
+ {
+ if (bInVehicle) {
+ bScriptObjectiveCompleted = true;
+ RestorePreviousObjective();
+ } else if (m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
+ CVehicle *carToSteal = nil;
+ float closestCarDist = 30.0f;
+ CVector pos = GetPosition();
+ int16 lastVehicle;
+ CEntity *vehicles[8];
+
+ CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ for(int i = 0; i < lastVehicle; i++) {
+ CVehicle *nearVeh = (CVehicle*)vehicles[i];
+ if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
+ if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) {
+ if (nearVeh->CanPedOpenLocks(this)) {
+ CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
+ float vehDist = vehDistVec.Magnitude();
+ if (vehDist < closestCarDist) {
+ carToSteal = nearVeh;
+ closestCarDist = vehDist;
+ }
+ }
+ }
+ }
+ }
+ if (carToSteal) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal);
+ m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ } else {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ }
+ }
+ break;
+ }
+ case OBJECTIVE_MUG_CHAR:
+ {
+ if (m_pedInObjective) {
+ if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) {
+ ClearObjective();
+ return;
+ }
+ if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) {
+ ClearObjective();
+ return;
+ }
+ if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
+ SetMoveState(PEDMOVE_SPRINT);
+ return;
+ }
+ if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this
+ || m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) {
+ ClearObjective();
+ SetFlee(m_pedInObjective, 15000);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ SetMoveState(PEDMOVE_WALK);
+ return;
+ }
+ float distWithTargetScSqr = distWithTarget.MagnitudeSqr();
+ if (distWithTargetScSqr <= 100.0f) {
+ if (distWithTargetScSqr <= 1.96f) {
+ CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD);
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
+ m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+
+ if (reloadAssoc || !m_pedInObjective->IsPedShootable()) {
+ if (reloadAssoc &&
+ (!reloadAssoc->IsRunning() || reloadAssoc->currentTime / reloadAssoc->hierarchy->totalLength > 0.8f)) {
+ CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
+ punchAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ punchAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ CVector2D offset(distWithTarget.x, distWithTarget.y);
+ int dir = m_pedInObjective->GetLocalDirection(offset);
+ m_pedInObjective->StartFightDefend(dir, 4, 5);
+ m_pedInObjective->ReactToAttack(this);
+ m_pedInObjective->Say(SOUND_PED_ROBBED);
+ Say(SOUND_PED_MUGGING);
+ bRichFromMugging = true;
+ ClearObjective();
+ if (m_pedInObjective->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
+ || m_pedInObjective->m_pedInObjective != this) {
+ SetFlee(m_pedInObjective, 15000);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ SetMoveState(PEDMOVE_WALK);
+ m_nLastPedState = PED_WANDER_PATH;
+ } else {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
+ SetMoveState(PEDMOVE_SPRINT);
+ m_nLastPedState = PED_WANDER_PATH;
+ }
+ }
+ } else {
+ eWeaponType weaponType = GetWeapon()->m_eWeaponType;
+ if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT)
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
+
+ CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_AK_RELOAD, 8.0f);
+ newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ }
+ } else {
+ SetSeek(m_pedInObjective, 1.0f);
+ CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK);
+
+ if (walkAssoc)
+ walkAssoc->speed = 1.3f;
+ }
+ } else {
+ ClearObjective();
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ }
+ } else {
+ ClearObjective();
+ }
+ break;
+ }
+ case OBJECTIVE_FLEE_CAR:
+ if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) {
+ RestorePreviousObjective();
+ SetFlee(m_pMyVehicle, 6000);
+ break;
+ }
+ // fall through
+ case OBJECTIVE_LEAVE_VEHICLE:
+ if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
+ if (bInVehicle && m_pMyVehicle) {
+ if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN
+ && (m_nPedType != PEDTYPE_COP
+ || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < 0.000025f)) {
+ if (m_pMyVehicle->IsTrain())
+ SetExitTrain(m_pMyVehicle);
+ else
+ SetExitCar(m_pMyVehicle, 0);
+ }
+ } else {
+ RestorePreviousObjective();
+ }
+ }
+ break;
+#ifdef VC_PED_PORTS
+ case OBJECTIVE_LEAVE_CAR_AND_DIE:
+ {
+ if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
+ if (bInVehicle && m_pMyVehicle) {
+ if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR
+ && m_nPedState != PED_EXIT_TRAIN) {
+ // VC checks for boat instead of train
+ if (m_pMyVehicle->IsTrain())
+ SetExitTrain(m_pMyVehicle);
+ else if (m_pMyVehicle->bIsBus || m_pMyVehicle->IsBoat())
+ SetExitCar(m_pMyVehicle, 0);
+ else {
+ eCarNodes doorNode = CAR_DOOR_LF;
+ if (m_pMyVehicle->pDriver != this) {
+ if (m_pMyVehicle->pPassengers[0] == this) {
+ doorNode = CAR_DOOR_RF;
+ } else if (m_pMyVehicle->pPassengers[1] == this) {
+ doorNode = CAR_DOOR_LR;
+ } else if (m_pMyVehicle->pPassengers[2] == this) {
+ doorNode = CAR_DOOR_RR;
+ }
+ }
+ SetBeingDraggedFromCar(m_pMyVehicle, doorNode, false);
+ }
+ }
+ }
+ }
+ break;
+ }
+#endif
+ }
+ if (bObjectiveCompleted
+ || m_objectiveTimer != 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
+ RestorePreviousObjective();
+ if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer)
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1;
+
+ if (CharCreatedBy != RANDOM_CHAR || bInVehicle) {
+ if (IsPedInControl())
+ RestorePreviousState();
+ } else {
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ }
+ ClearAimFlag();
+ ClearLookFlag();
+ }
+ }
+}
+
+void
+CPed::SetShootTimer(uint32 time)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_shootTimer) {
+ m_shootTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+}
+
+void
+CPed::SetSeekCar(CVehicle *car, uint32 doorNode)
+{
+ if (m_nPedState == PED_SEEK_CAR)
+ return;
+
+ SetStoredState();
+ m_pSeekTarget = car;
+ m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
+ m_carInObjective = car;
+ m_carInObjective->RegisterReference((CEntity**) &m_carInObjective);
+ m_pMyVehicle = car;
+ m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
+ // m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
+ m_vehEnterType = doorNode;
+ m_distanceToCountSeekDone = 0.5f;
+ m_nPedState = PED_SEEK_CAR;
+
+}
+
+void
+CPed::SetSeekBoatPosition(CVehicle *boat)
+{
+ if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver)
+ return;
+
+ SetStoredState();
+ m_carInObjective = boat;
+ m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
+ m_pMyVehicle = boat;
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_distanceToCountSeekDone = 0.5f;
+ m_nPedState = PED_SEEK_IN_BOAT;
+
+}
+
+void
+CPed::SetExitTrain(CVehicle* train)
+{
+ if (m_nPedState != PED_EXIT_TRAIN && train->m_status == STATUS_TRAIN_NOT_MOVING && ((CTrain*)train)->Doors[0].IsFullyOpen()) {
+ /*
+ // Not used
+ CVector exitPos;
+ GetNearestTrainPedPosition(train, exitPos);
+ */
+ m_nPedState = PED_EXIT_TRAIN;
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f);
+ m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this);
+ bUsesCollision = false;
+ LineUpPedWithTrain();
+ }
+}
+
+#ifdef NEW_WALK_AROUND_ALGORITHM
+CVector
+LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 enterDoorNode, bool itsVan) {
+ switch (walkAround) {
+ case 0:
+ if (enterDoorNode == CAR_DOOR_LF)
+ return CVector(colMin.x, colMax.y - 1.0f, 0.0f);
+ case 1:
+ return CVector(colMin.x, colMax.y, 0.0f);
+ case 2:
+ case 3:
+ if (walkAround == 3 && enterDoorNode == CAR_DOOR_RF)
+ return CVector(colMax.x, colMax.y - 1.0f, 0.0f);
+
+ return CVector(colMax.x, colMax.y, 0.0f);
+ case 4:
+ if (enterDoorNode == CAR_DOOR_RR && !itsVan)
+ return CVector(colMax.x, colMin.y + 1.0f, 0.0f);
+ case 5:
+ return CVector(colMax.x, colMin.y, 0.0f);
+ case 6:
+ case 7:
+ if (walkAround == 7 && enterDoorNode == CAR_DOOR_LR && !itsVan)
+ return CVector(colMin.x, colMin.y + 1.0f, 0.0f);
+
+ return CVector(colMin.x, colMin.y, 0.0f);
+ default:
+ return CVector(0.0f, 0.0f, 0.0f);
+ }
+}
+
+bool
+CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset)
+{
+ // because if dist is more then 5 unit, fov isn't important, we want shortest way
+ if (dist.Magnitude() > 5.0f)
+ return true;
+
+ if (DotProduct2D(dist, fwdOffset) < 0.0f)
+ return false;
+
+ return true;
+}
+#endif
+
+// This function looks completely same on VC.
+void
+CPed::SetDirectionToWalkAroundObject(CEntity *obj)
+{
+ float distLimitForTimer = 8.0f;
+ CColModel *objCol = CModelInfo::GetModelInfo(obj->m_modelIndex)->GetColModel();
+ CVector objColMin = objCol->boundingBox.min;
+ CVector objColMax = objCol->boundingBox.max;
+ CVector objColCenter = (objColMin + objColMax) / 2.0f;
+ CMatrix objMat(obj->GetMatrix());
+ float dirToSet = obj->GetForward().Heading();
+ bool goingToEnterCarAndItsVan = false;
+ bool goingToEnterCar = false;
+ bool objUpsideDown = false;
+
+ float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f;
+ float checkIntervalInTime;
+
+ if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
+ return;
+
+ if (CharCreatedBy != MISSION_CHAR && obj->m_modelIndex == MI_PHONEBOOTH1) {
+ bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
+ SetFlee(obj, 5000);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ if (!isRunning)
+ SetMoveState(PEDMOVE_WALK);
+ return;
+ }
+ CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f);
+ CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f);
+
+ checkIntervalInDist = max(checkIntervalInDist, 0.5f);
+ checkIntervalInDist = min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f);
+ checkIntervalInDist = min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f);
+
+ if (objMat.GetUp().z < 0.0f)
+ objUpsideDown = true;
+
+ if (obj->m_modelIndex != MI_TRAFFICLIGHTS && obj->m_modelIndex != MI_SINGLESTREETLIGHTS1 && obj->m_modelIndex != MI_SINGLESTREETLIGHTS2) {
+ objColCenter = obj->GetMatrix() * objColCenter;
+ } else {
+ checkIntervalInDist = 0.4f;
+ if (objMat.GetUp().z <= 0.57f) {
+
+ // Specific calculations for traffic lights, didn't get a bit.
+ adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y);
+ adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y);
+ adjustedColMin.y = 1.2f * objColMin.z;
+ adjustedColMax.y = 1.2f * objColMax.z;
+ dirToSet = objMat.GetUp().Heading();
+ objMat.SetUnity();
+ objMat.RotateZ(dirToSet);
+ objMat.GetPosition() += obj->GetPosition();
+ objColCenter = obj->GetPosition();
+ } else {
+ objColCenter.x = adjustedColMax.x - 0.25f;
+ objColCenter = obj->GetMatrix() * objColCenter;
+ distLimitForTimer = 0.75f;
+ }
+ objUpsideDown = false;
+ }
+ float oldRotDest = m_fRotationDest;
+#ifndef NEW_WALK_AROUND_ALGORITHM
+ float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
+ float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
+ float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
+#endif
+
+ if (IsPlayer()) {
+ if (FindPlayerPed()->m_fMoveSpeed <= 0.0f)
+ checkIntervalInTime = 0.0f;
+ else
+ checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed;
+ } else {
+ switch (m_nMoveState) {
+ case PEDMOVE_WALK:
+ checkIntervalInTime = 2.0f;
+ break;
+ case PEDMOVE_RUN:
+ checkIntervalInTime = 0.5f;
+ break;
+ case PEDMOVE_SPRINT:
+ checkIntervalInTime = 0.5f;
+ break;
+ default:
+ checkIntervalInTime = 0.0f;
+ break;
+ }
+ }
+ if (m_pSeekTarget == obj && obj->IsVehicle()) {
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
+ || m_objective == OBJECTIVE_SOLICIT) {
+ goingToEnterCar = true;
+ if (IsPlayer())
+ checkIntervalInTime = 0.0f;
+
+ if (((CVehicle*)obj)->bIsVan)
+ goingToEnterCarAndItsVan = true;
+ }
+ }
+
+ int entityOnTopLeftOfObj = 0;
+ int entityOnBottomLeftOfObj = 0;
+ int entityOnTopRightOfObj = 0;
+ int entityOnBottomRightOfObj = 0;
+
+ if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) {
+ bool collidingThingChanged = true;
+ CEntity *obstacle;
+
+#ifndef NEW_WALK_AROUND_ALGORITHM
+ if (!obj->IsVehicle() || objUpsideDown) {
+ collidingThingChanged = false;
+ } else {
+#else
+ CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f);
+ int dirToGo;
+ m_walkAroundType = 0;
+#endif
+ float adjustedCheckInterval = 0.7f * checkIntervalInDist;
+ CVector posToCheck;
+
+ // Top left of obj
+ posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
+ posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
+ posToCheck.z = 0.0f;
+ posToCheck = objMat * posToCheck;
+ posToCheck.z += 0.6f;
+ obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
+ true, true, false, true, false, false);
+ if (obstacle) {
+ if (obstacle->IsBuilding()) {
+ entityOnTopLeftOfObj = 1;
+ } else if (obstacle->IsVehicle()) {
+ entityOnTopLeftOfObj = 2;
+ } else {
+ entityOnTopLeftOfObj = 3;
+ }
+ }
+#ifdef NEW_WALK_AROUND_ALGORITHM
+ else {
+ CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
+ if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
+ cornerToGo = tl;
+ m_walkAroundType = 1;
+ } else if(CanWeSeeTheCorner(tl, GetForward())){
+ cornerToGo = tl;
+ dirToGo = GetLocalDirection(tl);
+ if (dirToGo == 1)
+ m_walkAroundType = 0; // ALL of the next turns will be right turn
+ else if (dirToGo == 3)
+ m_walkAroundType = 1; // ALL of the next turns will be left turn
+ }
+ }
+#endif
+
+ // Top right of obj
+ posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
+ posToCheck.y = adjustedColMax.y - adjustedCheckInterval;
+ posToCheck.z = 0.0f;
+ posToCheck = objMat * posToCheck;
+ posToCheck.z += 0.6f;
+ obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
+ true, true, false, true, false, false);
+ if (obstacle) {
+ if (obstacle->IsBuilding()) {
+ entityOnTopRightOfObj = 1;
+ } else if (obstacle->IsVehicle()) {
+ entityOnTopRightOfObj = 2;
+ } else {
+ entityOnTopRightOfObj = 3;
+ }
+ }
+#ifdef NEW_WALK_AROUND_ALGORITHM
+ else {
+ CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
+ if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
+ if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
+ cornerToGo = tr;
+ m_walkAroundType = 2;
+ } else if (CanWeSeeTheCorner(tr, GetForward())) {
+ cornerToGo = tr;
+ dirToGo = GetLocalDirection(tr);
+ if (dirToGo == 1)
+ m_walkAroundType = 2; // ALL of the next turns will be right turn
+ else if (dirToGo == 3)
+ m_walkAroundType = 3; // ALL of the next turns will be left turn
+ }
+ }
+ }
+#endif
+
+ // Bottom right of obj
+ posToCheck.x = adjustedColMax.x - adjustedCheckInterval;
+ posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
+ posToCheck.z = 0.0f;
+ posToCheck = objMat * posToCheck;
+ posToCheck.z += 0.6f;
+ obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
+ true, true, false, true, false, false);
+ if (obstacle) {
+ if (obstacle->IsBuilding()) {
+ entityOnBottomRightOfObj = 1;
+ } else if (obstacle->IsVehicle()) {
+ entityOnBottomRightOfObj = 2;
+ } else {
+ entityOnBottomRightOfObj = 3;
+ }
+ }
+#ifdef NEW_WALK_AROUND_ALGORITHM
+ else {
+ CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
+ if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
+ if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
+ cornerToGo = br;
+ m_walkAroundType = 5;
+ } else if (CanWeSeeTheCorner(br, GetForward())) {
+ cornerToGo = br;
+ dirToGo = GetLocalDirection(br);
+ if (dirToGo == 1)
+ m_walkAroundType = 4; // ALL of the next turns will be right turn
+ else if (dirToGo == 3)
+ m_walkAroundType = 5; // ALL of the next turns will be left turn
+ }
+ }
+ }
+#endif
+
+ // Bottom left of obj
+ posToCheck.x = adjustedColMin.x + adjustedCheckInterval;
+ posToCheck.y = adjustedColMin.y + adjustedCheckInterval;
+ posToCheck.z = 0.0f;
+ posToCheck = objMat * posToCheck;
+ posToCheck.z += 0.6f;
+ obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj,
+ true, true, false, true, false, false);
+ if (obstacle) {
+ if (obstacle->IsBuilding()) {
+ entityOnBottomLeftOfObj = 1;
+ } else if (obstacle->IsVehicle()) {
+ entityOnBottomLeftOfObj = 2;
+ } else {
+ entityOnBottomLeftOfObj = 3;
+ }
+ }
+#ifdef NEW_WALK_AROUND_ALGORITHM
+ else {
+ CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
+ if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
+ if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
+ cornerToGo = bl;
+ m_walkAroundType = 6;
+ } else if (CanWeSeeTheCorner(bl, GetForward())) {
+ cornerToGo = bl;
+ dirToGo = GetLocalDirection(bl);
+ if (dirToGo == 1)
+ m_walkAroundType = 6; // ALL of the next turns will be right turn
+ else if (dirToGo == 3)
+ m_walkAroundType = 7; // ALL of the next turns will be left turn
+ }
+ }
+ }
+#else
+ }
+
+ if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) {
+ collidingThingChanged = false;
+ entityOnTopLeftOfObj = 0;
+ entityOnBottomLeftOfObj = 0;
+ entityOnTopRightOfObj = 0;
+ entityOnBottomRightOfObj = 0;
+ }
+
+ if (!collidingThingChanged) {
+ m_walkAroundType = 0;
+ } else {
+ if (Abs(angleDiffBtwObjCenterAndForward) >= objTopRightHeading) {
+ if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
+ if ((angleDiffBtwObjCenterAndForward <= 0.0f || objUpsideDown) && (angleDiffBtwObjCenterAndForward < 0.0f || !objUpsideDown)) {
+ if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
+ m_walkAroundType = 0;
+ } else {
+ if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) >= 0.0f) {
+ if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
+ m_walkAroundType = 1;
+ } else if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
+ m_walkAroundType = 1;
+ }
+ } else {
+ if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
+ m_walkAroundType = 4;
+ } else if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
+ m_walkAroundType = 4;
+ }
+ }
+ }
+ } else {
+ if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
+ m_walkAroundType = 0;
+ } else {
+ if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f) {
+ if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
+ m_walkAroundType = 2;
+ } else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
+ m_walkAroundType = 2;
+ }
+ } else {
+ if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
+ m_walkAroundType = 3;
+ } else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
+ m_walkAroundType = 3;
+ }
+ }
+ }
+ }
+ } else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
+ || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) < 0.0f) {
+ if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
+ m_walkAroundType = 3;
+ }
+ } else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
+ m_walkAroundType = 4;
+ }
+ } else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)
+ || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
+ if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) {
+ m_walkAroundType = 2;
+ }
+ } else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) {
+ m_walkAroundType = 1;
+ } else {
+ m_walkAroundType = 0;
+ }
+ }
+#endif
+ }
+ m_collidingEntityWhileFleeing = obj;
+ m_collidingEntityWhileFleeing->RegisterReference((CEntity**) &m_collidingEntityWhileFleeing);
+
+ // TODO: This random may need to be changed.
+ m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 512 + CGeneral::GetRandomNumber();
+
+ CVector localPosToHead;
+
+#ifdef NEW_WALK_AROUND_ALGORITHM
+ int nextWalkAround = m_walkAroundType;
+ if (m_walkAroundType % 2 == 0) {
+ nextWalkAround += 2;
+ if (nextWalkAround > 6)
+ nextWalkAround = 0;
+ } else {
+ nextWalkAround -= 2;
+ if (nextWalkAround < 0)
+ nextWalkAround = 7;
+ }
+
+ CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
+ bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false);
+
+ if(nextRouteIsClear)
+ m_walkAroundType = nextWalkAround;
+ else {
+ CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
+ bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead,
+ true, true, true, true, true, true, false);
+
+ /* Either;
+ * - Some obstacle came in and it's impossible to reach current destination
+ * - We reached to the destination, but since next route is not clear, we're turning around us
+ */
+ if (!currentRouteIsClear ||
+ ((posToHead - GetPosition()).Magnitude2D() < 0.8f &&
+ !CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead,
+ true, true, true, true, true, true, false))) {
+
+ // Change both target and direction (involves changing even/oddness)
+ if (m_walkAroundType % 2 == 0) {
+ m_walkAroundType -= 2;
+ if (m_walkAroundType < 0)
+ m_walkAroundType = 7;
+ else
+ m_walkAroundType += 1;
+ } else {
+ m_walkAroundType += 2;
+ if (m_walkAroundType > 7)
+ m_walkAroundType = 0;
+ else
+ m_walkAroundType -= 1;
+ }
+ }
+ }
+
+ localPosToHead = LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan);
+#else
+ if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) {
+ if (goingToEnterCar) {
+ if (goingToEnterCarAndItsVan) {
+ if (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)
+ return;
+ }
+ if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnBottomRightOfObj || entityOnBottomLeftOfObj)) {
+ m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
+ localPosToHead.x = adjustedColMax.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ } else {
+ m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
+ localPosToHead.x = adjustedColMin.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ }
+ } else {
+ if (m_walkAroundType != 1 && m_walkAroundType != 4
+ && (m_walkAroundType || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f)) {
+
+ m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
+ localPosToHead.x = adjustedColMax.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ } else {
+ m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
+ localPosToHead.x = adjustedColMin.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ }
+ }
+ } else {
+ if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) {
+ if (angleDiffBtwObjCenterAndForward <= 0.0f) {
+ if (!goingToEnterCar || !goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR) {
+ if (goingToEnterCar) {
+ if (m_vehEnterType == CAR_DOOR_RF || (m_vehEnterType == CAR_DOOR_RR && !goingToEnterCarAndItsVan))
+ return;
+ }
+ if (m_walkAroundType == 4 || m_walkAroundType == 3
+ || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
+
+ m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
+ localPosToHead.x = adjustedColMax.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ } else {
+ m_fRotationDest = dirToSet;
+ localPosToHead.x = adjustedColMax.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMax.y;
+ }
+ } else {
+ m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
+ localPosToHead.x = adjustedColMax.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ }
+ } else if (goingToEnterCar && goingToEnterCarAndItsVan && (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)) {
+ m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
+ localPosToHead.x = adjustedColMin.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ } else {
+ if (goingToEnterCar) {
+ if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR && !goingToEnterCarAndItsVan)
+ return;
+ }
+ if (m_walkAroundType == 1 || m_walkAroundType == 2
+ || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
+
+ m_fRotationDest = dirToSet;
+ localPosToHead.x = adjustedColMin.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMax.y;
+ } else {
+ m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
+ localPosToHead.x = adjustedColMin.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMin.y;
+ }
+ }
+ } else {
+ if (goingToEnterCar && (!goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR)) {
+ if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnTopRightOfObj || entityOnTopLeftOfObj)) {
+
+ m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
+ localPosToHead.x = adjustedColMax.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMax.y;
+ } else {
+ m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
+ localPosToHead.x = adjustedColMin.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMax.y;
+ }
+ } else {
+ if (m_walkAroundType == 2 || m_walkAroundType == 3
+ || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) {
+
+ m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI);
+ localPosToHead.x = adjustedColMax.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMax.y;
+ } else {
+ m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet);
+ localPosToHead.x = adjustedColMin.x;
+ localPosToHead.z = 0.0f;
+ localPosToHead.y = adjustedColMax.y;
+ }
+ }
+ }
+ }
+#endif
+ if (objUpsideDown)
+ localPosToHead.x = localPosToHead.x * -1.0f;
+
+ localPosToHead = objMat * localPosToHead;
+ m_actionX = localPosToHead.x;
+ m_actionY = localPosToHead.y;
+ localPosToHead -= GetPosition();
+ m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading());
+
+ if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) {
+ if (m_fRotationDest == oldRotDest) {
+ m_fRotationDest = oldRotDest;
+ } else {
+ m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet);
+ }
+ }
+
+ float dist = localPosToHead.Magnitude2D();
+ if (dist < 0.5f)
+ dist = 0.5f;
+
+ if (dist > distLimitForTimer)
+ dist = distLimitForTimer;
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime;
+}
+
+int32
+CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
+{
+ bool collidedWithBoat = false;
+ bool belowTorsoCollided = false;
+ float gravityEffect = -0.15f * CTimer::GetTimeStep();
+ CColPoint intersectionPoint;
+ CColLine ourLine;
+
+ CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
+ CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex)->GetColModel();
+
+ if (!bUsesCollision)
+ return false;
+
+ if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
+ collidedWithBoat = true;
+
+ if (!field_EF && !m_phy_flagA80
+#ifdef VC_PED_PORTS
+ && !collidingEnt->IsPed()
+#endif
+ ) {
+ if (!bCollisionProcessed) {
+#ifdef VC_PED_PORTS
+ m_pCurrentPhysSurface = nil;
+#endif
+ if (bIsStanding) {
+ bIsStanding = false;
+ m_ped_flagA2 = true;
+ }
+ bCollisionProcessed = true;
+ m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep();
+ bStillOnValidPoly = false;
+ if (IsPlayer() || m_fCollisionSpeed >= 1.0f
+ && (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) {
+ m_collPoly.valid = false;
+ m_fCollisionSpeed = 0.0f;
+ bHitSteepSlope = false;
+ } else {
+ CVector pos = GetPosition();
+ float potentialGroundZ = GetPosition().z - FEET_OFFSET;
+ if (m_ped_flagA2) {
+ pos.z += -0.25f;
+ potentialGroundZ += gravityEffect;
+ }
+ if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
+ bStillOnValidPoly = true;
+#ifdef VC_PED_PORTS
+ if(!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
+ GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+ if (bKnockedUpIntoAir)
+ bKnockedUpIntoAir = false;
+ }
+#else
+ GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+#endif
+
+ m_vecMoveSpeed.z = 0.0f;
+ bIsStanding = true;
+ } else {
+ m_collPoly.valid = false;
+ m_fCollisionSpeed = 0.0f;
+ bHitSteepSlope = false;
+ }
+ }
+ }
+
+ if (!bStillOnValidPoly) {
+ CVector potentialCenter = GetPosition();
+ potentialCenter.z = GetPosition().z - 0.52f;
+
+ // 0.52f should be a ped's approx. radius
+ float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
+ if (m_ped_flagA2) {
+ if (collidedWithBoat) {
+ potentialCenter.z += 2.0f * gravityEffect;
+ totalRadiusWhenCollided += Abs(gravityEffect);
+ } else {
+ potentialCenter.z += gravityEffect;
+ }
+ }
+ if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) {
+ ourLine.p0 = GetPosition();
+ ourLine.p1 = GetPosition();
+ ourLine.p1.z = GetPosition().z - FEET_OFFSET;
+ if (m_ped_flagA2) {
+ ourLine.p1.z = ourLine.p1.z + gravityEffect;
+ ourLine.p0.z = ourLine.p0.z + -0.25f;
+ }
+ float minDist = 1.0f;
+ belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
+ intersectionPoint, minDist, false, &m_collPoly);
+
+ if (collidedWithBoat && m_ped_flagA2 && !belowTorsoCollided) {
+ ourLine.p0.z = ourLine.p1.z;
+ ourLine.p1.z = ourLine.p1.z + gravityEffect;
+ belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
+ intersectionPoint, minDist, false, &m_collPoly);
+ }
+ if (belowTorsoCollided) {
+#ifndef VC_PED_PORTS
+ if (!collidingEnt->IsPed()) {
+#endif
+ if (!bIsStanding
+ || FEET_OFFSET + intersectionPoint.point.z > GetPosition().z
+ || collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) {
+
+ if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
+ m_pCurSurface = collidingEnt;
+ collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
+ m_ped_flagH10 = false;
+ bOnBoat = false;
+ } else {
+ m_pCurrentPhysSurface = collidingEnt;
+ collidingEnt->RegisterReference((CEntity**)m_pCurrentPhysSurface);
+ m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition();
+ m_pCurSurface = collidingEnt;
+ collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
+ m_collPoly.valid = false;
+ if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) {
+ bOnBoat = true;
+ } else {
+ bOnBoat = false;
+ }
+ }
+#ifdef VC_PED_PORTS
+ if (!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
+ GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+ if (bKnockedUpIntoAir)
+ bKnockedUpIntoAir = false;
+ }
+#else
+ GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+#endif
+ m_nSurfaceTouched = intersectionPoint.surfaceB;
+ if (m_nSurfaceTouched == SURFACE_STONE) {
+ bHitSteepSlope = true;
+ m_vecDamageNormal = intersectionPoint.normal;
+ }
+ }
+#ifdef VC_PED_PORTS
+ float upperSpeedLimit = 0.33f;
+ float lowerSpeedLimit = -0.25f;
+ float speed = m_vecMoveSpeed.Magnitude2D();
+ if (m_nPedState == PED_IDLE) {
+ upperSpeedLimit *= 2.0f;
+ lowerSpeedLimit *= 1.5f;
+ }
+ if (m_ped_flagA2
+ || (speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
+ || m_pCollidingEntity == collidingEnt) {
+
+ if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)
+ && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
+ }
+ } else {
+ float damage = 100.0f * max(speed - 0.25f, 0.0f);
+ float damage2 = damage;
+ if (m_vecMoveSpeed.z < -0.25f)
+ damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
+
+ uint8 dir = 2; // from backward
+ if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f
+ || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
+ CVector2D offset = -m_vecMoveSpeed;
+ dir = GetLocalDirection(offset);
+ }
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir);
+ if (IsPlayer() && damage2 > 5.0f)
+ Say(SOUND_PED_LAND);
+ }
+#else
+ float speedSqr = m_vecMoveSpeed.MagnitudeSqr();
+ if (m_ped_flagA2
+ || m_vecMoveSpeed.z >= -0.25f && speedSqr <= 0.25f) {
+ if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)
+ && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 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_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
+ }
+#endif
+ m_vecMoveSpeed.z = 0.0f;
+ bIsStanding = true;
+#ifndef VC_PED_PORTS
+ } else {
+ bOnBoat = false;
+ }
+#endif
+ } else {
+ bOnBoat = false;
+ }
+ }
+ }
+ }
+
+ int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil);
+ if (ourCollidedSpheres > 0 || belowTorsoCollided) {
+ AddCollisionRecord(collidingEnt);
+ if (!collidingEnt->IsBuilding())
+ ((CPhysical*)collidingEnt)->AddCollisionRecord(this);
+
+ if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) {
+ bHasHitWall = true;
+ }
+ }
+ if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) {
+
+ if (m_ped_flagA2) {
+ CVector sphereNormal;
+ float normalLength;
+ for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
+ sphereNormal = collidingPoints[sphere].normal;
+#ifdef VC_PED_PORTS
+ if (sphereNormal.z >= -1.0f || !IsPlayer()) {
+#endif
+ normalLength = sphereNormal.Magnitude2D();
+ if (normalLength != 0.0f) {
+ sphereNormal.x = sphereNormal.x / normalLength;
+ sphereNormal.y = sphereNormal.y / normalLength;
+ }
+#ifdef VC_PED_PORTS
+ } else {
+ float speed = m_vecMoveSpeed.Magnitude2D();
+ sphereNormal.x = -m_vecMoveSpeed.x / max(0.001f, speed);
+ sphereNormal.y = -m_vecMoveSpeed.y / max(0.001f, speed);
+ GetPosition().z -= 0.05f;
+ bKnockedUpIntoAir = true;
+ }
+#endif
+ sphereNormal.Normalise();
+ collidingPoints[sphere].normal = sphereNormal;
+ if (collidingPoints[sphere].surfaceB == SURFACE_STONE)
+ bHitSteepSlope = true;
+ }
+ }
+ }
+ return ourCollidedSpheres;
+}
class CPed_ : public CPed
{
@@ -10877,6 +14398,8 @@ public:
void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
void Teleport_(CVector pos) { CPed::Teleport(pos); }
void ProcessControl_(void) { CPed::ProcessControl(); }
+ void Render_(void) { CPed::Render(); }
+ int32 ProcessEntityCollision_(CEntity *collidingEnt, CColPoint *collidingPoints) { return CPed::ProcessEntityCollision(collidingEnt, collidingPoints); }
};
STARTPATCHES
@@ -10888,6 +14411,8 @@ STARTPATCHES
InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP);
InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP);
InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP);
+ InjectHook(0x4D03F0, &CPed_::Render_, PATCH_JUMP);
+ InjectHook(0x4CBB30, &CPed_::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@@ -10922,7 +14447,6 @@ STARTPATCHES
InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP);
InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP);
InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP);
- InjectHook(0x4D72F0, &CPed::CanPedJumpThis, PATCH_JUMP);
InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP);
InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP);
InjectHook(0x4D82C0, (void (CPed::*)(eObjective)) &CPed::SetObjective, PATCH_JUMP);
@@ -11054,4 +14578,15 @@ STARTPATCHES
InjectHook(0x4E2920, &CPed::PedSetDraggedOutCarPositionCB, PATCH_JUMP);
InjectHook(0x4CF220, &CPed::PedSetInCarCB, PATCH_JUMP);
InjectHook(0x4E3290, &CPed::PedSetInTrainCB, PATCH_JUMP);
+ InjectHook(0x4C10C0, &CPed::RunToReportCrime, PATCH_JUMP);
+ InjectHook(0x4E3870, &CPed::RegisterThreatWithGangPeds, PATCH_JUMP);
+ InjectHook(0x4DD980, &CPed::ReactToPointGun, PATCH_JUMP);
+ InjectHook(0x4CE8F0, &CPed::PedSetOutCarCB, PATCH_JUMP);
+ InjectHook(0x4E36E0, &CPed::PedSetOutTrainCB, PATCH_JUMP);
+ InjectHook(0x4EB6E0, &CPed::PlacePedOnDryLand, PATCH_JUMP);
+ InjectHook(0x4E2480, &CPed::PedSetQuickDraggedOutCarPositionCB, PATCH_JUMP);
+ InjectHook(0x4E4F30, &CPed::PositionPedOutOfCollision, PATCH_JUMP);
+ InjectHook(0x4D6A00, &CPed::PossiblyFindBetterPosToSeekCar, PATCH_JUMP);
+ InjectHook(0x4D94E0, &CPed::ProcessObjective, PATCH_JUMP);
+ InjectHook(0x4CCEB0, &CPed::SetDirectionToWalkAroundObject, PATCH_JUMP);
ENDPATCHES \ No newline at end of file