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-rw-r--r--src/peds/Ped.cpp531
-rw-r--r--src/peds/Ped.h9
-rw-r--r--src/peds/PedIK.cpp10
-rw-r--r--src/peds/PedIK.h9
4 files changed, 534 insertions, 25 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index b0318efb..0a76dcc5 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -45,7 +45,6 @@
#include "CarAI.h"
#include "Zones.h"
#include "Cranes.h"
-#include "MusicManager.h"
#include "Timecycle.h"
#include "ParticleObject.h"
#include "Floater.h"
@@ -57,13 +56,13 @@ WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); }
WRAPPER void CPed::ServiceTalking(void) { EAXJMP(0x4E5870); }
WRAPPER void CPed::UpdatePosition(void) { EAXJMP(0x4C7A00); }
WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
-WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); }
WRAPPER void CPed::UpdateFromLeader(void) { EAXJMP(0x4D8F30); }
-WRAPPER int CPed::ScanForThreats(void) { EAXJMP(0x4C5FE0); }
WRAPPER void CPed::SetEnterCar_AllClear(CVehicle*, uint32, uint32) { EAXJMP(0x4E0A40); }
WRAPPER bool CPed::WarpPedToNearEntityOffScreen(CEntity*) { EAXJMP(0x4E5570); }
WRAPPER void CPed::SetObjective(eObjective, CVector) { EAXJMP(0x4D8A90); }
WRAPPER void CPed::SetObjective(eObjective, CVector, float) { EAXJMP(0x4D8770); }
+WRAPPER void CPed::WarpPedIntoCar(CVehicle*) { EAXJMP(0x4D7D20); }
+WRAPPER void CPed::SetCarJack(CVehicle*) { EAXJMP(0x4E0220); }
#define FEET_OFFSET 1.04f
@@ -471,9 +470,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bIsLanding = false;
bIsRunning = false;
bHitSomethingLastFrame = false;
- m_ped_flagB80 = false;
+ bVehEnterDoorIsBlocked = false;
- m_ped_flagC1 = false;
+ bCanPedEnterSeekedCar = false;
bRespondsToThreats = true;
bRenderPedInCar = true;
bChangedSeat = false;
@@ -3245,7 +3244,7 @@ CPed::CheckForGunShots(void)
int event;
if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) {
if (gaEvent[event].entityType == EVENT_ENTITY_PED) {
- // Is that a bug?!? (same on VC)
+ // Probably due to we don't want peds to go gunshot area? (same on VC)
m_ped_flagD2 = false;
return CPools::GetPed(gaEvent[event].entityRef);
}
@@ -8571,11 +8570,15 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
Say(SOUND_PED_DEFEND);
}
-#if defined FIX_BUGS || defined VC_PED_PORTS
+#ifdef VC_PED_PORTS
// Killing gang members with car wasn't triggering a fight, until now... Taken from VC.
if (IsGangMember()) {
CPed *driver = car->pDriver;
- if (driver && driver->IsPlayer()) {
+ if (driver && driver->IsPlayer()
+#ifdef FIX_BUGS
+ && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver)
+#endif
+ ) {
RegisterThreatWithGangPeds(driver);
}
}
@@ -9511,7 +9514,7 @@ CPed::ProcessControl(void)
|| m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) {
if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
- if (!m_ped_flagB80) {
+ if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
@@ -9697,7 +9700,7 @@ CPed::ProcessControl(void)
}
}
- } else if (!m_ped_flagB80) {
+ } else if (!bVehEnterDoorIsBlocked) {
if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
SetDirectionToWalkAroundObject(collidingVeh);
@@ -12163,7 +12166,7 @@ CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
// ?!? 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)
+ // Sequence of positions are not guaranteed, 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();
@@ -12357,7 +12360,7 @@ CPed::ProcessObjective(void)
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 (threatType == PED_FLAG_GUN || (threatType == PED_FLAG_EXPLOSION && m_threatEntity) || m_threatEntity) {
if (m_threatEntity->IsPed())
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
}
@@ -13029,7 +13032,7 @@ CPed::ProcessObjective(void)
} else {
SetSeekBoatPosition(m_carInObjective);
}
- if (m_nMoveState == PEDMOVE_STILL && !m_ped_flagB80)
+ if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked)
SetMoveState(PEDMOVE_RUN);
if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
@@ -15236,6 +15239,505 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
}
}
+void
+CPed::ScanForInterestingStuff(void)
+{
+ if (!IsPedInControl())
+ return;
+
+ if (m_objective != OBJECTIVE_NONE)
+ return;
+
+ if (CharCreatedBy == MISSION_CHAR)
+ return;
+
+ LookForSexyPeds();
+ LookForSexyCars();
+ if (LookForInterestingNodes())
+ return;
+
+ if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) {
+ if (CGeneral::GetRandomNumber() % 100 >= 10) {
+ if (m_objective != OBJECTIVE_MUG_CHAR && !(CGeneral::GetRandomNumber() & 7)) {
+ CPed *charToMug = nil;
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+
+ if ((nearPed->GetPosition() - GetPosition()).MagnitudeSqr() > 49.0f)
+ break;
+
+ if ((nearPed->m_nPedType == PEDTYPE_CIVFEMALE || nearPed->m_nPedType == PEDTYPE_CIVMALE
+ || nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->m_nPedType == PEDTYPE_UNUSED1
+ || nearPed->m_nPedType == PEDTYPE_PROSTITUTE)
+ && nearPed->CharCreatedBy != MISSION_CHAR
+ && nearPed->IsPedShootable()
+ && nearPed->m_objective != OBJECTIVE_MUG_CHAR) {
+ charToMug = nearPed;
+ break;
+ }
+ }
+ if (charToMug)
+ SetObjective(OBJECTIVE_MUG_CHAR, charToMug);
+
+ m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ }
+ } else {
+ int mostExpensiveVehAround = -1;
+ int bestMonetaryValue = 0;
+
+ 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* veh = (CVehicle*)vehicles[i];
+
+ if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
+ if (veh->m_vecMoveSpeed.Magnitude() <= 0.1f && veh->IsVehicleNormal()
+ && veh->IsCar() && bestMonetaryValue < veh->pHandling->nMonetaryValue) {
+ mostExpensiveVehAround = i;
+ bestMonetaryValue = veh->pHandling->nMonetaryValue;
+ }
+ }
+ }
+ if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]);
+ m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ return;
+ }
+ m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ }
+ }
+
+ if (m_nPedState == PEDTYPE_CIVFEMALE) {
+#ifndef VC_PED_PORTS
+ if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
+
+ // += 2 is weird
+ for (int i = 0; i < m_numNearPeds; i += 2) {
+ if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) {
+ if (CGeneral::GetRandomNumberInRange(0, 100) >= 100)
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ else {
+ if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) {
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ } else if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) {
+ int time = CGeneral::GetRandomNumber() % 4000 + 10000;
+ SetChat(m_nearPeds[i], time);
+ m_nearPeds[i]->SetChat(this, time);
+ return;
+ }
+ }
+ }
+ }
+ }
+#else
+ if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= 0.5f) {
+ m_standardTimer = CTimer::GetTimeInMilliseconds() + 200;
+ } else {
+ if (CTimer::GetTimeInMilliseconds() > m_standardTimer) {
+ for (int i = 0; i < m_numNearPeds; i ++) {
+ if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
+ if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
+ && CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f)
+ && m_nearPeds[i]->CanSeeEntity(this, DEGTORAD(60.0f)))
+ && WillChat(m_nearPeds[i])) {
+
+ int time = CGeneral::GetRandomNumber() % 4000 + 10000;
+ SetChat(m_nearPeds[i], time);
+ m_nearPeds[i]->SetChat(this, time);
+ return;
+ }
+ }
+ }
+ }
+ }
+#endif
+ }
+
+ // Parts below aren't there in VC, they're in somewhere else.
+ if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR
+ && m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) {
+
+ 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* veh = (CVehicle*)vehicles[i];
+
+ if (veh->IsVehicleNormal()) {
+ if (veh->IsCar()) {
+ if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) {
+ SetObjective(OBJECTIVE_SOLICIT, veh);
+ Say(SOUND_PED_SOLICIT);
+ return;
+ }
+ }
+ }
+ }
+ }
+ if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
+ 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* veh = (CVehicle*)vehicles[i];
+
+ if (veh->m_modelIndex == MI_MRWHOOP) {
+ if (veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED) {
+ if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) {
+ SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh);
+ return;
+ }
+ }
+ }
+ }
+ }
+}
+
+uint32
+CPed::ScanForThreats(void)
+{
+ int fearFlags = m_fearFlags;
+ CVector ourPos = GetPosition();
+ float closestPedDist = 60.0f;
+ CVector2D explosionPos = GetPosition();
+ if (fearFlags & PED_FLAG_EXPLOSION && CheckForExplosions(explosionPos)) {
+ m_eventOrThreat = explosionPos;
+ return PED_FLAG_EXPLOSION;
+ }
+
+ CPed *shooter = nil;
+ if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) {
+ if (!IsGangMember()) {
+ m_threatEntity = shooter;
+ m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
+ return PED_FLAG_GUN;
+ }
+
+ if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) {
+ m_threatEntity = shooter;
+ m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
+ return CPedType::GetFlag(shooter->m_nPedType);
+ }
+ }
+
+ CPed *deadPed = nil;
+ if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR
+ && (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < 400.0f) {
+ m_pEventEntity = deadPed;
+ m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
+ return PED_FLAG_DEADPEDS;
+ } else {
+ uint32 flagsOfSomePed = 0;
+
+ CPed *pedToFearFrom = nil;
+#ifndef VC_PED_PORTS
+ for (int i = 0; i < m_numNearPeds; i++) {
+ if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) {
+ CPed *nearPed = m_nearPeds[i];
+
+ // BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance.
+ // Fixed at the bottom of the function.
+ flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType);
+
+ if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) {
+ if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) {
+ // FIX: Taken from VC
+#ifdef FIX_BUGS
+ float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D();
+#else
+ float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
+#endif
+ if (sq(closestPedDist) > nearPedDistSqr) {
+ closestPedDist = Sqrt(nearPedDistSqr);
+ pedToFearFrom = m_nearPeds[i];
+ }
+ }
+ }
+ }
+ }
+#else
+ bool weSawOurEnemy = false;
+ bool weMaySeeOurEnemy = false;
+ float closestEnemyDist = 60.0f;
+ if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) {
+
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) {
+ continue;
+ }
+
+ // BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function.
+ flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType);
+
+ if (flagsOfSomePed & fearFlags) {
+ if (m_nearPeds[i]->m_fHealth > 0.0f) {
+
+ // VC also has ability to include objects to line of sight check here (via last bit of flagsL)
+ if (OurPedCanSeeThisOne(m_nearPeds[i])) {
+ if (m_nearPeds[i]->m_nPedState == PED_ATTACK) {
+ if (m_nearPeds[i]->m_pedInObjective == this) {
+
+ float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
+ if (sq(closestEnemyDist) > enemyDistSqr) {
+ float enemyDist = Sqrt(enemyDistSqr);
+ weSawOurEnemy = true;
+ closestPedDist = enemyDist;
+ closestEnemyDist = enemyDist;
+ pedToFearFrom = m_nearPeds[i];
+ }
+ }
+ } else {
+ float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
+ if (sq(closestPedDist) > nearPedDistSqr && !weSawOurEnemy) {
+ closestPedDist = Sqrt(nearPedDistSqr);
+ pedToFearFrom = m_nearPeds[i];
+ }
+ }
+ } else if (!weSawOurEnemy) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->m_nPedState == PED_ATTACK) {
+ CColPoint foundCol;
+ CEntity *foundEnt;
+
+ // We don't see him yet but he's behind a ped, vehicle or object
+ // VC also has ability to include objects to line of sight check here (via last bit of flagsL)
+ if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt,
+ true, false, false, false, false, false, false)) {
+
+ if (nearPed->m_pedInObjective == this) {
+ float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
+ if (sq(closestEnemyDist) > enemyDistSqr) {
+ float enemyDist = Sqrt(enemyDistSqr);
+ weMaySeeOurEnemy = true;
+ closestPedDist = enemyDist;
+ closestEnemyDist = enemyDist;
+ pedToFearFrom = m_nearPeds[i];
+ }
+ } else if (!nearPed->GetWeapon()->IsTypeMelee() && !weMaySeeOurEnemy) {
+ float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D();
+ if (sq(closestPedDist) > nearPedDistSqr) {
+ weMaySeeOurEnemy = true;
+ closestPedDist = Sqrt(nearPedDistSqr);
+ pedToFearFrom = m_nearPeds[i];
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+#endif
+ int16 lastVehicle;
+ CEntity* vehicles[8];
+ CWorld::FindObjectsInRange(ourPos, 20.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CVehicle* foundVeh = nil;
+ for (int i = 0; i < lastVehicle; i++) {
+ CVehicle* nearVeh = (CVehicle*)vehicles[i];
+
+ CPed *driver = nearVeh->pDriver;
+ if (driver) {
+
+ // BUG: Same bug as above. Fixed at the bottom of function.
+ flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType);
+ if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) {
+ if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) {
+ // FIX: Taken from VC
+#ifdef FIX_BUGS
+ float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D();
+#else
+ float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr();
+#endif
+ if (sq(closestPedDist) > driverDistSqr) {
+ closestPedDist = Sqrt(driverDistSqr);
+ pedToFearFrom = nearVeh->pDriver;
+ }
+ }
+ }
+ }
+ }
+ m_threatEntity = pedToFearFrom;
+ if (m_threatEntity)
+ m_threatEntity->RegisterReference((CEntity **) &m_threatEntity);
+
+#ifdef FIX_BUGS
+ if (pedToFearFrom)
+ flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType);
+ else
+ flagsOfSomePed = 0;
+#endif
+
+ return flagsOfSomePed;
+ }
+}
+
+void
+CPed::SeekCar(void)
+{
+ CVehicle *vehToSeek = m_carInObjective;
+ CVector dest(0.0f, 0.0f, 0.0f);
+ if (!vehToSeek) {
+ RestorePreviousState();
+ return;
+ }
+
+ if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
+ if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ if (IsRoomToBeCarJacked()) {
+ dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType);
+ } else if (m_nPedType == PEDTYPE_COP) {
+ dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
+ } else {
+ SetMoveState(PEDMOVE_STILL);
+ }
+ } else
+ GetNearestDoor(vehToSeek, dest);
+ } else {
+ if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) {
+ SetMoveState(PEDMOVE_STILL);
+ return;
+ }
+ if (vehToSeek->m_modelIndex == MI_COACH) {
+ GetNearestDoor(vehToSeek, dest);
+ } else {
+ if (vehToSeek->IsTrain()) {
+ if (vehToSeek->m_status != STATUS_TRAIN_NOT_MOVING) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ return;
+ }
+ if (!GetNearestTrainDoor(vehToSeek, dest)) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ return;
+ }
+ } else {
+ if (!GetNearestPassengerDoor(vehToSeek, dest)) {
+ if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ } else {
+ SetMoveState(PEDMOVE_STILL);
+ }
+ bVehEnterDoorIsBlocked = true;
+ return;
+ }
+ bVehEnterDoorIsBlocked = false;
+ }
+ }
+ }
+
+ if (dest.x == 0.0f && dest.y == 0.0f) {
+ if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
+ RestorePreviousState();
+ if (IsPlayer()) {
+ ClearObjective();
+ } else if (CharCreatedBy == RANDOM_CHAR) {
+ m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ }
+ SetMoveState(PEDMOVE_STILL);
+ TheCamera.ClearPlayerWeaponMode();
+ CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek);
+ return;
+ }
+ dest = vehToSeek->GetPosition();
+ if (bCollidedWithMyVehicle) {
+ WarpPedIntoCar(m_pMyVehicle);
+ return;
+ }
+ }
+ bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek);
+ m_vecSeekPos = dest;
+ float distToDest = (m_vecSeekPos - GetPosition()).MagnitudeSqr();
+#ifndef VC_PED_PORTS
+ if (bIsRunning)
+ SetMoveState(PEDMOVE_RUN);
+#else
+ if (bIsRunning ||
+ vehToSeek->pDriver && distToDest > 4.0f && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f))
+ SetMoveState(PEDMOVE_RUN);
+#endif
+ else if (distToDest < 4.0f)
+ SetMoveState(PEDMOVE_WALK);
+
+ if (distToDest >= 1.0f)
+ bCanPedEnterSeekedCar = false;
+ else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDest)
+ bCanPedEnterSeekedCar = true;
+
+ if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType))
+ bVehEnterDoorIsBlocked = true;
+ else
+ bVehEnterDoorIsBlocked = false;
+
+ if (Seek()) {
+ if (!foundBetterPosToSeek) {
+ if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
+ if (vehToSeek->IsTrain()) {
+ SetEnterTrain(vehToSeek, m_vehEnterType);
+ } else {
+ m_fRotationCur = m_fRotationDest;
+ if (!bVehEnterDoorIsBlocked) {
+ vehToSeek->bIsStatic = false;
+ if (m_objective == OBJECTIVE_SOLICIT) {
+ SetSolicit(1000);
+ } else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
+ SetBuyIceCream();
+ } else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
+ && vehToSeek->CanPedEnterCar()) {
+
+ switch (vehToSeek->m_status) {
+ case STATUS_PLAYER:
+ case STATUS_SIMPLE:
+ case STATUS_PHYSICS:
+ case STATUS_PLAYER_DISABLED:
+ if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
+ (m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
+ SetCarJack(vehToSeek);
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF)
+ vehToSeek->pDriver->bFleeAfterExitingCar = true;
+ } else {
+ SetEnterCar(vehToSeek, m_vehEnterType);
+ }
+ break;
+ case STATUS_ABANDONED:
+ if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
+ if (vehToSeek->pPassengers[0]->m_ped_flagF4) {
+ if (IsPlayer())
+ CPed::SetEnterCar(vehToSeek, m_vehEnterType);
+ } else {
+ SetCarJack(vehToSeek);
+ }
+ } else {
+ SetEnterCar(vehToSeek, m_vehEnterType);
+ }
+ break;
+ case STATUS_WRECKED:
+ SetIdle();
+ break;
+ default:
+ return;
+ }
+ } else {
+ RestorePreviousState();
+ }
+ } else {
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ }
+ }
+ }
+}
+
class CPed_ : public CPed
{
public:
@@ -15451,4 +15953,7 @@ STARTPATCHES
InjectHook(0x4D6620, &CPed::SetSolicit, PATCH_JUMP);
InjectHook(0x4D2EA0, &CPed::SetFollowPath, PATCH_JUMP);
InjectHook(0x4E1010, &CPed::SetExitCar, PATCH_JUMP);
+ InjectHook(0x4C5FE0, &CPed::ScanForThreats, PATCH_JUMP);
+ InjectHook(0x4C6C10, &CPed::ScanForInterestingStuff, PATCH_JUMP);
+ InjectHook(0x4D3F90, &CPed::SeekCar, PATCH_JUMP);
ENDPATCHES \ No newline at end of file
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 7a0ade14..b8d2f5dd 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -294,9 +294,9 @@ public:
uint8 bIsLanding : 1;
uint8 bIsRunning : 1; // on some conditions
uint8 bHitSomethingLastFrame : 1;
- uint8 m_ped_flagB80 : 1; // bIsNearCar? it's sure that it's related with cars and used for deciding whether we should move
+ uint8 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
- uint8 m_ped_flagC1 : 1; // bCanPedEnterSeekedCar?
+ uint8 bCanPedEnterSeekedCar : 1;
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
@@ -669,7 +669,7 @@ public:
bool PlacePedOnDryLand(void);
bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*);
void UpdateFromLeader(void);
- int ScanForThreats(void);
+ uint32 ScanForThreats(void);
void SetEnterCar(CVehicle*, uint32);
bool WarpPedToNearEntityOffScreen(CEntity*);
void SetExitCar(CVehicle*, uint32);
@@ -678,6 +678,9 @@ public:
void SetEnterTrain(CVehicle*, uint32);
void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
void SetSolicit(uint32 time);
+ void ScanForInterestingStuff(void);
+ void WarpPedIntoCar(CVehicle*);
+ void SetCarJack(CVehicle*);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp
index 4912da97..86f1bf1e 100644
--- a/src/peds/PedIK.cpp
+++ b/src/peds/PedIK.cpp
@@ -10,11 +10,11 @@ WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAX
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
-// TODO: These are hardcoded into exe, reverse it.
-LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
-LimbMovementInfo &CPedIK::ms_headInfo = *(LimbMovementInfo*)0x5F9F5C;
-LimbMovementInfo &CPedIK::ms_upperArmInfo = *(LimbMovementInfo*)0x5F9FA4;
-LimbMovementInfo &CPedIK::ms_lowerArmInfo = *(LimbMovementInfo*)0x5F9FBC;
+LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(7.0f) };
+LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
+LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
+LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(20.0f), DEGTORAD(-100.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(10.0f) };
+LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(80.0f), DEGTORAD(0.0f), DEGTORAD(20.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(5.0f) };
CPedIK::CPedIK(CPed *ped)
{
diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h
index c1600ebb..be063003 100644
--- a/src/peds/PedIK.h
+++ b/src/peds/PedIK.h
@@ -42,10 +42,11 @@ public:
LimbOrientation m_lowerArmOrient;
int32 m_flags;
- static LimbMovementInfo &ms_torsoInfo;
- static LimbMovementInfo &ms_headInfo;
- static LimbMovementInfo &ms_upperArmInfo;
- static LimbMovementInfo &ms_lowerArmInfo;
+ static LimbMovementInfo ms_torsoInfo;
+ static LimbMovementInfo ms_headInfo;
+ static LimbMovementInfo ms_headRestoreInfo;
+ static LimbMovementInfo ms_upperArmInfo;
+ static LimbMovementInfo ms_lowerArmInfo;
CPedIK(CPed *ped);
bool PointGunInDirection(float phi, float theta);