diff options
Diffstat (limited to 'src/peds')
-rw-r--r-- | src/peds/Ped.cpp | 1492 | ||||
-rw-r--r-- | src/peds/Ped.h | 40 | ||||
-rw-r--r-- | src/peds/PedChat.cpp | 102 | ||||
-rw-r--r-- | src/peds/PedIK.h | 1 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 14 | ||||
-rw-r--r-- | src/peds/PlayerPed.h | 3 |
6 files changed, 1222 insertions, 430 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 1c895551..14aa312a 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -78,8 +78,40 @@ uint16 nPlayerInComboMove; RpClump *flyingClumpTemp; -FightMove tFightMoves[NUM_FIGHTMOVES] = { - // TODO(Miami) +FightMove tFightMoves[NUM_FIGHTMOVES] = +{ + { NUM_STD_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_PUNCH_R, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_FIGHT_KNEE, 4.f/30.f, 0.2f, 0.0f, 0.6f, 1.0f, HITLEVEL_LOW, 2, 0 }, + { ANIM_FIGHT_LHOOK, 8.f/30.f, 10.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_HIGH, 3, 0 }, + { ANIM_FIGHT_JAB, 4.f/30.f, 0.2f, 0.0f, 0.7f, 1.0f, HITLEVEL_HIGH, 3, 0 }, + { ANIM_FIGHT_PUNCH, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_FIGHT_LONGKICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 4, 0 }, + { ANIM_FIGHT_ROUNDHOUSE, 8.f/30.f, 10.f/30.f, 0.0f, 0.6f, 1.0f, HITLEVEL_MEDIUM, 4, 0 }, + { ANIM_FIGHT_KICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 }, + { ANIM_FIGHT_HEAD, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 }, + { ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 }, + { ANIM_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 }, + { ANIM_FIGHT_ELBOW_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 }, + { ANIM_FIGHT_BKICK_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 }, + { ANIM_FIGHT_ELBOW_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 }, + { ANIM_KICK_FLOOR, 10.f/30.f, 14.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_GROUND, 1, 0 }, + { ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }, + { ANIM_WEAPON_FIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_WEAPON_CROUCHFIRE, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_WEAPON_SPECIAL, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 }, + { ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 } }; uint16 CPed::nThreatReactionRangeMultiplier = 1; @@ -103,6 +135,9 @@ bool CPed::bPedCheat2; bool CPed::bPedCheat3; CVector2D CPed::ms_vec2DFleePosition; +CVector vecNextPathNode; +bool vecNextPathNodeInitialized; + 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); } @@ -113,6 +148,7 @@ bool CPed::bPopHeadsOnHeadshot = false; bool CPed::bMakePedsRunToPhonesToReportCrimes = false; #endif +// --MIAMI: Done CPed::~CPed(void) { CWorld::Remove(this); @@ -124,7 +160,7 @@ CPed::~CPed(void) if (m_pMyVehicle->pDriver == this) m_pMyVehicle->pDriver = nil; else { - // FIX: Passenger counter now decreasing after removing ourself from vehicle. + // FIX: Passenger counter now being decreased after removing ourself from vehicle. m_pMyVehicle->RemovePassenger(this); } if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR) @@ -146,6 +182,7 @@ CPed::~CPed(void) DMAudio.DestroyEntity(m_audioEntityId); } +// --MIAMI: Done void CPed::FlagToDestroyWhenNextProcessed(void) { @@ -232,6 +269,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_wepSkills = 0; m_distanceToCountSeekDone = 1.0f; m_acceptableHeadingOffset = 0.1f; + m_followPathDestPos = CVector(0.f, 0.f, 0.f); + m_followPathAbortDist = 0.0f; + m_followPathMoveState = PEDMOVE_NONE; bRunningToPhone = false; m_phoneId = -1; m_lastAccident = 0; @@ -258,11 +298,20 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_fLookDirection = 0.0f; m_pCurSurface = nil; m_wanderRangeBounds = nil; - m_nPathNodes = 0; - m_nCurPathNode = 0; + + for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo); i++) { + m_pathNodesToGo[i] = nil; + } + m_nNumPathNodes = 0; + m_nCurPathNodeId = 0; m_nPathDir = 0; m_pLastPathNode = nil; m_pNextPathNode = nil; + m_followPathWalkAroundEnt = nil; + m_followPathTargetEnt = nil; + m_pathNodeTimer = 0; + m_pCurPathNode = nil; + m_routeLastPoint = -1; m_routeStartPoint = 0; m_routePointsPassed = 0; @@ -399,9 +448,6 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) for (int i = 0; i < ARRAY_SIZE(m_nearPeds); i++) { m_nearPeds[i] = nil; - if (i < ARRAY_SIZE(m_pPathNodesStates)) { - m_pPathNodesStates[i] = nil; - } } m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED; m_currentWeapon = WEAPONTYPE_UNARMED; @@ -417,7 +463,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) weapon.m_nTimer = 0; } - m_lastFightMove = FIGHTMOVE_NULL; + m_lastFightMove = m_lastHitState = 0; GiveWeapon(WEAPONTYPE_UNARMED, 0, true); m_wepAccuracy = 60; m_lastWepDam = -1; @@ -948,6 +994,7 @@ CPed::ClearLookFlag(void) { } } +// --MIAMI: Done bool CPed::IsPedHeadAbovePos(float zOffset) { @@ -996,7 +1043,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg) void CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) { - CAnimBlendAssociation *newAnim, *reloadAnimAssoc; + CAnimBlendAssociation *newAnim, *reloadAnimAssoc = nil; CPed *ped = (CPed*)arg; CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); @@ -1651,65 +1698,70 @@ CPed::ClearPointGunAt(void) } } +// --MIAMI: Done void CPed::BeingDraggedFromCar(void) { - CAnimBlendAssociation *animAssoc; AnimationId enterAnim; bool dontRunAnim = false; - PedLineUpPhase lineUpType; if (!m_pVehicleAnim) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT); - if (!animAssoc) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT); - if (!animAssoc) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP); - if (!animAssoc) - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO); - } - } - if (animAssoc) - animAssoc->blendDelta = -1000.0f; - if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { - if (bWillBeQuickJacked) { - enterAnim = ANIM_CAR_QJACKED; - } else if (m_pMyVehicle->bLowVehicle) { - enterAnim = ANIM_CAR_LJACKED_LHS; - } else { - enterAnim = ANIM_CAR_JACKED_LHS; - } - } else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { - if (m_pMyVehicle->bLowVehicle) - enterAnim = ANIM_CAR_LJACKED_RHS; - else - enterAnim = ANIM_CAR_JACKED_RHS; - } else - dontRunAnim = true; + AssocGroupId assocGroup; + if (m_pMyVehicle->IsBike()) { + enterAnim = ANIM_BIKE_HIT; + assocGroup = ((CBike*)m_pMyVehicle)->m_bikeAnimType; + } else { + if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { + if (bWillBeQuickJacked && m_vehEnterType == CAR_DOOR_LF) { + enterAnim = ANIM_CAR_QJACKED; + } else if (m_pMyVehicle->bLowVehicle) { + enterAnim = ANIM_CAR_LJACKED_LHS; + } else { + enterAnim = ANIM_CAR_JACKED_LHS; + } + } else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { + if (m_pMyVehicle->bLowVehicle) + enterAnim = ANIM_CAR_LJACKED_RHS; + else + enterAnim = ANIM_CAR_JACKED_RHS; + } else + dontRunAnim = true; + + assocGroup = ASSOCGRP_STD; + } if (!dontRunAnim) - m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, enterAnim); + m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), assocGroup, enterAnim); m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this); - lineUpType = LINE_UP_TO_CAR_START; + + if (m_pMyVehicle && m_pMyVehicle->IsBike()) { + LineUpPedWithCar(LINE_UP_TO_CAR_FALL); + } else { + LineUpPedWithCar(LINE_UP_TO_CAR_START); + } + return; + + } else if (m_pVehicleAnim->animId == ANIM_BIKE_HIT) { + LineUpPedWithCar(LINE_UP_TO_CAR_FALL); + } else if (m_pVehicleAnim->currentTime <= 1.4f) { m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); - lineUpType = LINE_UP_TO_CAR_START; + LineUpPedWithCar(LINE_UP_TO_CAR_START); + } else { - lineUpType = LINE_UP_TO_CAR_2; + LineUpPedWithCar(LINE_UP_TO_CAR_2); } - - LineUpPedWithCar(lineUpType); -#ifdef VC_PED_PORTS + + static float mult = 5.f; if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { if (m_pMyVehicle) { - m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_STD_ANIMS, m_pVehicleAnim->currentTime * 5.0f); + m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, NUM_STD_ANIMS, m_pVehicleAnim->currentTime * mult); } } -#endif } void @@ -1785,6 +1837,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) ped->bVehExitWillBeInstant = false; } +// --MIAMI: Done CVector CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult) { @@ -1794,83 +1847,138 @@ CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatP float seatOffset; vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); - if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { - seatOffset = 0.0f; - vehDoorOffset = vecPedVanRearDoorAnimOffset; + + if (veh->IsBike()) { + CBike *bike = (CBike*)veh; + vehDoorPos = vehModel->GetFrontSeatPosn(); + + if (component == CAR_WINDSCREEN) { + return bike->GetMatrix() * (vehDoorPos + vecPedBikeKickAnimOffset); + } else { + switch (bike->m_bikeAnimType) { + case ASSOCGRP_BIKE_VESPA: + vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_HARLEY: + vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_DIRT: + vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset; + break; + default: + vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset; + break; + } + float xOffsetFromAnim = vehDoorOffset.x + seatPosMult * bike->pHandling->fSeatOffsetDistance; + if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) { + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + } + + if (component == CAR_DOOR_LR || component == CAR_DOOR_LF) + xOffsetFromAnim *= -1.f; + + return bike->GetMatrix() * (vehDoorPos + CVector(xOffsetFromAnim, vehDoorOffset.y, vehDoorOffset.z)); + } } else { - seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult; - if (veh->bLowVehicle) { - vehDoorOffset = vecPedCarDoorLoAnimOffset; + if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { + seatOffset = 0.0f; + vehDoorOffset = vecPedVanRearDoorAnimOffset; } else { - vehDoorOffset = vecPedCarDoorAnimOffset; + seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult; + if (veh->bLowVehicle) { + vehDoorOffset = vecPedCarDoorLoAnimOffset; + } else { + vehDoorOffset = vecPedCarDoorAnimOffset; + } } - } - switch (component) { - case CAR_DOOR_RF: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorPos.x += seatOffset; - vehDoorOffset.x = -vehDoorOffset.x; - break; + switch (component) { + case CAR_DOOR_RF: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorPos.x += seatOffset; + vehDoorOffset.x = -vehDoorOffset.x; + break; - case CAR_DOOR_RR: - vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; - vehDoorPos.x += seatOffset; - vehDoorOffset.x = -vehDoorOffset.x; - break; + case CAR_DOOR_RR: + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + vehDoorPos.x += seatOffset; + vehDoorOffset.x = -vehDoorOffset.x; + break; - case CAR_DOOR_LF: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorPos.x = -(vehDoorPos.x + seatOffset); - break; + case CAR_DOOR_LF: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorPos.x = -(vehDoorPos.x + seatOffset); + break; - case CAR_DOOR_LR: - vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; - vehDoorPos.x = -(vehDoorPos.x + seatOffset); - break; + case CAR_DOOR_LR: + vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + vehDoorPos.x = -(vehDoorPos.x + seatOffset); + break; - default: - vehDoorPos = vehModel->GetFrontSeatPosn(); - vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); + default: + vehDoorPos = vehModel->GetFrontSeatPosn(); + vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); + } + return vehDoorPos - vehDoorOffset; } - return vehDoorPos - vehDoorOffset; } -// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it. +// --MIAMI: Done CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component) { - CVector localPos; - CVector vehDoorPos; - - localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f); - vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition(); + CVector vehDoorPos = GetPositionToOpenCarDoor(veh, component, 1.0f); /* - // Not used. - CVector localVehDoorOffset; - - if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) { - localVehDoorOffset = vecPedVanRearDoorAnimOffset; - } else { - if (veh->bIsLow) { - localVehDoorOffset = vecPedCarDoorLoAnimOffset; - } else { - localVehDoorOffset = vecPedCarDoorAnimOffset; - } - } - - vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition(); + // Unused + vehDoorPosWithoutOffset = veh->GetMatrix() * localVehDoorPos; */ return vehDoorPos; } +// --MIAMI: Done CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset) { CVector doorPos; CMatrix vehMat(veh->GetMatrix()); + if (veh->IsBike()) { + CVehicleModelInfo* vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->GetModelIndex()); + CVector vehDoorOffset; + CBike* bike = (CBike*)veh; + doorPos = vehModel->GetFrontSeatPosn(); + + if (component == CAR_WINDSCREEN) { + return bike->GetMatrix() * (doorPos + vecPedBikeKickAnimOffset); + } else { + switch (bike->m_bikeAnimType) { + case ASSOCGRP_BIKE_VESPA: + vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_HARLEY: + vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset; + break; + case ASSOCGRP_BIKE_DIRT: + vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset; + break; + default: + vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset; + break; + } + vehDoorOffset.x += offset * bike->pHandling->fSeatOffsetDistance; + if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) { + doorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; + } + + if (component == CAR_DOOR_LR || component == CAR_DOOR_LF) + vehDoorOffset.x *= -1.f; + + CVector correctedPos; + bike->GetCorrectedWorldDoorPosition(correctedPos, vehDoorOffset, doorPos); + return correctedPos; + } + } doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset)); return veh->GetPosition() + doorPos; @@ -2453,21 +2561,25 @@ CPed::SortPeds(CPed **list, int min, int max) SortPeds(list, right, max); } +// --MIAMI: Done void CPed::BuildPedLists(void) { - if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) { + if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) { for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) { + bool removePed = false; if (m_nearPeds[i]) { if (m_nearPeds[i]->IsPointerValid()) { float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D(); - if (distSqr < 900.0f) { - i++; - continue; + if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) { + removePed = true; } + } else { + removePed = true; } - + } + if (removePed) { // If we arrive here, the ped we're checking isn't "near", so we should remove it. for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) { m_nearPeds[j] = m_nearPeds[j + 1]; @@ -2481,10 +2593,11 @@ CPed::BuildPedLists(void) } } else { CVector centre = CEntity::GetBoundCentre(); - CRect rect(centre.x - 20.0f, - centre.y - 20.0f, - centre.x + 20.0f, - centre.y + 20.0f); + int deadsRegistered = 0; + CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier, + centre.y - 20.f * nThreatReactionRangeMultiplier, + centre.x + 20.f * nThreatReactionRangeMultiplier, + centre.y + 20.f * nThreatReactionRangeMultiplier); int xstart = CWorld::GetSectorIndexX(rect.left); int ystart = CWorld::GetSectorIndexY(rect.top); int xend = CWorld::GetSectorIndexX(rect.right); @@ -2495,9 +2608,14 @@ CPed::BuildPedLists(void) for(int x = xstart; x <= xend; x++) { for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) { CPed *ped = (CPed*)pedPtrNode->item; - if (ped != this && !ped->bInVehicle) { - float dist = (ped->GetPosition() - GetPosition()).Magnitude2D(); - if (nThreatReactionRangeMultiplier * 30.0f > dist) { + if (ped != this && (!ped->bInVehicle || (ped->m_pMyVehicle && ped->m_pMyVehicle->IsBike()))) { + + if (nThreatReactionRangeMultiplier * 30.0f > (ped->GetPosition() - GetPosition()).Magnitude2D()) { + if (ped->m_nPedState == PED_DEAD) { + if (deadsRegistered > 3) + continue; + deadsRegistered++; + } gapTempPedList[gnNumTempPedList] = ped; gnNumTempPedList++; assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList)); @@ -4576,6 +4694,7 @@ CPed::ClearInvestigateEvent(void) SetMoveState(PEDMOVE_WALK); } +// --MIAMI: Done void CPed::ClearLeader(void) { @@ -4837,19 +4956,15 @@ CPed::SetPointGunAt(CEntity *to) CAnimBlendAssociation *aimAssoc; - if (bCrouchWhenShooting && bIsDucking) { - if (!!curWeapon->m_bCrouchFire) { - aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon)); - } + if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) { + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon)); } else { aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); } if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { - if (bCrouchWhenShooting && bIsDucking) { - if (!!curWeapon->m_bCrouchFire) { - aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f); - } + if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) { + aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f); } else { aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE); } @@ -5440,6 +5555,7 @@ CPed::LoadFightData(void) } } +// --MIAMI: Done // Actually GetLocalDirectionTo(Turn/Look) int CPed::GetLocalDirection(const CVector2D &posOffset) @@ -5454,32 +5570,35 @@ CPed::GetLocalDirection(const CVector2D &posOffset) return direction; } +// --MIAMI: Done bool -CPed::FightStrike(CVector &touchedNodePos) +CPed::FightStrike(CVector &touchedNodePos, bool unk = false) { CColModel *hisCol; CVector attackDistance; - ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; - float maxDistanceToBeBeaten; + float maxDistanceToBeat; CPed *nearPed; - int state = m_fightState; - bool pedFound = false; + CVector extendedTouchPoint; - if (state == FIGHTSTATE_JUST_ATTACKED) - return false; + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + float radius = tFightMoves[m_lastFightMove].strikeRadius; + if (unk) + radius = weaponInfo->m_fRadius; - // Pointless code - if (state > FIGHTSTATE_NO_MOVE) - attackDistance = touchedNodePos - m_vecHitLastPos; + if (m_fightState == FIGHTSTATE_JUST_ATTACKED) + return false; + + // TODO(Miami): BreakGlassPhysically for (int i = 0; i < m_numNearPeds; i++) { + int8 pedFound = 0; nearPed = m_nearPeds[i]; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) - maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f; + if (!unk && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE) + maxDistanceToBeat = nearPed->GetBoundRadius() + radius + 0.1f; else - maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius; + maxDistanceToBeat = nearPed->GetBoundRadius() + radius; - if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) { + if ((nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) && (m_pedInObjective != FindPlayerPed() || nearPed == FindPlayerPed())) { CVector nearPedCentre; // Have to animate a skinned clump because the initial col model is useless @@ -5489,121 +5608,185 @@ CPed::FightStrike(CVector &touchedNodePos) CVector potentialAttackDistance = nearPedCentre - touchedNodePos; // He can beat us - if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) { + if (sq(maxDistanceToBeat) > potentialAttackDistance.MagnitudeSqr()) { for (int j = 0; j < hisCol->numSpheres; j++) { attackDistance = hisCol->spheres[j].center; attackDistance -= touchedNodePos; CColSphere *hisPieces = hisCol->spheres; - float maxDistanceToBeat = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius; + maxDistanceToBeat = hisPieces[j].radius + radius; // We can beat him too if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) { - pedFound = true; - closestPedPiece = (ePedPieceTypes) hisPieces[j].piece; + FightHitPed(nearPed, touchedNodePos, attackDistance, hisPieces[j].piece); + pedFound = 1; break; } } } + if (!pedFound && !unk) { + extendedTouchPoint = touchedNodePos - GetPosition(); + if (DotProduct(touchedNodePos - GetPosition(), nearPed->GetPosition() - GetPosition()) > 0.f) { + if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { + extendedTouchPoint += tFightMoves[FIGHTMOVE_GROUNDKICK].extendReachMultiplier * GetForward(); + } else { + extendedTouchPoint.x *= tFightMoves[m_lastFightMove].extendReachMultiplier; + extendedTouchPoint.y *= tFightMoves[m_lastFightMove].extendReachMultiplier; + } + pedFound = -1; + extendedTouchPoint += GetPosition(); + } + } + if (pedFound == -1) { + CVector nearPedCentre = nearPed->GetBoundCentre(); + if (sq(maxDistanceToBeat) > (nearPedCentre - extendedTouchPoint).MagnitudeSqr()) { + + for (int j = 0; j < hisCol->numSpheres; j++) { + attackDistance = hisCol->spheres[j].center; + attackDistance -= extendedTouchPoint; + CColSphere* hisPieces = hisCol->spheres; + float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius; + + // We can beat him too + if (sq(maxDistanceToBeat2) > attackDistance.MagnitudeSqr()) { + FightHitPed(nearPed, extendedTouchPoint, attackDistance, hisPieces[j].piece); + break; + } + } + } + } } - if (pedFound) - break; } - if (pedFound) { - if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP) - return false; - float oldVictimHealth = nearPed->m_fHealth; - CVector bloodPos = 0.5f * attackDistance + touchedNodePos; - int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1; + if (m_fightState == FIGHTSTATE_NO_MOVE) + m_fightState = FIGHTSTATE_1; - CVector2D diff (GetPosition() - nearPed->GetPosition()); - int direction = nearPed->GetLocalDirection(diff); - if (IsPlayer()) { - if (((CPlayerPed*)this)->m_bAdrenalineActive) - damageMult = 20; - } else { - damageMult *= m_pedStats->m_attackStrength; - } + m_vecHitLastPos = *touchedNodePos; + return false; +} - /* - // Change direction if we used kick. - if (m_lastFightMove == FIGHTMOVE_KICK) { - if (CGeneral::GetRandomNumber() & 1) { - direction++; - if (direction > 3) - direction -= 4; - } - } */ - nearPed->ReactToAttack(this); - - // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. - int unk2; - if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer()) - unk2 = 101; - else - unk2 = damageMult; +// TODO(Miami) +void +CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dist, int16 piece) +{ + if (victim->IsPlayer() && victim->m_nPedState == PED_GETUP) + return; + + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + bool fightingWithWeapon = false; + int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1; - nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2); - PlayHitSound(nearPed); - m_fightState = FIGHTSTATE_JUST_ATTACKED; - RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f; - if (!nearPed->DyingOrDead()) { - nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction); + if (weaponInfo->m_bFightMode) { + fightingWithWeapon = true; + if (m_lastFightMove >= FIGHTMOVE_MELEE1) { + damageMult = weaponInfo->m_nDamage; + if (m_lastFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER) + damageMult *= 5; } + } - if (CGame::nastyGame - && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM - && nearPed->m_nPedState == PED_DIE - && nearPed->GetIsOnScreen()) { + if (IsPlayer()) { + if (((CPlayerPed*)this)->m_bAdrenalineActive) + damageMult = 20; + } else if (!fightingWithWeapon) { + damageMult *= m_pedStats->m_attackStrength; + } - // Just for blood particle. We will restore it below. - attackDistance /= (10.0f * attackDistance.Magnitude()); - for(int i=0; i<4; i++) { - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0); - } + float oldVictimHealth = victim->m_fHealth; + CVector bloodPos = 0.5f * dist + touchPoint; + CVector2D diff(GetPosition() - victim->GetPosition()); + int direction = victim->GetLocalDirection(diff); + + /* + // Change direction if we used kick. + if (m_lastFightMove == FIGHTMOVE_KICK) { + if (CGeneral::GetRandomNumber() & 1) { + direction++; + if (direction > 3) + direction -= 4; + } + } */ + victim->ReactToAttack(this); + + // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. + int unk2; + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !victim->IsPlayer()) + unk2 = 101; + else + unk2 = damageMult; + + victim->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2); + PlayHitSound(victim); + m_fightState = FIGHTSTATE_JUST_ATTACKED; + RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f; + if (!victim->DyingOrDead()) { + victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction); + } + + if (CGame::nastyGame + && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM + && victim->m_nPedState == PED_DIE + && victim->GetIsOnScreen()) { + + // Just for blood particle. We will restore it below. + dist /= (10.0f * dist.Magnitude()); + for(int i=0; i<4; i++) { + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dist, nil, 0.0f, 0, 0, 0, 0); } - if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) { - float curVictimHealth = nearPed->m_fHealth; + } + + eWeaponType weaponType = GetWeapon()->m_eWeaponType; + if (!fightingWithWeapon) { + if (victim->m_nPedState != PED_FALL && victim->m_nPedState != PED_DIE && victim->m_nPedState != PED_DEAD) { + float curVictimHealth = victim->m_fHealth; if (curVictimHealth > 0.0f - && (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer() - || nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f - || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer() - || nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) { + && (curVictimHealth < 30.0f && oldVictimHealth > 30.0f + || weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BRASSKNUCKLE && IsPlayer() + || victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) { - nearPed->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0); - if (nearPed->m_nPedState == PED_FALL) - nearPed->bIsStanding = false; + victim->SetFall(0, (AnimationId)(direction + ANIM_KO_SKID_FRONT), 0); + if (victim->m_nPedState == PED_FALL) + victim->bIsStanding = false; } } - if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) { - attackDistance = nearPed->GetPosition() - GetPosition(); - attackDistance.Normalise(); - attackDistance.z = 1.0f; - nearPed->bIsStanding = false; + } + + if (victim->m_nPedState == PED_DIE || !victim->bIsStanding) { + dist = victim->GetPosition() - GetPosition(); + dist.Normalise(); + dist.z = 1.0f; + victim->bIsStanding = false; - float moveMult; - if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { - moveMult = Min(damageMult * 0.6f, 4.0f); + float moveMult; + if (fightingWithWeapon) { + moveMult = Min(damageMult * 0.02f, 1.0f); + } else if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { + moveMult = Min(damageMult * 0.6f, 4.0f); + } else { + if (victim->m_nPedState != PED_DIE || damageMult >= 20) { + moveMult = damageMult; } else { - if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) { - moveMult = damageMult; - } else { - moveMult = Min(damageMult * 2.0f, 14.0f); - } + moveMult = Min(damageMult * 2.0f, 14.0f); } - - nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance); } - CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000); + + victim->ApplyMoveForce(moveMult * 0.6f * dist); } - if (m_fightState == FIGHTSTATE_NO_MOVE) - m_fightState = FIGHTSTATE_1; + if (weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_MACHETE + && weaponType != WEAPONTYPE_KATANA && weaponType != WEAPONTYPE_CHAINSAW) { - m_vecHitLastPos = *touchedNodePos; - return false; + if (victim->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victim, this, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victim, this, 2000); + } else { + if (victim->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victim, this, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victim, this, 2000); + } } // --MIAMI: Done @@ -5742,7 +5925,7 @@ CPed::SetWaitState(eWaitState state, void *time) if (!IsPedInControl()) return; - if (m_nWaitState == WAITSTATE_RIOT && state == WAITSTATE_FALSE) + if (m_nWaitState == WAITSTATE_RIOT && state != WAITSTATE_FALSE) return; if (state != m_nWaitState) @@ -5988,6 +6171,7 @@ CPed::PlayHitSound(CPed *hitTo) DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f); } +// --MIAMI: Done void CPed::CollideWithPed(CPed *collideWith) { @@ -6000,6 +6184,15 @@ CPed::CollideWithPed(CPed *collideWith) int waitTime = 0; if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) { + if (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) { + SetGetUp(); + return; + } + if (collideWith->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) { + collideWith->SetGetUp(); + return; + } + bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f; bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f; @@ -6007,10 +6200,8 @@ CPed::CollideWithPed(CPed *collideWith) if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f) && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT -#ifdef VC_PED_PORTS || m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith - || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this -#endif + || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this )) { if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) { @@ -6039,11 +6230,10 @@ CPed::CollideWithPed(CPed *collideWith) SetDirectionToWalkAroundObject(collideWith); } } else { -#ifdef VC_PED_PORTS if (FindPlayerPed() != m_pedInObjective || m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT || collideWith == m_pedInObjective) { -#endif + if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) && (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) { @@ -6053,47 +6243,43 @@ CPed::CollideWithPed(CPed *collideWith) } else { SetEvasiveStep(collideWith, 2); } -#ifdef VC_PED_PORTS } else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee() && collideWith->m_pedInObjective == m_pedInObjective) { - int colliderIsAtPlayerSafePosID = -1; - int weAreAtPlayerSafePosID = -1; - for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos); i++) { - CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i]; - if (pedAtSafePos == this) { - weAreAtPlayerSafePosID = i; - } else if (pedAtSafePos == collideWith) { - colliderIsAtPlayerSafePosID = i; + int colliderIndexAtPlayersKillList = -1; + int ourIndexAtPlayersKillList = -1; + for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pMeleeList); i++) { + CPed *pedInKillList = ((CPlayerPed*)m_pedInObjective)->m_pMeleeList[i]; + if (pedInKillList == this) { + ourIndexAtPlayersKillList = i; + } else if (pedInKillList == collideWith) { + colliderIndexAtPlayersKillList = i; } } bool weAreCloserToTargetThenCollider = false; if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D()) weAreCloserToTargetThenCollider = true; - if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) { - if (!weAreCloserToTargetThenCollider) { + if (ourIndexAtPlayersKillList > 0 && !weAreCloserToTargetThenCollider) { + if (colliderIndexAtPlayersKillList > 0) { int time = 300; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; - } - } else if (colliderIsAtPlayerSafePosID <= 0) { - if (collideWith->m_pedInObjective == FindPlayerPed()) { - // VC specific - // ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); + + } else if (collideWith->m_pedInObjective == FindPlayerPed()) { + ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); int time = 500; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; } - } else { + } else if (!weAreCloserToTargetThenCollider) { int time = 300; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; - } + } } else { SetDirectionToWalkAroundObject(collideWith); } -#endif } } else { if (m_pedStats->m_temper <= m_pedStats->m_fear @@ -6107,12 +6293,14 @@ CPed::CollideWithPed(CPed *collideWith) } else { TurnBody(); SetAttack(collideWith); + m_fRotationCur = 0.3f + m_fRotationCur; + m_fRotationDest = m_fRotationCur; } m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450); } } } else { - if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { + if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == m_pedInObjective) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (heLooksToUs) { SetEvasiveStep(collideWith, 1); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; @@ -6121,7 +6309,8 @@ CPed::CollideWithPed(CPed *collideWith) if (m_pedStats != collideWith->m_pedStats) { - if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) { + if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper || collideWith->IsPlayer() + || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) { if (collideWith->IsPlayer()) { // He's on our right side @@ -6131,16 +6320,17 @@ CPed::CollideWithPed(CPed *collideWith) m_fRotationCur += m_headingRate; } else { // He's on our right side - if (DotProduct(posDiff, GetRight()) <= 0.0f) - m_fRotationCur -= m_headingRate; + if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) + collideWith->m_fRotationCur -= collideWith->m_headingRate; else - m_fRotationCur += m_headingRate; + collideWith->m_fRotationCur += collideWith->m_headingRate; } } else { SetLookFlag(collideWith, false); TurnBody(); animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); animAssoc->flags |= ASSOC_FADEOUTWHENDONE; + m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; if (!heIsMissionChar) { CVector2D posDiff2D(posDiff); int direction = collideWith->GetLocalDirection(posDiff2D); @@ -6150,11 +6340,9 @@ CPed::CollideWithPed(CPed *collideWith) } } } - } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar -#ifdef VC_PED_PORTS - || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness -#endif - ) { + } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar || + m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness) { + // He looks us and we're not at his right side if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) { CVector moveForce = GetRight(); @@ -6207,7 +6395,7 @@ CPed::CollideWithPed(CPed *collideWith) } if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl()) - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); + DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 0.0f); collideWith->SetFall(3000, animToPlay, 0); } @@ -6356,6 +6544,7 @@ CPed::SetAttackTimer(uint32 time) m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time; } +// --MIAMI: Done void CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) { @@ -6368,7 +6557,17 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) SetMoveState(PEDMOVE_STILL); m_pSeekTarget = veh; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); - m_vehEnterType = vehEnterType; + + if (veh->IsBike()) { + ((CBike*)veh)->bIsBeingPickedUp = true; + if (veh->pPassengers[0] != this && (vehEnterType != CAR_WINDSCREEN || veh->pPassengers[0])) + m_vehEnterType = CAR_DOOR_LF; + else + m_vehEnterType = CAR_DOOR_LR; + } else { + m_vehEnterType = vehEnterType; + } + if (m_vehEnterType == CAR_DOOR_LF) { if (veh->pDriver && veh->pDriver->IsPlayer()) veh->SetStatus(STATUS_PLAYER_DISABLED); @@ -6377,9 +6576,9 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) } RemoveInCarAnims(); SetMoveState(PEDMOVE_NONE); - LineUpPedWithCar(LINE_UP_TO_CAR_START); + LineUpPedWithCar(veh->IsBike() ? LINE_UP_TO_CAR_FALL : LINE_UP_TO_CAR_START); m_pVehicleAnim = nil; - m_nPedState = PED_DRAG_FROM_CAR; + SetPedState(PED_DRAG_FROM_CAR); bChangedSeat = false; bWillBeQuickJacked = quickJack; @@ -6430,8 +6629,10 @@ CPed::SetBuyIceCream(void) void CPed::SetChat(CEntity *chatWith, uint32 time) { - if(m_nPedState != PED_CHAT) + if (m_nPedState != PED_CHAT) { + m_nLastPedState = PED_NONE; SetStoredState(); + } SetPedState(PED_CHAT); SetMoveState(PEDMOVE_STILL); @@ -6511,6 +6712,7 @@ CPed::SetDead(void) CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000); } +// --MIAMI: Done void CPed::SetSeek(CEntity *seeking, float distanceToCountDone) { @@ -6520,24 +6722,25 @@ CPed::SetSeek(CEntity *seeking, float distanceToCountDone) if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking) return; - if (!seeking) + if (!seeking || m_nPedState == PED_FOLLOW_PATH) return; if (m_nPedState != PED_SEEK_ENTITY) SetStoredState(); - m_nPedState = PED_SEEK_ENTITY; + SetPedState(PED_SEEK_ENTITY); m_distanceToCountSeekDone = distanceToCountDone; m_pSeekTarget = seeking; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); SetMoveState(PEDMOVE_STILL); } +// --MIAMI: Done void CPed::SetSeek(CVector pos, float distanceToCountDone) { if (!IsPedInControl() - || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y)) + || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y) || m_nPedState == PED_FOLLOW_PATH) return; if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) { @@ -6547,7 +6750,7 @@ CPed::SetSeek(CVector pos, float distanceToCountDone) if (m_nPedState != PED_SEEK_POS) SetStoredState(); - m_nPedState = PED_SEEK_POS; + SetPedState(PED_SEEK_POS); m_distanceToCountSeekDone = distanceToCountDone; m_vecSeekPos = pos; } @@ -7480,6 +7683,7 @@ CPed::Fight(void) } } +// --MIAMI: Done // Some helper function which doesn't exist in og game. inline void SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3) @@ -7509,6 +7713,7 @@ SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVecto } } +// --MIAMI: Done bool CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) { @@ -7534,12 +7739,14 @@ CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil); - // Above function decided that going to the next node is more logical than seeking the object. if (m_pNextPathNode) { - CVector pathToNextNode = m_pNextPathNode->GetPosition() - ourPos; - if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { - *bestCoords = m_pNextPathNode->GetPosition(); + // Function above decided that directly going to next node makes more sense then seeking the object. + CVector correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed); + + if ((correctedCoords - ourPos).MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { + correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed); + *bestCoords = correctedCoords; return true; } m_pNextPathNode = nil; @@ -8095,6 +8302,7 @@ CPed::Wait(void) RestoreHeadingRate(); } +// --MIAMI: Done bool CPed::Seek(void) { @@ -8113,7 +8321,7 @@ CPed::Seek(void) false, true, false, false, false, false); if (obstacle) { - if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) { + if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->IsCar()) { distanceToCountItDone = 2.5f; } else { CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(obstacle->GetModelIndex()); @@ -8129,6 +8337,13 @@ CPed::Seek(void) if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY) ClearSeek(); + if (m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && !m_pedInObjective) { + m_objective = OBJECTIVE_NONE; + ClearObjective(); + SetWanderPath(0); + return false; + } + float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D(); if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) { @@ -8164,7 +8379,9 @@ CPed::Seek(void) } } - if (seekPosDist >= distanceToCountItDone) { + CVector *nextNode = SeekFollowingPath(); + + if (nextNode || seekPosDist >= distanceToCountItDone) { if (bIsRunning && nextMove != PEDMOVE_SPRINT) nextMove = PEDMOVE_RUN; @@ -8201,10 +8418,17 @@ CPed::Seek(void) m_actionY = 0; } } + } else { - m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( - m_vecSeekPos.x, m_vecSeekPos.y, - GetPosition().x, GetPosition().y); + if (nextNode) { + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + nextNode->x, nextNode->y, + GetPosition().x, GetPosition().y); + } else { + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( + m_vecSeekPos.x, m_vecSeekPos.y, + GetPosition().x, GetPosition().y); + } float neededTurn = Abs(m_fRotationDest - m_fRotationCur); @@ -8238,7 +8462,7 @@ CPed::Seek(void) } if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_SPRINT_TO_COORD || - m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) { + m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS || IsUseAttractorObjective(m_objective)) { if (m_pNextPathNode) m_pNextPathNode = nil; @@ -8248,16 +8472,30 @@ CPed::Seek(void) bUsePedNodeSeek = true; } - if (SeekFollowingPath(nil)) - m_nCurPathNode++; - return true; } -bool -CPed::SeekFollowingPath(CVector *unused) +CVector* +CPed::SeekFollowingPath(void) { - return m_nCurPathNode <= m_nPathNodes && m_nPathNodes; + // unused + if (!vecNextPathNodeInitialized) + vecNextPathNodeInitialized = true; + + if (m_nCurPathNodeId >= m_nNumPathNodes || m_nNumPathNodes == 0) + return nil; + + vecNextPathNode = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition(); + + if ((vecNextPathNode - GetPosition()).Magnitude2D() < m_distanceToCountSeekDone) { + m_nCurPathNodeId++; + if (m_nCurPathNodeId < m_nNumPathNodes) + m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId]; + } + if (m_nCurPathNodeId == m_nNumPathNodes) + return nil; + else + return &vecNextPathNode; } void @@ -8443,39 +8681,46 @@ CPed::Flee(void) } +// --MIAMI: Done void CPed::FollowPath(void) { - m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x; - m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y; - m_vecSeekPos.z = GetPosition().z; - - // Mysterious code -/* int v4 = 0; - int maxNodeIndex = m_nPathNodes - 1; - if (maxNodeIndex > 0) { - if (maxNodeIndex > 8) { - while (v4 < maxNodeIndex - 8) - v4 += 8; - } - - while (v4 < maxNodeIndex) - v4++; + m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId]; + if (m_pathNodeTimer && CTimer::GetTimeInMilliseconds() > m_pathNodeTimer) { + RestorePreviousState(); + ClearFollowPath(); + m_pathNodeTimer = 0; + } else { + if (m_pathNodesToGo[m_nCurPathNodeId]) { + m_vecSeekPos.x = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition().x; + m_vecSeekPos.y = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition().y; + m_vecSeekPos.z = GetPosition().z; - } -*/ - if (Seek()) { - m_nCurPathNode++; - if (m_nCurPathNode == m_nPathNodes) + if (Seek()) { + if (m_nCurPathNodeId == m_nNumPathNodes) { + RestorePreviousState(); + ClearFollowPath(); + SetFollowPath(m_followPathDestPos, m_followPathAbortDist, m_followPathMoveState, m_followPathWalkAroundEnt, + m_followPathTargetEnt, m_pathNodeTimer - CTimer::GetTimeInMilliseconds()); + } + } + } else { RestorePreviousState(); + ClearFollowPath(); + m_pathNodeTimer = 0; + } } } +// --MIAMI: Done CVector CPed::GetFormationPosition(void) { CPed *referencePed = m_pedInObjective; + if (!referencePed) + return GetPosition(); + if (referencePed->m_nPedState == PED_DEAD) { CPed *referencePedOfReference = referencePed->m_pedInObjective; if (!referencePedOfReference) { @@ -8486,36 +8731,37 @@ CPed::GetFormationPosition(void) } CVector formationOffset; + float offset = CGeneral::GetRandomNumberInRange(1.f, 1.25f) * 1.75f; switch (m_pedFormation) { case FORMATION_REAR: - formationOffset = CVector(0.0f, -1.5f, 0.0f); + formationOffset = CVector(0.0f, -offset, 0.0f); break; case FORMATION_REAR_LEFT: - formationOffset = CVector(-1.5f, -1.5f, 0.0f); + formationOffset = CVector(-offset, -offset, 0.0f); break; case FORMATION_REAR_RIGHT: - formationOffset = CVector(1.5f, -1.5f, 0.0f); + formationOffset = CVector(offset, -offset, 0.0f); break; case FORMATION_FRONT_LEFT: - formationOffset = CVector(-1.5f, 1.5f, 0.0f); + formationOffset = CVector(-offset, offset, 0.0f); break; case FORMATION_FRONT_RIGHT: - formationOffset = CVector(1.5f, 1.5f, 0.0f); + formationOffset = CVector(offset, offset, 0.0f); break; case FORMATION_LEFT: - formationOffset = CVector(-1.5f, 0.0f, 0.0f); + formationOffset = CVector(-offset, 0.0f, 0.0f); break; case FORMATION_RIGHT: - formationOffset = CVector(1.5f, 0.0f, 0.0f); + formationOffset = CVector(offset, 0.0f, 0.0f); break; case FORMATION_FRONT: - formationOffset = CVector(0.0f, 1.5f, 0.0f); + formationOffset = CVector(0.0f, offset, 0.0f); break; default: formationOffset = CVector(0.0f, 0.0f, 0.0f); break; } - return formationOffset + referencePed->GetPosition(); + return m_pedInObjective->GetMatrix() * formationOffset; } // --MIAMI: Done @@ -9268,7 +9514,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq); } bIsStanding = false; - damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed); + damageDir = GetLocalDirection(-m_vecMoveSpeed); vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex()); vehColModel = vehModel->GetColModel(); float carRightAndDistDotProd = DotProduct(distVec, car->GetRight()); @@ -9992,6 +10238,7 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, enterDoor == DOOR_FRONT_LEFT || enterDoor == DOOR_REAR_LEFT ? ANIM_BIKE_JUMPON_R : ANIM_BIKE_JUMPON_L); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + ((CBike*)veh)->bIsBeingPickedUp = true; } } else if (ped->m_vehEnterType == CAR_WINDSCREEN) { if (veh->pDriver->m_nPedState != PED_DRIVING || veh->pDriver->bDontDragMeOutCar) { @@ -10001,6 +10248,7 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); pedToDragOut = veh->pDriver; } + ((CBike*)veh)->bIsBeingPickedUp = true; } else { if (enterDoor == DOOR_FRONT_LEFT || enterDoor == DOOR_FRONT_RIGHT) { if (veh->pDriver) { @@ -10021,6 +10269,7 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) } else { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, enterDoor == DOOR_FRONT_LEFT ? ANIM_BIKE_JUMPON_R : ANIM_BIKE_JUMPON_L); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + ((CBike*)veh)->bIsBeingPickedUp = true; } } else { if (veh->pPassengers[0]) { @@ -10043,10 +10292,10 @@ CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, enterDoor == DOOR_REAR_LEFT ? ANIM_BIKE_JUMPON_R : ANIM_BIKE_JUMPON_L); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); + ((CBike*)veh)->bIsBeingPickedUp = true; } } } - ((CBike*)veh)->bIsBeingPickedUp = true; // TODO(Miami): This looks like something inlined if (pedToDragOut) { @@ -10535,17 +10784,22 @@ CPed::ProcessControl(void) if (!bVehEnterDoorIsBlocked) { if (collidingVeh->GetStatus() != 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; + if (m_nPedState == PED_SEEK_CAR) { + SetDirectionToWalkAroundObject(collidingVeh); + CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; + } else { + SetDirectionToWalkAroundVehicle(collidingVeh); + } } 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; - + if (m_nPedState == PED_SEEK_CAR) { + SetDirectionToWalkAroundObject(collidingVeh); + CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; + } else { + SetDirectionToWalkAroundVehicle(collidingVeh); + } } else if (m_fleeFrom != collidingVeh) { SetFlee(collidingVeh, 4000); bUsePedNodeSeek = false; @@ -14932,6 +15186,9 @@ CPed::SetSeekCar(CVehicle *car, uint32 doorNode) if (m_nPedState == PED_SEEK_CAR) return; + if (!CanSetPedState() || m_nPedState == PED_DRIVING) + return; + SetStoredState(); m_pSeekTarget = car; m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); @@ -15030,7 +15287,13 @@ CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset) } #endif -// This function looks completely same on VC. +// --MIAMI: Done +bool +CPed::SetDirectionToWalkAroundVehicle(CVehicle* veh) +{ + return SetFollowPath(m_vecSeekPos, 0.0f, m_nMoveState, veh, m_pedInObjective, m_nMoveState == PEDMOVE_WALK ? 2000 : 250); +} + void CPed::SetDirectionToWalkAroundObject(CEntity *obj) { @@ -16361,36 +16624,519 @@ CPed::SetSolicit(uint32 time) } } +// --MIAMI: Done bool -CPed::SetFollowPath(CVector dest, float radius, eMoveState state, CEntity* pFollowedPed, CEntity*, int time) +CPed::SetFollowPathStatic(void) { - // TODO(MIAMI): new follow - if (m_nPedState == PED_FOLLOW_PATH) - return false; + ClearFollowPath(); + if (sq(m_followPathAbortDist) > (GetPosition() - m_followPathDestPos).MagnitudeSqr() + && CWorld::IsWanderPathClear(GetPosition(), m_followPathDestPos, 0.5f, 4)) { - if (FindPlayerPed() != this) - return false; + RestorePreviousState(); + if (m_objective == OBJECTIVE_NONE) { + if (m_followPathMoveState == PEDMOVE_RUN) + SetObjective(OBJECTIVE_RUN_TO_AREA, m_followPathDestPos); + else + SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_followPathDestPos); + } + SetPedState(PED_NONE); + return true; + } else { + ThePaths.DoPathSearch(PATH_PED, GetPosition(), -1, m_followPathDestPos, m_pathNodesToGo, &m_nNumPathNodes, + ARRAY_SIZE(m_pathNodesToGo), nil, nil, 999999.0f, -1); - if ((dest - GetPosition()).Magnitude() <= 2.0f) - return false; + if (m_nNumPathNodes != 0) { + if (m_nNumPathNodes > 0 && m_pathNodesToGo[0] != m_pCurPathNode) { + for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo) - 1; i++) { + m_pathNodesToGo[i] = m_pathNodesToGo[i+1]; + } + --m_nNumPathNodes; + } + for (int i = 0; i < m_nNumPathNodes; ++i) { + CVector nodePos = m_pathNodesToGo[i]->GetPosition(); + if (sq(m_followPathAbortDist) > (nodePos - m_followPathDestPos).MagnitudeSqr() + && CWorld::IsWanderPathClear(nodePos, m_followPathDestPos, 0.5f, 4)) { + + m_nNumPathNodes = i + 1; + break; + } + } + + m_nCurPathNodeId = 0; + if (m_pCurPathNode) { + for (int j = 0; j < m_nNumPathNodes; ++j) { + if (m_pathNodesToGo[j] == m_pCurPathNode) { + m_nCurPathNodeId = j; + break; + } + } + } + m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId]; + PedState oldLastState = m_nLastPedState; + m_nLastPedState = PED_NONE; + SetStoredState(); + if (m_nLastPedState == PED_NONE) + m_nLastPedState = oldLastState; + + m_nPedState = PED_FOLLOW_PATH; + m_nMoveState = m_followPathMoveState; + return true; + } else { + RestorePreviousState(); + if (m_objective == OBJECTIVE_NONE) { + if (m_followPathMoveState == PEDMOVE_RUN) + SetObjective(OBJECTIVE_RUN_TO_AREA, m_followPathDestPos); + else + SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_followPathDestPos); + } + SetPedState(PED_NONE); + return true; + } + } +} + +// --MIAMI: Done +bool +CPed::SetFollowPath(CVector dest, float radius, eMoveState state, CEntity* walkAroundEnt, CEntity* targetEnt, int time) +{ + if (m_nPedState == PED_FOLLOW_PATH) { + bool stopFollow = false; + if (walkAroundEnt && walkAroundEnt != m_followPathWalkAroundEnt || !walkAroundEnt && m_followPathWalkAroundEnt + || targetEnt && targetEnt != m_followPathTargetEnt || !targetEnt && m_followPathTargetEnt) { + stopFollow = true; + + } else if (targetEnt) { + if ((targetEnt->GetPosition() - m_followPathDestPos).MagnitudeSqr() > 1.f) + stopFollow = true; + + } else if (!walkAroundEnt && !targetEnt) { + if ((dest - m_followPathDestPos).MagnitudeSqr() > 1.f) + stopFollow = true; + } - CVector pointPoses[7]; - int16 pointsFound; - CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7); - for(int i = 0; i < pointsFound; i++) { - m_stPathNodeStates[i].x = pointPoses[i].x; - m_stPathNodeStates[i].y = pointPoses[i].y; + if (!stopFollow) + return false; } + m_pathNodeTimer = CTimer::GetTimeInMilliseconds() + time; + m_followPathWalkAroundEnt = walkAroundEnt; + m_followPathTargetEnt = targetEnt; + m_distanceToCountSeekDone = 0.5f; - m_nCurPathNode = 0; - m_nPathNodes = pointsFound; - if (m_nPathNodes < 1) - return false; + bool weHaveTargetPed = targetEnt && targetEnt->IsPed(); + bool useDestVec = !weHaveTargetPed; - SetStoredState(); - m_nPedState = PED_FOLLOW_PATH; - SetMoveState(PEDMOVE_WALK); - return true; + CVector targetPos; + if (useDestVec) + targetPos = dest; + else + targetPos = targetEnt->GetPosition(); + + m_followPathDestPos = targetPos; + if (targetEnt && m_nPedState == PED_SEEK_POS) { + m_followPathDestPos = m_vecSeekPos; + } + + float newRadius = radius > 0.f ? radius : 20.f; + bool useGivenPedMove = true; + + m_followPathAbortDist = newRadius; + + if (state != PEDMOVE_RUN && state != PEDMOVE_WALK) + useGivenPedMove = false; + + if (useGivenPedMove) + m_followPathMoveState = state; + else + m_followPathMoveState = PEDMOVE_WALK; + + if (m_followPathWalkAroundEnt) + return SetFollowPathDynamic(); + else + return SetFollowPathStatic(); +} + +// --MIAMI: Done +bool +CPed::SetFollowPathDynamic(void) +{ + CVector colBoxMin = m_followPathWalkAroundEnt->GetColModel()->boundingBox.min + CVector(-0.35f, -0.35f, 0.f); + CVector colBoxMax = m_followPathWalkAroundEnt->GetColModel()->boundingBox.max + CVector(0.35f, 0.35f, 0.f); + + CVector colCornerOffsets[4]; // BL, BR, TR, TL + colCornerOffsets[0] = CVector(colBoxMin.x, colBoxMin.y, 0.f); + colCornerOffsets[1] = CVector(colBoxMax.x, colBoxMin.y, 0.f); + colCornerOffsets[2] = CVector(colBoxMax.x, colBoxMax.y, 0.f); + colCornerOffsets[3] = CVector(colBoxMin.x, colBoxMax.y, 0.f); + + if (m_followPathWalkAroundEnt->IsVehicle() && ((CVehicle*)m_followPathWalkAroundEnt)->IsUpsideDown()) { + CVector old0 = colCornerOffsets[0]; + colCornerOffsets[0] = colCornerOffsets[1]; + colCornerOffsets[1] = old0; + CVector old2 = colCornerOffsets[2]; + colCornerOffsets[2] = colCornerOffsets[3]; + colCornerOffsets[3] = old2; + } + + CVector colCornerPos[4]; // global. again BL, BR, TR, TL + float dotProdCorrection[4]; + CVector colBoxPlaneNormal[4]; + + for (int i=0; i<4; i++) { + colCornerPos[i] = m_followPathWalkAroundEnt->GetMatrix() * colCornerOffsets[i]; + colCornerPos[i].z = GetPosition().z; + } + + CVector prevColCorner = colCornerPos[3]; // top left + CVector *curCornerPos; + CVector fwdToNextCorner; + + for (int i=0; i<4; i++) { + curCornerPos = &colCornerPos[i]; + fwdToNextCorner = *curCornerPos - prevColCorner; + fwdToNextCorner.Normalise(); + colBoxPlaneNormal[i] = CrossProduct(fwdToNextCorner, CVector(0.f, 0.f, 1.f)); + dotProdCorrection[i] = -DotProduct(prevColCorner, colBoxPlaneNormal[i]); // yes, dp with global coord, as if in distance to plane calculation + prevColCorner = *curCornerPos; + } + + bool weReGoingGreat = false; + CVector startVecCandidate = GetPosition(); + CVector targetVecCandidate = m_followPathDestPos; + CVector dirToGo = targetVecCandidate - startVecCandidate; + dirToGo.Normalise(); + CVector ourPos = startVecCandidate; + + for (int i=0; i<4; i++) { + CVector curPlaneNormal = colBoxPlaneNormal[i]; + float minusGlobalCornerPos = dotProdCorrection[i]; + float startVecDistToPlane = DotProduct(curPlaneNormal, startVecCandidate) + minusGlobalCornerPos; + +#define FRONT_OF_PLANE 1 +#define ON_THE_PLANE 0 +#define BEHIND_THE_PLANE -1 + + int8 startVecStatus; + int8 targetVecStatus; + + if (startVecDistToPlane > 0.1f) + startVecStatus = FRONT_OF_PLANE; + else if (startVecDistToPlane < -0.1f) + startVecStatus = BEHIND_THE_PLANE; + else + startVecStatus = ON_THE_PLANE; + + float targetVecDistToPlane = DotProduct(curPlaneNormal, targetVecCandidate) + minusGlobalCornerPos; + if (targetVecDistToPlane > 0.1f) + targetVecStatus = FRONT_OF_PLANE; + else if (targetVecDistToPlane < -0.1f) + targetVecStatus = BEHIND_THE_PLANE; + else + targetVecStatus = ON_THE_PLANE; + + + if (startVecStatus == BEHIND_THE_PLANE || targetVecStatus == BEHIND_THE_PLANE) { + if (startVecStatus == BEHIND_THE_PLANE && targetVecStatus == FRONT_OF_PLANE) { + targetVecCandidate = -(DotProduct(ourPos, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(dirToGo, curPlaneNormal) * dirToGo + ourPos; + + } else if (startVecStatus == FRONT_OF_PLANE && targetVecStatus == BEHIND_THE_PLANE) { + startVecCandidate = -(DotProduct(ourPos, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(dirToGo, curPlaneNormal) * dirToGo + ourPos; + } + } else { + weReGoingGreat = true; + if (startVecStatus == ON_THE_PLANE) + startVecCandidate += (0.1f - startVecDistToPlane) * curPlaneNormal; + + if (targetVecStatus == ON_THE_PLANE) + targetVecCandidate += (0.1f - targetVecDistToPlane) * curPlaneNormal; + } +#undef FRONT_OF_PLANE +#undef ON_THE_PLANE +#undef BEHIND_THE_PLANE + } + + if (!weReGoingGreat) { + CVector avgOfColPoints = (colCornerPos[0] + colCornerPos[1] + colCornerPos[2] + colCornerPos[3]) / 4.f; + float radius = 0.0f; + + // Find radius of col box of the entity we follow + for (int i=0; i<4; i++) { + float cornerDist = (colCornerPos[i] - avgOfColPoints).MagnitudeSqr(); + + if (cornerDist > radius) + radius = cornerDist; + } + CColSphere followedEntSphere; + followedEntSphere.Set(Sqrt(radius) * 1.1f, avgOfColPoints, 0, 0); + CVector distToDest = m_followPathDestPos - GetPosition(); + distToDest.z = 0.f; + + if (distToDest.Magnitude() == 0.0f) + return false; + + distToDest.Normalise(); + + // Entity we follow doesn't go toward destination anymore, abort the following. + if (!followedEntSphere.IntersectRay(GetPosition(), distToDest, startVecCandidate, targetVecCandidate)) { + m_pathNodeTimer = 0; + if (m_nPedState == PED_FOLLOW_PATH) + RestorePreviousState(); + + return false; + } + } + + int lastPlaneBehindUs = -1; + int lastPlaneInFrontOfUs = -1; + CVector oldstartVecCandidate = startVecCandidate; + CVector oldDirToGo = targetVecCandidate - startVecCandidate; + oldDirToGo.Normalise(); + + + // At least one plane should be between target and us. + for (int i=0; i<4; i++) { + CVector curPlaneNormal = colBoxPlaneNormal[i]; + float minusGlobalCornerPos = dotProdCorrection[i]; + float startVecDistToPlane = DotProduct(curPlaneNormal, startVecCandidate) + minusGlobalCornerPos; + float targetVecDistToPlane = DotProduct(curPlaneNormal, targetVecCandidate) + minusGlobalCornerPos; + + if (startVecDistToPlane > 0.0f && targetVecDistToPlane < 0.0f) { + lastPlaneInFrontOfUs = i; + startVecCandidate = -(DotProduct(oldstartVecCandidate, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(oldDirToGo, curPlaneNormal) * oldDirToGo + oldstartVecCandidate; + + } else if (startVecDistToPlane < 0.0f && targetVecDistToPlane > 0.0f) { + lastPlaneBehindUs = i; + targetVecCandidate = -(DotProduct(oldstartVecCandidate, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(oldDirToGo, curPlaneNormal) * oldDirToGo + oldstartVecCandidate; + } + } + + CVector destsVariant1[5]; + CVector destsVariant2[5]; + + // If not, followed entity diverged from route and we should abort the following. + if (lastPlaneBehindUs >= 0 && lastPlaneInFrontOfUs >= 0) { + + int planeInFrontCircular = (lastPlaneInFrontOfUs + 4) % -4; + int planeInFrontCircularMinusOne = (lastPlaneInFrontOfUs + 3) % -4; + int planeInBehindCircular = (lastPlaneBehindUs + 4) % -4; + int planeInBehindCircularMinusOne = (lastPlaneBehindUs + 3) % -4; + + destsVariant1[0] = GetPosition(); + destsVariant1[1] = colCornerPos[planeInFrontCircularMinusOne]; + + int destsVar1LastNode = 2; + for(; planeInFrontCircularMinusOne != planeInBehindCircular; destsVar1LastNode++) { + planeInFrontCircularMinusOne = (planeInFrontCircularMinusOne + 3) % -4; + destsVariant1[destsVar1LastNode] = colCornerPos[planeInFrontCircularMinusOne]; + } + destsVariant1[destsVar1LastNode] = m_followPathDestPos; + + destsVariant2[0] = GetPosition(); + destsVariant2[1] = colCornerPos[planeInFrontCircular]; + + int destsVar2LastNode = 2; + for (; planeInFrontCircular != planeInBehindCircularMinusOne; destsVar2LastNode++) { + planeInFrontCircular = (planeInFrontCircular + 5) % -4; + destsVariant2[destsVar2LastNode] = colCornerPos[planeInFrontCircular]; + } + destsVariant2[destsVar2LastNode] = m_followPathDestPos; + CEntity *foundEnt1 = nil; + int dests1isOk = true; + int nodeToStopDestsVar1 = destsVar1LastNode + 1; + CVector avgOfColPoints2 = (colCornerPos[0] + colCornerPos[1] + colCornerPos[2] + colCornerPos[3]) / 4.f; + + CVector prevDestVar1 = destsVariant1[0]; + + for (int i = 1; i < destsVar1LastNode + 1; i++) { + CVector *curDestVar1 = &destsVariant1[i]; + + CVector routeNormalHalf = *curDestVar1 - prevDestVar1; + routeNormalHalf.z = 0.f; + routeNormalHalf.Normalise(); + routeNormalHalf *= 0.5f; + + float oldX = -routeNormalHalf.x; + routeNormalHalf.z = 0.0f; + routeNormalHalf.x = routeNormalHalf.y; + routeNormalHalf.y = oldX; + + if (DotProduct(*curDestVar1 - avgOfColPoints2, routeNormalHalf) < 0.0f) + routeNormalHalf *= -1.f; + + CColPoint foundCol; + bool foundObstacle = CWorld::ProcessLineOfSight(prevDestVar1, *curDestVar1, foundCol, foundEnt1, + true, true, true, true, false, false, false, false); + + if (!foundObstacle) + foundObstacle = CWorld::ProcessLineOfSight(prevDestVar1 + routeNormalHalf, *curDestVar1 + routeNormalHalf, foundCol, foundEnt1, true, true, true, true, false, false, false, false); + + if (foundObstacle) { + if (foundEnt1 == m_followPathWalkAroundEnt || foundEnt1 == this || foundEnt1 == m_pSeekTarget) { + foundEnt1 = nil; + + } else { + if (!foundEnt1->IsPed()) { + dests1isOk = false; + nodeToStopDestsVar1 = i; + break; + } + if (((CPed*)foundEnt1)->m_nPedState == PED_IDLE) { + dests1isOk = false; + nodeToStopDestsVar1 = i; + break; + } + if (DotProduct(*curDestVar1 - prevDestVar1, foundEnt1->GetForward()) < 0.f) { + dests1isOk = false; + nodeToStopDestsVar1 = i; + break; + } + if (((CPed*)foundEnt1)->m_pedInObjective == this) { + dests1isOk = false; + nodeToStopDestsVar1 = i; + break; + } + } + } + prevDestVar1 = *curDestVar1; + } + CEntity *foundEnt2 = nil; + int dests2isOk = true; + int nodeToStopDestsVar2 = destsVar2LastNode + 1; + + CVector prevDestVar2 = destsVariant2[0]; + + for (int i = 1; i < destsVar2LastNode + 1; i++) { + CVector *curDestVar2 = &destsVariant2[i]; + + CVector routeNormalHalf = *curDestVar2 - prevDestVar2; + routeNormalHalf.z = 0.f; + routeNormalHalf.Normalise(); + routeNormalHalf *= 0.5f; + + float oldX = -routeNormalHalf.x; + routeNormalHalf.z = 0.0f; + routeNormalHalf.x = routeNormalHalf.y; + routeNormalHalf.y = oldX; + + if (DotProduct(*curDestVar2 - avgOfColPoints2, routeNormalHalf) < 0.0f) + routeNormalHalf *= -1.f; + + CColPoint foundCol; + bool foundObstacle = CWorld::ProcessLineOfSight(prevDestVar2, *curDestVar2, foundCol, foundEnt2, + true, true, true, true, false, false, false, false); + + if (!foundObstacle) + foundObstacle = CWorld::ProcessLineOfSight(prevDestVar2 + routeNormalHalf, *curDestVar2 + routeNormalHalf, foundCol, foundEnt2, true, true, true, true, false, false, false, false); + + if (foundObstacle) { + if (foundEnt2 == m_followPathWalkAroundEnt || foundEnt2 == this || foundEnt2 == m_pSeekTarget) { + foundEnt2 = 0; + } else { + if (!foundEnt2->IsPed()) { + dests2isOk = false; + nodeToStopDestsVar2 = i; + break; + } + if (((CPed*)foundEnt2)->m_nPedState == PED_IDLE) { + dests2isOk = false; + nodeToStopDestsVar2 = i; + break; + } + if (DotProduct(*curDestVar2 - prevDestVar2, foundEnt2->GetForward()) < 0.f) { + dests2isOk = false; + nodeToStopDestsVar2 = i; + break; + } + if (((CPed*)foundEnt2)->m_pedInObjective == this) { + dests2isOk = false; + nodeToStopDestsVar2 = i; + break; + } + } + } + prevDestVar2 = *curDestVar2; + } + + float destTotalLengthVar1 = 0.0f; + for(int i=0; i < destsVar1LastNode; i++){ + destTotalLengthVar1 += (destsVariant1[i + 1] - destsVariant1[i]).Magnitude(); + } + + float destTotalLengthVar2 = 0.0f; + for (int i = 0; i < destsVar2LastNode; i++) { + destTotalLengthVar2 += (destsVariant2[i + 1] - destsVariant2[i]).Magnitude(); + } + + int destVariantToUse; + if (dests1isOk && dests2isOk) { + if (destTotalLengthVar1 < destTotalLengthVar2) + destVariantToUse = 1; + else + destVariantToUse = 2; + + } else if (dests1isOk) { + destVariantToUse = 1; + + } else if (dests2isOk) { + destVariantToUse = 2; + + } else if (nodeToStopDestsVar1 == 1 && nodeToStopDestsVar2 > 1) { + destVariantToUse = 2; + + } else if (nodeToStopDestsVar1 > 1 && nodeToStopDestsVar2 == 1) { + destVariantToUse = 1; + + } else if (foundEnt1 == foundEnt2) { + if (destTotalLengthVar1 < destTotalLengthVar2) + destVariantToUse = 1; + else + destVariantToUse = 2; + + } else if (foundEnt1->GetColModel()->boundingSphere.radius >= foundEnt2->GetColModel()->boundingSphere.radius) { + destVariantToUse = 2; + } else { + destVariantToUse = 1; + } + + if (destVariantToUse == 1) { + ClearFollowPath(); + for (int i = 1; i < destsVar1LastNode; i++) { + CPathNode* nextNode = &m_pathNodeObjPool[m_nNumPathNodes]; + nextNode->SetPosition(destsVariant1[i]); + m_pathNodesToGo[m_nNumPathNodes++] = nextNode; + } + } else if (destVariantToUse == 2) { + ClearFollowPath(); + for (int i = 1; i < destsVar2LastNode; i++) { + CPathNode *nextNode = &m_pathNodeObjPool[m_nNumPathNodes]; + nextNode->SetPosition(destsVariant2[i]); + m_pathNodesToGo[m_nNumPathNodes++] = nextNode; + } + } + if (m_nNumPathNodes != 0) { + PedState oldLastState = m_nLastPedState; + m_nLastPedState = PED_NONE; + SetStoredState(); + if (m_nLastPedState == PED_NONE) + m_nLastPedState = oldLastState; + + m_nPedState = PED_FOLLOW_PATH; + m_nMoveState = m_followPathMoveState; + return true; + + } else { + m_pathNodeTimer = 0; + if (m_nPedState == PED_FOLLOW_PATH) + RestorePreviousState(); + + return false; + } + } else { + m_pathNodeTimer = 0; + if (m_nPedState == PED_FOLLOW_PATH) + RestorePreviousState(); + + return false; + } } void @@ -17217,6 +17963,7 @@ CPed::SeekCar(void) } } +// --MIAMI: Done void CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) { @@ -17257,13 +18004,9 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) } else if (IsPedInControl()) { if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f) || (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) { -#ifndef VC_PED_PORTS - if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) { - if (IsPlayer() || CGeneral::GetRandomNumber() & 3) { -#else + if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) { if (IsPlayer() || CGeneral::GetRandomNumber() & 1) { -#endif AnimationId shotAnim; switch (direction) { case 1: @@ -17291,22 +18034,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time); } } else { -#ifndef VC_PED_PORTS - switch (direction) { - case 1: - SetFall(500, ANIM_KO_SPIN_R, false); - break; - case 2: - SetFall(500, ANIM_KO_SKID_BACK, false); - break; - case 3: - SetFall(500, ANIM_KO_SPIN_L, false); - break; - default: - SetFall(500, ANIM_KO_SHOT_STOM, false); - break; - } -#else bool fall = true; AnimationId hitAnim; switch (direction) { @@ -17349,7 +18076,6 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) hitAssoc->SetRun(); hitAssoc->flags |= ASSOC_FADEOUTWHENDONE; } -#endif } Say(SOUND_PED_DEFEND); } else { @@ -17359,20 +18085,15 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) m_lastFightMove = FIGHTMOVE_HITONFLOOR; break; case HITLEVEL_LOW: -#ifndef VC_PED_PORTS - if (direction == 2) { - CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); - return; - } -#else if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) { - CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); + SetFall(1000, ANIM_KO_SKID_BACK, false); + Say(SOUND_PED_DEFEND); return; } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) { - CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false); + SetFall(1000, ANIM_KO_SHOT_STOM, false); + Say(SOUND_PED_DEFEND); return; } -#endif m_lastFightMove = FIGHTMOVE_HITBODY; break; case HITLEVEL_HIGH: @@ -17422,24 +18143,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) moveAssoc->SetCurrentTime(0.0f); moveAssoc->SetFinishCallback(FinishFightMoveCB, this); if (IsPlayer()) - moveAssoc->speed = 1.3f; + moveAssoc->speed = 1.2f; m_takeAStepAfterAttack = 0; m_fightButtonPressure = 0; - } else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) { + + } else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && + !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bFightMode) { CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); moveAssoc->SetCurrentTime(0.0f); - moveAssoc->speed = 1.3f; + moveAssoc->speed = 1.2f; + } else { if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK) SetStoredState(); if (m_nWaitState != WAITSTATE_FALSE) { - m_nWaitState = WAITSTATE_FALSE; + ClearWaitState(); RestoreHeadingRate(); } - m_nPedState = PED_FIGHT; + SetPedState(PED_FIGHT); m_fightButtonPressure = 0; + m_lastHitState = 2; RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); if (walkStartAssoc) { @@ -17456,13 +18181,28 @@ CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) } SetMoveState(PEDMOVE_NONE); m_nStoredMoveState = PEDMOVE_NONE; - CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; + CAnimBlendAssociation *fightIdleAssoc; + + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + if (GetFightIdleWithMeleeAnim(weaponInfo)) { + fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo)); + } else { + fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE); + } + } else { + fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE); + } + fightIdleAssoc->blendAmount = 1.0f; CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f); moveAssoc->SetFinishCallback(FinishFightMoveCB, this); m_fightState = FIGHTSTATE_NO_MOVE; m_takeAStepAfterAttack = false; bIsAttacking = true; } + + if (m_pedInObjective && m_pedInObjective->IsPlayer() && !IsPlayer()) + ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); } } } @@ -18948,11 +19688,11 @@ CPed::RequestDelayedWeapon() void CPed::ClearFollowPath() { - for (int i = 0; i < ARRAY_SIZE(m_pPathNodesStates); i++) { - m_pPathNodesStates[i] = nil; + for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo); i++) { + m_pathNodesToGo[i] = nil; } - m_nPathNodes = 0; - m_nCurPathNode = 0; + m_nNumPathNodes = 0; + m_nCurPathNodeId = 0; } // --MIAMI: Done @@ -19309,7 +20049,7 @@ CPed::DriveVehicle(void) (0.0f == bike->m_aWheelTimer[2] && 0.0f == bike->m_aWheelTimer[3])) { if (0.0f == bike->m_aWheelTimer[2] && 0.0f == bike->m_aWheelTimer[3] && - (bike->GetForward().y < 0.0f && (bike->m_aWheelTimer[0] != 0.0f || bike->m_aWheelTimer[1] != 0.0f))) { + (bike->GetForward().z < 0.0f && (bike->m_aWheelTimer[0] != 0.0f || bike->m_aWheelTimer[1] != 0.0f))) { stoppieAng = bike->pBikeHandling->fStoppieAng; if (stoppieAng - bike->GetForward().z > 0.6f * stoppieAng) diff --git a/src/peds/Ped.h b/src/peds/Ped.h index f1a0a45f..a268d912 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -10,11 +10,11 @@ #include "Weapon.h" #include "WeaponInfo.h" #include "AnimationId.h" +#include "PathFind.h" #define FEET_OFFSET 1.04f #define CHECK_NEARBY_THINGS_MAX_DIST 15.0f -struct CPathNode; class CAccident; class CObject; class CFire; @@ -346,6 +346,9 @@ enum eMoveState { PEDMOVE_NONE, PEDMOVE_STILL, PEDMOVE_WALK, + + PEDMOVE_UNK, + PEDMOVE_RUN, PEDMOVE_SPRINT, }; @@ -521,13 +524,20 @@ public: int32 m_nPrevMoveState; eWaitState m_nWaitState; uint32 m_nWaitTimer; - void *m_pPathNodesStates[8]; // unused, probably leftover from VC - CVector2D m_stPathNodeStates[10]; - uint16 m_nPathNodes; - int16 m_nCurPathNode; - int8 m_nPathDir; - CPathNode *m_pLastPathNode; - CPathNode *m_pNextPathNode; + CPathNode* m_pathNodesToGo[8]; + int16 m_nNumPathNodes; + int16 m_nCurPathNodeId; + CEntity* m_followPathWalkAroundEnt; + CEntity* m_followPathTargetEnt; + uint32 m_pathNodeTimer; + CPathNode m_pathNodeObjPool[8]; + CPathNode* m_pCurPathNode; + char m_nPathDir; + CPathNode* m_pLastPathNode; + CPathNode* m_pNextPathNode; + CVector m_followPathDestPos; + float m_followPathAbortDist; + eMoveState m_followPathMoveState; float m_fHealth; float m_fArmour; uint32 m_nExtendedRangeTimer; @@ -584,6 +594,7 @@ public: CEntity *m_pPointGunAt; CVector m_vecHitLastPos; uint32 m_lastFightMove; + uint32 m_lastHitState; // TODO(Miami): What's this? uint8 m_fightButtonPressure; FightState m_fightState; bool m_takeAStepAfterAttack; @@ -746,7 +757,8 @@ public: void SetAttack(CEntity*); void StartFightAttack(uint8); void SetWaitState(eWaitState, void*); - bool FightStrike(CVector&); + bool FightStrike(CVector&, bool); + void FightHitPed(CPed*, CVector&, CVector&, int16); int GetLocalDirection(const CVector2D &); void StartFightDefend(uint8, uint8, uint8); void PlayHitSound(CPed*); @@ -756,6 +768,7 @@ public: void RemoveInCarAnims(void); void CollideWithPed(CPed*); void SetDirectionToWalkAroundObject(CEntity*); + bool SetDirectionToWalkAroundVehicle(CVehicle*); void RemoveWeaponAnims(int, float); void CreateDeadPedMoney(void); void CreateDeadPedWeaponPickups(void); @@ -778,7 +791,7 @@ public: bool FindBestCoordsFromNodes(CVector, CVector*); void Wait(void); void ProcessObjective(void); - bool SeekFollowingPath(CVector*); + CVector *SeekFollowingPath(void); void Flee(void); void FollowPath(void); CVector GetFormationPosition(void); @@ -1009,6 +1022,13 @@ public: else return (AnimationId)0; } + + static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bFightMode) + return ANIM_MELEE_IDLE_FIGHTMODE; + else + return (AnimationId)0; + } // -- // My additions, because there were many, many instances of that. diff --git a/src/peds/PedChat.cpp b/src/peds/PedChat.cpp index 78302844..ee639a50 100644 --- a/src/peds/PedChat.cpp +++ b/src/peds/PedChat.cpp @@ -4,47 +4,65 @@ #include "General.h" #include "Ped.h" +// --MIAMI: Done // Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL) -PedAudioData CommentWaitTime[39] = { - {500, 800, 500, 2}, - {500, 800, 500, 2}, - {500, 800, 500, 2}, - {500, 800, 500, 2}, - {100, 2, 100, 2}, - {700, 500, 1000, 500}, - {700, 500, 1000, 500}, - {5000, 2000, 15000, 3000}, - {5000, 2000, 15000, 3000}, - {5000, 2000, 15000, 3000}, - {6000, 6000, 6000, 6000}, - {1000, 1000, 2000, 2000}, - {1000, 500, 2000, 1500}, - {1000, 500, 2000, 1500}, - {800, 200, 1000, 500}, - {800, 200, 1000, 500}, - {800, 400, 2000, 1000}, - {800, 400, 2000, 1000}, - {400, 300, 2000, 1000}, - {2000, 1000, 2500, 1500}, - {200, 200, 200, 200}, - {6000, 3000, 5000, 6000}, - {6000, 3000, 9000, 5000}, - {6000, 3000, 9000, 5000}, - {6000, 3000, 9000, 5000}, - {400, 300, 4000, 1000}, - {400, 300, 4000, 1000}, - {400, 300, 4000, 1000}, - {1000, 500, 3000, 1000}, - {1000, 500, 1000, 1000}, - {3000, 2000, 3000, 2000}, - {1000, 500, 3000, 6000}, - {1000, 500, 2000, 4000}, - {1000, 500, 2000, 5000}, - {1000, 500, 3000, 2000}, - {1600, 1000, 2000, 2000}, - {3000, 2000, 5000, 3000}, - {1000, 1000, 1000, 1000}, - {1000, 1000, 5000, 5000}, +PedAudioData CommentWaitTime[56] = { + { 500, 800, 500, 2 }, + { 500, 800, 500, 2 }, + { 500, 800, 500, 2 }, + { 500, 800, 500, 2 }, + { 100, 2, 100, 2 }, + { 500, 500, 2000, 1000 }, + { 2000, 50, 2050, 1000 }, + { 5000, 2000, 7000, 3000 }, + { 5000, 2000, 7000, 3000 }, + { 300, 200, 500, 200 }, + { 3000, 1000, 4000, 1000 }, + { 6000, 6000, 6000, 6000 }, + { 4000, 1000, 5000, 1000 }, + { 3000, 1000, 4000, 1000 }, + { 1000, 1000, 2000, 2000 }, + { 1000, 500, 2000, 1500 }, + { 1700, 1000, 3000, 1000 }, + { 800, 200, 1000, 500 }, + { 800, 200, 1000, 500 }, + { 800, 400, 2000, 1000 }, + { 800, 400, 2000, 1000 }, + { 2000, 2000, 4000, 4000 }, + { 2000, 2000, 4000, 1000 }, + { 4000, 1000, 5000, 1000 }, + { 800, 400, 1200, 500 }, + { 5000, 1000, 6000, 2000 }, + { 5000, 1000, 6000, 2000 }, + { 5000, 1000, 6000, 2000 }, + { 5000, 1000, 6000, 2000 }, + { 5000, 1000, 6000, 2000 }, + { 5000, 1000, 6000, 2000 }, + { 5000, 1000, 6000, 2000 }, + { 4000, 2000, 7000, 2000 }, + { 1000, 300, 2000, 1000 }, + { 1500, 1000, 2500, 1000 }, + { 200, 200, 200, 200 }, + { 2000, 1000, 4000, 1000 }, + { 2000, 1000, 4000, 1000 }, + { 1000, 500, 3000, 1000 }, + { 1000, 500, 1000, 1000 }, + { 3000, 2000, 5000, 1000 }, + { 3000, 2000, 5000, 1000 }, + { 3000, 2000, 3000, 2000 }, + { 2000, 1000, 3000, 1000 }, + { 2500, 1000, 5000, 5000 }, + { 2000, 1000, 3000, 2000 }, + { 4000, 1000, 5000, 1000 }, + { 1000, 500, 2000, 4000 }, + { 1000, 500, 2000, 5000 }, + { 2000, 500, 2500, 500 }, + { 1000, 500, 3000, 2000 }, + { 1600, 1000, 2000, 2000 }, + { 2000, 1000, 4000, 2000 }, + { 1500, 1000, 2500, 1000 }, + { 1000, 1000, 5000, 5000 }, + { 0, 0, 0, 0 } }; // --MIAMI: Done @@ -54,7 +72,7 @@ CPed::ServiceTalkingWhenDead(void) return m_queuedSound == SOUND_PED_DEATH; } -// --MIAMI: Done except ifdef +// --MIAMI: Done void CPed::ServiceTalking(void) { @@ -84,7 +102,7 @@ CPed::ServiceTalking(void) } } -// --MIAMI: Done except ifdef +// --MIAMI: Done void CPed::Say(uint16 audio) { diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h index ee719fea..7dcf0ef3 100644 --- a/src/peds/PedIK.h +++ b/src/peds/PedIK.h @@ -52,6 +52,7 @@ public: bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch); bool PointGunAtPosition(CVector const& position); void GetComponentPosition(RwV3d &pos, uint32 node); + void GetComponentPosition(CVector &pos, uint32 node) { GetComponentPosition(*(RwV3d*)pos, node); } void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll); void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch); void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch); diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 08f79c7e..ee6891c7 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -81,7 +81,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1) for (int i = 0; i < 6; i++) { m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f); m_pPedAtSafePos[i] = nil; - m_pCheckPlayers[i] = nil; + m_pMeleeList[i] = nil; } m_nCheckPlayersIndex = 0; m_nPadUpPressedInMilliseconds = 0; @@ -1711,6 +1711,18 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed) } } +void +CPlayerPed::RemovePedFromMeleeList(CPed *ped) +{ + int i = 0; + for (; m_pMeleeList[i] != ped; i++) { + if (i >= ARRAY_SIZE(m_pMeleeList)) + return; + } + m_pMeleeList[i] = nil; + ped->m_attackTimer = 0; +} + #ifdef COMPATIBLE_SAVES #define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); #define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index cc56af9f..7ff95ff3 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -34,7 +34,7 @@ public: bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree CPed *m_pPedAtSafePos[6]; - CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer + CPlayerPed* m_pMeleeList[6]; char unused1; int16 m_nCheckPlayersIndex; float m_fWalkAngle; //angle between heading and walking direction @@ -84,6 +84,7 @@ public: void PlayerControlZelda(CPad*); bool DoesPlayerWantNewWeapon(eWeaponType, bool); void PlayIdleAnimations(CPad*); + void RemovePedFromMeleeList(CPed*); static void SetupPlayerPed(int32); static void DeactivatePlayerPed(int32); |