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Reorganize CPed functions into their original cpp files

This commit is contained in:
Sergeanur 2020-11-19 21:12:20 +02:00
parent a0a8bb8d92
commit 9e45feb4fa
15 changed files with 14349 additions and 14340 deletions

View file

@ -1432,3 +1432,85 @@ CPacManPickups::ResetPowerPillsCarriedByPlayer()
FindPlayerVehicle()->m_fForceMultiplier = 1.0f; FindPlayerVehicle()->m_fForceMultiplier = 1.0f;
} }
} }
void
CPed::CreateDeadPedMoney(void)
{
if (!CGame::nastyGame)
return;
int mi = GetModelIndex();
if ((mi >= MI_COP && mi <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
return;
int money = CGeneral::GetRandomNumber() % 60;
if (money < 10)
return;
if (money == 43)
money = 700;
int pickupCount = money / 40 + 1;
int moneyPerPickup = money / pickupCount;
for(int i = 0; i < pickupCount; i++) {
// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
bool found = false;
float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
if (found) {
CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
}
}
}
void
CPed::CreateDeadPedWeaponPickups(void)
{
bool found = false;
float angleToPed;
CVector pickupPos;
if (bInVehicle)
return;
for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
eWeaponType weapon = GetWeapon(i).m_eWeaponType;
int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
continue;
angleToPed = i * 1.75f;
pickupPos = GetPosition();
pickupPos.x += 1.5f * Sin(angleToPed);
pickupPos.y += 1.5f * Cos(angleToPed);
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
CVector pedPos = GetPosition();
pedPos.z += 0.3f;
CVector pedToPickup = pickupPos - pedPos;
float distance = pedToPickup.Magnitude();
// outer edge of pickup
distance = (distance + 0.3f) / distance;
CVector pickupPos2 = pedPos;
pickupPos2 += distance * pedToPickup;
// pickup must be on ground and line to its edge must be clear
if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) {
// otherwise try another position (but disregard second check apparently)
angleToPed += 3.14f;
pickupPos = GetPosition();
pickupPos.x += 1.5f * Sin(angleToPed);
pickupPos.y += 1.5f * Cos(angleToPed);
pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
}
if (found)
CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon]));
}
ClearWeapons();
}

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@ -11,7 +11,6 @@
#include "HandlingMgr.h" #include "HandlingMgr.h"
#include "CarCtrl.h" #include "CarCtrl.h"
#include "PedType.h" #include "PedType.h"
#include "PedStats.h"
#include "AnimManager.h" #include "AnimManager.h"
#include "Game.h" #include "Game.h"
#include "RwHelper.h" #include "RwHelper.h"

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@ -2,7 +2,6 @@
#include "ClumpModelInfo.h" #include "ClumpModelInfo.h"
#include "PedType.h" #include "PedType.h"
#include "PedStats.h"
enum PedNode { enum PedNode {
PED_TORSO, PED_TORSO,

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@ -424,3 +424,45 @@ CCivilianPed::ProcessControl(void)
if (m_moved.Magnitude() > 0.0f) if (m_moved.Magnitude() > 0.0f)
Avoid(); Avoid();
} }
// It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB but that's not true, someone made it up.
bool
CPed::RunToReportCrime(eCrimeType crimeToReport)
{
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
if (bRunningToPhone) {
if (!isPhoneAvailable(m_phoneId)) {
m_phoneId = -1;
bIsRunning = false;
ClearSeek(); // clears bRunningToPhone
return false;
}
return true;
}
#else
// They changed true into false to make this function unusable. So running to phone actually starts but first frame after that cancels it.
if (m_nPedState == PED_SEEK_POS)
return false;
#endif
CVector pos = GetPosition();
int phoneId = gPhoneInfo.FindNearestFreePhone(&pos);
if (phoneId == -1)
return false;
CPhone *phone = &gPhoneInfo.m_aPhones[phoneId];
#ifndef PEDS_REPORT_CRIMES_ON_PHONE
if (phone->m_nState != PHONE_STATE_FREE)
return false;
#endif
bRunningToPhone = true;
SetSeek(phone->m_pEntity->GetMatrix() * -phone->m_pEntity->GetForward(), 1.0f); // original: phone.m_vecPos, 0.3f
SetMoveState(PEDMOVE_RUN);
bIsRunning = true; // not there in original
m_phoneId = phoneId;
m_crimeToReportOnPhone = crimeToReport;
return true;
}

File diff suppressed because it is too large Load diff

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@ -5,7 +5,7 @@
#include "Crime.h" #include "Crime.h"
#include "EventList.h" #include "EventList.h"
#include "PedIK.h" #include "PedIK.h"
#include "PedStats.h" #include "PedType.h"
#include "Physical.h" #include "Physical.h"
#include "Weapon.h" #include "Weapon.h"
#include "WeaponInfo.h" #include "WeaponInfo.h"
@ -13,6 +13,7 @@
#define FEET_OFFSET 1.04f #define FEET_OFFSET 1.04f
#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f #define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
#define ENTER_CAR_MAX_DIST 30.0f #define ENTER_CAR_MAX_DIST 30.0f
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
struct CPathNode; struct CPathNode;
class CAccident; class CAccident;
@ -568,7 +569,7 @@ public:
void CalculateNewOrientation(void); void CalculateNewOrientation(void);
float WorkOutHeadingForMovingFirstPerson(float); float WorkOutHeadingForMovingFirstPerson(float);
void CalculateNewVelocity(void); void CalculateNewVelocity(void);
bool CanSeeEntity(CEntity*, float); bool CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD);
void RestorePreviousObjective(void); void RestorePreviousObjective(void);
void SetIdle(void); void SetIdle(void);
#ifdef _MSC_VER #ifdef _MSC_VER
@ -747,7 +748,7 @@ public:
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
bool IsPlayer(void); bool IsPlayer(void) const;
bool UseGroundColModel(void); bool UseGroundColModel(void);
bool CanSetPedState(void); bool CanSetPedState(void);
bool IsPedInControl(void); bool IsPedInControl(void);
@ -765,7 +766,7 @@ public:
void SetStoredObjective(void); void SetStoredObjective(void);
void SetLeader(CEntity* leader); void SetLeader(CEntity* leader);
void SetPedStats(ePedStats); void SetPedStats(ePedStats);
bool IsGangMember(void); bool IsGangMember(void) const;
void Die(void); void Die(void);
void EnterTrain(void); void EnterTrain(void);
void ExitTrain(void); void ExitTrain(void);
@ -788,7 +789,7 @@ public:
CObject *SpawnFlyingComponent(int, int8); CObject *SpawnFlyingComponent(int, int8);
void SetCarJack_AllClear(CVehicle*, uint32, uint32); void SetCarJack_AllClear(CVehicle*, uint32, uint32);
#ifdef VC_PED_PORTS #ifdef VC_PED_PORTS
bool CanPedJumpThis(CEntity*, CVector*); bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil);
#else #else
bool CanPedJumpThis(CEntity*); bool CanPedJumpThis(CEntity*);
#endif #endif
@ -809,9 +810,40 @@ public:
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state. bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; } bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
void ReplaceWeaponWhenExitingVehicle(void); // It was inlined in III but not in VC.
void RemoveWeaponWhenEnteringVehicle(void); inline void
bool IsNotInWreckedVehicle(); ReplaceWeaponWhenExitingVehicle(void)
{
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
if (/*IsPlayer() && */ m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
SetCurrentWeapon(m_storedWeapon);
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
}
} else {
AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
}
}
// It was inlined in III but not in VC.
inline void
RemoveWeaponWhenEnteringVehicle(void)
{
if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
m_storedWeapon = GetWeapon()->m_eWeaponType;
SetCurrentWeapon(WEAPONTYPE_UZI);
} else {
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
RemoveWeaponModel(ourWeapon->m_nModelId);
}
}
bool IsNotInWreckedVehicle()
{
return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED;
}
// My additions, because there were many, many instances of that. // My additions, because there were many, many instances of that.
inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false) inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
{ {

5413
src/peds/PedAI.cpp Normal file

File diff suppressed because it is too large Load diff

3250
src/peds/PedFight.cpp Normal file

File diff suppressed because it is too large Load diff

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@ -1,118 +0,0 @@
#include "common.h"
#include "General.h"
#include "FileMgr.h"
#include "PedStats.h"
CPedStats *CPedStats::ms_apPedStats[NUM_PEDSTATS];
void
CPedStats::Initialise(void)
{
int i;
debug("Initialising CPedStats...\n");
for(i = 0; i < NUM_PEDSTATS; i++){
ms_apPedStats[i] = new CPedStats;
ms_apPedStats[i]->m_type = PEDSTAT_PLAYER;
ms_apPedStats[i]->m_name[8] = 'R'; // WHAT?
ms_apPedStats[i]->m_fleeDistance = 20.0f;
ms_apPedStats[i]->m_headingChangeRate = 15.0f;
ms_apPedStats[i]->m_fear = 50;
ms_apPedStats[i]->m_temper = 50;
ms_apPedStats[i]->m_lawfulness = 50;
ms_apPedStats[i]->m_sexiness = 50;
ms_apPedStats[i]->m_attackStrength = 1.0f;
ms_apPedStats[i]->m_defendWeakness = 1.0f;
ms_apPedStats[i]->m_flags = 0;
}
debug("Loading pedstats data...\n");
CPedStats::LoadPedStats();
debug("CPedStats ready\n");
}
void
CPedStats::Shutdown(void)
{
int i;
debug("Shutting down CPedStats...\n");
for(i = 0; i < NUM_PEDSTATS; i++)
delete ms_apPedStats[i];
debug("CPedStats shut down\n");
}
void
CPedStats::LoadPedStats(void)
{
char *buf;
char line[256];
char name[32];
size_t bp, buflen;
int lp, linelen;
int type;
float fleeDist, headingChangeRate, attackStrength, defendWeakness;
int fear, temper, lawfullness, sexiness, flags;
type = 0;
buf = new char[16 * 1024];
CFileMgr::SetDir("DATA");
buflen = CFileMgr::LoadFile("PEDSTATS.DAT", (uint8*)buf, 16 * 1024, "r");
CFileMgr::SetDir("");
for(bp = 0; bp < buflen; ){
// read file line by line
for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){
if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t')
line[linelen++] = ' ';
else
line[linelen++] = buf[bp];
}
bp++;
line[linelen] = '\0';
// skip white space
for(lp = 0; line[lp] <= ' '; lp++);
if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
line[lp] == '#')
continue;
sscanf(&line[lp], "%s %f %f %d %d %d %d %f %f %d",
name,
&fleeDist,
&headingChangeRate,
&fear,
&temper,
&lawfullness,
&sexiness,
&attackStrength,
&defendWeakness,
&flags);
ms_apPedStats[type]->m_type = (ePedStats)type;
strncpy(ms_apPedStats[type]->m_name, name, 24); // FIX: game uses strcpy
ms_apPedStats[type]->m_fleeDistance = fleeDist;
ms_apPedStats[type]->m_headingChangeRate = headingChangeRate;
ms_apPedStats[type]->m_fear = fear;
ms_apPedStats[type]->m_temper = temper;
ms_apPedStats[type]->m_lawfulness = lawfullness;
ms_apPedStats[type]->m_sexiness = sexiness;
ms_apPedStats[type]->m_attackStrength = attackStrength;
ms_apPedStats[type]->m_defendWeakness = defendWeakness;
ms_apPedStats[type]->m_flags = flags;
type++;
}
delete[] buf;
}
ePedStats
CPedStats::GetPedStatType(char *name)
{
for(uint16 type = 0; type < NUM_PEDSTATS; type++)
if(!CGeneral::faststrcmp(ms_apPedStats[type]->m_name, name))
return (ePedStats) type;
return NUM_PEDSTATS;
}

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@ -1,80 +0,0 @@
#pragma once
enum ePedStats
{
PEDSTAT_PLAYER,
PEDSTAT_COP,
PEDSTAT_MEDIC,
PEDSTAT_FIREMAN,
PEDSTAT_GANG1,
PEDSTAT_GANG2,
PEDSTAT_GANG3,
PEDSTAT_GANG4,
PEDSTAT_GANG5,
PEDSTAT_GANG6,
PEDSTAT_GANG7,
PEDSTAT_STREET_GUY,
PEDSTAT_SUIT_GUY,
PEDSTAT_SENSIBLE_GUY,
PEDSTAT_GEEK_GUY,
PEDSTAT_OLD_GUY,
PEDSTAT_TOUGH_GUY,
PEDSTAT_STREET_GIRL,
PEDSTAT_SUIT_GIRL,
PEDSTAT_SENSIBLE_GIRL,
PEDSTAT_GEEK_GIRL,
PEDSTAT_OLD_GIRL,
PEDSTAT_TOUGH_GIRL,
PEDSTAT_TRAMP_MALE,
PEDSTAT_TRAMP_FEMALE,
PEDSTAT_TOURIST,
PEDSTAT_PROSTITUTE,
PEDSTAT_CRIMINAL,
PEDSTAT_BUSKER,
PEDSTAT_TAXIDRIVER,
PEDSTAT_PSYCHO,
PEDSTAT_STEWARD,
PEDSTAT_SPORTSFAN,
PEDSTAT_SHOPPER,
PEDSTAT_OLDSHOPPER,
NUM_PEDSTATS
};
// flags
enum
{
STAT_PUNCH_ONLY = 1,
STAT_CAN_KNEE_HEAD = 2,
STAT_CAN_KICK = 4,
STAT_CAN_ROUNDHOUSE = 8,
STAT_NO_DIVE = 0x10,
STAT_ONE_HIT_KNOCKDOWN = 0x20,
STAT_SHOPPING_BAGS = 0x40,
STAT_GUN_PANIC = 0x80
};
class CPedStats
{
public:
ePedStats m_type;
char m_name[24];
float m_fleeDistance;
float m_headingChangeRate;
int8 m_fear;
int8 m_temper;
int8 m_lawfulness;
int8 m_sexiness;
float m_attackStrength;
float m_defendWeakness;
int16 m_flags;
static CPedStats *ms_apPedStats[NUM_PEDSTATS];
static void Initialise(void);
static void Shutdown(void);
static void LoadPedStats(void);
static ePedStats GetPedStatType(char *name);
};
VALIDATE_SIZE(CPedStats, 0x34);

View file

@ -1,9 +1,11 @@
#include "common.h" #include "common.h"
#include "General.h"
#include "FileMgr.h" #include "FileMgr.h"
#include "PedType.h" #include "PedType.h"
CPedType *CPedType::ms_apPedType[NUM_PEDTYPES]; CPedType *CPedType::ms_apPedType[NUM_PEDTYPES];
CPedStats *CPedStats::ms_apPedStats[NUM_PEDSTATS];
void void
CPedType::Initialise(void) CPedType::Initialise(void)
@ -202,3 +204,114 @@ INITSAVEBUF
*ms_apPedType[i] = ReadSaveBuf<CPedType>(buf); *ms_apPedType[i] = ReadSaveBuf<CPedType>(buf);
VALIDATESAVEBUF(size) VALIDATESAVEBUF(size)
} }
void
CPedStats::Initialise(void)
{
int i;
debug("Initialising CPedStats...\n");
for(i = 0; i < NUM_PEDSTATS; i++){
ms_apPedStats[i] = new CPedStats;
ms_apPedStats[i]->m_type = PEDSTAT_PLAYER;
ms_apPedStats[i]->m_name[8] = 'R'; // WHAT?
ms_apPedStats[i]->m_fleeDistance = 20.0f;
ms_apPedStats[i]->m_headingChangeRate = 15.0f;
ms_apPedStats[i]->m_fear = 50;
ms_apPedStats[i]->m_temper = 50;
ms_apPedStats[i]->m_lawfulness = 50;
ms_apPedStats[i]->m_sexiness = 50;
ms_apPedStats[i]->m_attackStrength = 1.0f;
ms_apPedStats[i]->m_defendWeakness = 1.0f;
ms_apPedStats[i]->m_flags = 0;
}
debug("Loading pedstats data...\n");
CPedStats::LoadPedStats();
debug("CPedStats ready\n");
}
void
CPedStats::Shutdown(void)
{
int i;
debug("Shutting down CPedStats...\n");
for(i = 0; i < NUM_PEDSTATS; i++)
delete ms_apPedStats[i];
debug("CPedStats shut down\n");
}
void
CPedStats::LoadPedStats(void)
{
char *buf;
char line[256];
char name[32];
size_t bp, buflen;
int lp, linelen;
int type;
float fleeDist, headingChangeRate, attackStrength, defendWeakness;
int fear, temper, lawfullness, sexiness, flags;
type = 0;
buf = new char[16 * 1024];
CFileMgr::SetDir("DATA");
buflen = CFileMgr::LoadFile("PEDSTATS.DAT", (uint8*)buf, 16 * 1024, "r");
CFileMgr::SetDir("");
for(bp = 0; bp < buflen; ){
// read file line by line
for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){
if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t')
line[linelen++] = ' ';
else
line[linelen++] = buf[bp];
}
bp++;
line[linelen] = '\0';
// skip white space
for(lp = 0; line[lp] <= ' '; lp++);
if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
line[lp] == '#')
continue;
sscanf(&line[lp], "%s %f %f %d %d %d %d %f %f %d",
name,
&fleeDist,
&headingChangeRate,
&fear,
&temper,
&lawfullness,
&sexiness,
&attackStrength,
&defendWeakness,
&flags);
ms_apPedStats[type]->m_type = (ePedStats)type;
strncpy(ms_apPedStats[type]->m_name, name, 24); // FIX: game uses strcpy
ms_apPedStats[type]->m_fleeDistance = fleeDist;
ms_apPedStats[type]->m_headingChangeRate = headingChangeRate;
ms_apPedStats[type]->m_fear = fear;
ms_apPedStats[type]->m_temper = temper;
ms_apPedStats[type]->m_lawfulness = lawfullness;
ms_apPedStats[type]->m_sexiness = sexiness;
ms_apPedStats[type]->m_attackStrength = attackStrength;
ms_apPedStats[type]->m_defendWeakness = defendWeakness;
ms_apPedStats[type]->m_flags = flags;
type++;
}
delete[] buf;
}
ePedStats
CPedStats::GetPedStatType(char *name)
{
for(uint16 type = 0; type < NUM_PEDSTATS; type++)
if(!CGeneral::faststrcmp(ms_apPedStats[type]->m_name, name))
return (ePedStats) type;
return NUM_PEDSTATS;
}

View file

@ -92,3 +92,82 @@ public:
}; };
VALIDATE_SIZE(CPedType, 0x20); VALIDATE_SIZE(CPedType, 0x20);
enum ePedStats
{
PEDSTAT_PLAYER,
PEDSTAT_COP,
PEDSTAT_MEDIC,
PEDSTAT_FIREMAN,
PEDSTAT_GANG1,
PEDSTAT_GANG2,
PEDSTAT_GANG3,
PEDSTAT_GANG4,
PEDSTAT_GANG5,
PEDSTAT_GANG6,
PEDSTAT_GANG7,
PEDSTAT_STREET_GUY,
PEDSTAT_SUIT_GUY,
PEDSTAT_SENSIBLE_GUY,
PEDSTAT_GEEK_GUY,
PEDSTAT_OLD_GUY,
PEDSTAT_TOUGH_GUY,
PEDSTAT_STREET_GIRL,
PEDSTAT_SUIT_GIRL,
PEDSTAT_SENSIBLE_GIRL,
PEDSTAT_GEEK_GIRL,
PEDSTAT_OLD_GIRL,
PEDSTAT_TOUGH_GIRL,
PEDSTAT_TRAMP_MALE,
PEDSTAT_TRAMP_FEMALE,
PEDSTAT_TOURIST,
PEDSTAT_PROSTITUTE,
PEDSTAT_CRIMINAL,
PEDSTAT_BUSKER,
PEDSTAT_TAXIDRIVER,
PEDSTAT_PSYCHO,
PEDSTAT_STEWARD,
PEDSTAT_SPORTSFAN,
PEDSTAT_SHOPPER,
PEDSTAT_OLDSHOPPER,
NUM_PEDSTATS
};
// flags
enum
{
STAT_PUNCH_ONLY = 1,
STAT_CAN_KNEE_HEAD = 2,
STAT_CAN_KICK = 4,
STAT_CAN_ROUNDHOUSE = 8,
STAT_NO_DIVE = 0x10,
STAT_ONE_HIT_KNOCKDOWN = 0x20,
STAT_SHOPPING_BAGS = 0x40,
STAT_GUN_PANIC = 0x80
};
class CPedStats
{
public:
ePedStats m_type;
char m_name[24];
float m_fleeDistance;
float m_headingChangeRate;
int8 m_fear;
int8 m_temper;
int8 m_lawfulness;
int8 m_sexiness;
float m_attackStrength;
float m_defendWeakness;
int16 m_flags;
static CPedStats *ms_apPedStats[NUM_PEDSTATS];
static void Initialise(void);
static void Shutdown(void);
static void LoadPedStats(void);
static ePedStats GetPedStatType(char *name);
};
VALIDATE_SIZE(CPedStats, 0x34);

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@ -848,6 +848,37 @@ CRenderer::RequestObjectsInFrustum(void)
} }
} }
bool
CPed::SetupLighting(void)
{
ActivateDirectional();
SetAmbientColoursForPedsCarsAndObjects();
#ifndef MASTER
// Originally this was being called through iteration of Sectors, but putting it here is better.
if (GetDebugDisplay() != 0 && !IsPlayer())
DebugRenderOnePedText();
#endif
if (bRenderScorched) {
WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
} else {
// Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0.
float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition());
if (!bHasBlip && lightMult != 1.0f) {
SetAmbientAndDirectionalColours(lightMult);
return true;
}
}
return false;
}
void
CPed::RemoveLighting(bool reset)
{
CRenderer::RemoveVehiclePedLights(this, reset);
}
float float
CalcNewDelta(RwV2d *a, RwV2d *b) CalcNewDelta(RwV2d *a, RwV2d *b)
{ {

View file

@ -4182,6 +4182,93 @@ CAutomobile::HasCarStoppedBecauseOfLight(void)
return false; return false;
} }
void
CPed::DeadPedMakesTyresBloody(void)
{
int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f);
if (minX < 0) minX = 0;
int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f);
if (minY < 0) minY = 0;
int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f);
if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1;
int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f);
if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1;
CWorld::AdvanceCurrentScanCode();
for (int curY = minY; curY <= maxY; curY++) {
for (int curX = minX; curX <= maxX; curX++) {
CSector *sector = CWorld::GetSector(curX, curY);
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]);
MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]);
}
}
}
void
CPed::MakeTyresMuddySectorList(CPtrList &list)
{
for (CPtrNode *node = list.first; node; node = node->next) {
CVehicle *veh = (CVehicle*)node->item;
if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) {
veh->m_scanCode = CWorld::GetCurrentScanCode();
if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) {
if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f
&& veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) {
for(int wheel = 0; wheel < 4; wheel++) {
if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel]
&& ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) {
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
CVector approxWheelOffset;
switch (wheel) {
case 0:
approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
break;
case 1:
approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
break;
case 2:
approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f);
break;
case 3:
approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f);
break;
default:
break;
}
// I hope so
CVector wheelPos = veh->GetMatrix() * approxWheelOffset;
if (Abs(wheelPos.z - GetPosition().z) < 2.0f) {
if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) {
if (CGame::nastyGame) {
((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true;
DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f);
}
veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f));
CVector vehAndWheelDist = wheelPos - veh->GetPosition();
veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist);
if (veh == FindPlayerVehicle()) {
CPad::GetPad(0)->StartShake(300, 70);
}
}
}
}
}
}
}
}
}
}
void void
CAutomobile::SetBusDoorTimer(uint32 timer, uint8 type) CAutomobile::SetBusDoorTimer(uint32 timer, uint8 type)
{ {

View file

@ -2287,6 +2287,16 @@ CWeapon::HasWeaponAmmoToBeUsed(void)
} }
} }
bool
CPed::IsPedDoingDriveByShooting(void)
{
if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) {
if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
return true;
}
return false;
}
bool bool
CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects) CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{ {