#include "common.h" #include "main.h" #include "Particle.h" #include "RpAnimBlend.h" #include "Ped.h" #include "Wanted.h" #include "AnimBlendAssociation.h" #include "DMAudio.h" #include "General.h" #include "HandlingMgr.h" #include "Replay.h" #include "Camera.h" #include "PedPlacement.h" #include "ZoneCull.h" #include "Pad.h" #include "Pickups.h" #include "Train.h" #include "PedRoutes.h" #include "CopPed.h" #include "Script.h" #include "CarCtrl.h" #include "WaterLevel.h" #include "CarAI.h" #include "Zones.h" #include "Cranes.h" CVector vecPedCarDoorAnimOffset; CVector vecPedCarDoorLoAnimOffset; CVector vecPedVanRearDoorAnimOffset; CVector vecPedQuickDraggedOutCarAnimOffset; CVector vecPedDraggedOutCarAnimOffset; CVector vecPedTrainDoorAnimOffset; void CPed::SetObjectiveTimer(int time) { if (time == 0) { m_objectiveTimer = 0; } else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time; } } void CPed::SetStoredObjective(void) { if (m_objective == m_prevObjective) return; switch (m_objective) { case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: case OBJECTIVE_LEAVE_CAR: case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_GOTO_AREA_ON_FOOT: case OBJECTIVE_RUN_TO_AREA: return; default: m_prevObjective = m_objective; } } void CPed::ForceStoredObjective(eObjective objective) { if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { m_prevObjective = m_objective; return; } switch (m_objective) { case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_GOTO_AREA_ON_FOOT: case OBJECTIVE_RUN_TO_AREA: return; default: m_prevObjective = m_objective; } } bool CPed::IsTemporaryObjective(eObjective objective) { return objective == OBJECTIVE_LEAVE_CAR || objective == OBJECTIVE_SET_LEADER || #ifdef VC_PED_PORTS objective == OBJECTIVE_LEAVE_CAR_AND_DIE || #endif objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER; } void CPed::SetObjective(eObjective newObj) { if (DyingOrDead()) return; if (newObj == OBJECTIVE_NONE) { if ((m_objective == OBJECTIVE_LEAVE_CAR || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER #ifdef VC_PED_PORTS || m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) && !IsPlayer() #else ) #endif && !IsPedInControl()) { bStartWanderPathOnFoot = true; return; } // Unused code from assembly... /* else if(m_objective == OBJECTIVE_FLEE_CAR) { } else { } */ m_objective = OBJECTIVE_NONE; m_prevObjective = OBJECTIVE_NONE; } else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) { SetObjectiveTimer(0); if (m_objective == newObj) return; if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { if (m_objective != newObj) SetStoredObjective(); m_objective = newObj; } bObjectiveCompleted = false; switch (newObj) { case OBJECTIVE_NONE: m_prevObjective = OBJECTIVE_NONE; break; case OBJECTIVE_HAIL_TAXI: m_nWaitTimer = 0; SetIdle(); SetMoveState(PEDMOVE_STILL); break; default: break; } } } void CPed::SetObjective(eObjective newObj, void *entity) { if (DyingOrDead()) return; if (m_prevObjective == newObj) { // Why? if (m_prevObjective != OBJECTIVE_NONE) return; } if (entity == this) return; SetObjectiveTimer(0); if (m_objective == newObj) { switch (newObj) { case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: case OBJECTIVE_GOTO_AREA_ANY_MEANS: case OBJECTIVE_GUARD_ATTACK: if (m_pedInObjective == entity) return; break; case OBJECTIVE_LEAVE_CAR: case OBJECTIVE_FLEE_CAR: #ifdef VC_PED_PORTS case OBJECTIVE_LEAVE_CAR_AND_DIE: #endif return; case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_DESTROY_CAR: case OBJECTIVE_SOLICIT_VEHICLE: case OBJECTIVE_BUY_ICE_CREAM: if (m_carInObjective == entity) return; break; case OBJECTIVE_SET_LEADER: if (m_leader == entity) return; break; default: break; } } else { if ((newObj == OBJECTIVE_LEAVE_CAR #ifdef VC_PED_PORTS || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE #endif ) && !bInVehicle) return; } #ifdef VC_PED_PORTS ClearPointGunAt(); #endif bObjectiveCompleted = false; if (IsTemporaryObjective(m_objective) && !IsTemporaryObjective(newObj)) { m_prevObjective = newObj; } else { if (m_objective != newObj) { if (IsTemporaryObjective(newObj)) ForceStoredObjective(newObj); else SetStoredObjective(); } m_objective = newObj; } switch (newObj) { case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: // In this special case, entity parameter isn't CEntity, but int. SetObjectiveTimer((uintptr)entity); break; case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_MUG_CHAR: m_pNextPathNode = nil; bUsePedNodeSeek = false; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); m_pLookTarget = (CEntity*)entity; m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); break; case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_GUARD_ATTACK: m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); break; case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); m_pedFormation = FORMATION_REAR; break; case OBJECTIVE_LEAVE_CAR: #ifdef VC_PED_PORTS case OBJECTIVE_LEAVE_CAR_AND_DIE: #endif case OBJECTIVE_FLEE_CAR: m_carInObjective = (CVehicle*)entity; m_carInObjective->RegisterReference((CEntity **)&m_carInObjective); if (m_carInObjective->bIsBus && m_leaveCarTimer == 0) { for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) { if (m_carInObjective->pPassengers[i] == this) { m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i; break; } } } break; case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: if (m_nMoveState == PEDMOVE_STILL) SetMoveState(PEDMOVE_RUN); if (((CVehicle*)entity)->m_vehType == VEHICLE_TYPE_BOAT && !IsPlayer()) { RestorePreviousObjective(); break; } // fall through case OBJECTIVE_DESTROY_CAR: case OBJECTIVE_SOLICIT_VEHICLE: case OBJECTIVE_BUY_ICE_CREAM: m_carInObjective = (CVehicle*)entity; m_carInObjective->RegisterReference((CEntity**)&m_carInObjective); m_pSeekTarget = m_carInObjective; m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); if (newObj == OBJECTIVE_SOLICIT_VEHICLE) { m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR && (m_carInObjective->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) { SetObjectiveTimer(14000); } else { m_objectiveTimer = 0; } break; case OBJECTIVE_SET_LEADER: SetLeader((CEntity*)entity); RestorePreviousObjective(); break; default: break; } } void CPed::SetObjective(eObjective newObj, CVector dest, float safeDist) { if (DyingOrDead()) return; if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj) return; SetObjectiveTimer(0); if (m_objective == newObj) { if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { if (m_nextRoutePointPos == dest && m_distanceToCountSeekDone == safeDist) return; } else if (newObj == OBJECTIVE_GUARD_SPOT) { if (m_vecSeekPosEx == dest && m_distanceToCountSeekDoneEx == safeDist) return; } } #ifdef VC_PED_PORTS ClearPointGunAt(); #endif bObjectiveCompleted = false; if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { if (m_objective != newObj) SetStoredObjective(); m_objective = newObj; } if (newObj == OBJECTIVE_GUARD_SPOT) { m_vecSeekPosEx = dest; m_distanceToCountSeekDoneEx = safeDist; } else if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { m_pNextPathNode = nil; m_nextRoutePointPos = dest; m_vecSeekPos = m_nextRoutePointPos; bUsePedNodeSeek = true; } } // Only used in 01E1: SET_CHAR_OBJ_FOLLOW_ROUTE opcode // IDA fails very badly in here, puts a fake loop and ignores SetFollowRoute call... void CPed::SetObjective(eObjective newObj, int16 routePoint, int16 routeType) { if (DyingOrDead()) return; if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE) return; SetObjectiveTimer(0); if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType) return; bObjectiveCompleted = false; if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { if (m_objective != newObj) SetStoredObjective(); m_objective = newObj; } if (newObj == OBJECTIVE_FOLLOW_ROUTE) { SetFollowRoute(routePoint, routeType); } } void CPed::SetObjective(eObjective newObj, CVector dest) { if (DyingOrDead()) return; if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj) return; SetObjectiveTimer(0); if (m_objective == newObj) { if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA) { if (m_nextRoutePointPos == dest) return; } else if (newObj == OBJECTIVE_GUARD_SPOT) { if (m_vecSeekPosEx == dest) return; } } #ifdef VC_PED_PORTS ClearPointGunAt(); #endif bObjectiveCompleted = false; switch (newObj) { case OBJECTIVE_GUARD_SPOT: m_vecSeekPosEx = dest; m_distanceToCountSeekDoneEx = 5.0f; SetMoveState(PEDMOVE_STILL); break; case OBJECTIVE_GUARD_AREA: case OBJECTIVE_WAIT_IN_CAR: case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: case OBJECTIVE_LEAVE_CAR: case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_FOLLOW_CAR_IN_CAR: case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE: case OBJECTIVE_DESTROY_OBJECT: case OBJECTIVE_DESTROY_CAR: break; case OBJECTIVE_GOTO_AREA_ANY_MEANS: case OBJECTIVE_GOTO_AREA_ON_FOOT: bIsRunning = false; m_pNextPathNode = nil; m_nextRoutePointPos = dest; m_vecSeekPos = m_nextRoutePointPos; m_distanceToCountSeekDone = 0.5f; bUsePedNodeSeek = true; if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D()) return; break; case OBJECTIVE_RUN_TO_AREA: bIsRunning = true; m_pNextPathNode = nil; m_nextRoutePointPos = dest; m_vecSeekPos = m_nextRoutePointPos; m_distanceToCountSeekDone = 0.5f; bUsePedNodeSeek = true; if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D()) return; break; default: break; } if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { if (m_objective != newObj) SetStoredObjective(); m_objective = newObj; } } void CPed::ClearObjective(void) { if (IsPedInControl() || m_nPedState == PED_DRIVING) { m_objective = OBJECTIVE_NONE; #ifdef VC_PED_PORTS m_pedInObjective = nil; m_carInObjective = nil; #endif if (m_nPedState == PED_DRIVING && m_pMyVehicle) { if (m_pMyVehicle->pDriver != this) { #if defined VC_PED_PORTS || defined FIX_BUGS if(!IsPlayer()) #endif bWanderPathAfterExitingCar = true; SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); } #ifdef VC_PED_PORTS m_nLastPedState = PED_NONE; #endif } else { SetIdle(); SetMoveState(PEDMOVE_STILL); } } else { bClearObjective = true; } } void CPed::ClearLeader(void) { if (!m_leader) return; m_leader = nil; if (IsPedInControl()) { SetObjective(OBJECTIVE_NONE); if (CharCreatedBy == MISSION_CHAR) { SetIdle(); } else { SetWanderPath(CGeneral::GetRandomNumberInRange(0,8)); } } else if (m_objective != OBJECTIVE_NONE) { bClearObjective = true; } } void CPed::UpdateFromLeader(void) { if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer) return; if (!m_leader) return; CVector leaderDist; if (m_leader->InVehicle()) leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition(); else leaderDist = m_leader->GetPosition() - GetPosition(); if (leaderDist.Magnitude() > 30.0f) { if (IsPedInControl()) { SetObjective(OBJECTIVE_NONE); SetIdle(); SetMoveState(PEDMOVE_STILL); } SetLeader(nil); return; } if (IsPedInControl()) { if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) WarpPedToNearLeaderOffScreen(); if (m_leader->m_nPedState == PED_DEAD) { SetLeader(nil); SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); return; } if (!m_leader->bInVehicle) { if (m_leader->m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (bInVehicle) { if (m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT && m_objective != OBJECTIVE_LEAVE_CAR) SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); return; } if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { RestorePreviousObjective(); RestorePreviousState(); } } if (m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy == RANDOM_CHAR) { SetLeader(nil); return; } } if (!bInVehicle && m_leader->bInVehicle && m_leader->m_nPedState == PED_DRIVING) { if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (m_leader->m_pMyVehicle->m_nNumPassengers < m_leader->m_pMyVehicle->m_nNumMaxPassengers) SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_pMyVehicle); } } else if (m_leader->m_objective == OBJECTIVE_NONE || (m_leader->IsPlayer() && m_leader->m_objective == OBJECTIVE_WAIT_ON_FOOT) || m_objective == m_leader->m_objective) { if (m_leader->m_nPedState == PED_ATTACK) { CEntity *lookTargetOfLeader = m_leader->m_pLookTarget; if (lookTargetOfLeader && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && lookTargetOfLeader->IsPed() && lookTargetOfLeader != this) { SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, lookTargetOfLeader); SetObjectiveTimer(8000); SetLookFlag(m_leader->m_pLookTarget, false); SetLookTimer(500); } } else { if (IsPedInControl() && m_nPedState != PED_ATTACK) { #ifndef VC_PED_PORTS SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); SetObjectiveTimer(0); #else if (m_leader->m_objective == OBJECTIVE_NONE && m_objective == OBJECTIVE_NONE && m_leader->m_nPedState == PED_CHAT && m_nPedState == PED_CHAT) { SetObjective(OBJECTIVE_NONE); } else { SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); SetObjectiveTimer(0); } #endif } if (m_nPedState == PED_IDLE && m_leader->IsPlayer()) { if (ScanForThreats() && m_threatEntity) { m_pLookTarget = m_threatEntity; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); TurnBody(); if (m_attackTimer < CTimer::GetTimeInMilliseconds() && !GetWeapon()->IsTypeMelee()) { SetWeaponLockOnTarget(m_threatEntity); SetAttack(m_threatEntity); } } } } } else { switch (m_leader->m_objective) { case OBJECTIVE_WAIT_ON_FOOT: case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: case OBJECTIVE_WAIT_IN_CAR: case OBJECTIVE_FOLLOW_ROUTE: SetObjective(m_leader->m_objective); m_objectiveTimer = m_leader->m_objectiveTimer; break; case OBJECTIVE_GUARD_SPOT: SetObjective(OBJECTIVE_GUARD_SPOT, m_leader->m_vecSeekPosEx); m_objectiveTimer = m_leader->m_objectiveTimer; break; case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_GOTO_CHAR_ON_FOOT: if (m_leader->m_pedInObjective) { SetObjective(m_leader->m_objective, m_leader->m_pedInObjective); m_objectiveTimer = m_leader->m_objectiveTimer; } break; case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: if (m_leader->m_carInObjective) { SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_carInObjective); return; } break; case OBJECTIVE_GUARD_ATTACK: return; case OBJECTIVE_HAIL_TAXI: m_leader = nil; SetObjective(OBJECTIVE_NONE); break; default: SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader); SetObjectiveTimer(0); break; } } } else if (bInVehicle) { if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) { switch (m_leader->m_objective) { case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: if (m_pMyVehicle == m_leader->m_pMyVehicle || m_pMyVehicle == m_leader->m_carInObjective) break; // fall through default: if (m_pMyVehicle && m_objective != OBJECTIVE_LEAVE_CAR) { #ifdef VC_PED_PORTS m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250; #endif SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); } break; } } } } void CPed::RestorePreviousObjective(void) { if (m_objective == OBJECTIVE_NONE) return; if (m_objective != OBJECTIVE_LEAVE_CAR && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER #if defined VC_PED_PORTS || defined FIX_BUGS && m_nPedState != PED_CARJACK #endif ) m_pedInObjective = nil; if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) { m_objective = OBJECTIVE_NONE; if (m_pMyVehicle) SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); } else { m_objective = m_prevObjective; m_prevObjective = OBJECTIVE_NONE; } bObjectiveCompleted = false; } void CPed::ProcessObjective(void) { if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) { ClearObjective(); bClearObjective = false; } UpdateFromLeader(); CVector carOrOurPos; CVector targetCarOrHisPos; CVector distWithTarget; if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) { if (bInVehicle) { if (!m_pMyVehicle) { bInVehicle = false; return; } carOrOurPos = m_pMyVehicle->GetPosition(); } else { carOrOurPos = GetPosition(); } if (m_pedInObjective) { if (m_pedInObjective->InVehicle() && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition(); } else { targetCarOrHisPos = m_pedInObjective->GetPosition(); } distWithTarget = targetCarOrHisPos - carOrOurPos; } else if (m_carInObjective) { targetCarOrHisPos = m_carInObjective->GetPosition(); distWithTarget = targetCarOrHisPos - carOrOurPos; } switch (m_objective) { case OBJECTIVE_NONE: case OBJECTIVE_GUARD_AREA: case OBJECTIVE_FOLLOW_CAR_IN_CAR: case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE: case OBJECTIVE_DESTROY_OBJECT: case OBJECTIVE_GOTO_AREA_IN_CAR: case OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET: case OBJECTIVE_SET_LEADER: break; case OBJECTIVE_WAIT_ON_FOOT: SetIdle(); m_objective = OBJECTIVE_NONE; SetMoveState(PEDMOVE_STILL); break; case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE: if (InVehicle()) { SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); bFleeAfterExitingCar = true; } else if (m_nPedState != PED_FLEE_POS) { CVector2D fleePos = GetPosition(); SetFlee(fleePos, 10000); bUsePedNodeSeek = true; m_pNextPathNode = nil; } break; case OBJECTIVE_GUARD_SPOT: { distWithTarget = m_vecSeekPosEx - GetPosition(); if (m_pedInObjective) { SetLookFlag(m_pedInObjective, true); m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); TurnBody(); } float distWithTargetSc = distWithTarget.Magnitude(); if (2.0f * m_distanceToCountSeekDoneEx >= distWithTargetSc) { if (m_pedInObjective) { if (distWithTargetSc <= m_distanceToCountSeekDoneEx) SetIdle(); else SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx); } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { int threatType = ScanForThreats(); SetLookTimer(CGeneral::GetRandomNumberInRange(500, 1500)); // Second condition is pointless and isn't there in Mobile. if (threatType == PED_FLAG_GUN || (threatType == PED_FLAG_EXPLOSION && m_threatEntity) || m_threatEntity) { if (m_threatEntity->IsPed()) SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity); } } } else { SetSeek(m_vecSeekPosEx, m_distanceToCountSeekDoneEx); } break; } case OBJECTIVE_WAIT_IN_CAR: SetPedState(PED_DRIVING); break; case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT: SetPedState(PED_DRIVING); break; case OBJECTIVE_KILL_CHAR_ANY_MEANS: { if (m_pedInObjective) { if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR && m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops != 0 && !bKindaStayInSamePlace) { SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); break; } if (InVehicle()) { if (distWithTarget.Magnitude() >= 20.0f || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) { if (m_pMyVehicle->pDriver == this && !m_pMyVehicle->m_nGettingInFlags) { m_pMyVehicle->SetStatus(STATUS_PHYSICS); m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; if (m_nPedType == PEDTYPE_COP) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->GetWantedLevel() * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity); m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); } else { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f; m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; } m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; } } else { bool targetHasVeh = m_pedInObjective->bInVehicle; if (!targetHasVeh || targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar()) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); } } break; } if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) { if (m_pMyVehicle) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } else { float closestVehDist = 60.0f; int16 lastVehicle; CEntity* vehicles[8]; CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); CVehicle *foundVeh = nil; for(int i = 0; i < lastVehicle; i++) { CVehicle *nearVeh = (CVehicle*)vehicles[i]; /* Not used. CVector vehSpeed = nearVeh->GetSpeed(); CVector ourSpeed = GetSpeed(); */ CVector vehDistVec = nearVeh->GetPosition() - GetPosition(); if (vehDistVec.Magnitude() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh && nearVeh->CanPedOpenLocks(this)) { foundVeh = nearVeh; closestVehDist = vehDistVec.Magnitude(); } } m_pMyVehicle = foundVeh; if (m_pMyVehicle) { m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } else if (!GetIsOnScreen()) { CVector ourPos = GetPosition(); int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f); if (closestNode >= 0) { int16 colliding; CWorld::FindObjectsKindaColliding( ThePaths.m_pathNodes[closestNode].GetPosition(), 10.0f, true, &colliding, 2, nil, false, true, true, false, false); if (!colliding) { CZoneInfo zoneInfo; int chosenCarClass; CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo); int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &ourPos, &chosenCarClass); CAutomobile *newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE); if (newVeh) { newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition(); newVeh->GetMatrix().GetPosition().z += 4.0f; newVeh->SetHeading(DEGTORAD(200.0f)); newVeh->SetStatus(STATUS_ABANDONED); newVeh->m_nDoorLock = CARLOCK_UNLOCKED; CWorld::Add(newVeh); m_pMyVehicle = newVeh; if (m_pMyVehicle) { m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } } } } } } break; } } else { ClearLookFlag(); bObjectiveCompleted = true; } } case OBJECTIVE_KILL_CHAR_ON_FOOT: { bool killPlayerInNoPoliceZone = false; if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && InVehicle()) { SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); break; } if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) { ClearLookFlag(); bObjectiveCompleted = true; SetMoveAnim(); break; } if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice()) killPlayerInNoPoliceZone = true; if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) { if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee() && !GetWeapon()->IsTypeMelee()) bNotAllowedToDuck = true; } else { if (!m_pedInObjective->bInVehicle) { if (m_pedInObjective->GetWeapon()->IsTypeMelee() || GetWeapon()->IsTypeMelee()) { bNotAllowedToDuck = false; bCrouchWhenShooting = false; } else if (DuckAndCover()) { break; } } else { bNotAllowedToDuck = false; bCrouchWhenShooting = false; } } if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) { SetMoveState(PEDMOVE_STILL); break; } if (m_pedInObjective->IsPlayer()) { CPlayerPed *player = FindPlayerPed(); if (m_nPedType == PEDTYPE_COP && player->m_pWanted->m_bIgnoredByCops || player->m_pWanted->m_bIgnoredByEveryone || m_pedInObjective->bIsInWater || m_pedInObjective->m_nPedState == PED_ARRESTED) { if (m_nPedState != PED_ARREST_PLAYER) SetIdle(); break; } } CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); float wepRange = wepInfo->m_fRange; float maxDistToKeep; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { maxDistToKeep = wepRange / 3.0f; } else { if (m_nPedState == PED_FIGHT) { if (!IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK)) wepRange = 2.0f; } else { wepRange = 1.3f; } maxDistToKeep = wepRange; } if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && maxDistToKeep < 2.5f) { maxDistToKeep = 2.5f; } if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) { SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); break; } if (m_pedInObjective->m_fHealth <= 0.0f) { bObjectiveCompleted = true; bScriptObjectiveCompleted = true; SetMoveAnim(); break; } float distWithTargetSc = distWithTarget.Magnitude(); if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle; if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED || m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) { SetIdle(); return; } SetLookFlag(vehOfTarget, false); if (m_nPedState != PED_CARJACK) { if (m_pedInObjective->m_nPedState != PED_ARRESTED) { if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE && distWithTargetSc < wepRange && distWithTargetSc > 3.0f) { // I hope so CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); CVector maxShotPos = vehOfTarget->GetPosition() - ourHead; maxShotPos *= wepInfo->m_fRange / maxShotPos.Magnitude(); maxShotPos += ourHead; CColPoint foundCol; CEntity *foundEnt; CWorld::bIncludeDeadPeds = true; CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, true, true, true, true, false, true, false); CWorld::bIncludeDeadPeds = false; if (foundEnt == vehOfTarget) { SetAttack(vehOfTarget); SetWeaponLockOnTarget(vehOfTarget); SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000)); if (distWithTargetSc <= m_distanceToCountSeekDone) { SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500)); SetMoveState(PEDMOVE_STILL); } else { SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); } } } else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) { if (vehOfTarget) { if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) { GoToNearestDoor(vehOfTarget); } else { m_vehDoor = 0; if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) { m_vehDoor = CAR_DOOR_LF; } else if (m_pedInObjective == vehOfTarget->pPassengers[0]) { m_vehDoor = CAR_DOOR_RF; } else if (m_pedInObjective == vehOfTarget->pPassengers[1]) { m_vehDoor = CAR_DOOR_LR; } else if (m_pedInObjective == vehOfTarget->pPassengers[2]) { m_vehDoor = CAR_DOOR_RR; } // Unused // GetPositionToOpenCarDoor(vehOfTarget, m_vehDoor); SetSeekCar(vehOfTarget, m_vehDoor); SetMoveState(PEDMOVE_RUN); } } } } } SetMoveAnim(); break; } if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) { SetLookFlag(m_pedInObjective, false); TurnBody(); } if (m_nPedType == PEDTYPE_COP && distWithTargetSc < 1.5f && m_pedInObjective->IsPlayer()) { if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() || m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) { ((CCopPed*)this)->SetArrestPlayer(m_pedInObjective); return; } } if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !killPlayerInNoPoliceZone) { if (distWithTargetSc > wepRange || m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() || m_pedInObjective->m_nPedState == PED_ARRESTED || m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective)) { if (m_pedInObjective->EnteringCar()) maxDistToKeep = 2.0f; if (bUsePedNodeSeek) { CVector bestCoords(0.0f, 0.0f, 0.0f); m_vecSeekPos = m_pedInObjective->GetPosition(); if (!m_pNextPathNode) FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords); if (m_pNextPathNode) m_vecSeekPos = m_pNextPathNode->GetPosition(); SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); } else { SetSeek(m_pedInObjective, maxDistToKeep); } bCrouchWhenShooting = false; if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) { if (wepRange <= 5.0f) { if (m_pedInObjective->IsPlayer() && FindPlayerPed()->m_bSpeedTimerFlag && (IsGangMember() || m_nPedType == PEDTYPE_COP) && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { GiveWeapon(WEAPONTYPE_COLT45, 1000); SetCurrentWeapon(WEAPONTYPE_COLT45); } } else { bStopAndShoot = true; } SetMoveState(PEDMOVE_STILL); SetMoveAnim(); break; } bStopAndShoot = false; SetMoveAnim(); break; } } if (m_attackTimer < CTimer::GetTimeInMilliseconds() && distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) { if (bIsDucking) { CAnimBlendAssociation *duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN); if (duckAnim) { duckAnim->blendDelta = -2.0f; break; } bIsDucking = false; } else if (wepRange <= 5.0f) { SetMoveState(PEDMOVE_STILL); SetAttack(m_pedInObjective); m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); SetShootTimer(CGeneral::GetRandomNumberInRange(0.0f, 500.0f)); SetAttackTimer(CGeneral::GetRandomNumberInRange(0.0f, 1500.0f)); bObstacleShowedUpDuringKillObjective = false; } else { CVector target; CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); if (m_pedInObjective->IsPed()) m_pedInObjective->m_pedIK.GetComponentPosition(target, PED_MID); else target = m_pedInObjective->GetPosition(); target -= ourHead; target *= wepInfo->m_fRange / target.Magnitude(); target += ourHead; CColPoint foundCol; CEntity *foundEnt = nil; CWorld::bIncludeDeadPeds = true; CWorld::ProcessLineOfSight(ourHead, target, foundCol, foundEnt, true, true, true, true, false, true, false); CWorld::bIncludeDeadPeds = false; if (foundEnt == m_pedInObjective) { SetAttack(m_pedInObjective); SetWeaponLockOnTarget(m_pedInObjective); SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f)); int time; if (distWithTargetSc <= maxDistToKeep) time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f); else time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f); SetAttackTimer(time); bObstacleShowedUpDuringKillObjective = false; } else { if (foundEnt) { if (foundEnt->IsPed()) { SetAttackTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f)); bObstacleShowedUpDuringKillObjective = false; } else { if (foundEnt->IsObject()) { SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 400.0f)); bObstacleShowedUpDuringKillObjective = true; } else if (foundEnt->IsVehicle()) { SetAttackTimer(CGeneral::GetRandomNumberInRange(400.0f, 600.0f)); bObstacleShowedUpDuringKillObjective = true; } else { SetAttackTimer(CGeneral::GetRandomNumberInRange(700.0f, 1200.0f)); bObstacleShowedUpDuringKillObjective = true; } } m_fleeFrom = foundEnt; m_fleeFrom->RegisterReference((CEntity**) &m_fleeFrom); } SetPointGunAt(m_pedInObjective); } } } else { if (!m_pedInObjective->m_pCurrentPhysSurface) bStopAndShoot = false; if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) { // This is weird... if (bNotAllowedToDuck && bKindaStayInSamePlace) { if (!bIsDucking) { CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN); if (!duckAnim || duckAnim->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_DOWN, 4.0f); bIsDucking = true; } break; } else { CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN); if (!duckAnim || duckAnim->blendDelta < 0.0f) { bIsDucking = false; } else { break; } } } if (bObstacleShowedUpDuringKillObjective) { if (m_nPedType == PEDTYPE_COP) { if (GetWeapon()->m_eWeaponType > WEAPONTYPE_COLT45 || m_fleeFrom && m_fleeFrom->IsObject()) { maxDistToKeep = 6.0f; } else if (m_fleeFrom && m_fleeFrom->IsVehicle()) { maxDistToKeep = 4.0f; } else { maxDistToKeep = 2.0f; } } else { maxDistToKeep = 2.0f; } } if (distWithTargetSc <= maxDistToKeep) { SetMoveState(PEDMOVE_STILL); bIsPointingGunAt = true; if (m_nPedState != PED_AIM_GUN && !bDuckAndCover) { m_attackTimer = CTimer::GetTimeInMilliseconds(); SetIdle(); } } else { if (m_nPedState != PED_SEEK_ENTITY && m_nPedState != PED_SEEK_POS && !bStopAndShoot && !killPlayerInNoPoliceZone && !bKindaStayInSamePlace) { Say(SOUND_PED_ATTACK); SetSeek(m_pedInObjective, maxDistToKeep); bIsRunning = true; } } } } if (distWithTargetSc < 2.5f && wepRange > 5.0f && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE) { SetAttack(m_pedInObjective); if (m_attackTimer < CTimer::GetTimeInMilliseconds()) { int time = CGeneral::GetRandomNumberInRange(500.0f, 1000.0f); SetAttackTimer(time); SetShootTimer(time - 500); } SetMoveState(PEDMOVE_STILL); } if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); SetMoveAnim(); break; } case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE: case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS: { if (InVehicle()) { if (m_nPedState == PED_DRIVING) SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); } else if (m_nPedState != PED_FLEE_ENTITY) { int time; if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) time = 0; else time = 6000; SetFindPathAndFlee(m_pedInObjective, time); } break; } case OBJECTIVE_GOTO_CHAR_ON_FOOT: { if (m_pedInObjective) { float safeDistance = 2.0f; if (m_pedInObjective->bInVehicle) safeDistance = 3.0f; float distWithTargetSc = distWithTarget.Magnitude(); if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) { if (distWithTargetSc <= safeDistance) { bScriptObjectiveCompleted = true; if (m_nPedState != PED_ATTACK) { SetIdle(); m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); TurnBody(); } if (distWithTargetSc > 2.0f) SetMoveState(m_pedInObjective->m_nMoveState); else SetMoveState(PEDMOVE_STILL); } else { SetSeek(m_pedInObjective, safeDistance); if (distWithTargetSc >= 5.0f) { if (m_leader && m_leader->m_nMoveState == PEDMOVE_SPRINT) SetMoveState(PEDMOVE_SPRINT); else SetMoveState(PEDMOVE_RUN); } else { if (m_leader && m_leader->m_nMoveState != PEDMOVE_STILL && m_leader->m_nMoveState != PEDMOVE_NONE) { if (m_leader->IsPlayer()) { if (distWithTargetSc >= 3.0f && FindPlayerPed()->m_fMoveSpeed >= 1.3f) SetMoveState(PEDMOVE_RUN); else SetMoveState(PEDMOVE_WALK); } else { SetMoveState(m_leader->m_nMoveState); } } else if (distWithTargetSc <= 3.0f) { SetMoveState(PEDMOVE_WALK); } else { SetMoveState(PEDMOVE_RUN); } } } } } else { SetObjective(OBJECTIVE_NONE); } break; } case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION: { if (m_pedInObjective) { CVector posToGo = GetFormationPosition(); distWithTarget = posToGo - carOrOurPos; SetSeek(posToGo, 1.0f); if (distWithTarget.Magnitude() <= 3.0f) { SetSeek(posToGo, 1.0f); if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) SetMoveState(m_pedInObjective->m_nMoveState); } else { SetSeek(posToGo, 1.0f); SetMoveState(PEDMOVE_RUN); } } else { SetObjective(OBJECTIVE_NONE); } break; } case OBJECTIVE_ENTER_CAR_AS_PASSENGER: { if (m_carInObjective) { if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) { RestorePreviousObjective(); RestorePreviousState(); if (IsPedInControl()) m_pMyVehicle = nil; break; } if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) { RestorePreviousObjective(); ClearObjective(); SetWanderPath(CGeneral::GetRandomNumber() & 7); bIsRunning = false; break; } if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) { if (!EnteringCar()) { bool foundSeat = false; if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) { if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) { if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) { foundSeat = false; } else { m_vehDoor = CAR_DOOR_RR; foundSeat = true; } } else { m_vehDoor = CAR_DOOR_LR; foundSeat = true; } } else { m_vehDoor = CAR_DOOR_RF; foundSeat = true; } for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) { if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) { m_vehDoor = CAR_DOOR_RF; foundSeat = true; } } if (foundSeat) { SetPosition(GetPositionToOpenCarDoor(m_carInObjective, m_vehDoor)); SetEnterCar(m_carInObjective, m_vehDoor); } } m_objectiveTimer = 0; } } // fall through } case OBJECTIVE_ENTER_CAR_AS_DRIVER: { if (!m_carInObjective || bInVehicle) { #ifdef VC_PED_PORTS if (bInVehicle && m_pMyVehicle != m_carInObjective) { SetExitCar(m_pMyVehicle, 0); } else #endif { bObjectiveCompleted = true; bScriptObjectiveCompleted = true; RestorePreviousState(); } } else { if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) { SetMoveState(PEDMOVE_STILL); break; } if (IsPedInControl()) { if (m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS) { if (distWithTarget.Magnitude() < 20.0f) { RestorePreviousObjective(); RestorePreviousState(); return; } if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (m_carInObjective->pDriver #ifdef VC_PED_PORTS && !IsPlayer() #endif ) { if (m_carInObjective->pDriver->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS && m_carInObjective->pDriver != m_pedInObjective) { SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); m_carInObjective->bIsBeingCarJacked = false; } } } } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { if (m_carInObjective->pDriver #ifdef VC_PED_PORTS && (CharCreatedBy != MISSION_CHAR || m_carInObjective->pDriver->CharCreatedBy != RANDOM_CHAR) #endif ) { if (m_carInObjective->pDriver->m_nPedType == m_nPedType) { SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); m_carInObjective->bIsBeingCarJacked = false; } } } if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) { RestorePreviousObjective(); RestorePreviousState(); return; } if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) { if (m_nPedState != PED_SEEK_CAR) SetSeekCar(m_carInObjective, 0); } else { SetSeekBoatPosition(m_carInObjective); } if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked) SetMoveState(PEDMOVE_RUN); if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) { distWithTarget = m_carInObjective->GetPosition() - GetPosition(); if (!bInVehicle) { if (nEnterCarRangeMultiplier * ENTER_CAR_MAX_DIST < distWithTarget.Magnitude()) { if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen()) WarpPedToNearEntityOffScreen(m_carInObjective); if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS #ifdef VC_PED_PORTS || IsPlayer() && !CPad::GetPad(0)->ArePlayerControlsDisabled() #endif ) { RestorePreviousObjective(); RestorePreviousState(); if (IsPedInControl()) m_pMyVehicle = nil; } else { SetIdle(); SetMoveState(PEDMOVE_STILL); } } } } else if (!bInVehicle) { RestorePreviousObjective(); RestorePreviousState(); if (IsPedInControl()) m_pMyVehicle = nil; } } } break; } case OBJECTIVE_DESTROY_CAR: { if (!m_carInObjective) { ClearLookFlag(); bObjectiveCompleted = true; break; } float distWithTargetSc = distWithTarget.Magnitude(); CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); float wepRange = wepInfo->m_fRange; m_pLookTarget = m_carInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); m_pSeekTarget = m_carInObjective; m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); TurnBody(); if (m_carInObjective->m_fHealth <= 0.0f) { ClearLookFlag(); bScriptObjectiveCompleted = true; break; } if (m_attackTimer < CTimer::GetTimeInMilliseconds() && wepInfo->m_eWeaponFire != WEAPON_FIRE_MELEE && distWithTargetSc < wepRange) { // I hope so CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f); CVector maxShotPos = m_carInObjective->GetPosition() - ourHead; maxShotPos *= wepInfo->m_fRange / maxShotPos.Magnitude(); maxShotPos += ourHead; CColPoint foundCol; CEntity *foundEnt; CWorld::bIncludeDeadPeds = true; CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, true, true, true, true, false, true, false); CWorld::bIncludeDeadPeds = false; if (foundEnt == m_carInObjective) { SetAttack(m_carInObjective); SetWeaponLockOnTarget(m_carInObjective); SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000)); if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) { SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); } else { SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300)); SetMoveState(PEDMOVE_STILL); } } } else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) { float safeDistance; if (wepRange <= 5.0f) safeDistance = 3.0f; else safeDistance = wepRange * 0.25f; SetSeek(m_carInObjective, safeDistance); SetMoveState(PEDMOVE_RUN); } SetLookFlag(m_carInObjective, false); TurnBody(); break; } case OBJECTIVE_GOTO_AREA_ANY_MEANS: { distWithTarget = m_nextRoutePointPos - GetPosition(); distWithTarget.z = 0.0f; if (InVehicle()) { CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos); CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle); if (distWithTarget.MagnitudeSqr() < sq(20.0f)) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS); SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); } break; } if (distWithTarget.Magnitude() > 30.0f) { if (m_pMyVehicle) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; } else { float closestVehDist = SQR(60.0f); int16 lastVehicle; CEntity* vehicles[8]; CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); CVehicle* foundVeh = nil; for (int i = 0; i < lastVehicle; i++) { CVehicle* nearVeh = (CVehicle*)vehicles[i]; /* Not used. CVector vehSpeed = nearVeh->GetSpeed(); CVector ourSpeed = GetSpeed(); */ CVector vehDistVec = nearVeh->GetPosition() - GetPosition(); if (vehDistVec.MagnitudeSqr() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh) { foundVeh = nearVeh; closestVehDist = vehDistVec.MagnitudeSqr(); } } m_pMyVehicle = foundVeh; if (m_pMyVehicle) { m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } } break; } // fall through } case OBJECTIVE_GOTO_AREA_ON_FOOT: case OBJECTIVE_RUN_TO_AREA: { if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA) && InVehicle()) { SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); } else { distWithTarget = m_nextRoutePointPos - GetPosition(); distWithTarget.z = 0.0f; if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) { bObjectiveCompleted = true; bScriptObjectiveCompleted = true; SetMoveState(PEDMOVE_STILL); } else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) { if (bUsePedNodeSeek) { CVector bestCoords(0.0f, 0.0f, 0.0f); m_vecSeekPos = m_nextRoutePointPos; if (!m_pNextPathNode) FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords); if (m_pNextPathNode) m_vecSeekPos = m_pNextPathNode->GetPosition(); } SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); } } break; } case OBJECTIVE_GUARD_ATTACK: { if (m_pedInObjective) { SetLookFlag(m_pedInObjective, true); m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); m_lookTimer = m_attackTimer; TurnBody(); float distWithTargetSc = distWithTarget.Magnitude(); if (distWithTargetSc >= 20.0f) { RestorePreviousObjective(); } else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) { if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) { SetSeek(m_pedInObjective, 1.0f); } else { SetAttack(m_pedInObjective); SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f)); } SetAttackTimer(1000); } } else { RestorePreviousObjective(); } break; } case OBJECTIVE_FOLLOW_ROUTE: if (HaveReachedNextPointOnRoute(1.0f)) { int nextPoint = GetNextPointOnRoute(); m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint); } else { SetSeek(m_nextRoutePointPos, 0.8f); } break; case OBJECTIVE_SOLICIT_VEHICLE: if (m_carInObjective) { if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) { if (!bInVehicle) { SetObjective(OBJECTIVE_NONE); SetWanderPath(CGeneral::GetRandomNumber() & 7); m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; if (IsPedInControl()) m_pMyVehicle = nil; } } else { if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT) SetSeekCar(m_carInObjective, 0); } } else { RestorePreviousObjective(); RestorePreviousState(); if (IsPedInControl()) m_pMyVehicle = nil; } break; case OBJECTIVE_HAIL_TAXI: if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_HAILTAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { Say(SOUND_PED_TAXI_WAIT); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HAILTAXI, 4.0f); m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; } break; case OBJECTIVE_CATCH_TRAIN: { if (m_carInObjective) { SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective); } else { CVehicle* trainToEnter = nil; float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST; CVector pos = GetPosition(); int16 lastVehicle; CEntity* vehicles[8]; CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { CVehicle* nearVeh = (CVehicle*)vehicles[i]; if (nearVeh->IsTrain()) { CVector vehDistVec = GetPosition() - nearVeh->GetPosition(); float vehDist = vehDistVec.Magnitude(); if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh) { trainToEnter = nearVeh; closestCarDist = vehDist; } } } if (trainToEnter) { m_carInObjective = trainToEnter; m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); } } break; } case OBJECTIVE_BUY_ICE_CREAM: if (m_carInObjective) { if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM) SetSeekCar(m_carInObjective, 0); } else { RestorePreviousObjective(); RestorePreviousState(); if (IsPedInControl()) m_pMyVehicle = nil; } break; case OBJECTIVE_STEAL_ANY_CAR: { if (bInVehicle) { bScriptObjectiveCompleted = true; RestorePreviousObjective(); } else if (m_carJackTimer < CTimer::GetTimeInMilliseconds()) { CVehicle *carToSteal = nil; float closestCarDist = ENTER_CAR_MAX_DIST; CVector pos = GetPosition(); int16 lastVehicle; CEntity *vehicles[8]; // NB: This should've been ENTER_CAR_MAX_DIST actually, and is fixed in VC. CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for(int i = 0; i < lastVehicle; i++) { CVehicle *nearVeh = (CVehicle*)vehicles[i]; if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) { if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) { if (nearVeh->CanPedOpenLocks(this)) { CVector vehDistVec = GetPosition() - nearVeh->GetPosition(); float vehDist = vehDistVec.Magnitude(); if (vehDist < closestCarDist) { carToSteal = nearVeh; closestCarDist = vehDist; } } } } } if (carToSteal) { SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal); m_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000; } else { RestorePreviousObjective(); RestorePreviousState(); } } break; } case OBJECTIVE_MUG_CHAR: { if (m_pedInObjective) { if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) { ClearObjective(); return; } if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) { ClearObjective(); return; } if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective); SetMoveState(PEDMOVE_SPRINT); return; } if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this || m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) { ClearObjective(); SetFindPathAndFlee(m_pedInObjective, 15000, true); return; } float distWithTargetScSqr = distWithTarget.MagnitudeSqr(); if (distWithTargetScSqr <= sq(10.0f)) { if (distWithTargetScSqr <= sq(1.4f)) { CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_AK_RELOAD); m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); if (reloadAssoc || !m_pedInObjective->IsPedShootable()) { if (reloadAssoc && (!reloadAssoc->IsRunning() || reloadAssoc->currentTime / reloadAssoc->hierarchy->totalLength > 0.8f)) { CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PARTIAL_PUNCH, 8.0f); punchAssoc->flags |= ASSOC_DELETEFADEDOUT; punchAssoc->flags |= ASSOC_FADEOUTWHENDONE; CVector2D offset(distWithTarget.x, distWithTarget.y); int dir = m_pedInObjective->GetLocalDirection(offset); m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5); m_pedInObjective->ReactToAttack(this); m_pedInObjective->Say(SOUND_PED_ROBBED); Say(SOUND_PED_MUGGING); bRichFromMugging = true; // VC FIX: ClearObjective() clears m_pedInObjective in VC (also same with VC_PED_PORTS), so get it before call CPed *victim = m_pedInObjective; ClearObjective(); if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT || victim->m_pedInObjective != this) { SetFindPathAndFlee(victim, 15000, true); m_nLastPedState = PED_WANDER_PATH; } else { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim); SetMoveState(PEDMOVE_SPRINT); m_nLastPedState = PED_WANDER_PATH; } } } else { eWeaponType weaponType = GetWeapon()->m_eWeaponType; if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT) SetCurrentWeapon(WEAPONTYPE_UNARMED); CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_AK_RELOAD, 8.0f); newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT; newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE; } } else { SetSeek(m_pedInObjective, 1.0f); CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_WALK); if (walkAssoc) walkAssoc->speed = 1.3f; } } else { ClearObjective(); SetWanderPath(CGeneral::GetRandomNumber() & 7); } } else { #ifdef VC_PED_PORTS m_objective = OBJECTIVE_NONE; #endif ClearObjective(); } break; } case OBJECTIVE_FLEE_CAR: if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) { RestorePreviousObjective(); SetFlee(m_pMyVehicle, 6000); break; } // fall through case OBJECTIVE_LEAVE_CAR: if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { if (InVehicle() #ifdef VC_PED_PORTS && (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate() || bBusJacked) #endif ) { if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN && (m_nPedType != PEDTYPE_COP #ifdef VC_PED_PORTS || m_pMyVehicle->IsBoat() #endif || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) { if (m_pMyVehicle->IsTrain()) SetExitTrain(m_pMyVehicle); #ifdef VC_PED_PORTS else if (m_pMyVehicle->IsBoat()) SetExitBoat(m_pMyVehicle); #endif else SetExitCar(m_pMyVehicle, 0); } } else { RestorePreviousObjective(); } } break; #ifdef VC_PED_PORTS case OBJECTIVE_LEAVE_CAR_AND_DIE: { if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { if (InVehicle()) { if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN) { if (m_pMyVehicle->IsBoat()) SetExitBoat(m_pMyVehicle); else if (m_pMyVehicle->bIsBus) SetExitCar(m_pMyVehicle, 0); else { eCarNodes doorNode = CAR_DOOR_LF; if (m_pMyVehicle->pDriver != this) { if (m_pMyVehicle->pPassengers[0] == this) { doorNode = CAR_DOOR_RF; } else if (m_pMyVehicle->pPassengers[1] == this) { doorNode = CAR_DOOR_LR; } else if (m_pMyVehicle->pPassengers[2] == this) { doorNode = CAR_DOOR_RR; } } SetBeingDraggedFromCar(m_pMyVehicle, doorNode, false); } } } } break; } #endif } if (bObjectiveCompleted || m_objectiveTimer > 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { RestorePreviousObjective(); if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer) m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1; if (CharCreatedBy != RANDOM_CHAR || bInVehicle) { if (IsPedInControl()) RestorePreviousState(); } else { SetWanderPath(CGeneral::GetRandomNumber() & 7); } ClearAimFlag(); ClearLookFlag(); } } } void CPed::SetFollowRoute(int16 currentPoint, int16 routeType) { m_routeLastPoint = currentPoint; m_routeStartPoint = CRouteNode::GetRouteStart(currentPoint); m_routePointsPassed = 0; m_routeType = routeType; m_routePointsBeingPassed = 1; m_objective = OBJECTIVE_FOLLOW_ROUTE; m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute()); } int CPed::GetNextPointOnRoute(void) { int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; // Route is complete if (nextPoint < 0 || nextPoint > NUMPEDROUTES || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) { switch (m_routeType) { case PEDROUTE_STOP_WHEN_DONE: nextPoint = -1; break; case PEDROUTE_GO_BACKWARD_WHEN_DONE: m_routePointsBeingPassed = -m_routePointsBeingPassed; nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; break; case PEDROUTE_GO_TO_START_WHEN_DONE: m_routePointsPassed = -1; nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint; break; default: break; } } return nextPoint; } bool CPed::HaveReachedNextPointOnRoute(float distToCountReached) { if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached) return false; m_routePointsPassed += m_routePointsBeingPassed; return true; } bool CPed::CanSeeEntity(CEntity *entity, float threshold) { float neededAngle = CGeneral::GetRadianAngleBetweenPoints( entity->GetPosition().x, entity->GetPosition().y, GetPosition().x, GetPosition().y); if (neededAngle < 0.0f) neededAngle += TWOPI; else if (neededAngle > TWOPI) neededAngle -= TWOPI; float ourAngle = m_fRotationCur; if (ourAngle < 0.0f) ourAngle += TWOPI; else if (ourAngle > TWOPI) ourAngle -= TWOPI; float neededTurn = Abs(neededAngle - ourAngle); return neededTurn < threshold || TWOPI - threshold < neededTurn; } // Only used while deciding which gun ped should switch to, if no ammo left. bool CPed::SelectGunIfArmed(void) { for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_SHOTGUN || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) { SetCurrentWeapon(i); return true; } } } SetCurrentWeapon(WEAPONTYPE_UNARMED); return false; } void CPed::ReactToPointGun(CEntity *entWithGun) { CPed *pedWithGun = (CPed*)entWithGun; int waitTime; if (IsPlayer() || !IsPedInControl() || CharCreatedBy == MISSION_CHAR) return; if (m_leader == pedWithGun) return; if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER || (GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f) return; if (m_leader) { if (FindPlayerPed() == m_leader) return; ClearLeader(); } if (m_pedStats->m_flags & STAT_GUN_PANIC && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee()) && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) { waitTime = CGeneral::GetRandomNumberInRange(3000, 6000); SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime); Say(SOUND_PED_HANDS_COWER); m_pLookTarget = pedWithGun; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); SetMoveState(PEDMOVE_NONE); } else if (m_nPedType != pedWithGun->m_nPedType) { if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) { RegisterThreatWithGangPeds(pedWithGun); } if (m_nPedType == PEDTYPE_COP) { if (pedWithGun->IsPlayer()) { ((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2); if (bCrouchWhenShooting || bKindaStayInSamePlace) { SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000)); return; } } } if (m_nPedType != PEDTYPE_COP && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee()) && (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun) && m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) { waitTime = CGeneral::GetRandomNumberInRange(3000, 6000); SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime); Say(SOUND_PED_HANDS_UP); m_pLookTarget = pedWithGun; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); SetMoveState(PEDMOVE_NONE); if (m_nPedState == PED_FLEE_ENTITY) { m_fleeFrom = pedWithGun; m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom); } if (FindPlayerPed() == pedWithGun && bRichFromMugging) { int money = CGeneral::GetRandomNumberInRange(100, 300); int pickupCount = money / 40 + 1; int moneyPerPickup = money / pickupCount; for (int i = 0; i < pickupCount; i++) { float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().x; float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().y; bool found = false; float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; if (found) { CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); } } bRichFromMugging = false; } } } } void CPed::ReactToAttack(CEntity *attacker) { if (IsPlayer() && attacker->IsPed()) { InformMyGangOfAttack(attacker); SetLookFlag(attacker, true); SetLookTimer(700); return; } #ifdef VC_PED_PORTS if (m_nPedState == PED_DRIVING && InVehicle() && (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING && m_pMyVehicle->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE)) { if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE && (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS) && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) { CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity; m_pMyVehicle->SetStatus(STATUS_PHYSICS); } } else #endif if (IsPedInControl() && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) { CPed *ourLeader = m_leader; if (ourLeader != attacker && (!ourLeader || FindPlayerPed() != ourLeader) && attacker->IsPed()) { CPed *attackerPed = (CPed*)attacker; if (bNotAllowedToDuck) { if (!attackerPed->GetWeapon()->IsTypeMelee()) { m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds(); return; } } else if (bCrouchWhenShooting || bKindaStayInSamePlace) { SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000)); return; } if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) { if (m_pedStats != attackerPed->m_pedStats) { if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) { RegisterThreatWithGangPeds(attackerPed); } if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker); SetMoveState(PEDMOVE_RUN); } else { SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker); SetObjectiveTimer(20000); } } } else { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed); SetMoveState(PEDMOVE_RUN); if (attackerPed->GetWeapon()->IsTypeMelee()) Say(SOUND_PED_FLEE_RUN); } } } } void CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; if (!ped->IsNotInWreckedVehicle()) return; if (!ped->EnteringCar()) { #ifdef VC_PED_PORTS if (ped->m_nPedState != PED_DRIVING) #endif ped->QuitEnteringCar(); return; } if (ped->m_fHealth == 0.0f) { ped->QuitEnteringCar(); return; } bool itsVan = !!veh->bIsVan; bool itsBus = !!veh->bIsBus; #ifdef FIX_BUGS bool itsLow = !!veh->bLowVehicle; #endif eDoors enterDoor; AnimationId enterAnim; switch (ped->m_vehDoor) { case CAR_DOOR_RF: itsVan = false; enterDoor = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: enterDoor = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: itsVan = false; enterDoor = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: enterDoor = DOOR_REAR_LEFT; break; default: break; } if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) { veh->AutoPilot.m_nCruiseSpeed = 0; if (ped->m_nPedState == PED_CARJACK) { ped->PedAnimDoorOpenCB(nil, ped); return; } if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { if (itsVan) { enterAnim = ANIM_STD_VAN_GET_IN_REAR_RHS; } else if (itsBus) { enterAnim = ANIM_STD_COACH_GET_IN_RHS; #ifdef FIX_BUGS } else if (itsLow) { enterAnim = ANIM_STD_CAR_GET_IN_LO_RHS; #endif } else { enterAnim = ANIM_STD_CAR_GET_IN_RHS; } } else if (itsVan) { enterAnim = ANIM_STD_VAN_GET_IN_REAR_LHS; } else if (itsBus) { enterAnim = ANIM_STD_COACH_GET_IN_LHS; #ifdef FIX_BUGS } else if (itsLow) { enterAnim = ANIM_STD_CAR_GET_IN_LO_LHS; #endif } else { enterAnim = ANIM_STD_CAR_GET_IN_LHS; } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterAnim); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } else if (veh->CanPedOpenLocks(ped)) { veh->AutoPilot.m_nCruiseSpeed = 0; if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { if (itsVan) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_VAN_OPEN_DOOR_REAR_RHS); } else if (itsBus) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_COACH_OPEN_RHS); } else { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_OPEN_DOOR_RHS); } } else if (itsVan) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_VAN_OPEN_DOOR_REAR_LHS); } else if (itsBus) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_COACH_OPEN_LHS); } else { if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) { if (!veh->bLowVehicle && veh->pDriver->CharCreatedBy != MISSION_CHAR && veh->pDriver->m_nPedState == PED_DRIVING) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_QUICKJACK); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehDoor, true); if (veh->pDriver->IsGangMember()) veh->pDriver->RegisterThreatWithGangPeds(ped); return; } } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_OPEN_DOOR_LHS); } ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); } else { if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CARDOOR_LOCKED_RHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CARDOOR_LOCKED_LHS); ped->bCancelEnteringCar = true; ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); } } void CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; CVehicle* veh = ped->m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; if (!ped->IsNotInWreckedVehicle()) return; if (!ped->EnteringCar()) { #ifdef VC_PED_PORTS if (ped->m_nPedState != PED_DRIVING) #endif ped->QuitEnteringCar(); return; } eDoors door; CPed *pedInSeat = nil; switch (ped->m_vehDoor) { case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; pedInSeat = veh->pPassengers[0]; break; case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; pedInSeat = veh->pPassengers[2]; break; case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; pedInSeat = veh->pDriver; break; case CAR_DOOR_LR: door = DOOR_REAR_LEFT; pedInSeat = veh->pPassengers[1]; break; default: assert(0); } if (ped->m_fHealth == 0.0f || CPad::GetPad(0)->ArePlayerControlsDisabled() && pedInSeat && pedInSeat->IsPlayer()) { ped->QuitEnteringCar(); return; } bool isVan = veh->bIsVan; bool isBus = veh->bIsBus; bool isLow = veh->bLowVehicle; bool vehUpsideDown = veh->IsUpsideDown(); if (ped->bCancelEnteringCar) { if (ped->IsPlayer()) { if (veh->pDriver) { if (veh->pDriver->m_nPedType == PEDTYPE_COP) { FindPlayerPed()->SetWantedLevelNoDrop(1); } } } #ifdef CANCELLABLE_CAR_ENTER if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) { ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); } #endif ped->QuitEnteringCar(); ped->RestorePreviousObjective(); ped->bCancelEnteringCar = false; return; } if (!veh->IsDoorMissing(door) && veh->IsCar()) { ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); } if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) { ped->QuitEnteringCar(); if (ped->m_vehDoor != CAR_DOOR_LF && ped->m_vehDoor != CAR_DOOR_LR) ped->SetFall(1000, ANIM_STD_HIGHIMPACT_LEFT, false); else ped->SetFall(1000, ANIM_STD_HIGHIMPACT_RIGHT, false); return; } veh->ProcessOpenDoor(ped->m_vehDoor, ANIM_STD_CAR_OPEN_DOOR_LHS, 1.0f); if (ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_RF) isVan = false; if (ped->m_nPedState != PED_CARJACK || isBus) { AnimationId animToPlay; if (ped->m_vehDoor != CAR_DOOR_LF && ped->m_vehDoor != CAR_DOOR_LR) { if (isVan) { animToPlay = ANIM_STD_VAN_GET_IN_REAR_RHS; } else if (isBus) { animToPlay = ANIM_STD_COACH_GET_IN_RHS; } else if (isLow) { animToPlay = ANIM_STD_CAR_GET_IN_LO_RHS; } else { animToPlay = ANIM_STD_CAR_GET_IN_RHS; } } else if (isVan) { animToPlay = ANIM_STD_VAN_GET_IN_REAR_LHS; } else if (isBus) { animToPlay = ANIM_STD_COACH_GET_IN_LHS; } else if (isLow) { animToPlay = ANIM_STD_CAR_GET_IN_LO_LHS; } else { animToPlay = ANIM_STD_CAR_GET_IN_LHS; } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } else { CPed *pedToDragOut = nil; switch (ped->m_vehDoor) { case CAR_DOOR_RF: pedToDragOut = veh->pPassengers[0]; break; case CAR_DOOR_RR: pedToDragOut = veh->pPassengers[2]; break; case CAR_DOOR_LF: pedToDragOut = veh->pDriver; break; case CAR_DOOR_LR: pedToDragOut = veh->pPassengers[1]; break; default: assert(0); } if (vehUpsideDown) { ped->QuitEnteringCar(); if (ped->m_nPedType == PEDTYPE_COP) ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective); } if (ped->m_vehDoor != CAR_DOOR_LF && ped->m_vehDoor != CAR_DOOR_LR) { if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) { if (pedToDragOut->m_nPedState != PED_DRIVING) { ped->QuitEnteringCar(); pedToDragOut = nil; } else { if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_LO_RHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_RHS); ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped); } } else if (ped->m_nPedType == PEDTYPE_COP) { ped->QuitEnteringCar(); if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) { veh->SetStatus(STATUS_PLAYER_DISABLED); ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective); } else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) { ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING); } } else { // BUG: Probably we will sit on top of the passenger if his m_ped_flagF4 is true. if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } } else { if (pedToDragOut) { if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) { // BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC. ped->QuitEnteringCar(); pedToDragOut = nil; } else { if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_LO_LHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_LHS); ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped); } } else { if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } } if (pedToDragOut) { pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehDoor, false); if (pedToDragOut->IsGangMember()) pedToDragOut->RegisterThreatWithGangPeds(ped); } } if (veh->pDriver && ped) { veh->pDriver->SetLookFlag(ped, true); veh->pDriver->SetLookTimer(1000); } return; } void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; CVehicle* veh = ped->m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; if (ped->EnteringCar()) { if (!ped->IsNotInWreckedVehicle()) return; #ifdef CANCELLABLE_CAR_ENTER if (ped->bCancelEnteringCar) { ped->QuitEnteringCar(); ped->RestorePreviousObjective(); ped->bCancelEnteringCar = false; return; } #endif bool isLow = !!veh->bLowVehicle; int padNo; if (ped->IsPlayer()) { // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads switch (ped->m_nPedType) { case PEDTYPE_PLAYER1: padNo = 0; break; case PEDTYPE_PLAYER2: padNo = 1; break; case PEDTYPE_PLAYER3: padNo = 2; break; case PEDTYPE_PLAYER4: padNo = 3; break; } CPad *pad = CPad::GetPad(padNo); if (!pad->ArePlayerControlsDisabled()) { if (pad->GetTarget() || pad->NewState.LeftStickX || pad->NewState.LeftStickY || pad->NewState.DPadUp || pad->NewState.DPadDown || pad->NewState.DPadLeft || pad->NewState.DPadRight) { ped->QuitEnteringCar(); ped->RestorePreviousObjective(); return; } } } if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { AnimationId animToPlay; if (ped->m_vehDoor != CAR_DOOR_LF && ped->m_vehDoor != CAR_DOOR_LR) { if (isLow) animToPlay = ANIM_STD_CAR_GET_IN_LO_RHS; else animToPlay = ANIM_STD_CAR_GET_IN_RHS; } else if (isLow) { animToPlay = ANIM_STD_CAR_GET_IN_LO_LHS; } else { animToPlay = ANIM_STD_CAR_GET_IN_LHS; } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } else { ped->QuitEnteringCar(); } } else { ped->QuitEnteringCar(); } } void CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*) arg; CVehicle *veh = ped->m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) return; if (!ped->EnteringCar()) { #ifdef VC_PED_PORTS if(ped->m_nPedState != PED_DRIVING) #endif ped->QuitEnteringCar(); return; } if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) { PedSetInCarCB(nil, ped); ped->m_nLastPedState = ped->m_nPedState; ped->SetPedState(PED_ARRESTED); ped->bGonnaKillTheCarJacker = false; if (veh) { veh->m_nNumGettingIn = 0; veh->m_nGettingInFlags = 0; veh->bIsHandbrakeOn = true; veh->SetStatus(STATUS_PLAYER_DISABLED); } return; } if (ped->IsPlayer() && ped->m_vehDoor == CAR_DOOR_LF && (Pads[0].GetAccelerate() >= 255.0f || Pads[0].GetBrake() >= 255.0f) && veh->IsCar()) { if (((CAutomobile*)veh)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) != DOOR_STATUS_MISSING) ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); PedSetInCarCB(nil, ped); return; } bool isVan = !!veh->bIsVan; bool isBus = !!veh->bIsBus; bool isLow = !!veh->bLowVehicle; eDoors enterDoor; switch (ped->m_vehDoor) { case CAR_DOOR_RF: isVan = false; enterDoor = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: enterDoor = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: isVan = false; enterDoor = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: enterDoor = DOOR_REAR_LEFT; break; default: break; } if (!veh->IsDoorMissing(enterDoor)) { if (veh->IsCar()) ((CAutomobile*)veh)->Damage.SetDoorStatus(enterDoor, DOOR_STATUS_SWINGING); } CPed *driver = veh->pDriver; if (driver && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) { if (veh->bIsBus) { driver->SetObjective(OBJECTIVE_LEAVE_CAR, veh); if (driver->IsPlayer()) { veh->bIsHandbrakeOn = true; veh->SetStatus(STATUS_PLAYER_DISABLED); } driver->bBusJacked = true; veh->bIsBeingCarJacked = false; PedSetInCarCB(nil, ped); if (ped->m_nPedType == PEDTYPE_COP || ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || ped->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) { ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); } ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400; return; } if (driver != ped && ped->m_vehDoor != CAR_DOOR_LF) { if (!driver->IsPlayer()) { driver->bUsePedNodeSeek = true; driver->m_pLastPathNode = nil; if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear || driver->CharCreatedBy == MISSION_CHAR || veh->VehicleCreatedBy == MISSION_VEHICLE) { driver->bFleeAfterExitingCar = true; } else { driver->bGonnaKillTheCarJacker = true; veh->pDriver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped); if (veh->pDriver->m_nPedType == PEDTYPE_COP && ped->IsPlayer()) { FindPlayerPed()->SetWantedLevelNoDrop(1); } } } if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY) && (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) { veh->pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, veh); veh->pDriver->Say(SOUND_PED_CAR_JACKED); #ifdef VC_PED_PORTS veh->pDriver->SetRadioStation(); #endif } else { ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER; } } } if (veh->IsDoorMissing(enterDoor) || isBus) { PedAnimDoorCloseCB(nil, ped); } else { AnimationId animToPlay; if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) { if (isVan) { animToPlay = ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS; } else if (isLow) { animToPlay = ANIM_STD_CAR_CLOSE_DOOR_LO_RHS; } else { animToPlay = ANIM_STD_CAR_CLOSE_DOOR_RHS; } } else if (isVan) { animToPlay = ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS; } else if (isLow) { animToPlay = ANIM_STD_CAR_CLOSE_DOOR_LO_LHS; } else { animToPlay = ANIM_STD_CAR_CLOSE_DOOR_LHS; } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped); } } void CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; CAutomobile *veh = (CAutomobile*)(ped->m_pMyVehicle); if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) return; if (ped->EnteringCar()) { bool isLow = !!veh->bLowVehicle; if (!veh->bIsBus) veh->ProcessOpenDoor(ped->m_vehDoor, ANIM_STD_CAR_CLOSE_DOOR_LHS, 1.0f); eDoors door; switch (ped->m_vehDoor) { case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break; default: assert(0); } if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING) veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK); if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus) { PedSetInCarCB(nil, ped); } else if (ped->m_vehDoor == CAR_DOOR_RF && (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF || (veh->pDriver != nil && (veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR #ifdef VC_PED_PORTS && veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE #endif || !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) { if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER #if defined VC_PED_PORTS || defined FIX_BUGS || ped->m_nPedState == PED_CARJACK #endif ) veh->bIsBeingCarJacked = false; ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER; PedSetInCarCB(nil, ped); ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh); if (!ped->IsPlayer()) ped->bFleeAfterExitingCar = true; ped->bUsePedNodeSeek = true; ped->m_pNextPathNode = nil; } else { if (animAssoc) animAssoc->blendDelta = -1000.0f; if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SHUFFLE_LO_RHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SHUFFLE_RHS); ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped); } } else { #ifdef VC_PED_PORTS if (ped->m_nPedState != PED_DRIVING) #endif ped->QuitEnteringCar(); } } void CPed::SetFormation(eFormation type) { // FIX: Formations in GetFormationPosition were in range 1-8, whereas in here it's 0-7. // To not change the behaviour, range in here tweaked by 1 with the use of enum. switch (m_pedFormation) { case FORMATION_REAR: case FORMATION_REAR_LEFT: case FORMATION_REAR_RIGHT: case FORMATION_FRONT_LEFT: case FORMATION_FRONT_RIGHT: case FORMATION_LEFT: case FORMATION_RIGHT: case FORMATION_FRONT: break; default: Error("Unknown formation type, PedAI.cpp"); break; } m_pedFormation = type; } CVector CPed::GetFormationPosition(void) { if (m_pedInObjective->m_nPedState == PED_DEAD) { if (!m_pedInObjective->m_pedInObjective) { m_pedInObjective = nil; return GetPosition(); } m_pedInObjective = m_pedInObjective->m_pedInObjective; } CVector formationOffset; switch (m_pedFormation) { case FORMATION_REAR: formationOffset = CVector(0.0f, -1.5f, 0.0f); break; case FORMATION_REAR_LEFT: formationOffset = CVector(-1.5f, -1.5f, 0.0f); break; case FORMATION_REAR_RIGHT: formationOffset = CVector(1.5f, -1.5f, 0.0f); break; case FORMATION_FRONT_LEFT: formationOffset = CVector(-1.5f, 1.5f, 0.0f); break; case FORMATION_FRONT_RIGHT: formationOffset = CVector(1.5f, 1.5f, 0.0f); break; case FORMATION_LEFT: formationOffset = CVector(-1.5f, 0.0f, 0.0f); break; case FORMATION_RIGHT: formationOffset = CVector(1.5f, 0.0f, 0.0f); break; case FORMATION_FRONT: formationOffset = CVector(0.0f, 1.5f, 0.0f); break; default: formationOffset = CVector(0.0f, 0.0f, 0.0f); break; } return formationOffset + m_pedInObjective->GetPosition(); } void CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; CVehicle* veh = ped->m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; if (!veh) { PedSetOutCarCB(nil, ped); return; } #ifdef VC_PED_PORTS CVector posForZ = ped->GetPosition(); CPedPlacement::FindZCoorForPed(&posForZ); if (ped->GetPosition().z - 0.5f > posForZ.z) { PedSetOutCarCB(nil, ped); return; } #endif veh->m_nStaticFrames = 0; veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f); veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f); if (!veh->bIsBus) veh->ProcessOpenDoor(ped->m_vehDoor, ANIM_STD_GETOUT_LHS, 1.0f); /* // Duplicate and only in PC for some reason if (!veh) { PedSetOutCarCB(nil, ped); return; } */ eDoors door; switch (ped->m_vehDoor) { case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break; default: break; } bool closeDoor = !veh->IsDoorMissing(door); int padNo; if (ped->IsPlayer()) { // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads switch (ped->m_nPedType) { case PEDTYPE_PLAYER1: padNo = 0; break; case PEDTYPE_PLAYER2: padNo = 1; break; case PEDTYPE_PLAYER3: padNo = 2; break; case PEDTYPE_PLAYER4: padNo = 3; break; } CPad* pad = CPad::GetPad(padNo); bool engineIsIntact = veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225; if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS && (pad->GetTarget() || pad->NewState.LeftStickX || pad->NewState.LeftStickY || pad->NewState.DPadUp || pad->NewState.DPadDown || pad->NewState.DPadLeft || pad->NewState.DPadRight) || veh->bIsBus || veh->m_pCarFire || engineIsIntact) { closeDoor = false; } } #ifdef VC_PED_PORTS if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) closeDoor = false; #endif if (!closeDoor) { if (!veh->IsDoorMissing(door) && !veh->bIsBus) { ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); } PedSetOutCarCB(nil, ped); return; } if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) { #ifdef FIX_BUGS if (!veh->IsDoorMissing(door)) ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING); PedSetOutCarCB(nil, ped); return; #else if (!veh->IsDoorMissing(door)) ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); #endif } else { switch (door) { case DOOR_FRONT_LEFT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_LHS); break; case DOOR_FRONT_RIGHT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_RHS); break; case DOOR_REAR_LEFT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_LHS); break; case DOOR_REAR_RIGHT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_RHS); break; default: break; } } if (ped->m_pVehicleAnim) ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped); return; } void CPed::LineUpPedWithCar(PedLineUpPhase phase) { bool vehIsUpsideDown = false; bool stillGettingInOut = false; int vehAnim; float seatPosMult = 0.0f; float currentZ; float adjustedTimeStep; if (CReplay::IsPlayingBack()) return; if (!bChangedSeat && phase != LINE_UP_TO_CAR_2) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_LO)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_P)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_P_LO)) { SetPedPositionInCar(); return; } bChangedSeat = true; } if (phase == LINE_UP_TO_CAR_START) { m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); } CVehicle *veh = m_pMyVehicle; // Not quite right, IsUpsideDown func. checks for <= -0.9f. if (veh->GetUp().z <= -0.8f) vehIsUpsideDown = true; if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) { if (vehIsUpsideDown) { m_fRotationDest = -PI + veh->GetForward().Heading(); } else if (veh->bIsBus) { m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); } else { m_fRotationDest = veh->GetForward().Heading(); } } else if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR) { if (vehIsUpsideDown) { m_fRotationDest = veh->GetForward().Heading(); } else if (veh->bIsBus) { m_fRotationDest = -0.5f * PI + veh->GetForward().Heading(); } else { m_fRotationDest = veh->GetForward().Heading(); } } else { // I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional. if (vehIsUpsideDown) { m_fRotationDest = veh->GetForward().Heading(); } else if (veh->bIsBus) { m_fRotationDest = 0.5f * PI + veh->GetForward().Heading(); } else { m_fRotationDest = veh->GetForward().Heading(); } } if (!bInVehicle) seatPosMult = 1.0f; #ifdef VC_PED_PORTS bool multExtractedFromAnim = false; bool multExtractedFromAnimBus = false; float zBlend; #endif if (m_pVehicleAnim) { vehAnim = m_pVehicleAnim->animId; switch (vehAnim) { case ANIM_STD_JACKEDCAR_RHS: case ANIM_STD_JACKEDCAR_LO_RHS: case ANIM_STD_JACKEDCAR_LHS: case ANIM_STD_JACKEDCAR_LO_LHS: case ANIM_STD_VAN_GET_IN_REAR_LHS: case ANIM_STD_VAN_GET_IN_REAR_RHS: #ifdef VC_PED_PORTS multExtractedFromAnim = true; zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.3f, 0.0f) / (1.0f - 0.3f); // fall through #endif case ANIM_STD_QUICKJACKED: case ANIM_STD_GETOUT_LHS: case ANIM_STD_GETOUT_LO_LHS: case ANIM_STD_GETOUT_RHS: case ANIM_STD_GETOUT_LO_RHS: #ifdef VC_PED_PORTS if (!multExtractedFromAnim) { multExtractedFromAnim = true; zBlend = Max(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength - 0.5f, 0.0f) / (1.0f - 0.5f); } // fall through #endif case ANIM_STD_CRAWLOUT_LHS: case ANIM_STD_CRAWLOUT_RHS: case ANIM_STD_VAN_GET_OUT_REAR_LHS: case ANIM_STD_VAN_GET_OUT_REAR_RHS: seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength; break; case ANIM_STD_CAR_GET_IN_RHS: case ANIM_STD_CAR_GET_IN_LHS: #ifdef VC_PED_PORTS if (veh && veh->IsCar() && veh->bIsBus) { multExtractedFromAnimBus = true; zBlend = Min(m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength, 0.5f) / 0.5f; } // fall through #endif case ANIM_STD_QUICKJACK: case ANIM_STD_CAR_GET_IN_LO_LHS: case ANIM_STD_CAR_GET_IN_LO_RHS: case ANIM_STD_BOAT_DRIVE: seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; break; case ANIM_STD_CAR_CLOSE_DOOR_LHS: case ANIM_STD_CAR_CLOSE_DOOR_LO_LHS: case ANIM_STD_CAR_CLOSE_DOOR_RHS: case ANIM_STD_CAR_CLOSE_DOOR_LO_RHS: case ANIM_STD_CAR_SHUFFLE_RHS: case ANIM_STD_CAR_SHUFFLE_LO_RHS: seatPosMult = 0.0f; break; case ANIM_STD_CAR_CLOSE_LHS: case ANIM_STD_CAR_CLOSE_RHS: case ANIM_STD_COACH_OPEN_LHS: case ANIM_STD_COACH_OPEN_RHS: case ANIM_STD_COACH_GET_IN_LHS: case ANIM_STD_COACH_GET_IN_RHS: case ANIM_STD_COACH_GET_OUT_LHS: seatPosMult = 1.0f; break; default: break; } } CVector neededPos; if (phase == LINE_UP_TO_CAR_2) { neededPos = GetPosition(); } else { neededPos = GetPositionToOpenCarDoor(veh, m_vehDoor, seatPosMult); } CVector autoZPos = neededPos; if (veh->bIsInWater) { if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown()) autoZPos.z += 1.0f; } else { CPedPlacement::FindZCoorForPed(&autoZPos); } if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) { neededPos.z = GetPosition().z; // Getting out if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) { float nextZSpeed = m_vecMoveSpeed.z - GRAVITY * CTimer::GetTimeStep(); // If we're not in ground at next step, apply animation if (neededPos.z + nextZSpeed >= autoZPos.z) { m_vecMoveSpeed.z = nextZSpeed; ApplyMoveSpeed(); // Removing below line breaks the animation neededPos.z = GetPosition().z; } else { neededPos.z = autoZPos.z; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); } } } if (autoZPos.z > neededPos.z) { #ifdef VC_PED_PORTS if (multExtractedFromAnim) { neededPos.z += (autoZPos.z - neededPos.z) * zBlend; } else { #endif currentZ = GetPosition().z; if (m_pVehicleAnim && vehAnim != ANIM_STD_VAN_GET_IN_REAR_LHS && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS && vehAnim != ANIM_STD_VAN_GET_IN_REAR_RHS) { neededPos.z = autoZPos.z; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); } else if (neededPos.z < currentZ && m_pVehicleAnim && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS) { adjustedTimeStep = Max(m_pVehicleAnim->timeStep, 0.1f); // Smoothly change ped position neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep); } #ifdef VC_PED_PORTS } #endif } else { // We may need to raise up the ped if (phase == LINE_UP_TO_CAR_START) { currentZ = GetPosition().z; if (neededPos.z > currentZ) { #ifdef VC_PED_PORTS if (multExtractedFromAnimBus) { neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ; } else { #endif if (m_pVehicleAnim && (vehAnim == ANIM_STD_CAR_GET_IN_RHS || vehAnim == ANIM_STD_CAR_GET_IN_LO_RHS || vehAnim == ANIM_STD_CAR_GET_IN_LHS || vehAnim == ANIM_STD_CAR_GET_IN_LO_LHS || vehAnim == ANIM_STD_QUICKJACK || vehAnim == ANIM_STD_VAN_GET_IN_REAR_LHS || vehAnim == ANIM_STD_VAN_GET_IN_REAR_RHS)) { adjustedTimeStep = Max(m_pVehicleAnim->timeStep, 0.1f); // Smoothly change ped position neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ; } else if (EnteringCar()) { neededPos.z = Max(currentZ, autoZPos.z); } #ifdef VC_PED_PORTS } #endif } } } if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat; if (!stillGettingInOut) { m_fRotationCur = m_fRotationDest; } else { float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest); float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f; if (timeUntilStateChange <= 0.0f) { m_vecOffsetSeek.x = 0.0f; m_vecOffsetSeek.y = 0.0f; } m_vecOffsetSeek.z = 0.0f; neededPos -= timeUntilStateChange * m_vecOffsetSeek; if (PI + m_fRotationCur < limitedDest) { limitedDest -= 2 * PI; } else if (m_fRotationCur - PI > limitedDest) { limitedDest += 2 * PI; } m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange); } if (seatPosMult > 0.2f || vehIsUpsideDown) { SetPosition(neededPos); SetHeading(m_fRotationCur); } else { CMatrix vehDoorMat(veh->GetMatrix()); vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehDoor, 0.0f)); // VC couch anims are inverted, so they're fixing it here. GetMatrix() = vehDoorMat; } } void CPed::SetCarJack(CVehicle* car) { uint8 doorFlag; eDoors door; CPed *pedInSeat = nil; if (car->IsBoat()) return; switch (m_vehDoor) { case CAR_DOOR_RF: doorFlag = CAR_DOOR_FLAG_RF; door = DOOR_FRONT_RIGHT; if (car->pPassengers[0]) { pedInSeat = car->pPassengers[0]; } else if (m_nPedType == PEDTYPE_COP) { pedInSeat = car->pDriver; } break; case CAR_DOOR_RR: doorFlag = CAR_DOOR_FLAG_RR; door = DOOR_REAR_RIGHT; pedInSeat = car->pPassengers[2]; break; case CAR_DOOR_LF: doorFlag = CAR_DOOR_FLAG_LF; door = DOOR_FRONT_LEFT; pedInSeat = car->pDriver; break; case CAR_DOOR_LR: doorFlag = CAR_DOOR_FLAG_LR; door = DOOR_REAR_LEFT; pedInSeat = car->pPassengers[1]; break; default: doorFlag = CAR_DOOR_FLAG_UNKNOWN; break; } if(car->bIsBus) pedInSeat = car->pDriver; if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO))) if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING) if (m_nPedState != PED_CARJACK && !m_pVehicleAnim) if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door))) if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags)) SetCarJack_AllClear(car, m_vehDoor, doorFlag); } void CPed::SetCarJack_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) { RemoveWeaponWhenEnteringVehicle(); if (m_nPedState != PED_SEEK_CAR) SetStoredState(); m_pSeekTarget = car; m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget); SetPedState(PED_CARJACK); car->bIsBeingCarJacked = true; m_pMyVehicle = (CVehicle*)m_pSeekTarget; m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle); ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++; Say(m_nPedType == PEDTYPE_COP ? SOUND_PED_ARREST_COP : SOUND_PED_CAR_JACKING); CVector carEnterPos; carEnterPos = GetPositionToOpenCarDoor(car, m_vehDoor); car->m_nGettingInFlags |= doorFlag; m_vecOffsetSeek = carEnterPos - GetPosition(); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600; float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z); bUsesCollision = false; if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_STD_CAR_ALIGNHI_DOOR_LHS : ANIM_STD_CAR_ALIGN_DOOR_LHS, 4.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_STD_CAR_ALIGNHI_DOOR_RHS : ANIM_STD_CAR_ALIGN_DOOR_RHS, 4.0f); m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); } void CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack) { if (m_nPedState == PED_DRAG_FROM_CAR) return; bUsesCollision = false; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_nLastPedState = PED_IDLE; SetMoveState(PEDMOVE_STILL); m_pSeekTarget = veh; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); m_vehDoor = vehEnterType; if (m_vehDoor == CAR_DOOR_LF) { if (veh->pDriver && veh->pDriver->IsPlayer()) veh->SetStatus(STATUS_PLAYER_DISABLED); else veh->SetStatus(STATUS_ABANDONED); } RemoveInCarAnims(); SetMoveState(PEDMOVE_NONE); LineUpPedWithCar(LINE_UP_TO_CAR_START); m_pVehicleAnim = nil; SetPedState(PED_DRAG_FROM_CAR); bChangedSeat = false; bWillBeQuickJacked = quickJack; SetHeading(m_fRotationCur); Say(SOUND_PED_CAR_JACKED); SetRadioStation(); veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehDoor); } void CPed::BeingDraggedFromCar(void) { CAnimBlendAssociation *animAssoc; AnimationId enterAnim; bool dontRunAnim = false; PedLineUpPhase lineUpType; if (!m_pVehicleAnim) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 100.0f); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_LO); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_P); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_P_LO); } } if (animAssoc) animAssoc->blendDelta = -1000.0f; if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR) { if (bWillBeQuickJacked) { enterAnim = ANIM_STD_QUICKJACKED; } else if (m_pMyVehicle->bLowVehicle) { enterAnim = ANIM_STD_JACKEDCAR_LO_LHS; } else { enterAnim = ANIM_STD_JACKEDCAR_LHS; } } else if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) { if (m_pMyVehicle->bLowVehicle) enterAnim = ANIM_STD_JACKEDCAR_LO_RHS; else enterAnim = ANIM_STD_JACKEDCAR_RHS; } else dontRunAnim = true; if (!dontRunAnim) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, enterAnim); m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this); lineUpType = LINE_UP_TO_CAR_START; } else if (m_pVehicleAnim->currentTime <= 1.4f) { m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); lineUpType = LINE_UP_TO_CAR_START; } else { lineUpType = LINE_UP_TO_CAR_2; } LineUpPedWithCar(lineUpType); #ifdef VC_PED_PORTS if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { if (m_pMyVehicle) { m_pMyVehicle->ProcessOpenDoor(m_vehDoor, ANIM_STD_NUM, m_pVehicleAnim->currentTime * 5.0f); } } #endif } void CPed::SetEnterCar(CVehicle *car, uint32 unused) { if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) { RestorePreviousState(); RestorePreviousObjective(); } else { uint8 doorFlag; eDoors door; switch (m_vehDoor) { case CAR_DOOR_RF: doorFlag = CAR_DOOR_FLAG_RF; door = DOOR_FRONT_RIGHT; break; case CAR_DOOR_RR: doorFlag = CAR_DOOR_FLAG_RR; door = DOOR_REAR_RIGHT; break; case CAR_DOOR_LF: doorFlag = CAR_DOOR_FLAG_LF; door = DOOR_FRONT_LEFT; break; case CAR_DOOR_LR: doorFlag = CAR_DOOR_FLAG_LR; door = DOOR_REAR_LEFT; break; default: doorFlag = CAR_DOOR_FLAG_UNKNOWN; break; } if (!IsPedInControl() || m_fHealth <= 0.0f || doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags || car->bIsBeingCarJacked || m_pVehicleAnim || doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door)) SetMoveState(PEDMOVE_STILL); else SetEnterCar_AllClear(car, m_vehDoor, doorFlag); } } void CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag) { float zDiff = 0.0f; RemoveWeaponWhenEnteringVehicle(); car->m_nGettingInFlags |= doorFlag; bVehEnterDoorIsBlocked = false; if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT) SetStoredState(); m_pSeekTarget = car; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); m_vehDoor = doorNode; SetPedState(PED_ENTER_CAR); if (m_vehDoor == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && car->m_vehType != VEHICLE_TYPE_BIKE) { car->bIsBeingCarJacked = true; } m_pMyVehicle = (CVehicle*)m_pSeekTarget; m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle); ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++; bUsesCollision = false; CVector doorOpenPos = GetPositionToOpenCarDoor(car, m_vehDoor); // Because buses have stairs if (!m_pMyVehicle->bIsBus) zDiff = Max(0.0f, doorOpenPos.z - GetPosition().z); m_vecOffsetSeek = doorOpenPos - GetPosition(); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600; if (car->IsBoat()) { #ifdef VC_PED_PORTS // VC checks for handling flag, but we can't do that if(car->GetModelIndex() == MI_SPEEDER) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT, 100.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE, 100.0f); PedSetInCarCB(nil, this); bVehExitWillBeInstant = true; #else #ifndef FIX_BUGS m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE, 100.0f); #else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, car->GetDriverAnim(), 100.0f); #endif m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this); #endif if (IsPlayer()) CWaterLevel::AllocateBoatWakeArray(); } else { if (zDiff > 4.4f) { if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_ALIGNHI_DOOR_RHS, 4.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_ALIGNHI_DOOR_LHS, 4.0f); } else { if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_ALIGN_DOOR_RHS, 4.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_ALIGN_DOOR_LHS, 4.0f); } m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); car->AutoPilot.m_nCruiseSpeed = 0; } } void CPed::EnterCar(void) { if (IsNotInWreckedVehicle() && m_fHealth > 0.0f) { CVehicle *veh = (CVehicle*)m_pSeekTarget; // Not used. // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehDoor); if (veh->CanPedOpenLocks(this)) { if (m_vehDoor && m_pVehicleAnim) { veh->ProcessOpenDoor(m_vehDoor, m_pVehicleAnim->animId, m_pVehicleAnim->currentTime); } } bIsInTheAir = false; LineUpPedWithCar(LINE_UP_TO_CAR_START); } else { QuitEnteringCar(); SetDie(ANIM_STD_KO_FRONT, 4.0f, 0.0f); } } void CPed::QuitEnteringCar(void) { CVehicle *veh = m_pMyVehicle; if (m_pVehicleAnim) m_pVehicleAnim->blendDelta = -1000.0f; RestartNonPartialAnims(); if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE)) CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 100.0f); if (veh) { if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK) veh->bIsBeingCarJacked = false; if (veh->m_nNumGettingIn != 0) veh->m_nNumGettingIn--; #ifdef VC_PED_PORTS if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) RestorePreviousObjective(); #endif veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehDoor); } bUsesCollision = true; ReplaceWeaponWhenExitingVehicle(); if (DyingOrDead()) { if (m_pVehicleAnim) { m_pVehicleAnim->blendDelta = -4.0f; m_pVehicleAnim->flags |= ASSOC_DELETEFADEDOUT; m_pVehicleAnim->flags &= ~ASSOC_RUNNING; } } else SetIdle(); m_pVehicleAnim = nil; if (veh) { #ifdef VC_PED_PORTS if (veh->AutoPilot.m_nCruiseSpeed == 0 && veh->VehicleCreatedBy == RANDOM_VEHICLE) #else if (veh->AutoPilot.m_nCruiseSpeed == 0) #endif veh->AutoPilot.m_nCruiseSpeed = 17; } } void AddYardieDoorSmoke(CVehicle *veh, uint32 doorNode) { eDoors door; switch (doorNode) { case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break; case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break; default: break; } if (!veh->IsDoorMissing(door) && veh->IsComponentPresent(doorNode)) { CVector pos; #ifdef FIX_BUGS veh->GetComponentWorldPosition(doorNode, pos); #else veh->GetComponentWorldPosition(CAR_DOOR_LF, pos); #endif CParticle::AddYardieDoorSmoke(pos, veh->GetMatrix()); } } // Seperate function in VC, more logical. Not sure is it inlined in III. void CPed::SetExitBoat(CVehicle *boat) { #ifndef VC_PED_PORTS SetPedState(PED_IDLE); CVector firstPos = GetPosition(); CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 100.0f); if (boat->GetModelIndex() == MI_SPEEDER && boat->IsUpsideDown()) { m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CRAWLOUT_LHS, 8.0f); m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this); m_vehDoor = CAR_DOOR_RF; SetPedState(PED_EXIT_CAR); } else { m_vehDoor = CAR_DOOR_RF; PedSetOutCarCB(nil, this); bIsStanding = true; m_pCurSurface = boat; m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); } SetPosition(firstPos); SetMoveState(PEDMOVE_STILL); m_vecMoveSpeed = boat->m_vecMoveSpeed; bTryingToReachDryLand = true; #else SetPedState(PED_IDLE); CVector newPos = GetPosition(); RemoveInCarAnims(); CColModel* boatCol = boat->GetColModel(); if (boat->IsUpsideDown()) { newPos = { 0.0f, 0.0f, boatCol->boundingBox.min.z }; newPos = boat->GetMatrix() * newPos; newPos.z += 1.0f; m_vehDoor = CAR_DOOR_RF; PedSetOutCarCB(nil, this); bIsStanding = true; m_pCurSurface = boat; m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); m_pCurrentPhysSurface = boat; } else { /* if (boat->m_modelIndex != MI_SKIMMER || boat->bIsInWater) { if (boat->m_modelIndex == MI_SKIMMER) newPos.z += 2.0f */ m_vehDoor = CAR_DOOR_RF; PedSetOutCarCB(nil, this); bIsStanding = true; m_pCurSurface = boat; m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); m_pCurrentPhysSurface = boat; CColPoint foundCol; CEntity *foundEnt = nil; if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil)) newPos.z = FEET_OFFSET + foundCol.point.z; /* // VC specific } else { m_vehDoor = CAR_DOOR_RF; PedSetOutCarCB(nil, this); bIsStanding = true; SetMoveState(PEDMOVE_STILL); bTryingToReachDryLand = true; float upMult = 1.04f + boatCol->boundingBox.min.z; float rightMult = 0.6f * boatCol->boundingBox.max.x; newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition(); GetPosition() = newPos; if (m_pMyVehicle) { PositionPedOutOfCollision(); } else { m_pMyVehicle = boat; PositionPedOutOfCollision(); m_pMyVehicle = nil; } return; } */ } SetPosition(newPos); SetMoveState(PEDMOVE_STILL); m_vecMoveSpeed = boat->m_vecMoveSpeed; #endif // Not there in VC. CWaterLevel::FreeBoatWakeArray(); } // wantedDoorNode = 0 means that func. will determine it void CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode) { uint32 optedDoorNode = wantedDoorNode; bool teleportNeeded = false; bool isLow = !!veh->bLowVehicle; if (!veh->CanPedExitCar()) { if (veh->pDriver && !veh->pDriver->IsPlayer()) { veh->AutoPilot.m_nCruiseSpeed = 0; veh->AutoPilot.m_nCarMission = MISSION_NONE; } return; } if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR) return; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); if (wantedDoorNode == 0) { optedDoorNode = CAR_DOOR_LF; if (!veh->bIsBus) { if (veh->pDriver == this) { optedDoorNode = CAR_DOOR_LF; } else if (veh->pPassengers[0] == this) { optedDoorNode = CAR_DOOR_RF; } else if (veh->pPassengers[1] == this) { optedDoorNode = CAR_DOOR_LR; } else if (veh->pPassengers[2] == this) { optedDoorNode = CAR_DOOR_RR; } else { for (int i = 3; i < veh->m_nNumMaxPassengers; ++i) { if (veh->pPassengers[i] == this) { if (i & 1) optedDoorNode = CAR_DOOR_RR; else optedDoorNode = CAR_DOOR_LR; break; } } } } } bool someoneExitsFromOurExitDoor = false; bool someoneEntersFromOurExitDoor = false; switch (optedDoorNode) { case CAR_DOOR_RF: if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) someoneEntersFromOurExitDoor = true; if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RF) someoneExitsFromOurExitDoor = true; break; case CAR_DOOR_RR: if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) someoneEntersFromOurExitDoor = true; if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RR) someoneExitsFromOurExitDoor = true; break; case CAR_DOOR_LF: if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) someoneEntersFromOurExitDoor = true; if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LF) someoneExitsFromOurExitDoor = true; break; case CAR_DOOR_LR: if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) someoneEntersFromOurExitDoor = true; if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LR) someoneExitsFromOurExitDoor = true; break; default: break; } if (someoneEntersFromOurExitDoor && m_objective == OBJECTIVE_LEAVE_CAR) { RestorePreviousObjective(); return; } if (!someoneExitsFromOurExitDoor || m_nPedType == PEDTYPE_COP && veh->bIsBus) { // Again, unused... // CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode); bool thereIsRoom = veh->IsRoomForPedToLeaveCar(optedDoorNode, nil); if (veh->IsOnItsSide()) { teleportNeeded = true; } else if (!thereIsRoom) { bool trySideSeat = false; CPed *pedOnSideSeat = nil; switch (optedDoorNode) { case CAR_DOOR_RF: if (veh->pDriver || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF) { pedOnSideSeat = veh->pDriver; trySideSeat = true; } else optedDoorNode = CAR_DOOR_LF; break; case CAR_DOOR_RR: if (veh->pPassengers[1] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) { pedOnSideSeat = veh->pPassengers[1]; trySideSeat = true; } else optedDoorNode = CAR_DOOR_LR; break; case CAR_DOOR_LF: if (veh->pPassengers[0] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) { pedOnSideSeat = veh->pPassengers[0]; trySideSeat = true; } else optedDoorNode = CAR_DOOR_RF; break; case CAR_DOOR_LR: if (veh->pPassengers[2] || veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) { pedOnSideSeat = (CPed*)veh->pPassengers[2]; trySideSeat = true; } else optedDoorNode = CAR_DOOR_RR; break; default: break; } if (trySideSeat) { if (!pedOnSideSeat || !IsPlayer() && CharCreatedBy != MISSION_CHAR) return; switch (optedDoorNode) { case CAR_DOOR_RF: optedDoorNode = CAR_DOOR_LF; break; case CAR_DOOR_RR: optedDoorNode = CAR_DOOR_LR; break; case CAR_DOOR_LF: optedDoorNode = CAR_DOOR_RF; break; case CAR_DOOR_LR: optedDoorNode = CAR_DOOR_RR; break; default: break; } } // ... // CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode); if (!veh->IsRoomForPedToLeaveCar(optedDoorNode, nil)) { if (!IsPlayer() && CharCreatedBy != MISSION_CHAR) return; teleportNeeded = true; } } if (m_nPedState == PED_FLEE_POS) { m_nLastPedState = PED_FLEE_POS; m_nPrevMoveState = PEDMOVE_RUN; SetMoveState(PEDMOVE_SPRINT); } else { m_nLastPedState = PED_IDLE; m_nPrevMoveState = PEDMOVE_STILL; SetMoveState(PEDMOVE_STILL); } ReplaceWeaponWhenExitingVehicle(); bUsesCollision = false; m_pSeekTarget = veh; m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); m_vehDoor = optedDoorNode; SetPedState(PED_EXIT_CAR); if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL) m_pVehicleAnim->blendDelta = -1000.0f; SetMoveState(PEDMOVE_NONE); CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 100.0f); RemoveInCarAnims(); veh->AutoPilot.m_nCruiseSpeed = 0; if (teleportNeeded) { PedSetOutCarCB(nil, this); // This is same code with CPedPlacement::FindZCoorForPed, except we start from z + 1.5 and also check vehicles. float zForPed; float startZ = GetPosition().z - 100.0f; float foundColZ = -100.0f; float foundColZ2 = -100.0f; CColPoint foundCol; CEntity* foundEnt; CVector vec = GetPosition(); vec.z += 1.5f; if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil)) foundColZ = foundCol.point.z; // Adjust coords and do a second test vec.x += 0.1f; vec.y += 0.1f; if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, true, false, false, true, false, nil)) foundColZ2 = foundCol.point.z; zForPed = Max(foundColZ, foundColZ2); if (zForPed > -99.0f) GetMatrix().GetPosition().z = FEET_OFFSET + zForPed; } else { if (veh->GetUp().z > -0.8f) { bool addDoorSmoke = false; if (veh->GetModelIndex() == MI_YARDIE) addDoorSmoke = true; switch (m_vehDoor) { case CAR_DOOR_RF: if (veh->bIsBus) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_COACH_GET_OUT_LHS); } else { if (isLow) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_RHS); else m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_RHS); if (addDoorSmoke) AddYardieDoorSmoke(veh, CAR_DOOR_RF); } break; case CAR_DOOR_RR: if (veh->bIsVan) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_VAN_GET_OUT_REAR_RHS); } else if (isLow) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_RHS); } else { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_RHS); } break; case CAR_DOOR_LF: if (veh->bIsBus) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_COACH_GET_OUT_LHS); } else { if (isLow) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_LHS); else m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LHS); if (addDoorSmoke) AddYardieDoorSmoke(veh, CAR_DOOR_LF); } break; case CAR_DOOR_LR: if (veh->bIsVan) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_VAN_GET_OUT_REAR_LHS); } else if (isLow) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_LHS); } else { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LHS); } break; default: break; } if (!bBusJacked) { switch (m_vehDoor) { case CAR_DOOR_RF: veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RF; break; case CAR_DOOR_RR: veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_RR; break; case CAR_DOOR_LF: veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF; break; case CAR_DOOR_LR: veh->m_nGettingOutFlags |= CAR_DOOR_FLAG_LR; break; default: break; } } m_pVehicleAnim->SetFinishCallback(PedAnimStepOutCarCB, this); } else { if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CRAWLOUT_RHS); } else if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CRAWLOUT_LHS); } m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this); } } bChangedSeat = false; if (veh->bIsBus) bRenderPedInCar = true; SetRadioStation(); if (veh->pDriver == this) { if (IsPlayer()) veh->SetStatus(STATUS_PLAYER_DISABLED); else veh->SetStatus(STATUS_ABANDONED); } } } void CPed::ExitCar(void) { if (!m_pVehicleAnim) return; AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId; float animTime = m_pVehicleAnim->currentTime; m_pMyVehicle->ProcessOpenDoor(m_vehDoor, exitAnim, animTime); if (m_pSeekTarget) { // Car is upside down if (m_pMyVehicle->GetUp().z > -0.8f) { if (exitAnim == ANIM_STD_CAR_CLOSE_RHS || exitAnim == ANIM_STD_CAR_CLOSE_LHS || animTime > 0.3f) LineUpPedWithCar(LINE_UP_TO_CAR_END); else LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START)); } else { LineUpPedWithCar(LINE_UP_TO_CAR_END); } } // If there is someone in front of the door, make him fall while we exit. if (m_nPedState == PED_EXIT_CAR) { CPed *foundPed = nil; for (int i = 0; i < m_numNearPeds; i++) { if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < 0.04f) { foundPed = m_nearPeds[i]; break; } } if (foundPed && animTime > 0.4f && foundPed->IsPedInControl()) foundPed->SetFall(1000, ANIM_STD_HIGHIMPACT_FRONT, 1); } } // This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it. CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component) { CVector localPos; CVector vehDoorPos; localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f); vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition(); /* // 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(); */ return vehDoorPos; } void CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen) { CVector *enterOffset = nil; if (m_vehDoor == CAR_DOOR_LF && veh->pDriver || m_vehDoor == CAR_DOOR_RF && veh->pPassengers[0] || m_vehDoor == CAR_DOOR_LR && veh->pPassengers[1] || m_vehDoor == CAR_DOOR_RR && veh->pPassengers[2]) { enterOffset = &vecPedQuickDraggedOutCarAnimOffset; } CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF); CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); // Left front door is closer if ((lfPos - GetPosition()).MagnitudeSqr2D() < (rfPos - GetPosition()).MagnitudeSqr2D()) { if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { m_vehDoor = CAR_DOOR_LF; posToOpen = lfPos; } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { m_vehDoor = CAR_DOOR_RF; posToOpen = rfPos; } } else { if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { CPed *rfPassenger = veh->pPassengers[0]; if (rfPassenger && (rfPassenger->m_leader == this || rfPassenger->bDontDragMeOutCar || veh->VehicleCreatedBy == MISSION_VEHICLE && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) || (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { m_vehDoor = CAR_DOOR_LF; posToOpen = lfPos; } else { m_vehDoor = CAR_DOOR_RF; posToOpen = rfPos; } } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { m_vehDoor = CAR_DOOR_LF; posToOpen = lfPos; } } } bool CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen) { CVector rfPos, lrPos, rrPos; bool canEnter = false; CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); switch (veh->GetModelIndex()) { case MI_BUS: m_vehDoor = CAR_DOOR_RF; posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); return true; case MI_RHINO: default: break; } CVector2D rfPosDist(999.0f, 999.0f); CVector2D lrPosDist(999.0f, 999.0f); CVector2D rrPosDist(999.0f, 999.0f); if (!veh->pPassengers[0] && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) { rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); canEnter = true; rfPosDist = rfPos - GetPosition(); } if (vehModel->m_numDoors == 4) { if (!veh->pPassengers[1] && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) { lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR); canEnter = true; lrPosDist = lrPos - GetPosition(); } if (!veh->pPassengers[2] && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) { rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR); canEnter = true; rrPosDist = rrPos - GetPosition(); } // When the door we should enter is blocked by some object. if (!canEnter) veh->ShufflePassengersToMakeSpace(); } CVector2D nextToCompare = rfPosDist; posToOpen = rfPos; m_vehDoor = CAR_DOOR_RF; if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { m_vehDoor = CAR_DOOR_LR; posToOpen = lrPos; nextToCompare = lrPosDist; } if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { m_vehDoor = CAR_DOOR_RR; posToOpen = rrPos; } return canEnter; } void CPed::GoToNearestDoor(CVehicle *veh) { CVector posToOpen; GetNearestDoor(veh, posToOpen); SetSeek(posToOpen, 0.5f); SetMoveState(PEDMOVE_RUN); } void CPed::SetAnimOffsetForEnterOrExitVehicle(void) { // FIX: If there were no translations on enter anims, there were overflows all over this function. CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_JACKEDCAR_LHS)->hierarchy; CAnimBlendSequence *seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedDraggedOutCarAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedCarDoorAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedCarDoorLoAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_QUICKJACKED)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_VAN_GET_IN_REAR_LHS)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedVanRearDoorAnimOffset = lastFrame->translation; } } enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_TRAIN_GETOUT)->hierarchy; seq = enterAssoc->sequences; CAnimManager::UncompressAnimation(enterAssoc); if (seq->numFrames > 0) { if (!seq->HasTranslation()) vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f); else { KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1); vecPedTrainDoorAnimOffset = lastFrame->translation; } } } void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; CVector finalPos; CVector draggedOutOffset; CMatrix pedMat(ped->GetMatrix()); ped->bUsesCollision = true; ped->RestartNonPartialAnims(); draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset; if (ped->m_vehDoor == CAR_DOOR_RF || ped->m_vehDoor == CAR_DOOR_RR) draggedOutOffset.x = -draggedOutOffset.x; finalPos = Multiply3x3(pedMat, draggedOutOffset) + ped->GetPosition(); CPedPlacement::FindZCoorForPed(&finalPos); ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); ped->SetPosition(finalPos); if (veh) { ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI; ped->m_fRotationCur = ped->m_fRotationDest; ped->CalculateNewOrientation(); if (!veh->IsRoomForPedToLeaveCar(ped->m_vehDoor, &vecPedQuickDraggedOutCarAnimOffset)) ped->PositionPedOutOfCollision(); } if (!ped->CanSetPedState()) return; ped->SetIdle(); if (veh) { if (ped->bFleeAfterExitingCar) { ped->bFleeAfterExitingCar = false; ped->SetFlee(veh->GetPosition(), 14000); } else if (ped->bWanderPathAfterExitingCar) { ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); ped->bWanderPathAfterExitingCar = false; } else if (ped->bGonnaKillTheCarJacker) { ped->bGonnaKillTheCarJacker = false; if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) { if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective); } else { CPed *driver = veh->pDriver; if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) { ped->SetFlee(veh->GetPosition(), 14000); } else { ped->ClearObjective(); ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); } ped->bUsePedNodeSeek = true; ped->m_pNextPathNode = nil; ped->Say(SOUND_PED_FLEE_RUN); } } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE && veh->pDriver && veh->pDriver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) { #ifndef VC_PED_PORTS if (CGeneral::GetRandomNumber() < MYRAND_MAX / 2) { ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver); } else #endif ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); #ifdef VC_PED_PORTS } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE && !veh->pDriver && FindPlayerPed()->m_carInObjective == veh && !CTheScripts::IsPlayerOnAMission()) { ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); #endif } else { ped->SetFindPathAndFlee(veh->GetPosition(), 10000); if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) { ped->SetMoveState(PEDMOVE_SPRINT); ped->Say(SOUND_PED_FLEE_SPRINT); } else { ped->Say(SOUND_PED_FLEE_RUN); } } } if (ped->m_nLastPedState == PED_IDLE) ped->m_nLastPedState = PED_WANDER_PATH; } void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed *ped = (CPed*)arg; ped->bUsesCollision = true; ped->RestartNonPartialAnims(); bool itsRearDoor = false; if (ped->m_vehDoor == CAR_DOOR_RF || ped->m_vehDoor == CAR_DOOR_RR) itsRearDoor = true; CMatrix pedMat(ped->GetMatrix()); CVector posAfterBeingDragged = Multiply3x3(pedMat, (itsRearDoor ? -vecPedDraggedOutCarAnimOffset : vecPedDraggedOutCarAnimOffset)); posAfterBeingDragged += ped->GetPosition(); #ifndef VC_PED_PORTS posAfterBeingDragged.z += 1.0f; #endif CPedPlacement::FindZCoorForPed(&posAfterBeingDragged); ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); ped->SetPosition(posAfterBeingDragged); if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehDoor, &vecPedDraggedOutCarAnimOffset)) { ped->PositionPedOutOfCollision(); } if (!ped->CanSetPedState()) return; if (!ped->m_pMyVehicle) { ped->SetIdle(); ped->SetGetUp(); return; } CPed *driver = ped->m_pMyVehicle->pDriver; if (ped->IsPlayer()) { ped->SetIdle(); } else if (ped->bFleeAfterExitingCar) { ped->bFleeAfterExitingCar = false; ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000); } else if (ped->bWanderPathAfterExitingCar) { ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); ped->bWanderPathAfterExitingCar = false; } else if (ped->bGonnaKillTheCarJacker) { // Kill objective is already set at this point. ped->bGonnaKillTheCarJacker = false; if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) { if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) { ped->SetPedState(PED_NONE); ped->m_nLastPedState = PED_NONE; ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000); } else { ped->ClearObjective(); ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); } } } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR && ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && driver && driver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) { #ifndef VC_PED_PORTS if (CGeneral::GetRandomNumber() & 1) ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver); else #endif ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); } else { #ifdef VC_PED_PORTS if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR && ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && !driver && FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission()) ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); else #endif { ped->SetPedState(PED_NONE); ped->m_nLastPedState = PED_NONE; ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000); } } ped->SetGetUp(); } uint8 CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos) { GetNearestTrainPedPosition(train, doorPos); /* // Not used. CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex); CMatrix trainMat = CMatrix(train->GetMatrix()); doorPos = trainModel->m_positions[m_vehDoor]; doorPos.x -= 1.5f; doorPos = Multiply3x3(trainMat, doorPos); doorPos += train->GetPosition(); */ return 1; } uint8 CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos) { CVector enterStepOffset; CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(train->GetModelIndex()); CMatrix trainMat = CMatrix(train->GetMatrix()); CVector leftEntryPos, rightEntryPos, midEntryPos; float distLeftEntry, distRightEntry, distMidEntry; // enterStepOffset = vecPedCarDoorAnimOffset; enterStepOffset = CVector(1.5f, 0.0f, 0.0f); if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) { distLeftEntry = 999.0f; } else { leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset; leftEntryPos = Multiply3x3(trainMat, leftEntryPos); leftEntryPos += train->GetPosition(); distLeftEntry = (leftEntryPos - GetPosition()).Magnitude(); } if (train->pPassengers[TRAIN_POS_MID_ENTRY]) { distMidEntry = 999.0f; } else { midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset; midEntryPos = Multiply3x3(trainMat, midEntryPos); midEntryPos += train->GetPosition(); distMidEntry = (midEntryPos - GetPosition()).Magnitude(); } if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) { distRightEntry = 999.0f; } else { rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset; rightEntryPos = Multiply3x3(trainMat, rightEntryPos); rightEntryPos += train->GetPosition(); distRightEntry = (rightEntryPos - GetPosition()).Magnitude(); } if (distMidEntry < distLeftEntry) { if (distMidEntry < distRightEntry) { enterPos = midEntryPos; m_vehDoor = TRAIN_POS_MID_ENTRY; } else { enterPos = rightEntryPos; m_vehDoor = TRAIN_POS_RIGHT_ENTRY; } } else if (distRightEntry < distLeftEntry) { enterPos = rightEntryPos; m_vehDoor = TRAIN_POS_RIGHT_ENTRY; } else { enterPos = leftEntryPos; m_vehDoor = TRAIN_POS_LEFT_ENTRY; } return 1; } void CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed *ped = (CPed*)arg; CTrain *veh = (CTrain*)ped->m_pMyVehicle; if (!veh) return; ped->bInVehicle = true; ped->SetPedState(PED_DRIVING); ped->RestorePreviousObjective(); ped->SetMoveState(PEDMOVE_STILL); veh->AddPassenger(ped); } void CPed::SetEnterTrain(CVehicle *train, uint32 unused) { if (m_nPedState == PED_ENTER_TRAIN || !((CTrain*)train)->Doors[0].IsFullyOpen()) return; /* // Not used CVector enterPos; GetNearestTrainPedPosition(train, enterPos); */ m_fRotationCur = train->GetForward().Heading() - HALFPI; m_pMyVehicle = train; m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); SetPedState(PED_ENTER_TRAIN); m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_TRAIN_GETIN, 4.0f); m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this); bUsesCollision = false; LineUpPedWithTrain(); if (IsPlayer()) { if (((CPlayerPed*)this)->m_bAdrenalineActive) ((CPlayerPed*)this)->ClearAdrenaline(); } } void CPed::EnterTrain(void) { LineUpPedWithTrain(); } void CPed::SetPedPositionInTrain(void) { LineUpPedWithTrain(); } void CPed::LineUpPedWithTrain(void) { CVector lineUpPos; CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex()); CVector enterOffset(1.5f, 0.0f, -0.2f); m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI; m_fRotationDest = m_fRotationCur; if (!bInVehicle) { GetNearestTrainDoor(m_pMyVehicle, lineUpPos); lineUpPos.z += 0.2f; } else { if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) { lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset; } else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) { lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset; } else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) { lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset; } lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos); lineUpPos += m_pMyVehicle->GetPosition(); } if (m_pVehicleAnim) { float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; lineUpPos += (GetPosition() - lineUpPos) * percentageLeft; } SetPosition(lineUpPos); SetHeading(m_fRotationCur); } void CPed::SetExitTrain(CVehicle* train) { if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen()) return; /* // Not used CVector exitPos; GetNearestTrainPedPosition(train, exitPos); */ SetPedState(PED_EXIT_TRAIN); m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_TRAIN_GETOUT, 4.0f); m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this); bUsesCollision = false; LineUpPedWithTrain(); } void CPed::ExitTrain(void) { LineUpPedWithTrain(); } void CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; if (ped->m_pVehicleAnim) ped->m_pVehicleAnim->blendDelta = -1000.0f; ped->bUsesCollision = true; ped->m_pVehicleAnim = nil; ped->bInVehicle = false; ped->SetPedState(PED_IDLE); ped->RestorePreviousObjective(); ped->SetMoveState(PEDMOVE_STILL); CMatrix pedMat(ped->GetMatrix()); ped->m_fRotationCur = HALFPI + veh->GetForward().Heading(); ped->m_fRotationDest = ped->m_fRotationCur; CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset); posAfterExit += ped->GetPosition(); CPedPlacement::FindZCoorForPed(&posAfterExit); ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); ped->SetPosition(posAfterExit); ped->SetHeading(ped->m_fRotationCur); veh->RemovePassenger(ped); } void CPed::RegisterThreatWithGangPeds(CEntity *attacker) { CPed *attackerPed = nil; if (attacker) { if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) { if (attacker->IsPed()) { attackerPed = (CPed*)attacker; } else { if (!attacker->IsVehicle()) return; attackerPed = ((CVehicle*)attacker)->pDriver; if (!attackerPed) return; } if (attackerPed && (attackerPed->IsPlayer() || attackerPed->IsGangMember())) { for (int i = 0; i < m_numNearPeds; ++i) { CPed *nearPed = m_nearPeds[i]; if (nearPed->IsPointerValid()) { if (nearPed != this && nearPed->m_nPedType == m_nPedType) nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType); } } } } } if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) { if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->GetModelIndex() != MI_TOYZ) { int16 lastVehicle; CEntity *vehicles[8]; CWorld::FindObjectsInRange(GetPosition(), ENTER_CAR_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); if (lastVehicle > 8) lastVehicle = 8; for (int j = 0; j < lastVehicle; ++j) { CVehicle *nearVeh = (CVehicle*) vehicles[j]; if (nearVeh->VehicleCreatedBy != MISSION_VEHICLE) { CPed *nearVehDriver = nearVeh->pDriver; if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) { if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) { nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f; nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; nearVeh->SetStatus(STATUS_PHYSICS); nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; } } } } } } } // 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) { for (int i = 0; i < node->numLinks; i++) { CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.ConnectedNode(i + node->firstLink)]; if (testNode && testNode != closeNode && testNode != closeNode2) { CVector2D posDiff(ped->m_vecSeekPos - testNode->GetPosition()); float dist = posDiff.MagnitudeSqr(); if (farDist.MagnitudeSqr() > dist) { if (closeDist.MagnitudeSqr() <= dist) { ped->m_pNextPathNode = closeNode; closeDist = posDiff; } else { ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode); farDist = posDiff; } } if (--runCount > 0) SelectClosestNodeForSeek(ped, testNode, closeDist, farDist, closeNode, (closeNode2 ? closeNode2 : testNode), runCount); } } } bool CPed::FindBestCoordsFromNodes(CVector unused, CVector *bestCoords) { if (m_pNextPathNode || !bUsePedNodeSeek) return false; CVector ourPos = GetPosition(); int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f); CVector seekObjPos = m_vecSeekPos; seekObjPos.z += 1.0f; if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false)) return false; m_pNextPathNode = nil; CVector2D seekPosDist (m_vecSeekPos - ourPos); CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId]; CVector2D closeDist(m_vecSeekPos - closestNode->GetPosition()); 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(); return true; } m_pNextPathNode = nil; } return false; } bool CPed::DuckAndCover(void) { if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer) return false; if (bKindaStayInSamePlace){ if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) { if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); } if (!bIsAimingGun) SetAimFlag(m_pedInObjective); } else { bCrouchWhenShooting = false; bKindaStayInSamePlace = false; bIsDucking = false; bDuckAndCover = false; m_headingRate = 10.0f; m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000); if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover--; } return false; } bool justDucked = false; CVehicle *foundVeh = nil; float maxDist = 225.0f; bIsDucking = false; bCrouchWhenShooting = false; if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { CVector pos = GetPosition(); int16 lastVehicle; CEntity *vehicles[8]; CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { CVehicle *veh = (CVehicle*) vehicles[i]; if (veh->m_vecMoveSpeed.Magnitude() <= 0.02f && !veh->bIsBus && !veh->bIsVan && !veh->bIsBig && veh->m_numPedsUseItAsCover < 3) { float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr(); if (dist < maxDist) { maxDist = dist; foundVeh = veh; } } } if (foundVeh) { // Unused. // CVector lfWheelPos, rfWheelPos; // foundVeh->GetComponentWorldPosition(CAR_WHEEL_RF, rfWheelPos); // foundVeh->GetComponentWorldPosition(CAR_WHEEL_LF, lfWheelPos); CVector rightSide, leftSide; // 3 persons can use the car as cover. Found the correct position for us. if (foundVeh->m_numPedsUseItAsCover == 2) { rightSide = CVector(1.5f, -0.5f, 0.0f); leftSide = CVector(-1.5f, -0.5f, 0.0f); } else if (foundVeh->m_numPedsUseItAsCover == 1) { rightSide = CVector(1.5f, 0.5f, 0.0f); leftSide = CVector(-1.5f, 0.5f, 0.0f); } else if (foundVeh->m_numPedsUseItAsCover == 0) { rightSide = CVector(1.5f, 0.0f, 0.0f); leftSide = CVector(-1.5f, 0.0f, 0.0f); } CMatrix vehMatrix(foundVeh->GetMatrix()); CVector duckAtRightSide = Multiply3x3(vehMatrix, rightSide) + foundVeh->GetPosition(); CVector duckAtLeftSide = Multiply3x3(vehMatrix, leftSide) + foundVeh->GetPosition(); CVector distWithPedRightSide = m_pedInObjective->GetPosition() - duckAtRightSide; CVector distWithPedLeftSide = m_pedInObjective->GetPosition() - duckAtLeftSide; CVector duckPos; if (distWithPedRightSide.MagnitudeSqr() <= distWithPedLeftSide.MagnitudeSqr()) duckPos = duckAtLeftSide; else duckPos = duckAtRightSide; if (CWorld::TestSphereAgainstWorld(duckPos, 0.5f, nil, true, true, true, false, false, false) && CWorld::GetIsLineOfSightClear(GetPosition(), duckPos, 1, 0, 0, 1, 0, 0, 0)) { SetSeek(duckPos, 1.0f); m_headingRate = 15.0f; bIsRunning = true; bDuckAndCover = true; justDucked = true; m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500; if (foundVeh->bIsLawEnforcer) m_carInObjective = foundVeh; // BUG? Shouldn't we register the reference? m_pSeekTarget = foundVeh; ClearPointGunAt(); } else { m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000); bDuckAndCover = false; } } else { bDuckAndCover = false; } } if (!justDucked && !bDuckAndCover) return false; if (!Seek()) return true; bKindaStayInSamePlace = true; bDuckAndCover = false; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); if (m_pSeekTarget && m_pSeekTarget->IsVehicle()) ((CVehicle*)m_pSeekTarget)->m_numPedsUseItAsCover++; SetIdle(); SetMoveState(PEDMOVE_STILL); SetMoveAnim(); if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) { m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); } m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 6000); return false; } CVector CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset) { CVector doorPos; CMatrix vehMat(veh->GetMatrix()); doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset)); return veh->GetPosition() + doorPos; } CVector CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult) { CVehicleModelInfo *vehModel; CVector vehDoorPos; CVector vehDoorOffset; float seatOffset; vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex()); if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) { seatOffset = 0.0f; vehDoorOffset = vecPedVanRearDoorAnimOffset; } else { 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; 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_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); } return vehDoorPos - vehDoorOffset; } void CPed::SetDuck(uint32 time) { if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer) return; if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) { CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_LOW); if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_LOW, 4.0f); bIsDucking = true; m_duckTimer = CTimer::GetTimeInMilliseconds() + time; } } else { CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN); if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_DOWN, 4.0f); bIsDucking = true; m_duckTimer = CTimer::GetTimeInMilliseconds() + time; } } } void CPed::Duck(void) { if (CTimer::GetTimeInMilliseconds() > m_duckTimer) ClearDuck(); } void CPed::ClearDuck(void) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_LOW); if (!animAssoc) { bIsDucking = false; return; } } if (!bCrouchWhenShooting) return; if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) return; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RBLOCK_SHOOT); if (!animAssoc || animAssoc->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_RBLOCK_SHOOT, 4.0f); } } void CPed::InformMyGangOfAttack(CEntity *attacker) { CPed *attackerPed; if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) return; if (attacker->IsPed()) { attackerPed = (CPed*)attacker; } else { if (!attacker->IsVehicle()) return; attackerPed = ((CVehicle*)attacker)->pDriver; if (!attackerPed) return; } if (attackerPed->m_nPedType == PEDTYPE_COP) return; for (int i = 0; i < m_numNearPeds; i++) { CPed *nearPed = m_nearPeds[i]; if (nearPed && nearPed != this) { CPed *leader = nearPed->m_leader; if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper) { nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed); nearPed->SetObjectiveTimer(30000); } } } } void CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; CAutomobile* veh = (CAutomobile*)(ped->m_pMyVehicle); if (animAssoc) animAssoc->blendDelta = -1000.0f; if (veh->bLowVehicle) { veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS, 1.0f); } else { veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, 1.0f); } veh->m_nGettingOutFlags &= ~CAR_DOOR_FLAG_LF; if (veh->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK); } void CPed::SetSeekBoatPosition(CVehicle *boat) { if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver #if defined VC_PED_PORTS || defined FIX_BUGS || !IsPedInControl() #endif ) return; SetStoredState(); m_carInObjective = boat; m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); m_pMyVehicle = boat; m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); m_distanceToCountSeekDone = 0.5f; SetPedState(PED_SEEK_IN_BOAT); } void CPed::SeekBoatPosition(void) { if (m_carInObjective && !m_carInObjective->pDriver) { CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo(); CVector enterOffset; enterOffset = boatModel->GetFrontSeatPosn(); enterOffset.x = 0.0f; CMatrix boatMat(m_carInObjective->GetMatrix()); SetMoveState(PEDMOVE_WALK); m_vecSeekPos = boatMat * enterOffset; if (Seek()) { // We arrived to the boat m_vehDoor = 0; SetEnterCar(m_carInObjective, 0); } } else RestorePreviousState(); } bool CPed::IsRoomToBeCarJacked(void) { if (!m_pMyVehicle) return false; CVector offset; if (m_pMyVehicle->bLowVehicle || m_nPedType == PEDTYPE_COP) { offset = vecPedDraggedOutCarAnimOffset; } else { offset = vecPedQuickDraggedOutCarAnimOffset; } offset.z = 0.0f; if (m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, &offset)) { return true; } return false; } void CPed::RemoveInCarAnims(void) { if (!IsPlayer()) return; CAnimBlendAssociation *animAssoc; if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_LEFT_LO); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_RIGHT_LO); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_LEFT); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_RIGHT); if (animAssoc) animAssoc->blendDelta = -1000.0f; } else { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_LEFT); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_RIGHT); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_LEFT); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_RIGHT); if (animAssoc) animAssoc->blendDelta = -1000.0f; } #ifdef VC_PED_PORTS animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_DRIVE); if (animAssoc) animAssoc->blendDelta = -1000.0f; #endif animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_LOOKBEHIND); if (animAssoc) animAssoc->blendDelta = -1000.0f; } bool CPed::PositionPedOutOfCollision(void) { CVehicle *veh; CVector posNearVeh; CVector posSomewhereClose; bool putNearVeh = false; bool putSomewhereClose = false; int smallestDistNearVeh = 999; int smallestDistSomewhereClose = 999; if (!m_pMyVehicle) return false; CVector vehPos = m_pMyVehicle->GetPosition(); CVector potentialPos; potentialPos.y = GetPosition().y - 3.5f; potentialPos.z = GetPosition().z; for (int yTry = 0; yTry < 15; yTry++) { potentialPos.x = GetPosition().x - 3.5f; for (int xTry = 0; xTry < 15; xTry++) { CPedPlacement::FindZCoorForPed(&potentialPos); CVector distVec = potentialPos - vehPos; float dist = distVec.Magnitude(); // Makes close distances bigger for some reason. float mult = (0.6f + dist) / dist; CVector adjustedPotentialPos = distVec * mult + vehPos; if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false) && !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) { float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr(); veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false); if (veh) { if (potentialChangeSqr < smallestDistNearVeh) { posNearVeh = potentialPos; putNearVeh = true; smallestDistNearVeh = potentialChangeSqr; } } else if (potentialChangeSqr < smallestDistSomewhereClose) { smallestDistSomewhereClose = potentialChangeSqr; posSomewhereClose = potentialPos; putSomewhereClose = true; } } potentialPos.x += 0.5f; } potentialPos.y += 0.5f; } if (!putSomewhereClose && !putNearVeh) return false; // We refrain from using posNearVeh, probably because of it may be top of the vehicle. if (putSomewhereClose) { SetPosition(posSomewhereClose); } else { CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max; posNearVeh.z += vehSize.z; SetPosition(posNearVeh); } return true; } bool CPed::WarpPedToNearLeaderOffScreen(void) { bool teleported = false; if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) return false; CVector warpToPos = m_leader->GetPosition(); CVector distVec = warpToPos - GetPosition(); float halfOfDist = distVec.Magnitude() * 0.5f; CVector halfNormalizedDist = distVec / halfOfDist; CVector appropriatePos = GetPosition(); CVector zCorrectedPos = appropriatePos; int tryCount = Min(10, halfOfDist); for (int i = 0; i < tryCount; ++i) { appropriatePos += halfNormalizedDist; CPedPlacement::FindZCoorForPed(&zCorrectedPos); if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) continue; appropriatePos.z = zCorrectedPos.z; if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { teleported = true; Teleport(appropriatePos); } } m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; return teleported; } bool CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo) { bool teleported = false; if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds()) return false; CVector warpToPos = warpTo->GetPosition(); CVector distVec = warpToPos - GetPosition(); float halfOfDist = distVec.Magnitude() * 0.5f; CVector halfNormalizedDist = distVec / halfOfDist; CVector appropriatePos = GetPosition(); CVector zCorrectedPos = appropriatePos; int tryCount = Min(10, halfOfDist); for (int i = 0; i < tryCount; ++i) { appropriatePos += halfNormalizedDist; CPedPlacement::FindZCoorForPed(&zCorrectedPos); if (Abs(zCorrectedPos.z - warpToPos.z) >= 3.0f && Abs(zCorrectedPos.z - appropriatePos.z) >= 3.0f) continue; appropriatePos.z = zCorrectedPos.z; if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix()) && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false) && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) { teleported = true; Teleport(appropriatePos); } } m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000; return teleported; }