#include "common.h" #include "Automobile.h" #include "Bridge.h" #include "Camera.h" #include "Cranes.h" #include "Darkel.h" #include "Explosion.h" #include "Fire.h" #include "Frontend.h" #include "General.h" #include "HandlingMgr.h" #include "Messages.h" #include "Pad.h" #include "PathFind.h" #include "PlayerInfo.h" #include "PlayerPed.h" #include "PlayerSkin.h" #include "ProjectileInfo.h" #include "Remote.h" #include "Renderer.h" #include "Replay.h" #include "Script.h" #include "SpecialFX.h" #include "Stats.h" #include "Streaming.h" #include "Text.h" #include "Wanted.h" #include "WaterLevel.h" #include "World.h" #include "ZoneCull.h" #include "main.h" void CPlayerInfo::SetPlayerSkin(char *skin) { strncpy(m_aSkinName, skin, 32); LoadPlayerSkin(); } const CVector & CPlayerInfo::GetPos() { #ifdef FIX_BUGS if (!m_pPed) return TheCamera.GetPosition(); #endif if (m_pPed->InVehicle()) return m_pPed->m_pMyVehicle->GetPosition(); return m_pPed->GetPosition(); } void CPlayerInfo::LoadPlayerSkin() { DeletePlayerSkin(); m_pSkinTexture = CPlayerSkin::GetSkinTexture(m_aSkinName); if (!m_pSkinTexture) m_pSkinTexture = CPlayerSkin::GetSkinTexture(DEFAULT_SKIN_NAME); } void CPlayerInfo::DeletePlayerSkin() { if (m_pSkinTexture) { RwTextureDestroy(m_pSkinTexture); m_pSkinTexture = nil; } } void CPlayerInfo::KillPlayer() { if (m_WBState != WBSTATE_PLAYING) return; m_WBState = WBSTATE_WASTED; m_nWBTime = CTimer::GetTimeInMilliseconds(); CDarkel::ResetOnPlayerDeath(); CMessages::AddBigMessage(TheText.Get("DEAD"), 4000, 2); CStats::TimesDied++; } void CPlayerInfo::ArrestPlayer() { if (m_WBState != WBSTATE_PLAYING) return; m_WBState = WBSTATE_BUSTED; m_nWBTime = CTimer::GetTimeInMilliseconds(); CDarkel::ResetOnPlayerDeath(); CMessages::AddBigMessage(TheText.Get("BUSTED"), 5000, 2); CStats::TimesArrested++; } bool CPlayerInfo::IsPlayerInRemoteMode() { return m_pRemoteVehicle || m_bInRemoteMode; } void CPlayerInfo::PlayerFailedCriticalMission() { if (m_WBState != WBSTATE_PLAYING) return; m_WBState = WBSTATE_FAILED_CRITICAL_MISSION; m_nWBTime = CTimer::GetTimeInMilliseconds(); CDarkel::ResetOnPlayerDeath(); } void CPlayerInfo::Clear(void) { m_pPed = nil; m_pRemoteVehicle = nil; if (m_pVehicleEx) { m_pVehicleEx->bUsingSpecialColModel = false; m_pVehicleEx = nil; } m_nVisibleMoney = 0; m_nMoney = m_nVisibleMoney; m_WBState = WBSTATE_PLAYING; m_nWBTime = 0; m_nTrafficMultiplier = 0; m_fRoadDensity = 1.0f; m_bInRemoteMode = false; m_bUnusedTaxiThing = false; m_nUnusedTaxiTimer = 0; m_nCollectedPackages = 0; m_nTotalPackages = 3; m_nTimeLastHealthLoss = 0; m_nTimeLastArmourLoss = 0; m_nNextSexFrequencyUpdateTime = 0; m_nNextSexMoneyUpdateTime = 0; m_nSexFrequency = 0; m_pHooker = nil; m_nTimeTankShotGun = 0; field_248 = 0; m_nUpsideDownCounter = 0; m_bInfiniteSprint = false; m_bFastReload = false; m_bGetOutOfJailFree = false; m_bGetOutOfHospitalFree = false; m_nPreviousTimeRewardedForExplosion = 0; m_nExplosionsSinceLastReward = 0; } void CPlayerInfo::BlowUpRCBuggy(void) { if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld) return; CRemote::TakeRemoteControlledCarFromPlayer(); m_pRemoteVehicle->BlowUpCar(FindPlayerPed()); } void CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car) { if (!car || car == m_pPed->m_pMyVehicle) { if (m_pPed->EnteringCar()) m_pPed->QuitEnteringCar(); } if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) m_pPed->ClearObjective(); } void CPlayerInfo::MakePlayerSafe(bool toggle) { if (toggle) { CTheScripts::ResetCountdownToMakePlayerUnsafe(); m_pPed->m_pWanted->m_bIgnoredByEveryone = true; CWorld::StopAllLawEnforcersInTheirTracks(); CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO); CPad::StopPadsShaking(); m_pPed->bBulletProof = true; m_pPed->bFireProof = true; m_pPed->bCollisionProof = true; m_pPed->bMeleeProof = true; m_pPed->bOnlyDamagedByPlayer = true; m_pPed->bExplosionProof = true; m_pPed->m_bCanBeDamaged = false; ((CPlayerPed*)m_pPed)->ClearAdrenaline(); CancelPlayerEnteringCars(nil); gFireManager.ExtinguishPoint(GetPos(), 4000.0f); CExplosion::RemoveAllExplosionsInArea(GetPos(), 4000.0f); CProjectileInfo::RemoveAllProjectiles(); CWorld::SetAllCarsCanBeDamaged(false); CWorld::ExtinguishAllCarFiresInArea(GetPos(), 4000.0f); CReplay::DisableReplays(); } else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) { m_pPed->m_pWanted->m_bIgnoredByEveryone = false; CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO); m_pPed->bBulletProof = false; m_pPed->bFireProof = false; m_pPed->bCollisionProof = false; m_pPed->bMeleeProof = false; m_pPed->bOnlyDamagedByPlayer = false; m_pPed->bExplosionProof = false; m_pPed->m_bCanBeDamaged = true; CWorld::SetAllCarsCanBeDamaged(true); CReplay::EnableReplays(); } } bool CPlayerInfo::IsRestartingAfterDeath() { return m_WBState == WBSTATE_WASTED; } bool CPlayerInfo::IsRestartingAfterArrest() { return m_WBState == WBSTATE_BUSTED; } // lastCloseness is passed to other calls of this function void CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput) { // This dist used for determining the angle to face CVector2D dist(carToTest->GetPosition() - player->GetPosition()); float neededTurn = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y) - CGeneral::GetATanOfXY(dist.x, dist.y); while (neededTurn >= PI) { neededTurn -= 2 * PI; } while (neededTurn < -PI) { neededTurn += 2 * PI; } // This dist used for evaluating cars' distances, weird... // Accounts inverted needed turn (or needed turn in long way) and car dist. float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist); if (closeness > *lastCloseness) { *lastCloseness = closeness; *closestCarOutput = (CVehicle*)carToTest; } } // There is something unfinished in here... Sadly all IDBs we have have it unfinished. void CPlayerInfo::AwardMoneyForExplosion(CVehicle *wreckedCar) { if (CTimer::GetTimeInMilliseconds() - m_nPreviousTimeRewardedForExplosion < 6000) ++m_nExplosionsSinceLastReward; else m_nExplosionsSinceLastReward = 1; m_nPreviousTimeRewardedForExplosion = CTimer::GetTimeInMilliseconds(); int award = wreckedCar->pHandling->nMonetaryValue * 0.002f; sprintf(gString, "$%d", award); #ifdef MONEY_MESSAGES // This line is a leftover from PS2, I don't know what it was meant to be. // CVector sth(TheCamera.GetPosition() * 4.0f); CMoneyMessages::RegisterOne(wreckedCar->GetPosition() + CVector(0.0f, 0.0f, 2.0f), gString, 0, 255, 0, 2.0f, 0.5f); #endif CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award; for (int i = m_nExplosionsSinceLastReward; i > 1; --i) { CGeneral::GetRandomNumber(); CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award; } } void CPlayerInfo::SavePlayerInfo(uint8 *buf, uint32 *size) { // Interesting *size = sizeof(CPlayerInfo); #define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); buf += sizeof(data); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree); CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName); #undef CopyToBuf } void CPlayerInfo::LoadPlayerInfo(uint8 *buf, uint32 size) { #define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); buf += sizeof(data); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree); CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName) #undef CopyFromBuf } void CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput) { for (CPtrNode* node = carList.first; node; node = node->next) { CVehicle *car = (CVehicle*)node->item; if(car->m_scanCode != CWorld::GetCurrentScanCode()) { if (!car->bUsesCollision || !car->IsVehicle()) continue; car->m_scanCode = CWorld::GetCurrentScanCode(); if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING && (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) { CVector carCentre = car->GetBoundCentre(); if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) { float dist = (ped->GetPosition() - carCentre).Magnitude2D(); if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) { EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput); } } } } } } void CPlayerInfo::Process(void) { #ifdef FIX_BUGS if (CReplay::IsPlayingBack()) return; #endif // Unused taxi feature. Gives you a dollar for every second with a passenger. Can be toggled via 0x29A opcode. bool startTaxiTimer = true; if (m_bUnusedTaxiThing && m_pPed->bInVehicle) { CVehicle *veh = m_pPed->m_pMyVehicle; if ((veh->GetModelIndex() == MI_TAXI || veh->GetModelIndex() == MI_CABBIE || veh->GetModelIndex() == MI_BORGNINE) && veh->pDriver == m_pPed && veh->m_nNumPassengers != 0) { for (uint32 timePassed = CTimer::GetTimeInMilliseconds() - m_nUnusedTaxiTimer; timePassed >= 1000; m_nUnusedTaxiTimer += 1000) { timePassed -= 1000; ++m_nMoney; } startTaxiTimer = false; } } if (startTaxiTimer) m_nUnusedTaxiTimer = CTimer::GetTimeInMilliseconds(); // The effect that makes money counter does while earning/losing money if (m_nVisibleMoney != m_nMoney) { int diff = m_nMoney - m_nVisibleMoney; int diffAbs = Abs(diff); int changeBy; if (diffAbs > 100000) changeBy = 12345; else if (diffAbs > 10000) changeBy = 1234; else if (diffAbs > 1000) changeBy = 123; else if (diffAbs > 50) changeBy = 42; else changeBy = 1; if (diff < 0) m_nVisibleMoney -= changeBy; else m_nVisibleMoney += changeBy; } if (!(CTimer::GetFrameCounter() & 15)) { CVector2D playerPos = m_pPed->bInVehicle ? m_pPed->m_pMyVehicle->GetPosition() : m_pPed->GetPosition(); m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y); } m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f); // Because vehicle enter/exit use same key binding. bool enterOrExitVeh; if (m_pPed->bVehExitWillBeInstant && m_pPed->bInVehicle) enterOrExitVeh = CPad::GetPad(0)->ExitVehicleJustDown(); else enterOrExitVeh = CPad::GetPad(0)->GetExitVehicle(); if (enterOrExitVeh && m_pPed->m_nPedState != PED_SNIPER_MODE && m_pPed->m_nPedState != PED_ROCKET_MODE) { if (m_pPed->bInVehicle) { if (!m_pRemoteVehicle) { CEntity *surfaceBelowVeh = m_pPed->m_pMyVehicle->m_pCurGroundEntity; if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->GetModelIndex())) { CVehicle *veh = m_pPed->m_pMyVehicle; if (!veh->IsBoat() || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) { // This condition will always return true, else block was probably WIP Miami code. if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) { if (veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) { if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) { m_pPed->SetObjective(OBJECTIVE_LEAVE_CAR, veh); } } } else { CVector sth = 0.7f * veh->GetRight() + veh->GetPosition(); bool found = false; float groundZ = CWorld::FindGroundZFor3DCoord(sth.x, sth.y, 2.0f + sth.z, &found); if (found) sth.z = 1.0f + groundZ; m_pPed->m_nPedState = PED_IDLE; m_pPed->SetMoveState(PEDMOVE_STILL); CPed::PedSetOutCarCB(0, m_pPed); CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f); CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND, 100.0f); m_pPed->SetPosition(sth); m_pPed->SetMoveState(PEDMOVE_STILL); m_pPed->m_vecMoveSpeed = veh->m_vecMoveSpeed; } } else { // The code in here was under CPed::SetExitBoat in VC, did the same for here. m_pPed->SetExitBoat(veh); m_pPed->bTryingToReachDryLand = true; } } } } else { // Enter vehicle if (CPad::GetPad(0)->ExitVehicleJustDown()) { bool weAreOnBoat = false; float lastCloseness = 0.0f; CVehicle *carBelow = nil; CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface; if (surfaceBelow && surfaceBelow->IsVehicle()) { carBelow = (CVehicle*)surfaceBelow; if (carBelow->IsBoat()) { weAreOnBoat = true; m_pPed->bOnBoat = true; #ifdef VC_PED_PORTS if (carBelow->GetStatus() != STATUS_WRECKED && carBelow->GetUp().z > 0.3f) #else if (carBelow->GetStatus() != STATUS_WRECKED) #endif m_pPed->SetSeekBoatPosition(carBelow); } } // Find closest car if (!weAreOnBoat) { float minX = m_pPed->GetPosition().x - 10.0f; float maxX = 10.0f + m_pPed->GetPosition().x; float minY = m_pPed->GetPosition().y - 10.0f; float maxY = 10.0f + m_pPed->GetPosition().y; int minXSector = CWorld::GetSectorIndexX(minX); if (minXSector < 0) minXSector = 0; int minYSector = CWorld::GetSectorIndexY(minY); if (minYSector < 0) minYSector = 0; int maxXSector = CWorld::GetSectorIndexX(maxX); if (maxXSector > NUMSECTORS_X - 1) maxXSector = NUMSECTORS_X - 1; int maxYSector = CWorld::GetSectorIndexY(maxY); if (maxYSector > NUMSECTORS_Y - 1) maxYSector = NUMSECTORS_Y - 1; CWorld::AdvanceCurrentScanCode(); for (int curY = minYSector; curY <= maxYSector; curY++) { for (int curX = minXSector; curX <= maxXSector; curX++) { CSector *sector = CWorld::GetSector(curX, curY); FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed, minX, minY, maxX, maxY, &lastCloseness, &carBelow); FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed, minX, minY, maxX, maxY, &lastCloseness, &carBelow); } } } // carBelow is now closest vehicle if (carBelow && !weAreOnBoat) { if (carBelow->GetStatus() == STATUS_TRAIN_NOT_MOVING) { m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow); } else if (carBelow->IsBoat()) { if (!carBelow->pDriver) { m_pPed->m_vehEnterType = 0; m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType); } } else { m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow); } } } } } if (m_bInRemoteMode) { uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar; if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) { TheCamera.SetFadeColour(0, 0, 0); TheCamera.Fade(1.0f, 0); } if (timeWithoutRemoteCar > 2000) { if (m_WBState == WBSTATE_PLAYING) { TheCamera.RestoreWithJumpCut(); TheCamera.SetFadeColour(0, 0, 0); TheCamera.Fade(1.0f, 1); TheCamera.Process(); CTimer::Stop(); CCullZones::ForceCullZoneCoors(TheCamera.GetPosition()); CRenderer::RequestObjectsInFrustum(); CStreaming::LoadAllRequestedModels(false); CTimer::Update(); } m_bInRemoteMode = false; CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil; if (FindPlayerVehicle()) { FindPlayerVehicle()->SetStatus(STATUS_PLAYER); } } } if (!(CTimer::GetFrameCounter() & 31)) { CVehicle *veh = FindPlayerVehicle(); if (veh && m_pPed->bInVehicle && veh->GetUp().z < 0.0f && veh->m_vecMoveSpeed.Magnitude() < 0.05f && veh->IsCar() && !veh->bIsInWater) { if (veh->GetUp().z < -0.5f) { m_nUpsideDownCounter += 2; } else { m_nUpsideDownCounter++; } } else { m_nUpsideDownCounter = 0; } if (m_nUpsideDownCounter > 6 && veh->bCanBeDamaged) { veh->m_fHealth = 249.0f < veh->m_fHealth ? 249.0f : veh->m_fHealth; if (veh->IsCar()) { CAutomobile* car = (CAutomobile*)veh; car->Damage.SetEngineStatus(225); car->m_pSetOnFireEntity = nil; } } } if (FindPlayerVehicle()) { CVehicle *veh = FindPlayerVehicle(); veh->m_nZoneLevel = LEVEL_IGNORE; for (int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) { if (veh->pPassengers[i]) veh->pPassengers[i]->m_nZoneLevel = LEVEL_NONE; } CStats::DistanceTravelledInVehicle += veh->m_fDistanceTravelled; } else { CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled; } }