#include "common.h" #include "patcher.h" #include "main.h" #include "Pools.h" #include "Particle.h" #include "Stats.h" #include "World.h" #include "RpAnimBlend.h" #include "Ped.h" #include "PlayerPed.h" #include "General.h" #include "SurfaceTable.h" #include "VisibilityPlugins.h" #include "AudioManager.h" #include "HandlingMgr.h" #include "Replay.h" #include "PedPlacement.h" #include "Shadows.h" #include "Weather.h" #include "ZoneCull.h" #include "Population.h" #include "Renderer.h" #include "Lights.h" #include "PointLights.h" #include "Pad.h" #include "Phones.h" #include "Darkel.h" #include "PathFind.h" #include "ModelIndices.h" #include "FileMgr.h" #include "TempColModels.h" #include "Pickups.h" #include "Train.h" #include "TrafficLights.h" #include "PedRoutes.h" #include "Sprite.h" #include "RwHelper.h" #include "Font.h" #include "Text.h" #include "CopPed.h" #include "Script.h" #include "CarCtrl.h" #include "Garages.h" #include "WaterLevel.h" #include "CarAI.h" #include "Zones.h" #include "Cranes.h" #include "Timecycle.h" #include "ParticleObject.h" #include "Floater.h" #define FEET_OFFSET 1.04f CPed *gapTempPedList[50]; uint16 gnNumTempPedList; bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44; bool &CPed::bPedCheat2 = *(bool*)0x95CD5A; bool &CPed::bPedCheat3 = *(bool*)0x95CD59; CColPoint &aTempPedColPts = *(CColPoint*)0x62DB14; // TODO: CommentWaitTime should be hardcoded into exe, and it isn't reversed yet. CPedAudioData (&CPed::CommentWaitTime)[38] = *(CPedAudioData(*)[38]) * (uintptr*)0x5F94C4; uint16 nPlayerInComboMove; RpClump *flyingClumpTemp; // This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat. FightMove tFightMoves[NUM_FIGHTMOVES] = { {NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0}, {ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0}, {ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0}, {ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0}, {ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0}, {ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0}, {ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0}, {ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0}, {ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0}, {ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0}, {ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, {ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, }; // *(FightMove(*)[NUM_FIGHTMOVES])* (uintptr*)0x5F9844; uint16 &CPed::nThreatReactionRangeMultiplier = *(uint16*)0x5F8C98; uint16 &CPed::nEnterCarRangeMultiplier = *(uint16*)0x5F8C94; CVector vecPedCarDoorAnimOffset; CVector vecPedCarDoorLoAnimOffset; CVector vecPedVanRearDoorAnimOffset; CVector vecPedQuickDraggedOutCarAnimOffset; CVector vecPedDraggedOutCarAnimOffset; CVector vecPedTrainDoorAnimOffset; CVector2D CPed::ms_vec2DFleePosition; void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); } void *CPed::operator new(size_t sz, int handle) { return CPools::GetPedPool()->New(handle); } void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); } void CPed::operator delete(void *p, int handle) { CPools::GetPedPool()->Delete((CPed*)p); } static char ObjectiveText[][28] = { "No Obj", "Wait on Foot", "Flee on Foot Till Safe", "Guard Spot", "Guard Area", "Wait in Car", "Wait in Car then Getout", "Kill Char on Foot", "Kill Char Any Means", "Flee Char on Foot Till Safe", "Flee Char on Foot Always", "GoTo Char on Foot", "Follow Char in Formation", "Leave Car", "Enter Car as Passenger", "Enter Car as Driver", "Follow Car in Car", "Fire at Obj from Vehicle", "Destroy Obj", "Destroy Car", "GoTo Area Any Means", "GoTo Area on Foot", "Run to Area", "GoTo Area in Car", "Follow Car on Foot Woffset", "Guard Attack", "Set Leader", "Follow Route", "Solicit", "Take Taxi", "Catch Train", "Buy IceCream", "Steal Any Car", "Mug Char", #ifdef VC_PED_PORTS "Leave Car and Die" #endif }; static char StateText[][18] = { "None", "Idle", "Look Entity", "Look Heading", "Wander Range", "Wander Path", "Seek Pos", "Seek Entity", "Flee Pos", "Flee Entity", "Pursue", "Follow Path", "Sniper Mode", "Rocket Mode", "Dummy", "Pause", "Attack", "Fight", "Face Phone", "Make Call", "Chat", "Mug", "AimGun", "AI Control", "Seek Car", "Seek InBoat", "Follow Route", "C.P.R.", "Solicit", "Buy IceCream", "Investigate", "Step away", "On Fire", "Unknown", "STATES_NO_AI", "Jump", "Fall", "GetUp", "Stagger", "Dive away", "STATES_NO_ST", "Enter Train", "Exit Train", "Arrest Plyr", "Driving", "Passenger", "Taxi Passngr", "Open Door", "Die", "Dead", "CarJack", "Drag fm Car", "Enter Car", "Steal Car", "Exit Car", "Hands Up", "Arrested", }; static char PersonalityTypeText[][18] = { "Player", "Cop", "Medic", "Fireman", "Gang 1", "Gang 2", "Gang 3", "Gang 4", "Gang 5", "Gang 6", "Gang 7", "Street Guy", "Suit Guy", "Sensible Guy", "Geek Guy", "Old Guy", "Tough Guy", "Street Girl", "Suit Girl", "Sensible Girl", "Geek Girl", "Old Girl", "Tough Girl", "Tramp", "Tourist", "Prostitute", "Criminal", "Busker", "Taxi Driver", "Psycho", "Steward", "Sports Fan", }; static char WaitStateText[][16] = { "No Wait", "Traffic Lights", "Pause CrossRoad", "Look CrossRoad", "Look Ped", "Look Shop", "Look Accident", "FaceOff Gang", "Double Back", "Hit Wall", "Turn 180deg", "Surprised", "Ped Stuck", "Look About", "Play Duck", "Play Cower", "Play Taxi", "Play HandsUp", "Play HandsCower", "Play Chat", "Finish Flee", }; #ifdef TOGGLEABLE_BETA_FEATURES bool CPed::bUnusedFightThingOnPlayer = false; bool CPed::bPopHeadsOnHeadshot = false; bool CPed::bMakePedsRunToPhonesToReportCrimes = false; #endif #ifndef MASTER int nDisplayDebugInfo = 0; void CPed::SwitchDebugDisplay(void) { nDisplayDebugInfo = !nDisplayDebugInfo; } void CPed::DebugRenderOnePedText(void) { if ((GetPosition() - TheCamera.GetPosition()).MagnitudeSqr() < sq(30.0f)) { float width, height; RwV3d screenCoords; CVector bitAbove = GetPosition(); bitAbove.z += 2.0f; if (CSprite::CalcScreenCoors(bitAbove, &screenCoords, &width, &height, true)) { float lineHeight = SCREEN_SCALE_Y(min(height/100.0f, 0.7f) * 22.0f); DefinedState(); CFont::SetPropOn(); CFont::SetBackgroundOn(); // Originally both of them were being divided by 60.0f. float xScale = min(width / 240.0f, 0.7f); float yScale = min(height / 80.0f, 0.7f); CFont::SetScale(SCREEN_SCALE_X(xScale), SCREEN_SCALE_Y(yScale)); CFont::SetCentreOn(); CFont::SetCentreSize(SCREEN_WIDTH); CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 0, 255)); CFont::SetBackGroundOnlyTextOn(); CFont::SetFontStyle(0); AsciiToUnicode(StateText[m_nPedState], gUString); CFont::PrintString(screenCoords.x, screenCoords.y, gUString); AsciiToUnicode(ObjectiveText[m_objective], gUString); CFont::PrintString(screenCoords.x, screenCoords.y + lineHeight, gUString); AsciiToUnicode(PersonalityTypeText[m_pedStats->m_type], gUString); CFont::PrintString(screenCoords.x, screenCoords.y + 2 * lineHeight, gUString); AsciiToUnicode(WaitStateText[m_nWaitState], gUString); CFont::PrintString(screenCoords.x, screenCoords.y + 3 * lineHeight, gUString); if (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY) { sprintf(gString, "Safe distance to target: %.2f", m_distanceToCountSeekDone); AsciiToUnicode(gString, gUString); CFont::PrintString(screenCoords.x, screenCoords.y + 4 * lineHeight, gUString); } DefinedState(); } } } #endif CPed::~CPed(void) { CWorld::Remove(this); CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this)); if (InVehicle()){ uint8 door_flag = GetCarDoorFlag(m_vehEnterType); if (m_pMyVehicle->pDriver == this) m_pMyVehicle->pDriver = nil; else { // FIX: Passenger counter now decreasing after removing ourself from vehicle. m_pMyVehicle->RemovePassenger(this); } if (m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR) m_pMyVehicle->m_nGettingOutFlags &= ~door_flag; bInVehicle = false; m_pMyVehicle = nil; } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK){ QuitEnteringCar(); } if (m_pFire) m_pFire->Extinguish(); CPopulation::UpdatePedCount(m_nPedType, true); DMAudio.DestroyEntity(m_audioEntityId); } void CPed::FlagToDestroyWhenNextProcessed(void) { bRemoveFromWorld = true; if (!InVehicle()) return; if (m_pMyVehicle->pDriver == this){ m_pMyVehicle->pDriver = nil; if (IsPlayer() && m_pMyVehicle->m_status != STATUS_WRECKED) m_pMyVehicle->m_status = STATUS_ABANDONED; }else{ m_pMyVehicle->RemovePassenger(this); } bInVehicle = false; m_pMyVehicle = nil; if (CharCreatedBy == MISSION_CHAR) m_nPedState = PED_DEAD; else m_nPedState = PED_NONE; m_pVehicleAnim = nil; } CPed::CPed(uint32 pedType) : m_pedIK(this) { m_type = ENTITY_TYPE_PED; bPedPhysics = true; bUseCollisionRecords = true; m_vecAnimMoveDelta.x = 0.0f; m_vecAnimMoveDelta.y = 0.0f; m_fHealth = 100.0f; m_fArmour = 0.0f; m_nPedType = pedType; m_lastSoundStart = 0; m_soundStart = 0; m_lastQueuedSound = SOUND_TOTAL_PED_SOUNDS; m_queuedSound = SOUND_TOTAL_PED_SOUNDS; m_objective = OBJECTIVE_NONE; m_prevObjective = OBJECTIVE_NONE; CharCreatedBy = RANDOM_CHAR; m_leader = nil; m_pedInObjective = nil; m_carInObjective = nil; bInVehicle = false; m_pMyVehicle = nil; m_pVehicleAnim = nil; m_vecOffsetSeek.x = 0.0f; m_vecOffsetSeek.y = 0.0f; m_vecOffsetSeek.z = 0.0f; m_pedFormation = FORMATION_UNDEFINED; m_collidingThingTimer = 0; m_nPedStateTimer = 0; m_actionX = 0; m_actionY = 0; m_phoneTalkTimer = 0; m_stateUnused = 0; m_leaveCarTimer = 0; m_getUpTimer = 0; m_attackTimer = 0; m_timerUnused = 0; m_lookTimer = 0; m_standardTimer = 0; m_shootTimer = 0; m_hitRecoverTimer = 0; m_duckAndCoverTimer = 0; m_moved = CVector2D(0.0f, 0.0f); m_fRotationCur = 0.0f; m_headingRate = 15.0f; m_fRotationDest = 0.0f; m_vehEnterType = CAR_DOOR_LF; m_walkAroundType = 0; m_pCurrentPhysSurface = nil; m_vecOffsetFromPhysSurface = CVector(0.0f, 0.0f, 0.0f); m_pSeekTarget = nil; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_wepSkills = 0; m_distanceToCountSeekDone = 1.0f; bRunningToPhone = false; m_phoneId = -1; m_lastAccident = 0; m_fleeFrom = nil; m_fleeFromPosX = 0; m_fleeFromPosY = 0; m_fleeTimer = 0; m_vecSeekPosEx = CVector(0.0f, 0.0f, 0.0f); m_distanceToCountSeekDoneEx = 0.0f; m_nWaitState = WAITSTATE_FALSE; m_nWaitTimer = 0; m_pCollidingEntity = nil; m_nPedState = PED_IDLE; m_nLastPedState = PED_NONE; m_nMoveState = PEDMOVE_STILL; m_nStoredMoveState = PEDMOVE_NONE; m_pFire = nil; m_pPointGunAt = nil; m_pLookTarget = nil; m_fLookDirection = 0.0f; m_pCurSurface = nil; m_wanderRangeBounds = nil; m_nPathNodes = 0; m_nCurPathNode = 0; m_nPathDir = 0; m_pLastPathNode = nil; m_pNextPathNode = nil; m_routeLastPoint = -1; m_routeStartPoint = 0; m_routePointsPassed = 0; m_routeType = 0; m_bodyPartBleeding = -1; m_fMass = 70.0f; m_fTurnMass = 100.0f; m_fAirResistance = 0.4f / m_fMass; m_fElasticity = 0.05f; bIsStanding = false; m_ped_flagA2 = false; bIsAttacking = false; bIsPointingGunAt = false; bIsLooking = false; bKeepTryingToLook = false; bIsRestoringLook = false; bIsAimingGun = false; bIsRestoringGun = false; bCanPointGunAtTarget = false; bIsTalking = false; bIsInTheAir = false; bIsLanding = false; bIsRunning = false; bHitSomethingLastFrame = false; bVehEnterDoorIsBlocked = false; bCanPedEnterSeekedCar = false; bRespondsToThreats = true; bRenderPedInCar = true; bChangedSeat = false; bUpdateAnimHeading = false; bBodyPartJustCameOff = false; m_ped_flagC40 = false; bFindNewNodeAfterStateRestore = false; bHasACamera = false; m_ped_flagD2 = false; bPedIsBleeding = false; bStopAndShoot = false; bIsPedDieAnimPlaying = false; bUsePedNodeSeek = false; bObjectiveCompleted = false; bScriptObjectiveCompleted = false; bKindaStayInSamePlace = false; m_ped_flagE2 = false; bNotAllowedToDuck = false; bCrouchWhenShooting = false; bIsDucking = false; bGetUpAnimStarted = false; bDoBloodyFootprints = false; bFleeAfterExitingCar = false; bWanderPathAfterExitingCar = false; m_ped_flagF2 = false; m_ped_flagF4 = false; m_ped_flagF8 = false; bWillBeQuickJacked = false; bCancelEnteringCar = false; bObstacleShowedUpDuringKillObjective = false; bDuckAndCover = false; bStillOnValidPoly = false; m_ped_flagG2 = true; bResetWalkAnims = false; bStartWanderPathOnFoot = false; bOnBoat = false; bBusJacked = false; bGonnaKillTheCarJacker = false; bFadeOut = false; m_ped_flagH1 = false; bHitSteepSlope = false; m_ped_flagH4 = false; bClearObjective = false; bTryingToReachDryLand = false; bCollidedWithMyVehicle = false; bRichFromMugging = false; m_ped_flagH80 = false; bShakeFist = false; bNoCriticalHits = false; m_ped_flagI4 = false; bHasAlreadyBeenRecorded = false; bFallenDown = false; #ifdef KANGAROO_CHEAT m_ped_flagI80 = false; #endif #ifdef VC_PED_PORTS bKnockedUpIntoAir = false; #endif if ((CGeneral::GetRandomNumber() & 3) == 0) bHasACamera = true; m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this); DMAudio.SetEntityStatus(m_audioEntityId, 1); m_fearFlags = CPedType::GetThreats(m_nPedType); m_threatEntity = nil; m_eventOrThreat = CVector2D(0.0f, 0.0f); m_pEventEntity = nil; m_fAngleToEvent = 0.0f; m_numNearPeds = 0; for (int i = 0; i < ARRAY_SIZE(m_nearPeds); i++) { m_nearPeds[i] = nil; if (i < ARRAY_SIZE(m_pPathNodesStates)) { m_pPathNodesStates[i] = nil; } } m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED; m_currentWeapon = WEAPONTYPE_UNARMED; m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { CWeapon &weapon = GetWeapon(i); weapon.m_eWeaponType = WEAPONTYPE_UNARMED; weapon.m_eWeaponState = WEAPONSTATE_READY; weapon.m_nAmmoInClip = 0; weapon.m_nAmmoTotal = 0; weapon.m_nTimer = 0; } m_lastFightMove = FIGHTMOVE_NULL; GiveWeapon(WEAPONTYPE_UNARMED, 0); m_wepAccuracy = 60; m_lastWepDam = -1; m_collPoly.valid = false; m_fCollisionSpeed = 0.0f; m_wepModelID = -1; CPopulation::UpdatePedCount(m_nPedType, false); } uint32 CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo) { CWeapon &weapon = GetWeapon(weaponType); if (HasWeapon(weaponType)) { if (weapon.m_nAmmoTotal + ammo > 99999) weapon.m_nAmmoTotal = 99999; else weapon.m_nAmmoTotal += ammo; weapon.Reload(); } else { weapon.Initialise(weaponType, ammo); // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous. m_maxWeaponTypeAllowed++; } if (weapon.m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) weapon.m_eWeaponState = WEAPONSTATE_READY; return weaponType; } static RwObject* RemoveAllModelCB(RwObject *object, void *data) { RpAtomic *atomic = (RpAtomic*)object; if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) { RpClumpRemoveAtomic(atomic->clump, atomic); RpAtomicDestroy(atomic); } return object; } static PedOnGroundState CheckForPedsOnGroundToAttack(CPed *attacker, CPed **pedOnGround) { PedOnGroundState stateToReturn; float angleToFace; CPed *currentPed = nil; PedState currentPedState; CPed *pedOnTheFloor = nil; CPed *deadPed = nil; CPed *pedBelow = nil; bool foundDead = false; bool foundOnTheFloor = false; bool foundBelow = false; float angleDiff; float distance; if (!CGame::nastyGame) return NO_PED; for (int currentPedId = 0; currentPedId < attacker->m_numNearPeds; currentPedId++) { currentPed = attacker->m_nearPeds[currentPedId]; CVector posDifference = currentPed->GetPosition() - attacker->GetPosition(); distance = posDifference.Magnitude(); if (distance < 2.0f) { angleToFace = CGeneral::GetRadianAngleBetweenPoints( currentPed->GetPosition().x, currentPed->GetPosition().y, attacker->GetPosition().x, attacker->GetPosition().y); angleToFace = CGeneral::LimitRadianAngle(angleToFace); attacker->m_fRotationCur = CGeneral::LimitRadianAngle(attacker->m_fRotationCur); angleDiff = Abs(angleToFace - attacker->m_fRotationCur); if (angleDiff > PI) angleDiff = 2 * PI - angleDiff; currentPedState = currentPed->m_nPedState; if (currentPedState == PED_FALL || currentPedState == PED_GETUP || currentPedState == PED_DIE || currentPedState == PED_DEAD) { if (distance < 2.0f && angleDiff < DEGTORAD(65.0f)) { if (currentPedState == PED_DEAD) { foundDead = 1; if (!deadPed) deadPed = currentPed; } else if (!currentPed->IsPedHeadAbovePos(-0.6f)) { foundOnTheFloor = 1; if (!pedOnTheFloor) pedOnTheFloor = currentPed; } } } else if ((distance < 0.8f && angleDiff < DEGTORAD(75.0f)) || (distance < 1.3f && angleDiff < DEGTORAD(55.0f)) || (distance < 1.7f && angleDiff < DEGTORAD(35.0f)) || (distance < 2.0f && angleDiff < DEGTORAD(30.0f))) { // Either this condition or below one was probably returning 4 early in development. See Fight(). foundBelow = 1; pedBelow = currentPed; break; } else { if (angleDiff < DEGTORAD(75.0f)) { foundBelow = 1; if (!pedBelow) pedBelow = currentPed; } } } } if (foundOnTheFloor) { currentPed = pedOnTheFloor; stateToReturn = PED_ON_THE_FLOOR; } else if (foundDead) { currentPed = deadPed; stateToReturn = PED_DEAD_ON_THE_FLOOR; } else if (foundBelow) { currentPed = pedBelow; stateToReturn = PED_IN_FRONT_OF_ATTACKER; } else { currentPed = nil; stateToReturn = NO_PED; } if (pedOnGround) * pedOnGround = currentPed; return stateToReturn; } bool CPed::IsPlayer(void) { return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 || m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4; } bool CPed::UseGroundColModel(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIVE_AWAY || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } bool CPed::CanSetPedState(void) { return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED && m_nPedState != PED_ENTER_CAR && m_nPedState != PED_DEAD && m_nPedState != PED_CARJACK && m_nPedState != PED_STEAL_CAR; } bool CPed::IsPedInControl(void) { return m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding && m_fHealth > 0.0f; } bool CPed::CanStrafeOrMouseControl(void) { return m_nPedState == PED_NONE || m_nPedState == PED_IDLE || m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT || m_nPedState == PED_AIM_GUN || m_nPedState == PED_JUMP; } void CPed::AddWeaponModel(int id) { RpAtomic *atm; if (id != -1) { atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance(); RwFrameDestroy(RpAtomicGetFrame(atm)); RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR)); RpClumpAddAtomic(GetClump(), atm); m_wepModelID = id; } } void CPed::AimGun(void) { RwV3d pos; CVector vector; if (m_pSeekTarget) { if (m_pSeekTarget->IsPed()) { ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(&pos, PED_MID); vector = pos; } else { vector = m_pSeekTarget->GetPosition(); } Say(SOUND_PED_ATTACK); bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(&vector); if (m_pLookTarget != m_pSeekTarget) { SetLookFlag(m_pSeekTarget, true); } } else { if (IsPlayer()) { bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, ((CPlayerPed*)this)->m_fFPSMoveHeading); } else { bCanPointGunAtTarget = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0f); } } } void CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) { CVector pos2 = CVector( pos.x, pos.y, pos.z + 0.1f ); if (!IsPlayer() || evenOnPlayer) { ++CStats::HeadsPopped; // BUG: This condition will always return true. Even fixing it won't work, because these states are unused. // if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) { CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); // } bBodyPartJustCameOff = true; m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150; CParticle::AddParticle(PARTICLE_TEST, pos2, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f, 0, 0, 0, 0); if (CEntity::GetIsOnScreen()) { for(int i=0; i < 32; i++) { CParticle::AddParticle(PARTICLE_BLOOD_SMALL, pos2, CVector(0.0f, 0.0f, 0.03f), nil, 0.0f, 0, 0, 0, 0); } for (int i = 0; i < 16; i++) { CParticle::AddParticle(PARTICLE_DEBRIS2, pos2, CVector(0.0f, 0.0f, 0.01f), nil, 0.0f, 0, 0, 0, 0); } } } } static RwObject* SetPedAtomicVisibilityCB(RwObject* object, void* data) { if (data == nil) RpAtomicSetFlags(object, 0); return object; } static RwFrame* RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data) { RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data); RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil); return frame; } void CPed::RemoveBodyPart(PedNode nodeId, int8 direction) { RwFrame *frame; RwV3d pos; frame = GetNodeFrame(nodeId); if (frame) { if (CGame::nastyGame) { #ifdef TOGGLEABLE_BETA_FEATURES if (bPopHeadsOnHeadshot || nodeId != PED_HEAD) #else if (nodeId != PED_HEAD) #endif SpawnFlyingComponent(nodeId, direction); RecurseFrameChildrenVisibilityCB(frame, nil); pos.x = 0.0f; pos.y = 0.0f; pos.z = 0.0f; for (; frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame)); if (CEntity::GetIsOnScreen()) { CParticle::AddParticle(PARTICLE_TEST, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.1f, 0, 0, 0, 0); for (int i = 0; i < 16; i++) { CParticle::AddParticle(PARTICLE_BLOOD_SMALL, pos, CVector(0.0f, 0.0f, 0.03f), nil, 0.0f, 0, 0, 0, 0); } } bBodyPartJustCameOff = true; m_bodyPartBleeding = nodeId; } } else { printf("Trying to remove ped component"); } } void CPed::SetLookFlag(CEntity *target, bool keepTryingToLook) { if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { bIsLooking = true; bIsRestoringLook = false; m_pLookTarget = target; m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget); m_fLookDirection = 999999.0f; m_lookTimer = 0; bKeepTryingToLook = keepTryingToLook; if (m_nPedState != PED_DRIVING) { m_pedIK.m_flags &= ~CPedIK::LOOKING; } } } void CPed::SetLookFlag(float direction, bool keepTryingToLook) { if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { bIsLooking = true; bIsRestoringLook = false; m_pLookTarget = nil; m_fLookDirection = direction; m_lookTimer = 0; bKeepTryingToLook = keepTryingToLook; if (m_nPedState != PED_DRIVING) { m_pedIK.m_flags &= ~CPedIK::LOOKING; } } } void CPed::SetLookTimer(int time) { if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { m_lookTimer = CTimer::GetTimeInMilliseconds() + time; } } bool CPed::OurPedCanSeeThisOne(CEntity *target) { CColPoint colpoint; CEntity *ent; CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition()); // Check if target is behind ped if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f) return false; // Check if target is too far away if (dist.Magnitude() >= 40.0f) return false; // Check line of sight from head CVector headPos = this->GetPosition(); headPos.z += 1.0f; return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false); } void CPed::Avoid(void) { CPed *nearestPed; if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50) return; if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { nearestPed = m_nearPeds[0]; if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_pedInObjective) { // Check if this ped wants to avoid the nearest one if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) { // Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters. // If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else. // Game converts from radians to degress and back again here, doesn't make much sense CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); forward.Normalise(); // this is kinda pointless // Move forward 1.25 meters CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f; // Get distance to ped we want to avoid CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition; if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) { m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 / 5; m_fRotationDest += DEGTORAD(45.0f); if (!bIsLooking) { CPed::SetLookFlag(nearestPed, false); CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800)); } } } } } } } void CPed::ClearAimFlag(void) { if (bIsAimingGun) { bIsAimingGun = false; bIsRestoringGun = true; m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } if (IsPlayer()) ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; } void CPed::ClearLookFlag(void) { if (bIsLooking) { bIsLooking = false; bIsRestoringLook = true; bShakeFist = false; m_pedIK.m_flags &= ~CPedIK::LOOKING; if (IsPlayer()) m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000; else m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) { RestorePreviousState(); ClearLookFlag(); } } } bool CPed::IsPedHeadAbovePos(float zOffset) { RwMatrix mat; CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat); return zOffset + GetPosition().z < RwMatrixGetPos(&mat)->z; } void CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) { CWeaponInfo *currentWeapon; CAnimBlendAssociation *newAnim; CPed *ped = (CPed*)arg; if (attackAssoc) { switch (attackAssoc->animId) { case ANIM_WEAPON_START_THROW: if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer()) { attackAssoc->blendDelta = -1000.0f; newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU); } else { attackAssoc->blendDelta = -1000.0f; newAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROW); } newAnim->SetFinishCallback(FinishedAttackCB, ped); return; case ANIM_FIGHT_PPUNCH: attackAssoc->blendDelta = -8.0f; attackAssoc->flags |= ASSOC_DELETEFADEDOUT; ped->ClearAttack(); return; case ANIM_WEAPON_THROW: case ANIM_WEAPON_THROWU: if (ped->GetWeapon()->m_nAmmoTotal > 0) { currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType); ped->AddWeaponModel(currentWeapon->m_nModelId); } break; default: break; } } if (!ped->bIsAttacking) ped->ClearAttack(); } void CPed::Attack(void) { CAnimBlendAssociation *weaponAnimAssoc; int32 weaponAnim; float animStart; RwFrame *frame; eWeaponType ourWeaponType; float weaponAnimTime; eWeaponFire ourWeaponFire; float animLoopEnd; CWeaponInfo *ourWeapon; bool attackShouldContinue; AnimationId reloadAnim; CAnimBlendAssociation *reloadAnimAssoc; float delayBetweenAnimAndFire; CVector firePos; ourWeaponType = GetWeapon()->m_eWeaponType; ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType); ourWeaponFire = ourWeapon->m_eWeaponFire; weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_AnimToPlay); attackShouldContinue = bIsAttacking; reloadAnimAssoc = nil; reloadAnim = NUM_ANIMS; delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire; weaponAnim = ourWeapon->m_AnimToPlay; if (weaponAnim == ANIM_WEAPON_HGUN_BODY) reloadAnim = ANIM_HGUN_RELOAD; else if (weaponAnim == ANIM_WEAPON_AK_BODY) reloadAnim = ANIM_AK_RELOAD; if (reloadAnim != NUM_ANIMS) reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), reloadAnim); if (bIsDucking) return; if (reloadAnimAssoc) { if (!IsPlayer() || ((CPlayerPed*)this)->field_1380) ClearAttack(); return; } if (CTimer::GetTimeInMilliseconds() < m_shootTimer) attackShouldContinue = true; if (!weaponAnimAssoc) { weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ourWeapon->m_Anim2ToPlay); delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; // Long throw granade, molotov if (!weaponAnimAssoc && ourWeapon->m_bThrow) { weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); delayBetweenAnimAndFire = 0.2f; } if (!weaponAnimAssoc) { if (attackShouldContinue) { if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->field_1380) { if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); } else { weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); } weaponAnimAssoc->SetFinishCallback(CPed::FinishedAttackCB, this); weaponAnimAssoc->SetRun(); if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength) weaponAnimAssoc->SetCurrentTime(0.0f); if (IsPlayer()) { ((CPlayerPed*)this)->field_1376 = 0.0f; ((CPlayerPed*)this)->field_1380 = false; } } } else FinishedAttackCB(nil, this); return; } } animStart = ourWeapon->m_fAnimLoopStart; weaponAnimTime = weaponAnimAssoc->currentTime; if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) { if (ourWeapon->m_bCanAimWithArm) m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; else m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) { if (weaponAnimAssoc->speed < 1.0f) weaponAnimAssoc->speed = 1.0f; } else { firePos = ourWeapon->m_vecFireOffset; if (ourWeaponType == WEAPONTYPE_BASEBALLBAT) { if (weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f; firePos = GetMatrix() * firePos; } else if (ourWeaponType != WEAPONTYPE_UNARMED) { if (weaponAnimAssoc->animId == ANIM_KICK_FLOOR) frame = GetNodeFrame(PED_FOOTR); else frame = GetNodeFrame(PED_HANDR); for (; frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame)); } else { firePos = GetMatrix() * firePos; } GetWeapon()->Fire(this, &firePos); if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE) { RemoveWeaponModel(ourWeapon->m_nModelId); } if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { SelectGunIfArmed(); } if (GetWeapon()->m_eWeaponState != WEAPONSTATE_MELEE_MADECONTACT) { // If reloading just began, start the animation // Last condition will always return true, even IDA hides it if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING && reloadAnim != NUM_ANIMS /* && !reloadAnimAssoc*/) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, reloadAnim, 8.0f); ClearLookFlag(); ClearAimFlag(); bIsAttacking = false; bIsPointingGunAt = false; m_shootTimer = CTimer::GetTimeInMilliseconds(); return; } } else { if (weaponAnimAssoc->animId == ANIM_WEAPON_BAT_V || weaponAnimAssoc->animId == ANIM_WEAPON_BAT_H) { DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); } else if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH) { DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); } weaponAnimAssoc->speed = 0.5f; if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) { weaponAnimAssoc->callbackType = 0; } } attackShouldContinue = false; } if (ourWeaponType == WEAPONTYPE_SHOTGUN) { weaponAnimTime = weaponAnimAssoc->currentTime; firePos = ourWeapon->m_vecFireOffset; if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) { for (frame = GetNodeFrame(PED_HANDR); frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints((RwV3d*)firePos, (RwV3d*)firePos, 1, RwFrameGetMatrix(frame)); CVector gunshellPos( firePos.x - 0.6f * GetForward().x, firePos.y - 0.6f * GetForward().y, firePos.z - 0.15f * GetUp().z ); CVector2D gunshellRot( GetRight().x, GetRight().y ); gunshellRot.Normalise(); GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f); } } #ifdef VC_PED_PORTS if (IsPlayer()) { if (CPad::GetPad(0)->GetSprint()) { // animBreakout is a member of WeaponInfo in VC, so it's me that added the below line. float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f); if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) { weaponAnimAssoc->blendDelta = -4.0f; FinishedAttackCB(nil, this); return; } } } #endif animLoopEnd = ourWeapon->m_fAnimLoopEnd; if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay) animLoopEnd = 3.4f/6.0f; weaponAnimTime = weaponAnimAssoc->currentTime; // Anim loop end, either start the loop again or finish the attack if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { weaponAnim = weaponAnimAssoc->animId; if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) { weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart); } else { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); } } else { if (weaponAnim == ourWeapon->m_Anim2ToPlay) weaponAnimAssoc->SetCurrentTime(0.1f); else CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); } #ifdef VC_PED_PORTS } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd); weaponAnimAssoc->flags &= ~ASSOC_RUNNING; SetPointGunAt(m_pPointGunAt); #endif } else { ClearAimFlag(); // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= ourWeapon->m_fAnimLoopEnd) { switch (ourWeaponType) { case WEAPONTYPE_UZI: DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_UZI_BULLET_ECHO, 0.0f); break; case WEAPONTYPE_AK47: DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); break; case WEAPONTYPE_M16: DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_M16_BULLET_ECHO, 0.0f); break; default: break; } } // Fun fact: removing this part leds to reloading flamethrower if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; weaponAnimAssoc->flags &= ~ASSOC_RUNNING; weaponAnimAssoc->blendDelta = -4.0f; } } } if (weaponAnimAssoc->currentTime > delayBetweenAnimAndFire) attackShouldContinue = false; bIsAttacking = attackShouldContinue; } void CPed::RemoveWeaponModel(int modelId) { // modelId is not used!! This function just removes the current weapon. RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil); m_wepModelID = -1; } void CPed::SetCurrentWeapon(uint32 weaponType) { CWeaponInfo *weaponInfo; if (HasWeapon(weaponType)) { weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(weaponInfo->m_nModelId); m_currentWeapon = weaponType; weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); AddWeaponModel(weaponInfo->m_nModelId); } } // 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_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { SetCurrentWeapon(i); return true; } } } SetCurrentWeapon(WEAPONTYPE_UNARMED); return false; } void CPed::Duck(void) { if (CTimer::GetTimeInMilliseconds() > m_duckTimer) ClearDuck(); } void CPed::ClearDuck(void) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_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_RBLOCK_CSHOOT); if (!animAssoc || animAssoc->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); } } void CPed::ClearPointGunAt(void) { CAnimBlendAssociation *animAssoc; CWeaponInfo *weaponInfo; ClearLookFlag(); ClearAimFlag(); bIsPointingGunAt = false; #ifndef VC_PED_PORTS if (m_nPedState == PED_AIM_GUN) { RestorePreviousState(); #else if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) { m_nPedState = PED_IDLE; RestorePreviousState(); } #endif weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); if (!animAssoc || animAssoc->blendDelta < 0.0f) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); } if (animAssoc) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->blendDelta = -4.0f; } #ifndef VC_PED_PORTS } #endif } void CPed::BeingDraggedFromCar(void) { CAnimBlendAssociation *animAssoc; AnimationId enterAnim; bool dontRunAnim = false; PedLineUpPhase lineUpType; if (!m_pVehicleAnim) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO); } } if (animAssoc) animAssoc->blendDelta = -1000.0f; if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { if (bWillBeQuickJacked) { enterAnim = ANIM_CAR_QJACKED; } else if (m_pMyVehicle->bLowVehicle) { enterAnim = ANIM_CAR_LJACKED_LHS; } else { enterAnim = ANIM_CAR_JACKED_LHS; } } else if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { if (m_pMyVehicle->bLowVehicle) enterAnim = ANIM_CAR_LJACKED_RHS; else enterAnim = ANIM_CAR_JACKED_RHS; } else dontRunAnim = true; 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_vehEnterType, NUM_ANIMS, m_pVehicleAnim->currentTime); } } #endif } void CPed::RestartNonPartialAnims(void) { CAnimBlendAssociation *assoc; for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (!assoc->IsPartial()) assoc->SetRun(); } } void CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg) { CAnimBlendAssociation *quickJackedAssoc; CVehicle *vehicle; CPed *ped = (CPed*)arg; quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_CAR_QJACKED); if (ped->m_nPedState != PED_ARRESTED) { ped->m_nLastPedState = PED_NONE; if (dragAssoc) dragAssoc->blendDelta = -1000.0f; } ped->RestartNonPartialAnims(); ped->m_pVehicleAnim = nil; ped->m_pSeekTarget = nil; vehicle = ped->m_pMyVehicle; if (vehicle) { vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); if (vehicle->pDriver == ped) { vehicle->RemoveDriver(); if (vehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) vehicle->m_nDoorLock = CARLOCK_UNLOCKED; if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle()) vehicle->ChangeLawEnforcerState(false); } else { vehicle->RemovePassenger(ped); } } ped->bInVehicle = false; if (ped->IsPlayer()) AudioManager.PlayerJustLeftCar(); if (quickJackedAssoc) { dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped); } else { dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped); if (ped->CanSetPedState()) CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); } ped->ReplaceWeaponWhenExitingVehicle(); ped->m_nStoredMoveState = PEDMOVE_NONE; ped->m_ped_flagI4 = false; } CVector CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult) { CVehicleModelInfo *vehModel; CVector vehDoorPos; CVector vehDoorOffset; float seatOffset; vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex); 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: if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; 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: if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; vehDoorPos.x = -(vehDoorPos.x + seatOffset); break; case CAR_DOOR_LR: vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT]; vehDoorPos.x = -(vehDoorPos.x + seatOffset); break; default: if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; vehDoorOffset = CVector(0.0f, 0.0f, 0.0f); } return vehDoorPos - vehDoorOffset; } // 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; } 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; } void CPed::LineUpPedWithCar(PedLineUpPhase phase) { bool vehIsUpsideDown = 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_CAR_SIT)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITP)) { SetPedPositionInCar(); return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SITPLO)) { 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_vehEnterType == CAR_DOOR_RF || m_vehEnterType == 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_vehEnterType == CAR_DOOR_LF || m_vehEnterType == 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_CAR_JACKED_RHS: case ANIM_CAR_LJACKED_RHS: case ANIM_CAR_JACKED_LHS: case ANIM_CAR_LJACKED_LHS: case ANIM_VAN_GETIN_L: case ANIM_VAN_GETIN: #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_CAR_QJACKED: case ANIM_CAR_GETOUT_LHS: case ANIM_CAR_GETOUT_LOW_LHS: case ANIM_CAR_GETOUT_RHS: case ANIM_CAR_GETOUT_LOW_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_CAR_CRAWLOUT_RHS: case ANIM_CAR_CRAWLOUT_RHS2: case ANIM_VAN_GETOUT_L: case ANIM_VAN_GETOUT: seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength; break; case ANIM_CAR_GETIN_RHS: case ANIM_CAR_GETIN_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_CAR_QJACK: case ANIM_CAR_GETIN_LOW_LHS: case ANIM_CAR_GETIN_LOW_RHS: case ANIM_DRIVE_BOAT: seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength; break; case ANIM_CAR_CLOSEDOOR_LHS: case ANIM_CAR_CLOSEDOOR_LOW_LHS: case ANIM_CAR_CLOSEDOOR_RHS: case ANIM_CAR_CLOSEDOOR_LOW_RHS: case ANIM_CAR_SHUFFLE_RHS: case ANIM_CAR_LSHUFFLE_RHS: seatPosMult = 0.0f; break; case ANIM_CAR_CLOSE_LHS: case ANIM_CAR_CLOSE_RHS: case ANIM_COACH_OPEN_L: case ANIM_COACH_OPEN_R: case ANIM_COACH_IN_L: case ANIM_COACH_IN_R: case ANIM_COACH_OUT_L: seatPosMult = 1.0f; break; default: break; } } CVector neededPos; if (phase == LINE_UP_TO_CAR_2) { neededPos = GetPosition(); } else { neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, 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_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) { neededPos.z = autoZPos.z; m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); } else if (neededPos.z <= currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) { adjustedTimeStep = min(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_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim == ANIM_CAR_GETIN_LHS || vehAnim == ANIM_CAR_GETIN_LOW_LHS || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) { adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f); // Smoothly change ped position neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ; } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) { neededPos.z = max(currentZ, autoZPos.z); } #ifdef VC_PED_PORTS } #endif } } } bool stillGettingInOut = false; 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; m_vecOffsetSeek.z = 0.0f; if (timeUntilStateChange <= 0.0f) { m_vecOffsetSeek.x = 0.0f; m_vecOffsetSeek.y = 0.0f; } else { 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) { GetPosition() = neededPos; SetHeading(m_fRotationCur); } else { CMatrix vehDoorMat(veh->GetMatrix()); vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f)); // VC couch anims are inverted, so they're fixing it here. GetMatrix() = vehDoorMat; } } static void particleProduceFootDust(CPed *ped, CVector *pos, float size, int times) { switch (ped->m_nSurfaceTouched) { case SURFACE_TARMAC: case SURFACE_DIRT: case SURFACE_PAVEMENT: case SURFACE_SAND: for (int i = 0; i < times; ++i) { CVector adjustedPos = *pos; adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); CParticle::AddParticle(PARTICLE_PEDFOOT_DUST, adjustedPos, CVector(0.0f, 0.0f, 0.0f), nil, size, CRGBA(0, 0, 0, 0), 0, 0, 0, 0); } break; default: break; } } static void particleProduceFootSplash(CPed *ped, CVector *pos, float size, int times) { for (int i = 0; i < times; i++) { CVector adjustedPos = *pos; adjustedPos.x += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); adjustedPos.y += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f); CVector direction = ped->GetForward() * -0.05f; CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, adjustedPos, direction, nil, size, CRGBA(32, 32, 32, 32), 0, 0, CGeneral::GetRandomNumber() & 1, 200); } } void CPed::PlayFootSteps(void) { if (bDoBloodyFootprints) { if (m_bloodyFootprintCount > 0 && m_bloodyFootprintCount < 300) { m_bloodyFootprintCount--; if (m_bloodyFootprintCount == 0) bDoBloodyFootprints = false; } } if (!bIsStanding) return; CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); CAnimBlendAssociation *walkRunAssoc = nil; float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f; for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (assoc->flags & ASSOC_FLAG80) { walkRunAssoc = assoc; walkRunAssocBlend += assoc->blendAmount; } else if ((assoc->flags & ASSOC_FLAG200) == 0) { idleAssocBlend += assoc->blendAmount; } } if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) { float stepStart = 1 / 15.0f; float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart; float currentTime = walkRunAssoc->currentTime; int stepPart = 0; if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart) stepPart = 1; else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd) stepPart = 2; if (stepPart != 0) { DMAudio.PlayOneShot(m_audioEntityId, stepPart == 1 ? SOUND_STEP_START : SOUND_STEP_END, 1.0f); CVector footPos(0.0f, 0.0f, 0.0f); for (RwFrame *frame = GetNodeFrame(stepPart == 1 ? PED_FOOTL : PED_FOOTR); frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints(footPos, footPos, 1, RwFrameGetMatrix(frame)); CVector forward = GetForward(); footPos.z -= 0.1f; footPos += 0.2f * forward; if (bDoBloodyFootprints) { CVector2D top(forward * 0.26f); CVector2D right(GetRight() * 0.14f); CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &footPos, top.x, top.y, right.x, right.y, 255, 255, 0, 0, 4.0f, 3000.0f, 1.0f); if (m_bloodyFootprintCount <= 20) { m_bloodyFootprintCount = 0; bDoBloodyFootprints = false; } else { m_bloodyFootprintCount -= 20; } } if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) { if(IsPlayer()) particleProduceFootDust(this, &footPos, 0.0f, 4); } else if(stepPart == 2) { particleProduceFootSplash(this, &footPos, 0.15f, 4); } } } if (m_nSurfaceTouched == SURFACE_PUDDLE) { float pedSpeed = CVector2D(m_vecMoveSpeed).Magnitude(); if (pedSpeed > 0.03f && CTimer::GetFrameCounter() % 2 == 0 && pedSpeed > 0.13f) { float particleSize = pedSpeed * 2.0f; if (particleSize < 0.25f) particleSize = 0.25f; if (particleSize > 0.75f) particleSize = 0.75f; CVector particlePos = GetPosition() + GetForward() * 0.3f; particlePos.z -= 1.2f; CVector particleDir = m_vecMoveSpeed * 0.75f; particleDir.z = CGeneral::GetRandomNumberInRange(0.01f, 0.03f); CParticle::AddParticle(PARTICLE_PED_SPLASH, particlePos, particleDir, nil, 0.8f * particleSize, CRGBA(155,155,185,128), 0, 0, 0, 0); particleDir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.05f); CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, CRGBA(255,255,255,255), 0, 0, 0, 0); } } } bool CPed::IsPointerValid(void) { int pedIndex = CPools::GetPedPool()->GetIndex(this) >> 8; if (pedIndex < 0 || pedIndex >= NUMPEDS) return false; if (m_entryInfoList.first || FindPlayerPed() == this) return true; return false; } // Some kind of binary sort void CPed::SortPeds(CPed **list, int min, int max) { if (min >= max) return; CVector leftDiff, rightDiff; CVector middleDiff = GetPosition() - list[(max + min) / 2]->GetPosition(); float middleDist = middleDiff.Magnitude(); int left = max; int right; for(right = min; right <= left; ){ // Those 1.0s are my addition to make sure loop always run for first time. for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) { rightDiff = GetPosition() - list[right]->GetPosition(); rightDist = rightDiff.Magnitude(); } right--; for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) { leftDiff = GetPosition() - list[left]->GetPosition(); leftDist = leftDiff.Magnitude(); } left++; if (right <= left) { CPed *ped = list[right]; list[right] = list[left]; list[left] = ped; right++; left--; } } SortPeds(list, min, left); SortPeds(list, right, max); } void CPed::BuildPedLists(void) { if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) { for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) { if (m_nearPeds[i]) { if (m_nearPeds[i]->IsPointerValid()) { float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D(); if (distSqr < 900.0f) { i++; continue; } } // If we arrive here, the ped we're checking isn't "near", so we should remove it. for (int j = i; j < ARRAY_SIZE(m_nearPeds) - 1; j++) { m_nearPeds[j] = m_nearPeds[j + 1]; m_nearPeds[j + 1] = nil; } // Above loop won't work when it's 9, so we need to empty slot 9. m_nearPeds[9] = nil; m_numNearPeds--; } else i++; } } else { CVector centre = CEntity::GetBoundCentre(); CRect rect( CWorld::GetSectorX(centre.x - 20.0f), CWorld::GetSectorY(centre.y - 20.0f), CWorld::GetSectorX(centre.x + 20.0f), CWorld::GetSectorY(centre.y + 20.0f)); gnNumTempPedList = 0; for(int y = rect.top; y <= rect.bottom; y++) { for(int x = rect.left; x <= rect.right; x++) { for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) { CPed *ped = (CPed*)pedPtrNode->item; if (ped != this && !ped->bInVehicle) { float dist = (ped->GetPosition() - GetPosition()).Magnitude2D(); if (nThreatReactionRangeMultiplier * 30.0f > dist) { gapTempPedList[gnNumTempPedList] = ped; gnNumTempPedList++; } } } } } gapTempPedList[gnNumTempPedList] = nil; SortPeds(gapTempPedList, 0, gnNumTempPedList - 1); for (m_numNearPeds = 0; m_numNearPeds < ARRAY_SIZE(m_nearPeds); m_numNearPeds++) { CPed *ped = gapTempPedList[m_numNearPeds]; if (!ped) break; m_nearPeds[m_numNearPeds] = ped; } for (int pedToClear = m_numNearPeds; pedToClear < ARRAY_SIZE(m_nearPeds); pedToClear++) m_nearPeds[pedToClear] = nil; } } void CPed::SetPedStats(ePedStats pedStat) { m_pedStats = CPedStats::ms_apPedStats[pedStat]; } void CPed::SetModelIndex(uint32 mi) { CEntity::SetModelIndex(mi); RpAnimBlendClumpInit(GetClump()); RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames); CPedModelInfo *modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex); SetPedStats((ePedStats) modelInfo->m_pedStatType); m_headingRate = m_pedStats->m_headingChangeRate; m_animGroup = (AssocGroupId) modelInfo->m_animGroup; CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE); // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D. (*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta; } void CPed::RemoveLighting(bool reset) { CRenderer::RemoveVehiclePedLights(this, reset); } bool CPed::SetupLighting(void) { ActivateDirectional(); SetAmbientColoursForPedsCarsAndObjects(); #ifndef MASTER // Originally this was being called through iteration of Sectors, but putting it here is better. if (nDisplayDebugInfo && !IsPlayer()) DebugRenderOnePedText(); #endif if (bRenderScorched) { WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f); } else { // Note that this lightMult is only affected by LIGHT_DARKEN. If there's no LIGHT_DARKEN, it will be 1.0. float lightMult = CPointLights::GenerateLightsAffectingObject(&GetPosition()); if (!bHasBlip && lightMult != 1.0f) { SetAmbientAndDirectionalColours(lightMult); return true; } } return false; } void CPed::Teleport(CVector pos) { CWorld::Remove(this); GetPosition() = pos; bIsStanding = false; m_nPedStateTimer = 0; m_actionX = 0.0f; m_actionY = 0.0f; m_pDamageEntity = nil; CWorld::Add(this); } void CPed::CalculateNewOrientation(void) { if (CReplay::IsPlayingBack() || !IsPedInControl()) return; SetHeading(m_fRotationCur); } float CPed::WorkOutHeadingForMovingFirstPerson(float offset) { if (!IsPlayer()) return 0.0f; CPad *pad0 = CPad::GetPad(0); float leftRight = pad0->GetPedWalkLeftRight(); float upDown = pad0->GetPedWalkUpDown(); float &angle = ((CPlayerPed*)this)->m_fWalkAngle; if (upDown != 0.0f) { angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); } else { if (leftRight < 0.0f) angle = 0.5f * PI; else if (leftRight > 0.0f) angle = -0.5f * PI; } return CGeneral::LimitRadianAngle(offset + angle); } void CPed::CalculateNewVelocity(void) { if (IsPedInControl()) { float headAmount = DEGTORAD(m_headingRate) * CTimer::GetTimeStep(); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float limitedRotDest = CGeneral::LimitRadianAngle(m_fRotationDest); if (m_fRotationCur - PI > limitedRotDest) { limitedRotDest += 2 * PI; } else if(PI + m_fRotationCur < limitedRotDest) { limitedRotDest -= 2 * PI; } if (IsPlayer() && m_nPedState == PED_ATTACK) headAmount /= 4.0f; float neededTurn = limitedRotDest - m_fRotationCur; if (neededTurn <= headAmount) { if (neededTurn > (-headAmount)) m_fRotationCur += neededTurn; else m_fRotationCur -= headAmount; } else { m_fRotationCur += headAmount; } } CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur)); m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y; m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur)); if (CTimer::GetTimeStep() >= 0.01f) { m_moved = m_moved * (1 / CTimer::GetTimeStep()); } else { m_moved = m_moved * (1 / 100.0f); } if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam()) || FindPlayerPed() != this || !CanStrafeOrMouseControl()) return; float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur); float pedSpeed = m_moved.Magnitude(); float localWalkAngle = CGeneral::LimitRadianAngle(walkAngle - m_fRotationCur); if (localWalkAngle < -0.5f * PI) { localWalkAngle += PI; } else if (localWalkAngle > 0.5f * PI) { localWalkAngle -= PI; } // Interestingly this part is responsible for diagonal walking. if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) { TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed; m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed; } CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); #ifdef VC_PED_PORTS if(!fightAssoc) fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); // There is one more anim in VC. if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { #else if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { #endif LimbOrientation newUpperLegs; newUpperLegs.phi = localWalkAngle; if (newUpperLegs.phi < -DEGTORAD(100.0f)) { newUpperLegs.phi += PI; } else if (newUpperLegs.phi > DEGTORAD(100.0f)) { newUpperLegs.phi -= PI; } if (newUpperLegs.phi > -DEGTORAD(50.0f) && newUpperLegs.phi < DEGTORAD(50.0f)) { newUpperLegs.theta = 0.0f; m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGL], &newUpperLegs, false); m_pedIK.RotateTorso(m_pFrames[PED_UPPERLEGR], &newUpperLegs, false); } } } bool CPed::CanBeDeleted(void) { if (bInVehicle) return false; switch (CharCreatedBy) { case RANDOM_CHAR: return true; case MISSION_CHAR: return false; default: return true; } } bool CPed::CanPedDriveOff(void) { if (m_nPedState != PED_DRIVING || m_lookTimer > CTimer::GetTimeInMilliseconds()) return false; for (int i = 0; i < m_numNearPeds; i++) { CPed *nearPed = m_nearPeds[i]; if (nearPed->m_nPedType == m_nPedType && nearPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && nearPed->m_carInObjective == m_carInObjective) { m_lookTimer = CTimer::GetTimeInMilliseconds() + 1000; return false; } } return true; } #ifdef VC_PED_PORTS bool CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil) { if (m_nSurfaceTouched == SURFACE_PUDDLE) return true; CVector pos = GetPosition(); CVector forwardOffset = GetForward(); if (damageNormal && damageNormal->z > 0.17f) { if (damageNormal->z > 0.9f) return false; CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); pos.z = ourCol->spheres->center.z - ourCol->spheres->radius * damageNormal->z + pos.z; pos.z = pos.z + 0.05f; float collPower = damageNormal->Magnitude2D(); if (damageNormal->z <= 0.5f) { forwardOffset += collPower * ourCol->spheres->radius * forwardOffset; } else { CVector invDamageNormal(-damageNormal->x, -damageNormal->y, 0.0f); invDamageNormal *= 1.0f / collPower; CVector estimatedJumpDist = invDamageNormal + collPower * invDamageNormal * ourCol->spheres->radius; forwardOffset = estimatedJumpDist * min(2.0f / collPower, 4.0f); } } else { pos.z -= 0.15f; } CVector forwardPos = pos + forwardOffset; return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false); } #else bool CPed::CanPedJumpThis(CEntity *unused) { CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); CVector pos = GetPosition(); CVector forwardPos( forward.x + pos.x, forward.y + pos.y, pos.z); return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false); } #endif bool CPed::CanPedReturnToState(void) { return m_nPedState <= PED_STATES_NO_AI && m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && m_nPedState != PED_STEP_AWAY && m_nPedState != PED_SNIPER_MODE && m_nPedState != PED_LOOK_ENTITY; } 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; } bool CPed::IsTemporaryObjective(eObjective objective) { return objective == OBJECTIVE_LEAVE_VEHICLE || 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::SetMoveState(eMoveState state) { m_nMoveState = state; } void CPed::SetObjectiveTimer(int time) { if (time == 0) { m_objectiveTimer = 0; } else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) { m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time; } } 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_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; } } void CPed::SetStoredObjective(void) { if (m_objective == m_prevObjective) return; switch (m_objective) { case OBJECTIVE_FLEE_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_PED_IN_FORMATION: case OBJECTIVE_LEAVE_VEHICLE: 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::RestorePreviousObjective(void) { if (m_objective == OBJECTIVE_NONE) return; if (m_objective != OBJECTIVE_LEAVE_VEHICLE && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER #ifdef VC_PED_PORTS && m_nPedState != PED_CARJACK #endif ) m_pedInObjective = nil; if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) { m_objective = OBJECTIVE_NONE; if (m_pMyVehicle) SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } else { m_objective = m_prevObjective; m_prevObjective = OBJECTIVE_NONE; } bObjectiveCompleted = false; } void CPed::SetLeader(CEntity *leader) { m_leader = (CPed*)leader; if(m_leader) m_leader->RegisterReference((CEntity **)&m_leader); } 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_PED_IN_FORMATION: case OBJECTIVE_GOTO_AREA_ANY_MEANS: case OBJECTIVE_FIGHT_CHAR: if (m_pedInObjective == entity) return; break; case OBJECTIVE_LEAVE_VEHICLE: 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: 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_VEHICLE #ifdef VC_PED_PORTS || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE #endif ) && !bInVehicle) return; } bObjectiveCompleted = false; if (!IsTemporaryObjective(m_objective) || IsTemporaryObjective(newObj)) { if (m_objective != newObj) { if (IsTemporaryObjective(newObj)) ForceStoredObjective(newObj); else SetStoredObjective(); } m_objective = newObj; } else { m_prevObjective = newObj; } switch (newObj) { case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT: // In this special case, entity parameter isn't CEntity, but int. SetObjectiveTimer((int)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_FIGHT_CHAR: m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); break; case OBJECTIVE_FOLLOW_PED_IN_FORMATION: m_pedInObjective = (CPed*)entity; m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective); m_pedFormation = FORMATION_REAR; break; case OBJECTIVE_LEAVE_VEHICLE: #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) break; 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: 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) { m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR && (m_carInObjective->m_status == 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::SetIdle(void) { if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) { #ifdef VC_PED_PORTS if (m_nPedState == PED_AIM_GUN) ClearPointGunAt(); m_nLastPedState = PED_NONE; #endif m_nPedState = PED_IDLE; SetMoveState(PEDMOVE_STILL); } if (m_nWaitState == WAITSTATE_FALSE) { m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000); } } void CPed::SetObjective(eObjective newObj) { if (DyingOrDead()) return; if (newObj == OBJECTIVE_NONE) { if ((m_objective == OBJECTIVE_LEAVE_VEHICLE || 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 = newObj; 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; } } } // 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::ClearChat(void) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } bIsTalking = false; ClearLookFlag(); RestorePreviousState(); } bool CPed::IsGangMember(void) { return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9; } 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::QuitEnteringCar(void) { CAnimBlendAssociation *animAssoc = m_pVehicleAnim; CVehicle *veh = m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; RestartNonPartialAnims(); if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE)) CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 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--; veh->m_nGettingInFlags &= ~GetCarDoorFlag(m_vehEnterType); } bUsesCollision = true; ReplaceWeaponWhenExitingVehicle(); if (DyingOrDead()) { animAssoc = m_pVehicleAnim; if (animAssoc) { animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_FADEOUTWHENDONE; animAssoc = m_pVehicleAnim; animAssoc->flags &= ~ASSOC_RUNNING; } } else SetIdle(); m_pVehicleAnim = nil; if (veh) { if (veh->AutoPilot.m_nCruiseSpeed == 0) veh->AutoPilot.m_nCruiseSpeed = 17; } } 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)) { if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE && (m_pMyVehicle->m_status == STATUS_SIMPLE || m_pMyVehicle->m_status == 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.fUnkMaxVelocity; m_pMyVehicle->m_status = 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); } } } } bool CPed::TurnBody(void) { float lookDir; bool turnDone = true; if (m_pLookTarget) { CVector &lookPos = m_pLookTarget->GetPosition(); lookDir = CGeneral::GetRadianAngleBetweenPoints( lookPos.x, lookPos.y, GetPosition().x, GetPosition().y); } else lookDir = m_fLookDirection; float limitedLookDir = CGeneral::LimitRadianAngle(lookDir); float currentRot = m_fRotationCur; if (currentRot - PI > limitedLookDir) limitedLookDir += 2 * PI; else if (PI + currentRot < limitedLookDir) limitedLookDir -= 2 * PI; float neededTurn = currentRot - limitedLookDir; m_fRotationDest = limitedLookDir; if (Abs(neededTurn) > 0.05f) { turnDone = false; currentRot -= neededTurn * 0.2f; } m_fRotationCur = currentRot; m_fLookDirection = limitedLookDir; return turnDone; } void CPed::Chat(void) { // We're already looking to our partner if (bIsLooking && TurnBody()) ClearLookFlag(); if (!m_pLookTarget || !m_pLookTarget->IsPed()) { ClearChat(); return; } CPed *partner = (CPed*) m_pLookTarget; if (partner->m_nPedState != PED_CHAT) { ClearChat(); if (partner->m_pedInObjective) { if (partner->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || partner->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE) ReactToAttack(partner->m_pedInObjective); } return; } if (bIsTalking) { if (CGeneral::GetRandomNumber() < 512) { CAnimBlendAssociation *chatAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (chatAssoc) { chatAssoc->blendDelta = -4.0f; chatAssoc->flags |= ASSOC_DELETEFADEDOUT; } bIsTalking = false; } else Say(SOUND_PED_CHAT); } else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG100)) { if (CGeneral::GetRandomNumber() < 20) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); } if (!bIsTalking) { CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CHAT, 4.0f); float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f); chatAssoc->SetCurrentTime(chatTime); bIsTalking = true; Say(SOUND_PED_CHAT); } } if (m_standardTimer && CTimer::GetTimeInMilliseconds() > m_standardTimer) { ClearChat(); m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; } } void CPed::CheckAroundForPossibleCollisions(void) { CVector ourCentre, objCentre; CEntity *objects[8]; int16 maxObject; if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) return; GetBoundCentre(ourCentre); CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false); for (int i = 0; i < maxObject; i++) { CEntity *object = objects[i]; if (bRunningToPhone) { if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition())) break; } object->GetBoundCentre(objCentre); float radius = object->GetBoundRadius(); if (radius > 4.5f || radius < 1.0f) radius = 1.0f; // Developers gave up calculating Z diff. later according to asm. float diff = CVector(ourCentre - objCentre).MagnitudeSqr2D(); if (sq(radius + 1.0f) > diff) m_fRotationDest += DEGTORAD(22.5f); } } bool CPed::MakePhonecall(void) { #ifdef TOGGLEABLE_BETA_FEATURES if (bMakePedsRunToPhonesToReportCrimes) if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) { FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(), (m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (int)m_threatEntity : (int)((CPed*)m_pEventEntity)->m_threatEntity), false); bRunningToPhone = false; } #endif if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer) return false; SetIdle(); gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE; #ifdef TOGGLEABLE_BETA_FEATURES crimeReporters[m_phoneId] = nil; #endif m_phoneId = -1; return true; } bool CPed::FacePhone(void) { // FIX: This function was broken since it's left unused early in development. #ifdef FIX_BUGS float phoneDir = CGeneral::GetRadianAngleBetweenPoints( gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y, GetPosition().x, GetPosition().y); SetLookFlag(phoneDir, false); bool turnDone = TurnBody(); if (turnDone) { SetIdle(); ClearLookFlag(); m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000; } return turnDone; #else float currentRot = RADTODEG(m_fRotationCur); float phoneDir = CGeneral::GetRadianAngleBetweenPoints( gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.x, gPhoneInfo.m_aPhones[m_phoneId].m_vecPos.y, GetPosition().x, GetPosition().y); SetLookFlag(phoneDir, false); phoneDir = CGeneral::LimitAngle(phoneDir); m_moved = CVector2D(0.0f, 0.0f); if (currentRot - 180.0f > phoneDir) phoneDir += 2 * 180.0f; else if (180.0f + currentRot < phoneDir) phoneDir -= 2 * 180.0f; float neededTurn = currentRot - phoneDir; if (Abs(neededTurn) <= 0.75f) { SetIdle(); ClearLookFlag(); m_phoneTalkTimer = CTimer::GetTimeInMilliseconds() + 10000; return true; } else { m_fRotationCur = DEGTORAD(currentRot - neededTurn * 0.2f); return false; } #endif } CPed * CPed::CheckForDeadPeds(void) { int event; if (CEventList::FindClosestEvent(EVENT_DEAD_PED, GetPosition(), &event)) { int pedHandle = gaEvent[event].entityRef; if (pedHandle && gaEvent[event].entityType == EVENT_ENTITY_PED) { m_ped_flagD2 = true; return CPools::GetPed(pedHandle); } } m_ped_flagD2 = false; return nil; } bool CPed::CheckForExplosions(CVector2D &area) { int event = 0; if (CEventList::FindClosestEvent(EVENT_EXPLOSION, GetPosition(), &event)) { area.x = gaEvent[event].posn.x; area.y = gaEvent[event].posn.y; CEntity *actualEntity = nil; switch (gaEvent[event].entityType) { case EVENT_ENTITY_PED: actualEntity = CPools::GetPed(gaEvent[event].entityRef); break; case EVENT_ENTITY_VEHICLE: actualEntity = CPools::GetVehicle(gaEvent[event].entityRef); break; case EVENT_ENTITY_OBJECT: actualEntity = CPools::GetObject(gaEvent[event].entityRef); break; default: break; } if (actualEntity) { m_pEventEntity = actualEntity; m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity); m_ped_flagD2 = true; } else m_ped_flagD2 = false; CEventList::ClearEvent(event); return true; } else if (CEventList::FindClosestEvent(EVENT_FIRE, GetPosition(), &event)) { area.x = gaEvent[event].posn.x; area.y = gaEvent[event].posn.y; CEventList::ClearEvent(event); m_ped_flagD2 = false; return true; } m_ped_flagD2 = false; return false; } CPed * CPed::CheckForGunShots(void) { int event; if (CEventList::FindClosestEvent(EVENT_GUNSHOT, GetPosition(), &event)) { if (gaEvent[event].entityType == EVENT_ENTITY_PED) { // Probably due to we don't want peds to go gunshot area? (same on VC) m_ped_flagD2 = false; return CPools::GetPed(gaEvent[event].entityRef); } } m_ped_flagD2 = false; return nil; } uint8 CPed::CheckForPointBlankPeds(CPed *pedToVerify) { float pbDistance = 1.1f; if (GetWeapon()->IsType2Handed()) pbDistance = 1.6f; for(int i=0; iGetPosition() - GetPosition(); if (diff.Magnitude() < pbDistance) { float neededAngle = CGeneral::GetRadianAngleBetweenPoints( nearPed->GetPosition().x, nearPed->GetPosition().y, GetPosition().x, GetPosition().y); neededAngle = CGeneral::LimitRadianAngle(neededAngle); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float neededTurn = Abs(neededAngle - m_fRotationCur); if (neededTurn > PI) neededTurn = 2*PI - neededTurn; PedState nearPedState = nearPed->m_nPedState; if (nearPedState == PED_FALL || nearPedState == PED_GETUP || nearPedState == PED_DIE || nearPedState == PED_DEAD || nearPedState == PED_DIVE_AWAY) return 0; if (neededTurn < DEGTORAD(60.0f)) { if (pedToVerify == nearPed) return 1; else return 2; } } } } return 0; } bool CPed::CheckIfInTheAir(void) { if (bInVehicle) return false; CVector pos = GetPosition(); CColPoint foundColPoint; CEntity *foundEntity; float startZ = pos.z - 1.54f; bool foundGround = CWorld::ProcessVerticalLine(pos, startZ, foundColPoint, foundEntity, true, true, false, true, false, false, nil); if (!foundGround && m_nPedState != PED_JUMP) { pos.z -= FEET_OFFSET; if (CWorld::TestSphereAgainstWorld(pos, 0.15f, this, true, false, false, false, false, false)) foundGround = true; } return !foundGround; } void CPed::ClearAll(void) { if (!IsPedInControl() && m_nPedState != PED_DEAD) return; m_nPedState = PED_NONE; m_nMoveState = PEDMOVE_NONE; m_pSeekTarget = nil; m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f); m_fleeFromPosX = 0.0f; m_fleeFromPosY = 0.0f; m_fleeFrom = nil; m_fleeTimer = 0; bUsesCollision = true; ClearAimFlag(); ClearLookFlag(); bIsPointingGunAt = false; bRenderPedInCar = true; m_ped_flagH1 = false; m_pCollidingEntity = nil; } void CPed::ClearAttack(void) { if (m_nPedState != PED_ATTACK || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) return; if (bIsPointingGunAt) { if (m_pLookTarget) SetPointGunAt(m_pLookTarget); else ClearPointGunAt(); } else if (m_objective != OBJECTIVE_NONE) { SetIdle(); } else { RestorePreviousState(); } } void CPed::ClearAttackByRemovingAnim(void) { if (m_nPedState != PED_ATTACK || bIsDucking) return; CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_AnimToPlay); if (!weaponAssoc) { weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weapon->m_Anim2ToPlay); if (!weaponAssoc && weapon->m_bThrow) weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_THROWU); if (!weaponAssoc) { ClearAttack(); return; } } weaponAssoc->blendDelta = -8.0f; weaponAssoc->flags &= ~ASSOC_RUNNING; weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; weaponAssoc->SetDeleteCallback(FinishedAttackCB, this); } void CPed::StopNonPartialAnims(void) { CAnimBlendAssociation *assoc; for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) { if (!assoc->IsPartial()) assoc->flags &= ~ASSOC_RUNNING; } } void CPed::SetStoredState(void) { if (m_nLastPedState != PED_NONE || !CanPedReturnToState()) return; if (m_nPedState == PED_WANDER_PATH) { bFindNewNodeAfterStateRestore = true; if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) m_nMoveState = PEDMOVE_WALK; } m_nLastPedState = m_nPedState; if (m_nMoveState >= m_nPrevMoveState) m_nPrevMoveState = m_nMoveState; } void CPed::SetDie(AnimationId animId, float delta, float speed) { CPlayerPed *player = FindPlayerPed(); if (player == this) { if (!player->m_bCanBeDamaged) return; } m_threatEntity = nil; if (DyingOrDead()) return; if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) delta *= 0.5f; SetStoredState(); ClearAll(); m_fHealth = 0.0f; if (m_nPedState == PED_DRIVING) { if (!IsPlayer()) FlagToDestroyWhenNextProcessed(); } else if (bInVehicle) { if (m_pVehicleAnim) m_pVehicleAnim->blendDelta = -1000.0f; } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) { QuitEnteringCar(); } m_nPedState = PED_DIE; if (animId == NUM_ANIMS) { bIsPedDieAnimPlaying = false; } else { CAnimBlendAssociation *dieAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, delta); if (speed > 0.0f) dieAssoc->speed = speed; dieAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; if (dieAssoc->IsRunning()) { dieAssoc->SetFinishCallback(FinishDieAnimCB, this); bIsPedDieAnimPlaying = true; } } Say(SOUND_PED_DEATH); if (m_nLastPedState == PED_ENTER_CAR || m_nLastPedState == PED_CARJACK) QuitEnteringCar(); if (!bInVehicle) StopNonPartialAnims(); // BUG: This is not timer. m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds(); } bool CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPieceTypes pedPiece, uint8 direction) { CPlayerPed *player = FindPlayerPed(); float dieDelta = 4.0f; float dieSpeed = 0.0f; AnimationId dieAnim = ANIM_KO_SHOT_FRONT1; bool headShot = false; bool willLinger = false; int random; if (player == this) { if (!player->m_bCanBeDamaged) return false; player->AnnoyPlayerPed(false); } if (DyingOrDead()) return false; if (!bUsesCollision && method != WEAPONTYPE_WATER) return false; if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() && method != WEAPONTYPE_WATER && method != WEAPONTYPE_EXPLOSION) return false; float healthImpact; if (IsPlayer()) healthImpact = damage * 0.33f; else healthImpact = damage * m_pedStats->m_defendWeakness; bool detectDieAnim = true; if (m_nPedState == PED_FALL || m_nPedState == PED_GETUP) { if (!IsPedHeadAbovePos(-0.3f)) { if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) dieAnim = ANIM_FLOOR_HIT_F; else dieAnim = ANIM_FLOOR_HIT; dieDelta *= 2.0f; dieSpeed = 0.5f; detectDieAnim = false; } else if (m_nPedState == PED_FALL) { dieAnim = NUM_ANIMS; detectDieAnim = false; } } if (detectDieAnim) { switch (method) { case WEAPONTYPE_UNARMED: if (bMeleeProof) return false; if (m_nPedState == PED_FALL) { if (IsPedHeadAbovePos(-0.3f)) { dieAnim = NUM_ANIMS; } else { if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) dieAnim = ANIM_FLOOR_HIT_F; else dieAnim = ANIM_FLOOR_HIT; dieDelta = dieDelta * 2.0f; dieSpeed = 0.5f; } } else { switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } } break; case WEAPONTYPE_BASEBALLBAT: if (bMeleeProof) return false; #ifdef VC_PED_PORTS if (/*method != WEAPONTYPE_KATANA || */ damagedBy != FindPlayerPed() || FindPlayerPed()->m_nPedState != PED_FIGHT /*|| FindPlayerPed()->m_lastFightMove != 28 && FindPlayerPed()->m_lastFightMove != 29 */ || CGeneral::GetRandomNumber() & 3) { if (m_nPedState == PED_FALL) { if (IsPedHeadAbovePos(-0.3f)) { dieAnim = NUM_ANIMS; } else { if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) dieAnim = ANIM_FLOOR_HIT_F; else dieAnim = ANIM_FLOOR_HIT; dieDelta = dieDelta * 2.0f; dieSpeed = 0.5f; } } else if (damagedBy != FindPlayerPed()) { // || FindPlayerPed()->m_lastFightMove != 29) //if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_lastFightMove != 30) { switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } //} else { // dieAnim = ANIM_KO_SHOT_STOM; //} } else { dieAnim = ANIM_KO_SHOT_FACE; } } else { dieAnim = ANIM_KO_SHOT_FACE; // SpawnFlyingComponent in VC RemoveBodyPart(PED_HEAD, direction); headShot = true; willLinger = true; } #else if (m_nPedState == PED_FALL) { if (IsPedHeadAbovePos(-0.3f)) { dieAnim = NUM_ANIMS; } else { if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) dieAnim = ANIM_FLOOR_HIT_F; else dieAnim = ANIM_FLOOR_HIT; dieDelta = dieDelta * 2.0f; dieSpeed = 0.5f; } } else { switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } } #endif break; case WEAPONTYPE_COLT45: case WEAPONTYPE_UZI: case WEAPONTYPE_SHOTGUN: case WEAPONTYPE_AK47: case WEAPONTYPE_M16: case WEAPONTYPE_SNIPERRIFLE: if (bBulletProof) return false; bool dontRemoveLimb; if (IsPlayer() || bNoCriticalHits) dontRemoveLimb = true; else { switch (method) { case WEAPONTYPE_SNIPERRIFLE: dontRemoveLimb = false; break; case WEAPONTYPE_M16: dontRemoveLimb = false; break; case WEAPONTYPE_SHOTGUN: dontRemoveLimb = CGeneral::GetRandomNumber() & 7; break; default: dontRemoveLimb = CGeneral::GetRandomNumber() & 15; break; } } if (dontRemoveLimb) { if (method == WEAPONTYPE_SHOTGUN) { switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } } else dieAnim = ANIM_KO_SHOT_FRONT1; willLinger = false; } else { switch (pedPiece) { case PEDPIECE_TORSO: willLinger = false; dieAnim = ANIM_KO_SHOT_FRONT1; break; case PEDPIECE_MID: willLinger = false; dieAnim = ANIM_KO_SHOT_STOM; break; case PEDPIECE_LEFTARM: dieAnim = ANIM_KO_SHOT_ARML; RemoveBodyPart(PED_UPPERARML, direction); willLinger = true; break; case PEDPIECE_RIGHTARM: dieAnim = ANIM_KO_SHOT_ARMR; RemoveBodyPart(PED_UPPERARMR, direction); willLinger = true; break; case PEDPIECE_LEFTLEG: dieAnim = ANIM_KO_SHOT_LEGL; RemoveBodyPart(PED_UPPERLEGL, direction); willLinger = true; break; case PEDPIECE_RIGHTLEG: dieAnim = ANIM_KO_SHOT_LEGR; RemoveBodyPart(PED_UPPERLEGR, direction); willLinger = true; break; case PEDPIECE_HEAD: dieAnim = ANIM_KO_SHOT_FACE; RemoveBodyPart(PED_HEAD, direction); headShot = true; willLinger = true; break; default: break; } } break; case WEAPONTYPE_ROCKETLAUNCHER: case WEAPONTYPE_GRENADE: case WEAPONTYPE_EXPLOSION: if (bExplosionProof) return false; if (CGame::nastyGame && !IsPlayer() && !bInVehicle && 1.0f + healthImpact > m_fArmour + m_fHealth) { random = CGeneral::GetRandomNumber(); if (random & 1) RemoveBodyPart(PED_UPPERARML, direction); if (random & 2) RemoveBodyPart(PED_UPPERLEGR, direction); if (random & 4) RemoveBodyPart(PED_HEAD, direction); if (random & 8) RemoveBodyPart(PED_UPPERARMR, direction); if (random & 0x10) RemoveBodyPart(PED_UPPERLEGL, direction); if (bBodyPartJustCameOff) willLinger = true; } // fall through case WEAPONTYPE_MOLOTOV: if (bExplosionProof) return false; switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } break; case WEAPONTYPE_FLAMETHROWER: if (bFireProof) return false; dieAnim = ANIM_KO_SHOT_FRONT1; break; case WEAPONTYPE_RAMMEDBYCAR: case WEAPONTYPE_RUNOVERBYCAR: if (bCollisionProof) return false; random = CGeneral::GetRandomNumber() & 3; switch (random) { case 0: if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) && (pedPiece != PEDPIECE_MID || random != 1)) { if (pedPiece == PEDPIECE_RIGHTARM && random > 1 || pedPiece == PEDPIECE_MID && random == 2) dieAnim = ANIM_KO_SPIN_L; else dieAnim = ANIM_KO_SKID_FRONT; } else dieAnim = ANIM_KO_SPIN_R; break; case 1: if (m_nPedState == PED_DIVE_AWAY) dieAnim = ANIM_KD_LEFT; else dieAnim = ANIM_KO_SPIN_R; break; case 2: if ((pedPiece != PEDPIECE_LEFTARM || random <= 1) && (pedPiece != PEDPIECE_MID || random != 1)) { if ((pedPiece != PEDPIECE_RIGHTARM || random <= 1) && (pedPiece != PEDPIECE_MID || random != 2)) { dieAnim = ANIM_KO_SKID_BACK; } else { dieAnim = ANIM_KD_RIGHT; } } else dieAnim = ANIM_KD_LEFT; break; case 3: if (m_nPedState == PED_DIVE_AWAY) dieAnim = ANIM_KD_RIGHT; else dieAnim = ANIM_KO_SPIN_L; break; default: break; } if (damagedBy) { CVehicle *vehicle = (CVehicle*)damagedBy; if (method == WEAPONTYPE_RAMMEDBYCAR) { float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); dieDelta = 8.0f * vehSpeed + 4.0f; } else { float vehSpeed = vehicle->m_vecMoveSpeed.Magnitude(); dieDelta = 12.0f * vehSpeed + 4.0f; dieSpeed = 16.0f * vehSpeed + 1.0f; } } break; case WEAPONTYPE_WATER: dieAnim = ANIM_DROWN; break; case WEAPONTYPE_FALL_DAMAGE: if (bCollisionProof) return false; switch (direction) { case 0: dieAnim = ANIM_KO_SKID_FRONT; break; case 1: dieAnim = ANIM_KO_SPIN_R; break; case 2: dieAnim = ANIM_KO_SKID_BACK; break; case 3: dieAnim = ANIM_KO_SPIN_L; break; default: break; } break; default: break; } } if (m_fArmour != 0.0f && method != WEAPONTYPE_WATER) { if (player == this) CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastArmourLoss = CTimer::GetTimeInMilliseconds(); if (healthImpact < m_fArmour) { m_fArmour = m_fArmour - healthImpact; healthImpact = 0.0f; } else { healthImpact = healthImpact - m_fArmour; m_fArmour = 0.0f; } } if (healthImpact != 0.0f) { if (player == this) CWorld::Players[CWorld::PlayerInFocus].m_nTimeLastHealthLoss = CTimer::GetTimeInMilliseconds(); m_lastWepDam = method; } if (m_fHealth - healthImpact >= 1.0f && !willLinger) { m_fHealth -= healthImpact; return false; } if (bInVehicle) { if (method != WEAPONTYPE_WATER) { #ifdef VC_PED_PORTS if (m_pMyVehicle) { if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) { if (m_pMyVehicle->m_status == STATUS_SIMPLE) { m_pMyVehicle->m_status = STATUS_PHYSICS; CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); } m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; m_pMyVehicle->AutoPilot.m_nTempAction = TEMPACT_HANDBRAKESTRAIGHT; m_pMyVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000; } if (m_pMyVehicle->CanPedExitCar()) { SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle); } else { m_fHealth = 0.0f; if (m_pMyVehicle && m_pMyVehicle->pDriver == this) { SetRadioStation(); m_pMyVehicle->m_status = STATUS_ABANDONED; } SetDie(dieAnim, dieDelta, dieSpeed); /* if (damagedBy == FindPlayerPed() && damagedBy != this) { // PlayerInfo stuff } */ } for (int i = 0; i < ARRAY_SIZE(m_pMyVehicle->pPassengers); i++) { CPed* passenger = m_pMyVehicle->pPassengers[i]; if (passenger && passenger != this && damagedBy) passenger->ReactToAttack(damagedBy); } CPed *driverOfVeh = m_pMyVehicle->pDriver; if (driverOfVeh && driverOfVeh != this && damagedBy) driverOfVeh->ReactToAttack(damagedBy); if (damagedBy == FindPlayerPed() || damagedBy && damagedBy == FindPlayerVehicle()) { CDarkel::RegisterKillByPlayer(this, method, headShot); m_threatEntity = FindPlayerPed(); } else { CDarkel::RegisterKillNotByPlayer(this, method); } } #endif m_fHealth = 1.0f; return false; } m_fHealth = 0.0f; if (player == this) m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED; SetDie(NUM_ANIMS, 4.0f, 0.0f); return true; } else { m_fHealth = 0.0f; SetDie(dieAnim, dieDelta, dieSpeed); if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) { // There are PlayerInfo stuff here in VC CDarkel::RegisterKillByPlayer(this, method, headShot); m_threatEntity = player; } else { CDarkel::RegisterKillNotByPlayer(this, method); } if (method == WEAPONTYPE_WATER) bIsInTheAir = false; return true; } } void CPed::ClearFlee(void) { RestorePreviousState(); bUsePedNodeSeek = false; m_standardTimer = 0; m_fleeTimer = 0; } void CPed::ClearFall(void) { SetGetUp(); } void CPed::SetGetUp(void) { if (m_nPedState == PED_GETUP && bGetUpAnimStarted) return; if (!CanSetPedState()) return; if (m_fHealth >= 1.0f || IsPedHeadAbovePos(-0.3f)) { if (bUpdateAnimHeading) { m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); m_fRotationCur -= HALFPI; bUpdateAnimHeading = false; } if (m_nPedState != PED_GETUP) { SetStoredState(); m_nPedState = PED_GETUP; } CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity; CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition()); if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE || collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE && ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 5) % 8 || CCollision::ProcessColModels(GetMatrix(), *CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(), collidingVeh->GetMatrix(), *CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(), &aTempPedColPts, nil, nil) > 0)) { bGetUpAnimStarted = false; if (IsPlayer()) InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); else { if (!CPad::GetPad(0)->ArePlayerControlsDisabled()) return; InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0); } return; } bGetUpAnimStarted = true; m_pCollidingEntity = nil; m_ped_flagH1 = false; CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); if (animAssoc) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_RUN, 8.0f); } else { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); } animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP_FRONT, 1000.0f); else animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f); animAssoc->SetFinishCallback(PedGetupCB,this); } else { m_fHealth = 0.0f; SetDie(NUM_ANIMS, 4.0f, 0.0f); } } void CPed::ClearInvestigateEvent(void) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (m_eventType > EVENT_EXPLOSION) m_standardTimer = CTimer::GetTimeInMilliseconds() + 15000; m_ped_flagD2 = false; m_pEventEntity = nil; ClearLookFlag(); RestorePreviousState(); if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) SetMoveState(PEDMOVE_WALK); } 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::ClearLook(void) { RestorePreviousState(); ClearLookFlag(); } void CPed::ClearObjective(void) { if (IsPedInControl() || m_nPedState == PED_DRIVING) { m_objective = OBJECTIVE_NONE; if (m_nPedState == PED_DRIVING && m_pMyVehicle) { if (m_pMyVehicle->pDriver != this) { #ifdef VC_PED_PORTS if(!IsPlayer()) #endif bWanderPathAfterExitingCar = true; SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } #ifdef VC_PED_PORTS m_nLastPedState = PED_NONE; #endif } else { SetIdle(); SetMoveState(PEDMOVE_STILL); } } else { bClearObjective = true; } } void CPed::ClearPause(void) { RestorePreviousState(); } void CPed::ClearSeek(void) { SetIdle(); bRunningToPhone = false; } bool CPed::SetWanderPath(int8 pathStateDest) { uint8 nextPathState; if (IsPedInControl()) { if (bKindaStayInSamePlace) { SetIdle(); return false; } else { m_nPathDir = pathStateDest; if (pathStateDest == 0) pathStateDest = CGeneral::GetRandomNumberInRange(1, 7); ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, m_nPathDir, &nextPathState); // Circular loop until we find a node for current m_nPathDir while (!m_pNextPathNode) { m_nPathDir = (m_nPathDir+1) % 8; // We're at where we started and couldn't find any node if (m_nPathDir == pathStateDest) { ClearAll(); SetIdle(); return false; } ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, m_nPathDir, &nextPathState); } // We did it, save next path state and return true m_nPathDir = nextPathState; m_nPedState = PED_WANDER_PATH; SetMoveState(PEDMOVE_WALK); bIsRunning = false; return true; } } else { m_nPathDir = pathStateDest; bStartWanderPathOnFoot = true; return false; } } void CPed::ClearWeapons(void) { CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(currentWeapon->m_nModelId); m_maxWeaponTypeAllowed = WEAPONTYPE_BASEBALLBAT; m_currentWeapon = WEAPONTYPE_UNARMED; currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); AddWeaponModel(currentWeapon->m_nModelId); for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { CWeapon &weapon = GetWeapon(i); weapon.m_eWeaponType = WEAPONTYPE_UNARMED; weapon.m_eWeaponState = WEAPONSTATE_READY; weapon.m_nAmmoInClip = 0; weapon.m_nAmmoTotal = 0; weapon.m_nTimer = 0; } } void CPed::RestoreGunPosition(void) { if (bIsLooking) { m_pedIK.m_flags &= ~CPedIK::LOOKING; bIsRestoringGun = false; } else if (m_pedIK.RestoreGunPosn()) { bIsRestoringGun = false; } else { if (IsPlayer()) ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f; } } void CPed::RestoreHeadingRate(void) { m_headingRate = m_pedStats->m_headingChangeRate; } void CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg) { ((CPed*)arg)->m_headingRate = ((CPed*)arg)->m_pedStats->m_headingChangeRate; } void CPed::RestorePreviousState(void) { if(!CanSetPedState() || m_nPedState == PED_FALL) return; if (m_nPedState == PED_GETUP && !bGetUpAnimStarted) return; if (InVehicle()) { m_nPedState = PED_DRIVING; m_nLastPedState = PED_NONE; } else { if (m_nLastPedState == PED_NONE) { if (!IsPlayer() && CharCreatedBy != MISSION_CHAR && m_objective == OBJECTIVE_NONE) { if (SetWanderPath(CGeneral::GetRandomNumber() & 7) != 0) return; } SetIdle(); return; } switch (m_nLastPedState) { case PED_IDLE: SetIdle(); break; case PED_WANDER_PATH: m_nPedState = PED_WANDER_PATH; bIsRunning = false; if (!bFindNewNodeAfterStateRestore) { if (m_pNextPathNode) { CVector diff = m_pNextPathNode->pos - GetPosition(); if (diff.MagnitudeSqr() < sq(7.0f)) { SetMoveState(PEDMOVE_WALK); break; } } } SetWanderPath(CGeneral::GetRandomNumber() & 7); break; default: m_nPedState = m_nLastPedState; SetMoveState((eMoveState) m_nPrevMoveState); break; } m_nLastPedState = PED_NONE; } } void CPed::SetAimFlag(CEntity *to) { bIsAimingGun = true; bIsRestoringGun = false; m_pLookTarget = to; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); m_pSeekTarget = to; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); m_lookTimer = 0; } void CPed::SetAimFlag(float angle) { bIsAimingGun = true; bIsRestoringGun = false; m_fLookDirection = angle; m_lookTimer = 0; m_pLookTarget = nil; m_pSeekTarget = nil; if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bCanAimWithArm) m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; else m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } void CPed::SetPointGunAt(CEntity *to) { if (to) { SetLookFlag(to, true); SetAimFlag(to); #ifdef VC_PED_PORTS SetLookTimer(INT_MAX); #endif } if (m_nPedState == PED_AIM_GUN || bIsDucking || m_nWaitState == WAITSTATE_PLAYANIM_DUCK) return; if (m_nPedState != PED_ATTACK) SetStoredState(); m_nPedState = PED_AIM_GUN; bIsPointingGunAt = true; CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); SetMoveState(PEDMOVE_NONE); CAnimBlendAssociation *aimAssoc; if (bCrouchWhenShooting) aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_Anim2ToPlay); else aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), curWeapon->m_AnimToPlay); if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { if (bCrouchWhenShooting) aimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, 4.0f); else aimAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay); aimAssoc->blendAmount = 0.0f; aimAssoc->blendDelta = 8.0f; } if (to) Say(SOUND_PED_ATTACK); } void CPed::SetAmmo(eWeaponType weaponType, uint32 ammo) { if (HasWeapon(weaponType)) { GetWeapon(weaponType).m_nAmmoTotal = ammo; } else { GetWeapon(weaponType).Initialise(weaponType, ammo); m_maxWeaponTypeAllowed++; } } void CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo) { if (HasWeapon(weaponType)) { GetWeapon(weaponType).m_nAmmoTotal += ammo; } else { GetWeapon(weaponType).Initialise(weaponType, ammo); m_maxWeaponTypeAllowed++; } } void CPed::SetEvasiveStep(CEntity *reason, uint8 animType) { AnimationId stepAnim; if (m_nPedState == PED_STEP_AWAY || !IsPedInControl() || ((IsPlayer() || !bRespondsToThreats) && animType == 0)) return; float angleToFace = CGeneral::GetRadianAngleBetweenPoints( reason->GetPosition().x, reason->GetPosition().y, GetPosition().x, GetPosition().y); angleToFace = CGeneral::LimitRadianAngle(angleToFace); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float neededTurn = Abs(angleToFace - m_fRotationCur); bool vehPressedHorn = false; if (neededTurn > PI) neededTurn = 2 * PI - neededTurn; CVehicle *veh = (CVehicle*)reason; if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR) { if (veh->m_nCarHornTimer) { vehPressedHorn = true; if (!IsPlayer()) animType = 1; } } if (neededTurn <= DEGTORAD(90.0f) || veh->m_modelIndex == MI_RCBANDIT || vehPressedHorn || animType != 0) { SetLookFlag(veh, true); if ((CGeneral::GetRandomNumber() & 1) && veh->m_modelIndex != MI_RCBANDIT && animType == 0) { stepAnim = ANIM_IDLE_TAXI; } else { float vehDirection = CGeneral::GetRadianAngleBetweenPoints( veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, 0.0f, 0.0f); // Let's turn our back to the "reason" angleToFace += PI; if (angleToFace > PI) angleToFace -= 2*PI; // We don't want to run towards car's direction float dangerZone = angleToFace - vehDirection; dangerZone = CGeneral::LimitRadianAngle(dangerZone); // So, add or subtract 90deg (jump to left/right) according to that if (dangerZone <= 0.0f) angleToFace = 0.5f*PI + vehDirection; else angleToFace = vehDirection - 0.5f*PI; if (animType == 2) stepAnim = ANIM_HANDSCOWER; else if (animType < 2) stepAnim = ANIM_EV_STEP; else stepAnim = NUM_ANIMS; } if (!RpAnimBlendClumpGetAssociation(GetClump(), stepAnim)) { CAnimBlendAssociation *stepAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, stepAnim, 8.0f); stepAssoc->flags &= ~ASSOC_DELETEFADEDOUT; stepAssoc->SetFinishCallback(PedEvadeCB, this); if (animType == 0) Say(SOUND_PED_EVADE); m_fRotationCur = CGeneral::LimitRadianAngle(angleToFace); ClearAimFlag(); SetStoredState(); m_nPedState = PED_STEP_AWAY; } } } void CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump) { if (!IsPedInControl() || !bRespondsToThreats) return; CAnimBlendAssociation *animAssoc; float angleToFace, neededTurn; bool handsUp = false; angleToFace = m_fRotationCur; CVehicle *veh = (CVehicle*) reason; if (reason->IsVehicle() && veh->m_vehType == VEHICLE_TYPE_CAR && veh->m_nCarHornTimer && !IsPlayer()) { onlyRandomJump = true; } if (onlyRandomJump) { if (reason) { // Simple version of my bug fix below. Doesn't calculate "danger zone", selects jump direction randomly. // Also doesn't include random hands up, sound etc. Only used on player ped and peds running from gun shots. float vehDirection = CGeneral::GetRadianAngleBetweenPoints( veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, 0.0f, 0.0f); angleToFace = (CGeneral::GetRandomNumber() & 1) * PI + (-0.5f*PI) + vehDirection; angleToFace = CGeneral::LimitRadianAngle(angleToFace); } } else { if (IsPlayer()) { ((CPlayerPed*)this)->m_bShouldEvade = 5; ((CPlayerPed*)this)->m_pEvadingFrom = reason; reason->RegisterReference((CEntity**) &((CPlayerPed*)this)->m_pEvadingFrom); return; } angleToFace = CGeneral::GetRadianAngleBetweenPoints( reason->GetPosition().x, reason->GetPosition().y, GetPosition().x, GetPosition().y); angleToFace = CGeneral::LimitRadianAngle(angleToFace); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); // FIX: Peds no more dive into cars. Taken from SetEvasiveStep, last if statement inverted #ifdef FIX_BUGS float vehDirection = CGeneral::GetRadianAngleBetweenPoints( veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, 0.0f, 0.0f); // Let's turn our back to the "reason" angleToFace += PI; if (angleToFace > PI) angleToFace -= 2 * PI; // We don't want to dive towards car's direction float dangerZone = angleToFace - vehDirection; dangerZone = CGeneral::LimitRadianAngle(dangerZone); // So, add or subtract 90deg (jump to left/right) according to that if (dangerZone > 0.0f) angleToFace = 0.5f * PI + vehDirection; else angleToFace = vehDirection - 0.5f * PI; #endif neededTurn = Abs(angleToFace - m_fRotationCur); if (neededTurn > PI) neededTurn = 2 * PI - neededTurn; if (neededTurn <= 0.5f*PI) { if (CGeneral::GetRandomNumber() & 1) handsUp = true; } else { if (CGeneral::GetRandomNumber() & 7) return; } Say(SOUND_PED_EVADE); } if (handsUp || !IsPlayer() && m_pedStats->m_flags & STAT_NO_DIVE) { m_fRotationCur = angleToFace; ClearLookFlag(); ClearAimFlag(); SetLookFlag(reason, true); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP); if (animAssoc) return; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP, 8.0f); animAssoc->flags &= ~ASSOC_DELETEFADEDOUT; animAssoc->SetFinishCallback(PedEvadeCB, this); SetStoredState(); m_nPedState = PED_STEP_AWAY; } else { m_fRotationCur = angleToFace; ClearLookFlag(); ClearAimFlag(); SetStoredState(); m_nPedState = PED_DIVE_AWAY; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_EV_DIVE, 8.0f); animAssoc->SetFinishCallback(PedEvadeCB, this); } if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) { if (veh->pDriver && veh->pDriver->IsPlayer()) { CWanted *wanted = FindPlayerPed()->m_pWanted; wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (int)this, false); wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (int)this, false); } } } void CPed::SetAttack(CEntity *victim) { CPed *victimPed = nil; if (victim && victim->IsPed()) victimPed = (CPed*)victim; CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); if (animAssoc) { animAssoc->blendDelta = -1000.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE) return; if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HGUN_RELOAD)) { bIsAttacking = false; return; } if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_AK_RELOAD)) { if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->field_1380) bIsAttacking = false; else bIsAttacking = true; return; } CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); if (curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && !IsPlayer()) { if (GetWeapon()->HitsGround(this, nil, victim)) return; } if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { if (IsPlayer() || (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS))) { if (m_nPedState != PED_ATTACK) { m_nPedState = PED_ATTACK; bIsAttacking = false; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, 8.0f); animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); animAssoc->SetFinishCallback(FinishedAttackCB, this); } } else { StartFightAttack(CGeneral::GetRandomNumber() % 256); } return; } m_pSeekTarget = victim; if (m_pSeekTarget) m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); if (curWeapon->m_bCanAim) { CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition(); CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false); if (obstacle) return; m_pLookTarget = victim; if (victim) { m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); } if (m_pLookTarget) { SetAimFlag(m_pLookTarget); } else { SetAimFlag(m_fRotationCur); if (FindPlayerPed() == this && TheCamera.Cams[0].Using3rdPersonMouseCam()) ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch(); } } if (m_nPedState == PED_ATTACK) { bIsAttacking = true; return; } if (IsPlayer() || !victimPed || victimPed->IsPedInControl()) { if(IsPlayer()) CPad::GetPad(0)->ResetAverageWeapon(); if ((curWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT || GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER) && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON_RUNABOUT && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT && CheckForPointBlankPeds(victimPed) != 0) { ClearAimFlag(); // This condition is pointless, we already check it in above // if (CheckForPointBlankPeds(victimPed) == 1 || !victimPed) StartFightAttack(200); } else { if (!curWeapon->m_bCanAim) m_pSeekTarget = nil; if (m_nPedState != PED_AIM_GUN) SetStoredState(); m_nPedState = PED_ATTACK; SetMoveState(PEDMOVE_NONE); if (bCrouchWhenShooting) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); } else { float animDelta = 8.0f; if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) animDelta = 1000.0f; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_BASEBALLBAT || CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_AnimToPlay, animDelta); } else { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curWeapon->m_Anim2ToPlay, animDelta); } } animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); animAssoc->SetFinishCallback(FinishedAttackCB, this); } return; } if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && victimPed->m_nPedState == PED_GETUP) SetWaitState(WAITSTATE_SURPRISE, nil); SetLookFlag(victim, false); SetLookTimer(100); } void CPed::StartFightAttack(uint8 buttonPressure) { if (!IsPedInControl() || m_attackTimer > CTimer::GetTimeInMilliseconds()) return; if (m_nPedState == PED_FIGHT) { m_fightButtonPressure = buttonPressure; return; } if (m_nPedState != PED_AIM_GUN) SetStoredState(); if (m_nWaitState != WAITSTATE_FALSE) { m_nWaitState = WAITSTATE_FALSE; RestoreHeadingRate(); } m_nPedState = PED_FIGHT; m_fightButtonPressure = 0; RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); if (animAssoc) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->blendDelta = -1000.0f; } animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); if (animAssoc) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->blendDelta = -1000.0f; RestoreHeadingRate(); } SetMoveState(PEDMOVE_NONE); m_nStoredMoveState = PEDMOVE_NONE; CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; CPed *pedOnGround = nil; if (IsPlayer() && CheckForPedsOnGroundToAttack(this, &pedOnGround) > PED_IN_FRONT_OF_ATTACKER) { m_lastFightMove = FIGHTMOVE_GROUNDKICK; } else if (m_pedStats->m_flags & STAT_SHOPPING_BAGS) { m_lastFightMove = FIGHTMOVE_ROUNDHOUSE; } else { m_lastFightMove = FIGHTMOVE_STDPUNCH; } if (pedOnGround && IsPlayer()) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( pedOnGround->GetPosition().x, pedOnGround->GetPosition().y, GetPosition().x, GetPosition().y); m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); m_fRotationCur = m_fRotationDest; m_lookTimer = 0; SetLookFlag(pedOnGround, true); SetLookTimer(1500); } animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); m_fightState = FIGHTSTATE_NO_MOVE; m_takeAStepAfterAttack = false; #ifdef TOGGLEABLE_BETA_FEATURES m_takeAStepAfterAttack = IsPlayer() && bUnusedFightThingOnPlayer; #endif bIsAttacking = true; if (IsPlayer()) nPlayerInComboMove = 0; } void CPed::LoadFightData(void) { float startFireTime, endFireTime, comboFollowOnTime, strikeRadius; int damage, flags; char line[256], moveName[32], animName[32], hitLevel; int moveId = 0; CAnimBlendAssociation *animAssoc; int bp, buflen; int lp, linelen; buflen = CFileMgr::LoadFile("DATA\\fistfite.dat", work_buff, sizeof(work_buff), "r"); for (bp = 0; bp < buflen; ) { // read file line by line for (linelen = 0; work_buff[bp] != '\n' && bp < buflen; bp++) { line[linelen++] = work_buff[bp]; } bp++; line[linelen] = '\0'; // skip white space for (lp = 0; line[lp] <= ' '; lp++); if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines line[lp] == '#') continue; sscanf( &line[lp], "%s %f %f %f %f %c %s %d %d", &moveName, &startFireTime, &endFireTime, &comboFollowOnTime, &strikeRadius, &hitLevel, &animName, &damage, &flags); if (strncmp(moveName, "ENDWEAPONDATA", 13) == 0) return; tFightMoves[moveId].startFireTime = startFireTime / 30.0f; tFightMoves[moveId].endFireTime = endFireTime / 30.0f; tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f; tFightMoves[moveId].strikeRadius = strikeRadius; tFightMoves[moveId].damage = damage; tFightMoves[moveId].flags = flags; switch (hitLevel) { case 'G': tFightMoves[moveId].hitLevel = HITLEVEL_GROUND; break; case 'H': tFightMoves[moveId].hitLevel = HITLEVEL_HIGH; break; case 'L': tFightMoves[moveId].hitLevel = HITLEVEL_LOW; break; case 'M': tFightMoves[moveId].hitLevel = HITLEVEL_MEDIUM; break; case 'N': tFightMoves[moveId].hitLevel = HITLEVEL_NULL; break; default: break; } if (strncmp(animName, "null", 4) != 0) { animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName); tFightMoves[moveId].animId = (AnimationId)animAssoc->animId; } else { tFightMoves[moveId].animId = ANIM_WALK; } moveId++; } } // Actually GetLocalDirectionTo(Turn/Look) int CPed::GetLocalDirection(const CVector2D &posOffset) { float direction; for (direction = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); direction < 0.0f; direction += TWOPI); for (direction = (int)RADTODEG(direction) / 90; direction > 3; direction -= 4); // 0-forward, 1-left, 2-backward, 3-right. return direction; } bool CPed::FightStrike(CVector &touchedNodePos) { CColModel *ourCol; CVector attackDistance; ePedPieceTypes closestPedPiece = PEDPIECE_TORSO; float maxDistanceToBeBeaten; CPed *nearPed; int state = m_fightState; bool pedFound = false; if (state == FIGHTSTATE_JUST_ATTACKED) return false; // Pointless code if (state > FIGHTSTATE_NO_MOVE) attackDistance = touchedNodePos - m_vecHitLastPos; for (int i = 0; i < m_numNearPeds; i++) { nearPed = m_nearPeds[i]; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius + 0.1f; else maxDistanceToBeBeaten = nearPed->GetBoundRadius() + tFightMoves[m_lastFightMove].strikeRadius; if (nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) { CVector nearPedCentre; nearPed->GetBoundCentre(nearPedCentre); CVector potentialAttackDistance = nearPedCentre - touchedNodePos; // He can beat us if (sq(maxDistanceToBeBeaten) > potentialAttackDistance.MagnitudeSqr()) { if (nearPed->m_nPedState == PED_FALL || nearPed->m_nPedState == PED_DEAD || nearPed->m_nPedState == PED_DIE || !nearPed->IsPedHeadAbovePos(-0.3f)) { ourCol = &CTempColModels::ms_colModelPedGroundHit; } else { #ifdef ANIMATE_PED_COL_MODEL ourCol = CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(), RpClumpGetFrame(GetClump())); #else ourCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->GetHitColModel(); #endif } for (int j = 0; j < ourCol->numSpheres; j++) { attackDistance = nearPed->GetPosition() + ourCol->spheres[j].center; attackDistance -= touchedNodePos; CColSphere *ourPieces = ourCol->spheres; float maxDistanceToBeat = ourPieces[j].radius + tFightMoves[m_lastFightMove].strikeRadius; // We can beat him too if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) { pedFound = true; closestPedPiece = (ePedPieceTypes) ourPieces[j].piece; break; } } } } if (pedFound) break; } if (pedFound) { if (nearPed->IsPlayer() && nearPed->m_nPedState == PED_GETUP) return false; float oldVictimHealth = nearPed->m_fHealth; CVector bloodPos = 0.5f * attackDistance + touchedNodePos; int damageMult = tFightMoves[m_lastFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1; CVector2D diff (GetPosition() - nearPed->GetPosition()); int direction = nearPed->GetLocalDirection(diff); if (IsPlayer()) { if (((CPlayerPed*)this)->m_bAdrenalineActive) damageMult = 20; } else { damageMult *= m_pedStats->m_attackStrength; } // Change direction if we used kick. if (m_lastFightMove == FIGHTMOVE_KICK) { if (CGeneral::GetRandomNumber() & 1) { direction++; if (direction > 3) direction -= 4; } } nearPed->ReactToAttack(this); // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. int unk2; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !nearPed->IsPlayer()) unk2 = 101; else unk2 = damageMult; nearPed->StartFightDefend(direction, tFightMoves[m_lastFightMove].hitLevel, unk2); PlayHitSound(nearPed); m_fightState = FIGHTSTATE_JUST_ATTACKED; RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId)->speed = 0.6f; if (!nearPed->DyingOrDead()) { nearPed->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, closestPedPiece, direction); } if (CGame::nastyGame && tFightMoves[m_lastFightMove].hitLevel > HITLEVEL_MEDIUM && nearPed->m_nPedState == PED_DIE && nearPed->GetIsOnScreen()) { // Just for blood particle. We will restore it below. attackDistance /= (10.0f * attackDistance.Magnitude()); for(int i=0; i<4; i++) { CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, attackDistance, nil, 0.0f, 0, 0, 0, 0); } } if (nearPed->m_nPedState != PED_FALL && nearPed->m_nPedState != PED_DIE && nearPed->m_nPedState != PED_DEAD) { float curVictimHealth = nearPed->m_fHealth; if (curVictimHealth > 0.0f && (curVictimHealth < 40.0f && oldVictimHealth > 40.0f && !nearPed->IsPlayer() || nearPed->m_fHealth < 20.0f && oldVictimHealth > 20.0f || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && IsPlayer() || nearPed->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN)) { nearPed->SetFall(0, (AnimationId)(direction + 25), 0); if (nearPed->m_nPedState == PED_FALL) nearPed->bIsStanding = false; } } if (nearPed->m_nPedState == PED_DIE || !nearPed->bIsStanding) { attackDistance = nearPed->GetPosition() - GetPosition(); attackDistance.Normalise(); attackDistance.z = 1.0f; nearPed->bIsStanding = false; float moveMult; if (m_lastFightMove == FIGHTMOVE_GROUNDKICK) { moveMult = min(damageMult * 0.6f, 4.0f); } else { if (nearPed->m_nPedState != PED_DIE || damageMult >= 20) { moveMult = damageMult; } else { moveMult = min(damageMult * 2.0f, 14.0f); } } nearPed->ApplyMoveForce(moveMult * 0.6f * attackDistance); } CEventList::RegisterEvent(nearPed->m_nPedType == PEDTYPE_COP ? EVENT_ASSAULT_POLICE : EVENT_ASSAULT, EVENT_ENTITY_PED, nearPed, this, 2000); } if (m_fightState == FIGHTSTATE_NO_MOVE) m_fightState = FIGHTSTATE_1; m_vecHitLastPos = *touchedNodePos; return false; } void CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl) { if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead())) return; ClearLookFlag(); ClearAimFlag(); SetStoredState(); m_nPedState = PED_FALL; CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), animId); if (fallAssoc) { fallAssoc->SetCurrentTime(0.0f); fallAssoc->blendAmount = 0.0f; fallAssoc->blendDelta = 8.0f; fallAssoc->SetRun(); } else { fallAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animId, 8.0f); } if (extraTime == -1) { m_getUpTimer = -1; } else if (fallAssoc) { if (IsPlayer()) { m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength + CTimer::GetTimeInMilliseconds() + 500.0f; } else { m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength + CTimer::GetTimeInMilliseconds() + extraTime + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); } } else { m_getUpTimer = extraTime + CTimer::GetTimeInMilliseconds() + 1000 + ((m_randomSeed + CTimer::GetFrameCounter()) % 1000); } bFallenDown = true; } void CPed::SetFlee(CEntity *fleeFrom, int time) { if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom) return; SetStoredState(); m_nPedState = PED_FLEE_ENTITY; bUsePedNodeSeek = true; SetMoveState(PEDMOVE_RUN); m_fleeFrom = fleeFrom; m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom); if (time <= 0) m_fleeTimer = 0; else m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; float angleToFace = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, fleeFrom->GetPosition().x, fleeFrom->GetPosition().y); m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); if (m_fRotationCur - PI > m_fRotationDest) { m_fRotationDest += 2 * PI; } else if (PI + m_fRotationCur < m_fRotationDest) { m_fRotationDest -= 2 * PI; } } void CPed::SetFlee(CVector2D const &from, int time) { if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace) return; if (m_nPedState != PED_FLEE_ENTITY) { SetStoredState(); m_nPedState = PED_FLEE_POS; SetMoveState(PEDMOVE_RUN); m_fleeFromPosX = from.x; m_fleeFromPosY = from.y; } bUsePedNodeSeek = true; m_pNextPathNode = nil; m_fleeTimer = CTimer::GetTimeInMilliseconds() + time; float angleToFace = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, from.x, from.y); m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); if (m_fRotationCur - PI > m_fRotationDest) { m_fRotationDest += 2 * PI; } else if (PI + m_fRotationCur < m_fRotationDest) { m_fRotationDest -= 2 * PI; } } void CPed::SetWaitState(eWaitState state, void *time) { AnimationId waitAnim = NUM_ANIMS; CAnimBlendAssociation *animAssoc; if (!IsPedInControl()) return; if (state != m_nWaitState) FinishedWaitCB(nil, this); switch (state) { case WAITSTATE_TRAFFIC_LIGHTS: m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; SetMoveState(PEDMOVE_STILL); break; case WAITSTATE_CROSS_ROAD: m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 1000; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); break; case WAITSTATE_CROSS_ROAD_LOOK: CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 8.0f); if (time) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000,5000); break; case WAITSTATE_LOOK_PED: case WAITSTATE_LOOK_SHOP: case WAITSTATE_LOOK_ACCIDENT: case WAITSTATE_FACEOFF_GANG: break; case WAITSTATE_DOUBLEBACK: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); break; case WAITSTATE_HITWALL: m_headingRate = 2.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 16.0f); animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->flags |= ASSOC_FADEOUTWHENDONE; animAssoc->SetDeleteCallback(FinishedWaitCB, this); if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { ClearObjective(); RestorePreviousState(); m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; } break; case WAITSTATE_TURN180: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TURN_180, 4.0f); animAssoc->SetFinishCallback(FinishedWaitCB, this); animAssoc->SetDeleteCallback(RestoreHeadingRateCB, this); break; case WAITSTATE_SURPRISE: m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 4.0f); animAssoc->SetFinishCallback(FinishedWaitCB, this); break; case WAITSTATE_STUCK: SetMoveState(PEDMOVE_STILL); SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) { ClearObjective(); RestorePreviousState(); m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; } break; case WAITSTATE_LOOK_ABOUT: SetMoveState(PEDMOVE_STILL); SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_HBHB, 4.0f); break; case WAITSTATE_PLAYANIM_COWER: waitAnim = ANIM_HANDSCOWER; case WAITSTATE_PLAYANIM_HANDSUP: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_HANDSUP; case WAITSTATE_PLAYANIM_HANDSCOWER: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_HANDSCOWER; m_headingRate = 0.0f; if (time) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); animAssoc->SetDeleteCallback(FinishedWaitCB, this); break; case WAITSTATE_PLAYANIM_DUCK: waitAnim = ANIM_DUCK_DOWN; case WAITSTATE_PLAYANIM_TAXI: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_IDLE_TAXI; case WAITSTATE_PLAYANIM_CHAT: if (waitAnim == NUM_ANIMS) waitAnim = ANIM_IDLE_CHAT; if (time) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3000; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, waitAnim, 4.0f); animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc->SetDeleteCallback(FinishedWaitCB, this); break; case WAITSTATE_FINISH_FLEE: SetMoveState(PEDMOVE_STILL); SetMoveAnim(); m_headingRate = 0.0f; m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2500; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f); break; default: m_nWaitState = WAITSTATE_FALSE; RestoreHeadingRate(); return; } m_nWaitState = state; } void CPed::PlayHitSound(CPed *hitTo) { // That was very complicated to reverse for me... // First index is our fight move ID (from 1 to 12, total 12), second is the one of we fight with (from 13 to 22, total 10). enum { S33 = SOUND_FIGHT_PUNCH_33, S34 = SOUND_FIGHT_KICK_34, S35 = SOUND_FIGHT_HEADBUTT_35, S36 = SOUND_FIGHT_PUNCH_36, S37 = SOUND_FIGHT_PUNCH_37, S38 = SOUND_FIGHT_CLOSE_PUNCH_38, S39 = SOUND_FIGHT_PUNCH_39, S40 = SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40 , S41 = SOUND_FIGHT_PUNCH_41, S42 = SOUND_FIGHT_PUNCH_FROM_BEHIND_42, S43 = SOUND_FIGHT_KNEE_OR_KICK_43, S44 = SOUND_FIGHT_KICK_44, NO_SND = SOUND_TOTAL_PED_SOUNDS }; uint16 hitSoundsByFightMoves[12][10] = { {S39,S42,S43,S43,S39,S39,S39,S39,S39,S42}, {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, {NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND,NO_SND}, {S39,S39,S39,S39,S33,S43,S39,S39,S39,S39}, {S39,S39,S39,S39,S35,S39,S38,S38,S39,S39}, {S39,S39,S39,S39,S33,S39,S41,S36,S39,S39}, {S39,S39,S39,S39,S37,S40,S38,S38,S39,S39}, {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, {S39,S39,S39,S39,S34,S43,S44,S37,S39,S39}, {S39,S39,S39,S39,S34,S43,S44,S37,S39,S40}, {S39,S39,S39,S39,S33,S39,S41,S37,S39,S40}, {S39,S39,S39,S39,S39,S39,S39,S39,S33,S33} }; // This is why first dimension is between FightMove 1 and 12. if (m_lastFightMove == FIGHTMOVE_NULL || m_lastFightMove >= FIGHTMOVE_HITFRONT) return; uint16 soundId; // And this is why second dimension is between 13 and 22. if (hitTo->m_lastFightMove <= FIGHTMOVE_GROUNDKICK || hitTo->m_lastFightMove >= FIGHTMOVE_IDLE2NORM) { if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) { soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT]; } else { soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT]; } } else { soundId = hitSoundsByFightMoves[m_lastFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_lastFightMove - FIGHTMOVE_HITFRONT]; } if (soundId != NO_SND) DMAudio.PlayOneShot(m_audioEntityId, soundId, 0.0f); } void CPed::Say(uint16 audio) { uint16 audioToPlay = audio; if (IsPlayer()) { // Ofc this part isn't in VC. switch (audio) { case SOUND_PED_DEATH: audioToPlay = SOUND_PED_DAMAGE; break; case SOUND_PED_DAMAGE: case SOUND_PED_HIT: case SOUND_PED_LAND: break; case SOUND_PED_BULLET_HIT: case SOUND_PED_CAR_JACKED: case SOUND_PED_DEFEND: audioToPlay = SOUND_PED_HIT; break; default: return; } } else { if (3.0f + TheCamera.GetPosition().z < GetPosition().z) return; if (TheCamera.m_CameraAverageSpeed > 1.65f) { #ifdef VC_PED_PORTS if (audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND) #endif return; } else if (TheCamera.m_CameraAverageSpeed > 1.25f) { if (audio != SOUND_PED_DEATH && #ifdef VC_PED_PORTS audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND && #endif audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE) return; } else if (TheCamera.m_CameraAverageSpeed > 0.9f) { switch (audio) { case SOUND_PED_DEATH: #ifdef VC_PED_PORTS case SOUND_PED_DAMAGE: case SOUND_PED_HIT: case SOUND_PED_LAND: #endif case SOUND_PED_BURNING: case SOUND_PED_FLEE_SPRINT: case SOUND_PED_TAXI_WAIT: case SOUND_PED_EVADE: case SOUND_PED_CAR_COLLISION: break; default: return; } } } if (audioToPlay < m_queuedSound) { if (audioToPlay != m_lastQueuedSound || audioToPlay == SOUND_PED_DEATH || CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime + m_lastSoundStart + (uint32) CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audioToPlay - SOUND_PED_DEATH].m_nMaxRandomDelayTime) <= CTimer::GetTimeInMilliseconds()) { m_queuedSound = audioToPlay; } } } void CPed::CollideWithPed(CPed *collideWith) { CAnimBlendAssociation *animAssoc; AnimationId animToPlay; bool weAreMissionChar = CharCreatedBy == MISSION_CHAR; bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR; CVector posDiff = collideWith->GetPosition() - GetPosition(); int waitTime = 0; if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) { bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f; bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f; if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) { if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f) && (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT #ifdef VC_PED_PORTS || m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_pedInObjective == collideWith || collideWith->m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION && collideWith->m_pedInObjective == this #endif )) { if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) { if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) { if (weAreMissionChar && (m_nPedState == PED_SEEK_POS || m_nPedState == PED_SEEK_ENTITY)) { if (collideWith->m_nMoveState != PEDMOVE_STILL && (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) { float seekPosDist = (GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); float heAndSeekPosDist = (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D(); if (seekPosDist <= heAndSeekPosDist) { waitTime = 1000; collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; } else { waitTime = 500; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime; } } else if (collideWith->m_nMoveState == PEDMOVE_STILL) { SetDirectionToWalkAroundObject(collideWith); } } else { #ifdef VC_PED_PORTS if (FindPlayerPed() != m_pedInObjective || m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT || collideWith == m_pedInObjective) { #endif if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper || (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) && (!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) { SetDirectionToWalkAroundObject(collideWith); if (!weAreMissionChar) Say(SOUND_PED_CHAT); } else { SetEvasiveStep(collideWith, 2); } #ifdef VC_PED_PORTS } else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee() && collideWith->m_pedInObjective == m_pedInObjective) { int colliderIsAtPlayerSafePosID = -1; int weAreAtPlayerSafePosID = -1; for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos); i++) { CPed *pedAtSafePos = ((CPlayerPed*)m_pedInObjective)->m_pPedAtSafePos[i]; if (pedAtSafePos == this) { weAreAtPlayerSafePosID = i; } else if (pedAtSafePos == collideWith) { colliderIsAtPlayerSafePosID = i; } } bool weAreCloserToTargetThenCollider = false; if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D()) weAreCloserToTargetThenCollider = true; if (weAreAtPlayerSafePosID <= 0 || weAreCloserToTargetThenCollider) { if (!weAreCloserToTargetThenCollider) { int time = 300; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; } } else if (colliderIsAtPlayerSafePosID <= 0) { if (collideWith->m_pedInObjective == FindPlayerPed()) { // VC specific // ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this); int time = 500; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; } } else { int time = 300; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time; } } else { SetDirectionToWalkAroundObject(collideWith); } #endif } } else { if (m_pedStats->m_temper <= m_pedStats->m_fear || GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED || weAreMissionChar || collideWith->m_nPedType == PEDTYPE_CIVFEMALE || collideWith->m_nPedType == m_nPedType || collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { SetDirectionToWalkAroundObject(collideWith); Say(SOUND_PED_CHAT); } else { TurnBody(); SetAttack(collideWith); } m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450); } } } else { if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { if (heLooksToUs) { SetEvasiveStep(collideWith, 1); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; } } else if (weDontLookToHim && IsPedInControl()) { if (m_pedStats != collideWith->m_pedStats) { if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) { if (collideWith->IsPlayer()) { // He's on our right side if (DotProduct(posDiff,GetRight()) <= 0.0f) m_fRotationCur -= m_headingRate; else m_fRotationCur += m_headingRate; } else { // He's on our right side if (DotProduct(posDiff, GetRight()) <= 0.0f) m_fRotationCur -= m_headingRate; else m_fRotationCur += m_headingRate; } } else { SetLookFlag(collideWith, false); TurnBody(); animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f); animAssoc->flags |= ASSOC_FADEOUTWHENDONE; if (!heIsMissionChar) { CVector2D posDiff2D(posDiff); int direction = collideWith->GetLocalDirection(posDiff2D); collideWith->StartFightDefend(direction, HITLEVEL_HIGH, 5); } } } } } } else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar #ifdef VC_PED_PORTS || m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness #endif ) { // He looks us and we're not at his right side if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) { CVector moveForce = GetRight(); moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) animToPlay = ANIM_HIT_LEFT; else animToPlay = ANIM_SHOT_LEFT_PARTIAL; } else if (heLooksToUs) { CVector moveForce = GetRight() * -1.0f; moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) animToPlay = ANIM_HIT_RIGHT; else animToPlay = ANIM_SHOT_RIGHT_PARTIAL; } else { if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT) animToPlay = ANIM_HIT_BACK; else animToPlay = ANIM_SHOT_BACK_PARTIAL; } if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) { animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToPlay, 8.0f); animAssoc->flags |= ASSOC_FADEOUTWHENDONE; collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000; if (m_nPedState == PED_ATTACK) DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); } } else { // We're at his right side if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) { CVector moveForce = GetRight() * -1.0f; moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (heLooksToUs) animToPlay = ANIM_KO_SPIN_L; else animToPlay = ANIM_KD_RIGHT; } else { CVector moveForce = GetRight(); moveForce.z += 0.1f; ApplyMoveForce(moveForce); if (heLooksToUs) animToPlay = ANIM_KO_SPIN_R; else animToPlay = ANIM_KD_LEFT; } if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl()) DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); collideWith->SetFall(3000, animToPlay, 0); } } else { if (!IsPedInControl()) return; if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) return; if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) { if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) { if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){ SetEvasiveStep(collideWith, 2); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; } else if (collideWith->m_nMoveState > PEDMOVE_WALK) { waitTime = 2000; SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime); } } } else if (heLooksToUs && collideWith->m_nPedState != PED_STEP_AWAY && m_nPedState != PED_STEP_AWAY && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { SetEvasiveStep(collideWith, 1); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000; } } if (IsPlayer()) { SetLookFlag(collideWith, true); SetLookTimer(800); } } else { bool doWeRun = true; if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT) doWeRun = false; SetFlee(collideWith, 5000); bUsePedNodeSeek = true; m_pNextPathNode = nil; if (!doWeRun) SetMoveState(PEDMOVE_WALK); } } void CPed::CreateDeadPedMoney(void) { if (!CGame::nastyGame) return; int skin = m_modelIndex; if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle) return; int money = CGeneral::GetRandomNumber() % 60; if (money < 10) return; if (money == 43) money = 700; int pickupCount = money / 40 + 1; int moneyPerPickup = money / pickupCount; for(int i = 0; i < pickupCount; i++) { // (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish. float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x; float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y; bool found = false; float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; if (found) { CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); } } } void CPed::CreateDeadPedWeaponPickups(void) { bool found = false; float angleToPed; CVector pickupPos; if (bInVehicle) return; for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) { eWeaponType weapon = GetWeapon(i).m_eWeaponType; int weaponAmmo = GetWeapon(i).m_nAmmoTotal; if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0) continue; angleToPed = i * 1.75f; pickupPos = GetPosition(); pickupPos.x += 1.5f * Sin(angleToPed); pickupPos.y += 1.5f * Cos(angleToPed); pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; CVector pedPos = GetPosition(); pedPos.z += 0.3f; CVector pedToPickup = pickupPos - pedPos; float distance = pedToPickup.Magnitude(); // outer edge of pickup distance = (distance + 0.3f) / distance; CVector pickupPos2 = pedPos; pickupPos2 += distance * pedToPickup; // pickup must be on ground and line to its edge must be clear if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) { // otherwise try another position (but disregard second check apparently) angleToPed += 3.14f; pickupPos = GetPosition(); pickupPos.x += 1.5f * Sin(angleToPed); pickupPos.y += 1.5f * Cos(angleToPed); pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; } if (found) CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, min(weaponAmmo, AmmoForWeapon_OnStreet[weapon])); } ClearWeapons(); } void CPed::SetAttackTimer(uint32 time) { if (CTimer::GetTimeInMilliseconds() > m_attackTimer) m_attackTimer = max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time; } 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_vehEnterType = vehEnterType; if (m_vehEnterType == CAR_DOOR_LF) { if (veh->pDriver && veh->pDriver->IsPlayer()) veh->m_status = STATUS_PLAYER_DISABLED; else veh->m_status = STATUS_ABANDONED; } RemoveInCarAnims(); SetMoveState(PEDMOVE_NONE); LineUpPedWithCar(LINE_UP_TO_CAR_START); m_pVehicleAnim = nil; m_nPedState = PED_DRAG_FROM_CAR; bChangedSeat = false; bWillBeQuickJacked = quickJack; SetHeading(m_fRotationCur); Say(SOUND_PED_CAR_JACKED); SetRadioStation(); veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehEnterType); } void CPed::SetBuyIceCream(void) { if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl()) return; if (!m_carInObjective) return; #ifdef FIX_ICECREAM // Simulating BuyIceCream CPed* driver = m_carInObjective->pDriver; if (driver) { m_nPedState = PED_BUY_ICECREAM; bFindNewNodeAfterStateRestore = true; SetObjectiveTimer(8000); SetChat(driver, 8000); driver->SetChat(this, 8000); return; } #endif // Side of the Ice Cream van m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) { m_standardTimer = CTimer::GetTimeInMilliseconds() + 3000; m_nPedState = PED_BUY_ICECREAM; } } void CPed::SetChat(CEntity *chatWith, uint32 time) { if(m_nPedState != PED_CHAT) SetStoredState(); m_nPedState = PED_CHAT; SetMoveState(PEDMOVE_STILL); SetLookFlag(chatWith, true); m_standardTimer = CTimer::GetTimeInMilliseconds() + time; m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000; } void CPed::SetDead(void) { #ifdef VC_PED_PORTS if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN)) #endif bUsesCollision = false; m_fHealth = 0.0f; if (m_nPedState == PED_DRIVING) bIsVisible = false; m_nPedState = PED_DEAD; m_pVehicleAnim = nil; m_pCollidingEntity = nil; CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(weapon->m_nModelId); m_currentWeapon = WEAPONTYPE_UNARMED; CEventList::RegisterEvent(EVENT_INJURED_PED, EVENT_ENTITY_PED, this, nil, 250); if (this != FindPlayerPed()) { CreateDeadPedWeaponPickups(); CreateDeadPedMoney(); } // BUG: Is this count or timer?! m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds(); m_deadBleeding = false; bDoBloodyFootprints = false; m_ped_flagI4 = false; CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000); } void CPed::SetSeek(CEntity *seeking, float distanceToCountDone) { if (!IsPedInControl()) return; if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking) return; if (!seeking) return; if (m_nPedState != PED_SEEK_ENTITY) SetStoredState(); m_nPedState = PED_SEEK_ENTITY; m_distanceToCountSeekDone = distanceToCountDone; m_pSeekTarget = seeking; m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget); SetMoveState(PEDMOVE_STILL); } void CPed::SetSeek(CVector pos, float distanceToCountDone) { if (!IsPedInControl() || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y)) return; if (GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 || GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47 || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || GetWeapon()->m_eWeaponType == WEAPONTYPE_SHOTGUN) { ClearPointGunAt(); } if (m_nPedState != PED_SEEK_POS) SetStoredState(); m_nPedState = PED_SEEK_POS; m_distanceToCountSeekDone = distanceToCountDone; m_vecSeekPos = pos; } void CPed::DeadPedMakesTyresBloody(void) { int minX = CWorld::GetSectorIndexX(GetPosition().x - 2.0f); if (minX < 0) minX = 0; int minY = CWorld::GetSectorIndexY(GetPosition().y - 2.0f); if (minY < 0) minY = 0; int maxX = CWorld::GetSectorIndexX(GetPosition().x + 2.0f); if (maxX > NUMSECTORS_X-1) maxX = NUMSECTORS_X-1; int maxY = CWorld::GetSectorIndexY(GetPosition().y + 2.0f); if (maxY > NUMSECTORS_Y-1) maxY = NUMSECTORS_Y-1; CWorld::AdvanceCurrentScanCode(); for (int curY = minY; curY <= maxY; curY++) { for (int curX = minX; curX <= maxX; curX++) { CSector *sector = CWorld::GetSector(curX, curY); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES]); MakeTyresMuddySectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP]); } } } void CPed::Die(void) { // UNUSED: This is a perfectly empty function. } uint8 CPed::DoesLOSBulletHitPed(CColPoint &colPoint) { RwMatrix mat; uint8 retVal = 2; CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &mat); float headZ = RwMatrixGetPos(&mat)->z; if (m_nPedState == PED_FALL) retVal = 1; float colZ = colPoint.point.z; if (colZ < headZ) retVal = 1; if (headZ + 0.2f <= colZ) retVal = 0; return retVal; } 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, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { CVehicle *veh = (CVehicle*) vehicles[i]; if (veh->m_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; } void CPed::EndFight(uint8 endType) { if (m_nPedState != PED_FIGHT) return; m_lastFightMove = FIGHTMOVE_NULL; RestorePreviousState(); CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); if (animAssoc) animAssoc->flags |= ASSOC_DELETEFADEDOUT; switch (endType) { case ENDFIGHT_NORMAL: CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f); break; case ENDFIGHT_WITH_A_STEP: CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 1.0f); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WALK_START, 8.0f); break; case ENDFIGHT_FAST: CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT2_IDLE, 8.0f)->speed = 2.0f; break; default: break; } m_nWaitTimer = 0; } void CPed::EnterCar(void) { if (IsNotInWreckedVehicle() && m_fHealth > 0.0f) { CVehicle *veh = (CVehicle*)m_pSeekTarget; // Not used. // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehEnterType); if (veh->CanPedOpenLocks(this)) { if (m_vehEnterType) { CAnimBlendAssociation *enterAssoc = m_pVehicleAnim; if (enterAssoc) veh->ProcessOpenDoor(m_vehEnterType, enterAssoc->animId, enterAssoc->currentTime); } } bIsInTheAir = false; LineUpPedWithCar(LINE_UP_TO_CAR_START); } else { QuitEnteringCar(); SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); } } uint8 CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos) { CVector enterStepOffset; CVehicleModelInfo *trainModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(train->m_modelIndex); 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_vehEnterType = TRAIN_POS_MID_ENTRY; } else { enterPos = rightEntryPos; m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; } } else if (distRightEntry < distLeftEntry) { enterPos = rightEntryPos; m_vehEnterType = TRAIN_POS_RIGHT_ENTRY; } else { enterPos = leftEntryPos; m_vehEnterType = TRAIN_POS_LEFT_ENTRY; } return 1; } 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_vehEnterType]; doorPos.x -= 1.5f; doorPos = Multiply3x3(trainMat, doorPos); doorPos += train->GetPosition(); */ return 1; } void CPed::LineUpPedWithTrain(void) { CVector lineUpPos; CVehicleModelInfo *trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex); 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; } GetPosition() = lineUpPos; SetHeading(m_fRotationCur); } void CPed::EnterTrain(void) { LineUpPedWithTrain(); } void CPed::ExitTrain(void) { LineUpPedWithTrain(); } void CPed::ExitCar(void) { if (!m_pVehicleAnim) return; AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId; float animTime = m_pVehicleAnim->currentTime; m_pMyVehicle->ProcessOpenDoor(m_vehEnterType, exitAnim, animTime); if (m_pSeekTarget) { // Car is upside down if (m_pMyVehicle->GetUp().z > -0.8f) { if (exitAnim != ANIM_CAR_CLOSE_RHS && exitAnim != ANIM_CAR_CLOSE_LHS && animTime <= 0.3f) LineUpPedWithCar((m_pMyVehicle->m_modelIndex == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START)); else LineUpPedWithCar(LINE_UP_TO_CAR_END); } 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_KO_SKID_FRONT, 1); } } void CPed::Fall(void) { if (m_getUpTimer != -1 && CTimer::GetTimeInMilliseconds() > m_getUpTimer #ifdef VC_PED_PORTS && bIsStanding #endif ) ClearFall(); // VC plays animations ANIM_STD_FALL_ONBACK and ANIM_STD_FALL_ONFRONT in here, which doesn't exist in III. } void CPed::Fight(void) { CAnimBlendAssociation *currentAssoc = nil, *animAssoc; bool hasShoppingBags, punchOnly, canKick, canKneeHead, canRoundhouse; float angleToFace, nextAngle; bool goForward = false; int nextFightMove; switch (m_lastFightMove) { case FIGHTMOVE_NULL: return; case FIGHTMOVE_IDLE2NORM: m_lastFightMove = FIGHTMOVE_NULL; RestorePreviousState(); break; case FIGHTMOVE_IDLE: // currentAssoc = nil; break; default: currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId); break; } if (!bIsAttacking && IsPlayer()) { if (currentAssoc) { currentAssoc->blendDelta = -1000.0f; currentAssoc->flags |= ASSOC_DELETEFADEDOUT; currentAssoc->flags &= ~ASSOC_RUNNING; } if (m_takeAStepAfterAttack) EndFight(ENDFIGHT_WITH_A_STEP); else EndFight(ENDFIGHT_FAST); } else if (currentAssoc && m_fightState != FIGHTSTATE_MOVE_FINISHED) { float animTime = currentAssoc->currentTime; FightMove &curMove = tFightMoves[m_lastFightMove]; if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) { CVector touchingNodePos(0.0f, 0.0f, 0.0f); RwFrame *touchingFrame = nil; switch (m_lastFightMove) { case FIGHTMOVE_STDPUNCH: case FIGHTMOVE_PUNCHHOOK: case FIGHTMOVE_BODYBLOW: touchingFrame = GetNodeFrame(PED_HANDR); break; case FIGHTMOVE_IDLE: case FIGHTMOVE_SHUFFLE_F: break; case FIGHTMOVE_KNEE: touchingFrame = GetNodeFrame(PED_LOWERLEGR); break; case FIGHTMOVE_HEADBUTT: touchingFrame = GetNodeFrame(PED_HEAD); break; case FIGHTMOVE_PUNCHJAB: touchingFrame = GetNodeFrame(PED_HANDL); break; case FIGHTMOVE_KICK: case FIGHTMOVE_LONGKICK: case FIGHTMOVE_ROUNDHOUSE: case FIGHTMOVE_GROUNDKICK: touchingFrame = GetNodeFrame(PED_FOOTR); break; } while (touchingFrame) { RwV3dTransformPoints(touchingNodePos, touchingNodePos, 1, RwFrameGetMatrix(touchingFrame)); touchingFrame = RwFrameGetParent(touchingFrame); } if (m_lastFightMove == FIGHTMOVE_PUNCHJAB) { touchingNodePos += 0.1f * GetForward(); } else if (m_lastFightMove == FIGHTMOVE_PUNCHHOOK) { touchingNodePos += 0.22f * GetForward(); } FightStrike(touchingNodePos); m_fightButtonPressure = 0; return; } if (curMove.hitLevel != HITLEVEL_NULL) { if (animTime > curMove.endFireTime) { if (IsPlayer()) currentAssoc->speed = 1.0f; else currentAssoc->speed = 0.8f; } if (IsPlayer() && !nPlayerInComboMove) { if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, curMove.animId, 8.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength); m_fightButtonPressure = 0; nPlayerInComboMove = 1; } } } else { if (curMove.startFireTime > 0.0f && m_lastFightMove != FIGHTMOVE_SHUFFLE_F && animTime > curMove.startFireTime) { if (IsPlayer()) currentAssoc->speed = 1.3f; else currentAssoc->speed = 0.8f; } } } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { EndFight(ENDFIGHT_FAST); } else if (m_fightButtonPressure != 0) { bool canAffectMultiplePeople = true; nextAngle = m_fRotationCur; bool kickGround = false; float angleForGroundKick = 0.0f; CPed *pedOnGround = nil; Say(SOUND_PED_ATTACK); if (IsPlayer()) { canRoundhouse = false; punchOnly = false; canKick = true; nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); hasShoppingBags = false; canKneeHead = true; nPlayerInComboMove = 0; } else { nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); uint16 pedFeatures = m_pedStats->m_flags; punchOnly = pedFeatures & STAT_PUNCH_ONLY; canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE; canKneeHead = pedFeatures & STAT_CAN_KNEE_HEAD; canKick = pedFeatures & STAT_CAN_KICK; hasShoppingBags = pedFeatures & STAT_SHOPPING_BAGS; } // Attack isn't scripted, find the victim if (IsPlayer() || !m_pedInObjective) { for (int i = 0; i < m_numNearPeds; i++) { CPed *nearPed = m_nearPeds[i]; float nearPedDist = (nearPed->GetPosition() - GetPosition()).Magnitude(); if (nearPedDist < 3.0f) { float angleToFace = CGeneral::GetRadianAngleBetweenPoints( nearPed->GetPosition().x, nearPed->GetPosition().y, GetPosition().x, GetPosition().y); nextAngle = CGeneral::LimitRadianAngle(angleToFace); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); float neededTurn = Abs(nextAngle - m_fRotationCur); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; PedState nearPedState = nearPed->m_nPedState; if (nearPedState != PED_FALL && nearPedState != PED_GETUP && nearPedState != PED_DIE && nearPedState != PED_DEAD) { if (nearPedDist < 0.8f && neededTurn < DEGTORAD(75.0f) && canKneeHead) { canAffectMultiplePeople = false; } else if (nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || hasShoppingBags) { if (nearPedDist < 1.7f && neededTurn < DEGTORAD(35.0f) && (canKick || hasShoppingBags)) { nextFightMove = FIGHTMOVE_KICK; if (hasShoppingBags) { nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) { nextFightMove = FIGHTMOVE_ROUNDHOUSE; } canAffectMultiplePeople = false; } else if (nearPedDist < 2.0f && neededTurn < DEGTORAD(30.0f) && canKick) { canAffectMultiplePeople = false; nextFightMove = FIGHTMOVE_LONGKICK; } else if (neededTurn < DEGTORAD(30.0f)) { goForward = true; } } else { nextFightMove += 2; // Makes it 6 or 7 if (punchOnly) nextFightMove = FIGHTMOVE_PUNCHJAB; canAffectMultiplePeople = false; } } else if (!CGame::nastyGame || nearPedDist >= 1.3f || neededTurn >= DEGTORAD(55.0f) || punchOnly) { if (nearPedDist > 0.8f && nearPedDist < 3.0f && neededTurn < DEGTORAD(30.0f)) { goForward = true; } } else if (nearPedState != PED_DEAD || pedOnGround) { if (!nearPed->IsPedHeadAbovePos(-0.3f)) { canAffectMultiplePeople = false; nextFightMove = FIGHTMOVE_GROUNDKICK; } } else { pedOnGround = nearPed; kickGround = true; angleForGroundKick = nextAngle; } } if (!canAffectMultiplePeople) { m_fRotationDest = nextAngle; if (IsPlayer()) { m_fRotationCur = m_fRotationDest; m_lookTimer = 0; SetLookFlag(nearPed, true); SetLookTimer(1500); } break; } } } else { // Because we're in a scripted fight with some particular ped. canAffectMultiplePeople = false; float fightingPedDist = (m_pedInObjective->GetPosition() - GetPosition()).Magnitude(); if (hasShoppingBags) { if (fightingPedDist >= 1.7f) nextFightMove = FIGHTMOVE_SHUFFLE_F; else nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (punchOnly) { if (fightingPedDist >= 1.3f) nextFightMove = FIGHTMOVE_SHUFFLE_F; else nextFightMove = FIGHTMOVE_PUNCHJAB; } else if (fightingPedDist >= 3.0f) { nextFightMove = FIGHTMOVE_STDPUNCH; } else { angleToFace = CGeneral::GetRadianAngleBetweenPoints( m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); nextAngle = CGeneral::LimitRadianAngle(angleToFace); m_fRotationDest = nextAngle; m_fRotationCur = m_fRotationDest; PedState fightingPedState = m_pedInObjective->m_nPedState; if (fightingPedState != PED_FALL && fightingPedState != PED_GETUP && fightingPedState != PED_DIE && fightingPedState != PED_DEAD) { if (fightingPedDist >= 0.8f || !canKneeHead) { if (fightingPedDist >= 1.3f) { if (fightingPedDist < 1.7f && canKick) { nextFightMove = FIGHTMOVE_KICK; if (canRoundhouse && CGeneral::GetRandomNumber() & 1) nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (fightingPedDist < 2.0f && canKick) { nextFightMove += 5; // Makes it 9 or 10 } else { nextFightMove = FIGHTMOVE_SHUFFLE_F; } } else { nextFightMove += 2; // Makes it 6 or 7 } } } else if (!CGame::nastyGame || fightingPedDist >= 1.3f || m_pedInObjective->IsPlayer() || m_pedInObjective->m_nPedState != PED_DEAD && m_pedInObjective->IsPedHeadAbovePos(-0.3f)) { nextFightMove = FIGHTMOVE_IDLE; } else { nextFightMove = FIGHTMOVE_GROUNDKICK; } } } if (canAffectMultiplePeople) { if (kickGround && IsPlayer()) { m_fRotationDest = angleForGroundKick; nextFightMove = FIGHTMOVE_GROUNDKICK; m_fRotationCur = m_fRotationDest; m_lookTimer = 0; SetLookFlag(pedOnGround, true); SetLookTimer(1500); } else if (goForward) { nextFightMove = FIGHTMOVE_SHUFFLE_F; } else { nextFightMove = FIGHTMOVE_STDPUNCH; } } if (nextFightMove != FIGHTMOVE_IDLE) { m_lastFightMove = (PedFightMoves) nextFightMove; animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); animAssoc->SetFinishCallback(FinishFightMoveCB, this); if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) { animAssoc->SetCurrentTime(0.0f); animAssoc->SetRun(); } m_fightButtonPressure = 0; } m_fightState = FIGHTSTATE_NO_MOVE; } else if (m_takeAStepAfterAttack && m_lastFightMove != FIGHTMOVE_SHUFFLE_F #ifndef FIX_BUGS && CheckForPedsOnGroundToAttack(this, nil) == 4) { #else && CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) { #endif m_lastFightMove = FIGHTMOVE_SHUFFLE_F; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_lastFightMove].animId); if (animAssoc) { animAssoc->SetCurrentTime(0.0f); animAssoc->blendDelta = 4.0f; animAssoc->SetRun(); } else { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 32.0f); } animAssoc->SetFinishCallback(FinishFightMoveCB, this); m_fightState = FIGHTSTATE_NO_MOVE; m_fightButtonPressure = 0; m_takeAStepAfterAttack = false; } else if (m_takeAStepAfterAttack) { EndFight(ENDFIGHT_FAST); } else if (m_lastFightMove == FIGHTMOVE_IDLE) { if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { EndFight(ENDFIGHT_NORMAL); } } else { m_lastFightMove = FIGHTMOVE_IDLE; if (IsPlayer()) m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500; else m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000; } } // 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.m_connections[i + node->firstLink]]; if (testNode && testNode != closeNode && testNode != closeNode2) { CVector2D posDiff(ped->m_vecSeekPos - testNode->pos); 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, false, false); 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->pos); 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->pos - ourPos; if (pathToNextNode.MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) { *bestCoords = m_pNextPathNode->pos; return true; } m_pNextPathNode = nil; } return false; } void CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (ped->bIsPedDieAnimPlaying) ped->bIsPedDieAnimPlaying = false; } void CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (tFightMoves[ped->m_lastFightMove].animId == animAssoc->animId) { ped->m_fightState = FIGHTSTATE_MOVE_FINISHED; animAssoc->blendDelta = -1000.0f; } } void CPed::FinishHitHeadCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (animAssoc) { animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (ped->m_nPedState == PED_JUMP) ped->RestorePreviousState(); ped->bIsLanding = false; } void CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; ped->bResetWalkAnims = true; ped->bIsLanding = false; animAssoc->blendDelta = -1000.0f; } void CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (ped->m_nPedState != PED_JUMP) return; CVector forward(0.15f * ped->GetForward() + ped->GetPosition()); forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f; CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); if (!obstacle) { // Forward of forward forward += 0.15f * ped->GetForward(); forward.z += 0.15f; obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false); } if (obstacle) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; #ifndef VC_PED_PORTS CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f); #else CAnimBlendAssociation* handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HIT_WALL, 8.0f); #endif handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped); ped->bIsLanding = true; return; } float velocityFromAnim = 0.1f; CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_SPRINT); if (sprintAssoc) { velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f; } else { CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_RUN); if (runAssoc) { velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f; } } if (ped->IsPlayer() #ifdef VC_PED_PORTS || ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer() #endif ) ped->ApplyMoveForce(0.0f, 0.0f, 8.5f); else ped->ApplyMoveForce(0.0f, 0.0f, 4.5f); if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D() #ifdef VC_PED_PORTS || ped->m_pCurrentPhysSurface #endif ) { if (TheCamera.Cams[0].Using3rdPersonMouseCam()) { float fpsAngle = ped->WorkOutHeadingForMovingFirstPerson(ped->m_fRotationCur); ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(fpsAngle); ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(fpsAngle); } else { ped->m_vecMoveSpeed.x = -velocityFromAnim * Sin(ped->m_fRotationCur); ped->m_vecMoveSpeed.y = velocityFromAnim * Cos(ped->m_fRotationCur); } #ifdef VC_PED_PORTS if (ped->m_pCurrentPhysSurface) { ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x; ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y; } #endif } ped->bIsStanding = false; ped->bIsInTheAir = true; animAssoc->blendDelta = -1000.0f; CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_JUMP_GLIDE); if (ped->bDoBloodyFootprints) { CVector bloodPos(0.0f, 0.0f, 0.0f); for (RwFrame *i = ped->GetNodeFrame(PED_FOOTL); i; i = RwFrameGetParent(i)) RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(i)); bloodPos.z -= 0.1f; bloodPos += 0.2f * ped->GetForward(); CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, 0.26f * ped->GetForward().x, 0.26f * ped->GetForward().y, 0.14f * ped->GetRight().x, 0.14f * ped->GetRight().y, 255, 255, 0, 0, 4.0f, 3000, 1.0f); bloodPos = CVector(0.0f, 0.0f, 0.0f); for (RwFrame *j = ped->GetNodeFrame(PED_FOOTR); j; j = RwFrameGetParent(j)) RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(j)); bloodPos.z -= 0.1f; bloodPos += 0.2f * ped->GetForward(); CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, 0.26f * ped->GetForward().x, 0.26f * ped->GetForward().y, 0.14f * ped->GetRight().x, 0.14f * ped->GetRight().y, 255, 255, 0, 0, 4.0f, 3000, 1.0f); if (ped->m_bloodyFootprintCount <= 40) { ped->m_bloodyFootprintCount = 0; ped->bDoBloodyFootprints = false; } else { ped->m_bloodyFootprintCount -= 40; } } } void CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; ped->m_nWaitTimer = 0; ped->RestoreHeadingRate(); ped->Wait(); } void CPed::Wait(void) { AnimationId mustHaveAnim = NUM_ANIMS; CAnimBlendAssociation *animAssoc; CPed *pedWeLook; if (DyingOrDead()) { m_nWaitState = WAITSTATE_FALSE; RestoreHeadingRate(); return; } switch (m_nWaitState) { case WAITSTATE_TRAFFIC_LIGHTS: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) { m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); } } break; case WAITSTATE_CROSS_ROAD: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer) m_nWaitState = WAITSTATE_FALSE; else SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil); animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_CROSS_ROAD_LOOK: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { m_nWaitState = WAITSTATE_FALSE; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_DOUBLEBACK: if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { uint32 timeLeft = m_nWaitTimer - CTimer::GetTimeInMilliseconds(); if (timeLeft < 2500 && timeLeft > 2000) { m_nWaitTimer -= 500; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); } } else { m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); } break; case WAITSTATE_HITWALL: if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; } } else { m_nWaitState = WAITSTATE_FALSE; } break; case WAITSTATE_TURN180: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); m_fRotationCur = m_fRotationCur + PI; if (m_nPedState == PED_INVESTIGATE) ClearInvestigateEvent(); } if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) { m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; } break; case WAITSTATE_SURPRISE: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HIT_WALL)) { animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f); animAssoc->SetFinishCallback(FinishedWaitCB, this); m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000; } else { m_nWaitState = WAITSTATE_FALSE; } } break; case WAITSTATE_STUCK: if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) break; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_TURN_180); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { if (animAssoc->IsPartial()) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } else { animAssoc->flags |= ASSOC_DELETEFADEDOUT; CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); } if (animAssoc->animId == ANIM_TURN_180) { m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur); m_nWaitState = WAITSTATE_FALSE; SetMoveState(PEDMOVE_WALK); m_nStoredMoveState = PEDMOVE_NONE; m_panicCounter = 0; return; } } AnimationId animToPlay; switch (CGeneral::GetRandomNumber() & 3) { case 0: animToPlay = ANIM_ROAD_CROSS; break; case 1: animToPlay = ANIM_IDLE_TIRED; break; case 2: animToPlay = ANIM_XPRESS_SCRATCH; break; case 3: animToPlay = ANIM_TURN_180; break; default: break; } animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); if (animToPlay == ANIM_TURN_180) animAssoc->SetFinishCallback(FinishedWaitCB, this); m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000); break; case WAITSTATE_LOOK_ABOUT: if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { m_nWaitState = WAITSTATE_FALSE; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_PLAYANIM_HANDSUP: mustHaveAnim = ANIM_HANDSUP; case WAITSTATE_PLAYANIM_HANDSCOWER: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_HANDSCOWER; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); pedWeLook = (CPed*) m_pLookTarget; if ((!m_pLookTarget || !m_pLookTarget->IsPed() || pedWeLook->m_pPointGunAt) && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK && CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && animAssoc) { TurnBody(); } else { m_nWaitState = WAITSTATE_FALSE; m_nWaitTimer = 0; if (m_pLookTarget && m_pLookTarget->IsPed()) { if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) { if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) { if (GetWeapon()->IsTypeMelee()) { #ifdef VC_PED_PORTS if(m_pedStats->m_flags & STAT_GUN_PANIC) { #endif SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) { bUsePedNodeSeek = true; m_pNextPathNode = nil; } if (m_nMoveState != PEDMOVE_RUN) SetMoveState(PEDMOVE_WALK); if (m_nPedType != PEDTYPE_COP) { ProcessObjective(); SetMoveState(PEDMOVE_WALK); } #ifdef VC_PED_PORTS } else { SetObjective(OBJECTIVE_NONE); SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); } #endif } else { SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_pLookTarget); SetObjectiveTimer(20000); } } else { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pLookTarget); if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_FLEE_POS) { bUsePedNodeSeek = true; m_pNextPathNode = nil; } SetMoveState(PEDMOVE_RUN); Say(SOUND_PED_FLEE_RUN); } } } animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); if (animAssoc) { animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } } break; case WAITSTATE_PLAYANIM_COWER: mustHaveAnim = ANIM_HANDSCOWER; case WAITSTATE_PLAYANIM_DUCK: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_DUCK_DOWN; case WAITSTATE_PLAYANIM_TAXI: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_IDLE_TAXI; case WAITSTATE_PLAYANIM_CHAT: if (mustHaveAnim == NUM_ANIMS) mustHaveAnim = ANIM_IDLE_CHAT; if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim); if (animAssoc) { animAssoc->blendDelta = -4.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } m_nWaitState = WAITSTATE_FALSE; } #ifdef VC_PED_PORTS else if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI) { if (m_pedInObjective) { if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) { // VC also calls CleanUpOldReference here for old LookTarget. m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); TurnBody(); } } } #endif break; case WAITSTATE_FINISH_FLEE: animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); if (animAssoc) { if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f); int timer = 2000; m_nWaitState = WAITSTATE_FALSE; SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer); } } else { m_nWaitState = WAITSTATE_FALSE; } break; default: break; } if(!m_nWaitState) RestoreHeadingRate(); } bool CPed::Seek(void) { float distanceToCountItDone = m_distanceToCountSeekDone; eMoveState nextMove = PEDMOVE_NONE; if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (m_nPedState != PED_EXIT_TRAIN && m_nPedState != PED_ENTER_TRAIN && m_nPedState != PED_SEEK_IN_BOAT && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_SOLICIT && !bDuckAndCover) { if ((!m_pedInObjective || !m_pedInObjective->bInVehicle) && !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) { CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil, false, true, false, false, false, false); if (obstacle) { if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) { distanceToCountItDone = 2.5f; } else { CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(obstacle->m_modelIndex); float yLength = vehModel->GetColModel()->boundingBox.max.y - vehModel->GetColModel()->boundingBox.min.y; distanceToCountItDone = yLength * 0.55f; } } } } } if (!m_pSeekTarget && m_nPedState == PED_SEEK_ENTITY) ClearSeek(); float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D(); if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) { if (m_objective == OBJECTIVE_FOLLOW_PED_IN_FORMATION) { if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) nextMove = m_pedInObjective->m_nMoveState; } else nextMove = PEDMOVE_WALK; } else if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION) { if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || m_objective == OBJECTIVE_RUN_TO_AREA || bIsRunning) nextMove = PEDMOVE_RUN; else nextMove = PEDMOVE_WALK; } else if (seekPosDist <= 2.0f) { if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL) nextMove = m_pedInObjective->m_nMoveState; } else { nextMove = PEDMOVE_RUN; } if (m_nPedState == PED_SEEK_ENTITY) { if (m_pSeekTarget->IsPed()) { if (((CPed*)m_pSeekTarget)->bInVehicle) distanceToCountItDone += 2.0f; } } if (seekPosDist >= distanceToCountItDone) { if (bIsRunning) nextMove = PEDMOVE_RUN; if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) { if (m_actionX != 0.0f && m_actionY != 0.0f) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_actionX, m_actionY, GetPosition().x, GetPosition().y); float neededTurn = Abs(m_fRotationDest - m_fRotationCur); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; if (neededTurn > HALFPI) { if (seekPosDist >= 1.0f) { if (seekPosDist < 2.0f) { if (bIsRunning) nextMove = PEDMOVE_RUN; else nextMove = PEDMOVE_WALK; } } else { nextMove = PEDMOVE_STILL; } } CVector2D moveDist(GetPosition().x - m_actionX, GetPosition().y - m_actionY); if (moveDist.Magnitude() < 0.5f) { m_nPedStateTimer = 0; m_actionX = 0; m_actionY = 0; } } } else { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_vecSeekPos.x, m_vecSeekPos.y, GetPosition().x, GetPosition().y); float neededTurn = Abs(m_fRotationDest - m_fRotationCur); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; if (neededTurn > HALFPI) { if (seekPosDist >= 1.0 && neededTurn <= DEGTORAD(135.0f)) { if (seekPosDist < 2.0f) nextMove = PEDMOVE_WALK; } else { nextMove = PEDMOVE_STILL; } } } if (((m_nPedState == PED_FLEE_POS || m_nPedState == PED_FLEE_ENTITY) && m_nMoveState < nextMove) || (m_nPedState != PED_FLEE_POS && m_nPedState != PED_FLEE_ENTITY && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) { SetMoveState(nextMove); } SetMoveAnim(); return false; } if ((m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) { m_nPedStateTimer = 0; m_actionX = 0; m_actionY = 0; } if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS) { if (m_pNextPathNode) m_pNextPathNode = nil; else bScriptObjectiveCompleted = true; bUsePedNodeSeek = true; } if (SeekFollowingPath(nil)) m_nCurPathNode++; return true; } bool CPed::SeekFollowingPath(CVector *unused) { return m_nCurPathNode <= m_nPathNodes && m_nPathNodes; } void CPed::Flee(void) { if (CTimer::GetTimeInMilliseconds() > m_fleeTimer && m_fleeTimer) { bool mayFinishFleeing = true; if (m_nPedState == PED_FLEE_ENTITY) { if ((CVector2D(GetPosition()) - ms_vec2DFleePosition).MagnitudeSqr() < sq(30.0f)) mayFinishFleeing = false; } if (mayFinishFleeing) { eMoveState moveState = m_nMoveState; ClearFlee(); if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) RestorePreviousObjective(); if ((m_nPedState == PED_IDLE || m_nPedState == PED_WANDER_PATH) && CGeneral::GetRandomNumber() & 1) { SetWaitState(moveState <= PEDMOVE_WALK ? WAITSTATE_CROSS_ROAD_LOOK : WAITSTATE_FINISH_FLEE, nil); } return; } m_fleeTimer = CTimer::GetTimeInMilliseconds() + 5000; } if (bUsePedNodeSeek) { CPathNode *realLastNode = nil; uint8 nextDirection = 0; uint8 curDirectionShouldBe = 9; // means not defined yet if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds() && m_collidingThingTimer < CTimer::GetTimeInMilliseconds()) { if (m_pNextPathNode && CTimer::GetTimeInMilliseconds() > m_standardTimer) { curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); if (m_nPathDir < curDirectionShouldBe) m_nPathDir += 8; int dirDiff = m_nPathDir - curDirectionShouldBe; if (dirDiff > 2 && dirDiff < 6) { realLastNode = nil; m_pLastPathNode = m_pNextPathNode; m_pNextPathNode = nil; } } if (m_pNextPathNode) { m_vecSeekPos = m_pNextPathNode->pos; if (m_nMoveState == PEDMOVE_RUN) bIsRunning = true; eMoveState moveState = m_nMoveState; if (Seek()) { realLastNode = m_pLastPathNode; m_pLastPathNode = m_pNextPathNode; m_pNextPathNode = nil; } bIsRunning = false; SetMoveState(moveState); } } if (!m_pNextPathNode) { if (curDirectionShouldBe == 9) { curDirectionShouldBe = CGeneral::GetNodeHeadingFromVector(GetPosition().x - ms_vec2DFleePosition.x, GetPosition().y - ms_vec2DFleePosition.y); } ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, curDirectionShouldBe, &nextDirection); if (curDirectionShouldBe < nextDirection) curDirectionShouldBe += 8; if (m_pNextPathNode && m_pNextPathNode != realLastNode && m_pNextPathNode != m_pLastPathNode && curDirectionShouldBe - nextDirection != 4) { m_nPathDir = nextDirection; m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; } else { bUsePedNodeSeek = false; SetMoveState(PEDMOVE_RUN); Flee(); } } return; } if ((m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ON_FIRE) && m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) { float angleToFleeFromPos = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, ms_vec2DFleePosition.x, ms_vec2DFleePosition.y); m_fRotationDest = CGeneral::LimitRadianAngle(angleToFleeFromPos); if (m_fRotationCur - PI > m_fRotationDest) m_fRotationDest += TWOPI; else if (PI + m_fRotationCur < m_fRotationDest) m_fRotationDest -= TWOPI; } if (CTimer::GetTimeInMilliseconds() & 0x20) { //CVector forwardPos = GetPosition(); CMatrix forwardMat(GetMatrix()); forwardMat.GetPosition() += Multiply3x3(forwardMat, CVector(0.0f, 4.0f, 0.0f)); CVector forwardPos = forwardMat.GetPosition(); CEntity *foundEnt; CColPoint foundCol; bool found = CWorld::ProcessVerticalLine(forwardPos, forwardMat.GetPosition().z - 100.0f, foundCol, foundEnt, 1, 0, 0, 0, 1, 0, 0); if (!found || Abs(forwardPos.z - forwardMat.GetPosition().z) > 1.0f) { m_fRotationDest += DEGTORAD(112.5f); m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000; } } if (CTimer::GetTimeInMilliseconds() >= m_collidingThingTimer) return; if (!m_collidingEntityWhileFleeing) return; double damagingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500; if (damagingThingPriorityMult <= 1.5) { double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, m_collidingEntityWhileFleeing->GetPosition().x, m_collidingEntityWhileFleeing->GetPosition().y); angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity); // It includes projectiles, but is everything collides with us included? double angleToFleeDamagingThing = CGeneral::GetRadianAngleBetweenPoints( m_vecDamageNormal.x, m_vecDamageNormal.y, 0.0f, 0.0f); angleToFleeDamagingThing = CGeneral::LimitRadianAngle(angleToFleeDamagingThing); if (angleToFleeEntity - PI > angleToFleeDamagingThing) angleToFleeDamagingThing += TWOPI; else if (PI + angleToFleeEntity < angleToFleeDamagingThing) angleToFleeDamagingThing -= TWOPI; if (damagingThingPriorityMult <= 1.0) { // Range [0.0, 1.0] double angleToFleeBoth = (angleToFleeDamagingThing + angleToFleeEntity) * 0.5; if (m_fRotationDest - PI > angleToFleeBoth) angleToFleeBoth += TWOPI; else if (PI + m_fRotationDest < angleToFleeBoth) angleToFleeBoth -= TWOPI; m_fRotationDest = (1.0 - damagingThingPriorityMult) * m_fRotationDest + damagingThingPriorityMult * angleToFleeBoth; } else { // Range (1.0, 1.5] double adjustedMult = (damagingThingPriorityMult - 1.0) * 2.0; m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeDamagingThing; } } else { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( m_vecDamageNormal.x, m_vecDamageNormal.y, 0.0f, 0.0f); m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); } m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); if (m_fRotationCur - PI > m_fRotationDest) m_fRotationDest += TWOPI; else if (PI + m_fRotationCur < m_fRotationDest) m_fRotationDest -= TWOPI; } void CPed::FollowPath(void) { m_vecSeekPos.x = m_stPathNodeStates[m_nCurPathNode].x; m_vecSeekPos.y = m_stPathNodeStates[m_nCurPathNode].y; m_vecSeekPos.z = GetPosition().z; // Mysterious code /* int v4 = 0; int maxNodeIndex = m_nPathNodes - 1; if (maxNodeIndex > 0) { if (maxNodeIndex > 8) { while (v4 < maxNodeIndex - 8) v4 += 8; } while (v4 < maxNodeIndex) v4++; } */ if (Seek()) { m_nCurPathNode++; if (m_nCurPathNode == m_nPathNodes) RestorePreviousState(); } } CVector CPed::GetFormationPosition(void) { CPed *referencePed = m_pedInObjective; if (referencePed->m_nPedState == PED_DEAD) { CPed *referencePedOfReference = referencePed->m_pedInObjective; if (!referencePedOfReference) { m_pedInObjective = nil; return GetPosition(); } m_pedInObjective = referencePed = referencePedOfReference; } 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 + referencePed->GetPosition(); } void CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen) { CVector *enterOffset = nil; if (m_vehEnterType == CAR_DOOR_LF && veh->pDriver || m_vehEnterType == CAR_DOOR_RF && veh->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && veh->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && veh->pPassengers[2]) { enterOffset = &vecPedQuickDraggedOutCarAnimOffset; } CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF); CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF); // Right front door is closer if ((lfPos - GetPosition()).MagnitudeSqr2D() >= (rfPos - GetPosition()).MagnitudeSqr2D()) { if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { CPed *rfPassenger = veh->pPassengers[0]; if (!rfPassenger || rfPassenger->m_leader != this && !rfPassenger->m_ped_flagF4 && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) { if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0 || veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) { m_vehEnterType = CAR_DOOR_RF; posToOpen = rfPos; return; } } } else { if (!veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) return; } m_vehEnterType = CAR_DOOR_LF; posToOpen = lfPos; return; } if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) { m_vehEnterType = CAR_DOOR_LF; posToOpen = lfPos; return; } if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) { m_vehEnterType = CAR_DOOR_RF; posToOpen = rfPos; } } bool CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen) { CVector rfPos, lrPos, rrPos; bool canEnter = false; CVehicleModelInfo *vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->m_modelIndex); switch (veh->m_modelIndex) { case MI_BUS: m_vehEnterType = 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_vehEnterType = CAR_DOOR_RF; if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { m_vehEnterType = CAR_DOOR_LR; posToOpen = lrPos; nextToCompare = lrPosDist; } if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) { m_vehEnterType = CAR_DOOR_RR; posToOpen = rrPos; } return canEnter; } 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; } // These categories are purely random, most of ped models have no correlation. So I don't think making an enum. uint8 CPed::GetPedRadioCategory(uint32 modelIndex) { switch (modelIndex) { case MI_MALE01: case MI_FEMALE03: case MI_PROSTITUTE2: case MI_WORKER1: case MI_MOD_MAN: case MI_MOD_WOM: case MI_ST_WOM: case MI_FAN_WOM: return 3; case MI_TAXI_D: case MI_PIMP: case MI_MALE02: case MI_FEMALE02: case MI_FATFEMALE01: case MI_FATFEMALE02: case MI_DOCKER1: case MI_WORKER2: case MI_FAN_MAN2: return 9; case MI_GANG01: case MI_GANG02: case MI_SCUM_MAN: case MI_SCUM_WOM: case MI_HOS_WOM: case MI_CONST1: return 1; case MI_GANG03: case MI_GANG04: case MI_GANG07: case MI_GANG08: case MI_CT_MAN2: case MI_CT_WOM2: case MI_B_MAN3: case MI_SHOPPER3: return 4; case MI_GANG05: case MI_GANG06: case MI_GANG11: case MI_GANG12: case MI_CRIMINAL02: case MI_B_WOM2: case MI_ST_MAN: case MI_HOS_MAN: return 5; case MI_FATMALE01: case MI_LI_MAN2: case MI_SHOPPER1: case MI_CAS_MAN: return 6; case MI_PROSTITUTE: case MI_P_WOM2: case MI_LI_WOM2: case MI_B_WOM3: case MI_CAS_WOM: return 2; case MI_P_WOM1: case MI_DOCKER2: case MI_STUD_MAN: return 7; case MI_CT_MAN1: case MI_CT_WOM1: case MI_LI_MAN1: case MI_LI_WOM1: case MI_B_MAN1: case MI_B_MAN2: case MI_B_WOM1: case MI_SHOPPER2: case MI_STUD_WOM: return 8; default: return 0; } } // Some kind of VC leftover I think int CPed::GetWeaponSlot(eWeaponType weaponType) { if (HasWeapon(weaponType)) return weaponType; else return -1; } void CPed::GoToNearestDoor(CVehicle *veh) { CVector posToOpen; GetNearestDoor(veh, posToOpen); SetSeek(posToOpen, 0.5f); SetMoveState(PEDMOVE_RUN); } bool CPed::HaveReachedNextPointOnRoute(float distToCountReached) { if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() >= distToCountReached) return false; m_routePointsPassed += m_routePointsBeingPassed; return true; } void CPed::Idle(void) { CVehicle *veh = m_pMyVehicle; if (veh && veh->m_nGettingOutFlags && m_vehEnterType) { if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehEnterType)) { if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) { CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehEnterType); CVector doorDist = GetPosition() - doorPos; if (doorDist.MagnitudeSqr() < sq(0.5f)) { SetMoveState(PEDMOVE_WALK); return; } } } } CAnimBlendAssociation *armedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); CAnimBlendAssociation *unarmedIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); int waitTime; if (m_nMoveState == PEDMOVE_STILL) { eWeaponType curWeapon = GetWeapon()->m_eWeaponType; if (!armedIdleAssoc || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer && curWeapon != WEAPONTYPE_UNARMED && curWeapon != WEAPONTYPE_MOLOTOV && curWeapon != WEAPONTYPE_GRENADE) { if ((!GetWeapon()->IsType2Handed() || curWeapon == WEAPONTYPE_SHOTGUN) && curWeapon != WEAPONTYPE_BASEBALLBAT || !unarmedIdleAssoc || unarmedIdleAssoc->blendAmount <= 0.95f || m_nWaitState != WAITSTATE_FALSE || CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) { m_moved = CVector2D(0.0f, 0.0f); return; } CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_ARMED, 3.0f); waitTime = CGeneral::GetRandomNumberInRange(4000, 7500); } else { armedIdleAssoc->blendDelta = -2.0f; armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; waitTime = CGeneral::GetRandomNumberInRange(3000, 8500); } m_nWaitTimer = CTimer::GetTimeInMilliseconds() + waitTime; } else { if (armedIdleAssoc) { armedIdleAssoc->blendDelta = -8.0f; armedIdleAssoc->flags |= ASSOC_DELETEFADEDOUT; m_nWaitTimer = 0; } if (!IsPlayer()) SetMoveState(PEDMOVE_STILL); } m_moved = CVector2D(0.0f, 0.0f); } void CPed::InTheAir(void) { CColPoint foundCol; CEntity *foundEnt; CVector ourPos = GetPosition(); CVector bitBelow = GetPosition(); bitBelow.z -= 4.04f; if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) { if (!DyingOrDead()) { if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) { if (GetPosition().z - foundCol.point.z < 1.3f #ifdef VC_PED_PORTS || bIsStanding #endif ) SetLanding(); } else { if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) { if (m_vecMoveSpeed.z < -0.1f) CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_FALL, 4.0f); } } } } } void CPed::SetLanding(void) { if (DyingOrDead()) return; CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL); CAnimBlendAssociation *landAssoc; RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); if (fallAssoc) { landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_COLLAPSE); DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f); if (IsPlayer()) Say(SOUND_PED_LAND); } else { landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND); DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f); } landAssoc->SetFinishCallback(PedLandCB, this); bIsInTheAir = false; bIsLanding = true; } void CPed::Initialise(void) { debug("Initialising CPed...\n"); CPedType::Initialise(); LoadFightData(); SetAnimOffsetForEnterOrExitVehicle(); debug("CPed ready\n"); } 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_CAR_JACKED_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_CAR_GETIN_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_CAR_GETIN_LOW_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_CAR_QJACKED)->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_VAN_GETIN_L)->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_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::InvestigateEvent(void) { CAnimBlendAssociation *animAssoc; AnimationId animToPlay; AssocGroupId animGroup; if (m_nWaitState == WAITSTATE_TURN180) return; if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { if (m_standardTimer) { if (m_eventType < EVENT_ASSAULT_NASTYWEAPON) SetWaitState(WAITSTATE_TURN180, nil); m_standardTimer = 0; } else { ClearInvestigateEvent(); } return; } CVector2D vecDist = m_eventOrThreat - GetPosition(); float distSqr = vecDist.MagnitudeSqr(); if (sq(m_distanceToCountSeekDone) >= distSqr) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(vecDist.x, vecDist.y, 0.0f, 0.0f); SetMoveState(PEDMOVE_STILL); switch (m_eventType) { case EVENT_DEAD_PED: case EVENT_HIT_AND_RUN: case EVENT_HIT_AND_RUN_COP: if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; if (m_pEventEntity) SetLookFlag(m_pEventEntity, true); SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000)); } else if (CGeneral::GetRandomNumber() & 3) { ClearLookFlag(); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); Say(SOUND_PED_CHAT_EVENT); } else { ClearInvestigateEvent(); } } break; case EVENT_FIRE: case EVENT_EXPLOSION: if (bHasACamera && CTimer::GetTimeInMilliseconds() > m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CAM); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); if (animAssoc && animAssoc->animId == ANIM_IDLE_CAM) { CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 14.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } else if (CGeneral::GetRandomNumber() & 3) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_CAM, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000)); Say(SOUND_PED_CHAT_EVENT); } else { m_standardTimer = 0; } } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_HBHB); if (!animAssoc) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (animAssoc && animAssoc->animId == ANIM_IDLE_STANCE) { if (CGeneral::GetRandomNumber() & 1) animToPlay = ANIM_IDLE_HBHB; else animToPlay = ANIM_XPRESS_SCRATCH; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } else if (animAssoc && animAssoc->animId == ANIM_IDLE_HBHB) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; if (CGeneral::GetRandomNumber() & 1) { animToPlay = ANIM_IDLE_STANCE; animGroup = m_animGroup; } else { animToPlay = ANIM_XPRESS_SCRATCH; animGroup = ASSOCGRP_STD; } CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } else { if (CGeneral::GetRandomNumber() & 1) { animToPlay = ANIM_IDLE_STANCE; animGroup = m_animGroup; } else { animToPlay = ANIM_IDLE_HBHB; animGroup = ASSOCGRP_STD; } CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } Say(SOUND_PED_CHAT_EVENT); } break; case EVENT_ICECREAM: case EVENT_SHOPSTALL: m_fRotationDest = m_fAngleToEvent; if (CTimer::GetTimeInMilliseconds() > m_lookTimer) { if (m_lookTimer) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ROAD_CROSS); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; if (m_eventType == EVENT_ICECREAM) animToPlay = ANIM_IDLE_CHAT; else animToPlay = ANIM_XPRESS_SCRATCH; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000)); } else { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_CHAT); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; ClearInvestigateEvent(); } else { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_XPRESS_SCRATCH); if (animAssoc) { animAssoc->blendDelta = -8.0f; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } ClearInvestigateEvent(); } } } else { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ROAD_CROSS, 4.0f); SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500)); } } break; default: return; } } else { m_vecSeekPos.x = m_eventOrThreat.x; m_vecSeekPos.y = m_eventOrThreat.y; m_vecSeekPos.z = GetPosition().z; Seek(); if (m_eventType < EVENT_ICECREAM) { if (sq(5.0f + m_distanceToCountSeekDone) < distSqr) { SetMoveState(PEDMOVE_RUN); return; } } if (m_eventType <= EVENT_EXPLOSION || m_eventType >= EVENT_SHOPSTALL) { SetMoveState(PEDMOVE_WALK); return; } if (distSqr > 1.44f) { SetMoveState(PEDMOVE_WALK); return; } for (int i = 0; i < m_numNearPeds; i++) { if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) { SetMoveState(PEDMOVE_STILL); return; } } SetMoveState(PEDMOVE_WALK); } } bool CPed::IsPedDoingDriveByShooting(void) { if (FindPlayerPed() == this && GetWeapon()->m_eWeaponType == WEAPONTYPE_UZI) { if (TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight) return true; } return false; } bool CPed::IsPedShootable(void) { return m_nPedState <= PED_STATES_NO_ST; } 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::KillPedWithCar(CVehicle *car, float impulse) { CVehicleModelInfo *vehModel; CColModel *vehColModel; uint8 damageDir; PedNode nodeToDamage; eWeaponType killMethod; if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) { if (!this->m_pCollidingEntity || car->m_status == STATUS_PLAYER) this->m_pCollidingEntity = car; return; } if (m_nPedState == PED_DEAD) return; if (m_pCurSurface) { if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->m_vehType == VEHICLE_TYPE_BOAT || IsPlayer())) return; } CVector distVec = GetPosition() - car->GetPosition(); if ((impulse > 12.0f || car->m_modelIndex == MI_TRAIN) && !IsPlayer()) { nodeToDamage = PED_TORSO; killMethod = WEAPONTYPE_RAMMEDBYCAR; uint8 randVal = CGeneral::GetRandomNumber() & 3; if (car == FindPlayerVehicle()) { float carSpeed = car->m_vecMoveSpeed.Magnitude(); uint8 shakeFreq; if (100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f <= 250.0f) { shakeFreq = 100.0f * carSpeed * 2000.0f / car->m_fMass + 80.0f; } else { shakeFreq = 250.0f; } CPad::GetPad(0)->StartShake(40000 / shakeFreq, shakeFreq); } bIsStanding = false; damageDir = CPed::GetLocalDirection(-m_vecMoveSpeed); vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->m_modelIndex); vehColModel = vehModel->GetColModel(); float carRightAndDistDotProd = DotProduct(distVec, car->GetRight()); if (car->m_modelIndex == MI_TRAIN) { killMethod = WEAPONTYPE_RUNOVERBYCAR; nodeToDamage = PED_HEAD; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; m_vecMoveSpeed.z = 0.0f; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); // Car doesn't look to us } else if (DotProduct(car->m_vecMoveSpeed, car->GetForward()) >= 0.0f){ if (0.99f * vehColModel->boundingBox.max.x < Abs(carRightAndDistDotProd)) { // We're at the right of the car if (carRightAndDistDotProd <= 0.0f) nodeToDamage = PED_UPPERARML; else nodeToDamage = PED_UPPERARMR; if (Abs(DotProduct(distVec, car->GetForward())) < 0.85f * vehColModel->boundingBox.max.y) { killMethod = WEAPONTYPE_RUNOVERBYCAR; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; m_vecMoveSpeed.z = 0.0f; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); } } else { float carFrontAndDistDotProd = DotProduct(distVec, car->GetForward()); // carFrontAndDistDotProd <= 0.0 car looks to us if ((carFrontAndDistDotProd <= 0.1 || randVal == 1) && randVal != 0) { killMethod = WEAPONTYPE_RUNOVERBYCAR; nodeToDamage = PED_HEAD; m_vecMoveSpeed = 0.9f * car->m_vecMoveSpeed; m_vecMoveSpeed.z = 0.0f; if (damageDir == 1 || damageDir == 3) damageDir = 2; if (CGame::nastyGame) DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLATTER, 0.0f); } else { nodeToDamage = PED_MID; float vehColMaxY = vehColModel->boundingBox.max.y; float vehColMinY = vehColModel->boundingBox.min.y; float vehColMaxZ = vehColModel->boundingBox.max.z; float carFrontZ = car->GetForward().z; float carHighestZ, carLength; if (carFrontZ < -0.2f) { // Highest point of car's back carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMinY, vehColMaxZ)).z; carLength = vehColMaxY - vehColMinY; } else if (carFrontZ > 0.1f) { // Highest point of car's front carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; float highestZDist = carHighestZ - GetPosition().z; if (highestZDist > 0.0f) { GetPosition().z += 0.5f * highestZDist; carHighestZ += highestZDist * 0.25f; } carLength = vehColMaxY; } else { // Highest point of car's front carHighestZ = (car->GetMatrix() * CVector(0.0f, vehColMaxY, vehColMaxZ)).z; carLength = vehColMaxY; } float pedJumpSpeedToReachHighestZ = (carHighestZ - GetPosition().z) / (carLength / car->m_vecMoveSpeed.Magnitude()); // TODO: What are we doing down here? float unknown = ((CGeneral::GetRandomNumber() % 256) * 0.002 + 1.5) * pedJumpSpeedToReachHighestZ; // After this point, distVec isn't distVec anymore. distVec = car->m_vecMoveSpeed; distVec.Normalise(); distVec *= 0.2 * unknown; if (damageDir != 1 && damageDir != 3) distVec.z += unknown; else distVec.z += 1.5f * unknown; m_vecMoveSpeed = distVec; damageDir += 2; if (damageDir > 3) damageDir = damageDir - 4; if (car->m_vehType == VEHICLE_TYPE_CAR) { CObject *bonnet = ((CAutomobile*)car)->RemoveBonnetInPedCollision(); if (bonnet) { if (CGeneral::GetRandomNumber() & 1) { bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(0.1f, 0.0f, 0.5f)); } else { bonnet->m_vecMoveSpeed += Multiply3x3(car->GetMatrix(), CVector(-0.1f, 0.0f, 0.5f)); } CVector forceDir = car->GetUp() * 10.0f; bonnet->ApplyTurnForce(forceDir, car->GetForward()); } } } } } if (car->pDriver) { CEventList::RegisterEvent((m_nPedType == PEDTYPE_COP ? EVENT_HIT_AND_RUN_COP : EVENT_HIT_AND_RUN), EVENT_ENTITY_PED, this, car->pDriver, 1000); #ifdef TOGGLEABLE_BETA_FEATURES if (bMakePedsRunToPhonesToReportCrimes) m_ped_flagI40 = true; #endif } ePedPieceTypes pieceToDamage; switch (nodeToDamage) { case PED_HEAD: pieceToDamage = PEDPIECE_HEAD; break; case PED_UPPERARML: pieceToDamage = PEDPIECE_LEFTARM; break; case PED_UPPERARMR: pieceToDamage = PEDPIECE_RIGHTARM; break; default: pieceToDamage = PEDPIECE_MID; break; } CPed::InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir); if (DyingOrDead() && bIsPedDieAnimPlaying && !m_pCollidingEntity) { m_pCollidingEntity = car; } if (nodeToDamage == PED_MID) m_ped_flagH1 = true; else m_ped_flagH1 = false; distVec.Normalise(); #ifdef VC_PED_PORTS distVec *= min(car->m_fMass / 1400.0f, 1.0f); #endif car->ApplyMoveForce(distVec * -100.0f); Say(SOUND_PED_DEFEND); } else if (m_vecDamageNormal.z < -0.8f && impulse > 3.0f || impulse > 6.0f && (!IsPlayer() || impulse > 10.0f)) { bIsStanding = false; uint8 fallDirection = GetLocalDirection(-car->m_vecMoveSpeed); float damage; if (IsPlayer() && car->m_modelIndex == MI_TRAIN) damage = 150.0f; else damage = 30.0f; CPed::InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection); CPed::SetFall(1000, (AnimationId)(fallDirection + 25), true); if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD) && !m_pCollidingEntity && (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) { m_pCollidingEntity = car; } m_ped_flagH1 = false; if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) { m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f; } m_vecMoveSpeed.z = 0.0f; distVec.Normalise(); #ifdef VC_PED_PORTS distVec *= min(car->m_fMass / 1400.0f, 1.0f); #endif car->ApplyMoveForce(distVec * -60.0f); Say(SOUND_PED_DEFEND); } #ifdef VC_PED_PORTS // Killing gang members with car wasn't triggering a fight, until now... Taken from VC. if (IsGangMember()) { CPed *driver = car->pDriver; if (driver && driver->IsPlayer() #ifdef FIX_BUGS && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats) && (!m_leader || m_leader != driver) #endif ) { RegisterThreatWithGangPeds(driver); } } #endif } void CPed::Look(void) { // UNUSED: This is a perfectly empty function. } bool CPed::LookForInterestingNodes(void) { CBaseModelInfo *model; CPtrNode *ptrNode; CVector effectPos; CVector effectDist; C2dEffect *effect; CMatrix *objMat; if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_standardTimer) { return false; } bool found = false; uint8 randVal = CGeneral::GetRandomNumber() % 256; int minX = CWorld::GetSectorIndexX(GetPosition().x - 15.0f); if (minX < 0) minX = 0; int minY = CWorld::GetSectorIndexY(GetPosition().y - 15.0f); if (minY < 0) minY = 0; int maxX = CWorld::GetSectorIndexX(GetPosition().x + 15.0f); if (maxX > NUMSECTORS_X) maxX = NUMSECTORS_X; int maxY = CWorld::GetSectorIndexY(GetPosition().y + 15.0f); if (maxY > NUMSECTORS_Y) maxY = NUMSECTORS_Y; for (int curY = minY; curY <= maxY && !found; curY++) { for (int curX = minX; curX <= maxX && !found; curX++) { for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) { CVehicle *veh = (CVehicle*)ptrNode->item; model = veh->GetModelInfo(); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &veh->GetMatrix(); effectPos = veh->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < sq(8.0f)) { found = true; break; } } } } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) { CObject *obj = (CObject*)ptrNode->item; model = CModelInfo::GetModelInfo(obj->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &obj->GetMatrix(); effectPos = obj->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < sq(8.0f)) { found = true; break; } } } } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) { CBuilding *building = (CBuilding*)ptrNode->item; model = CModelInfo::GetModelInfo(building->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &building->GetMatrix(); effectPos = building->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < sq(8.0f)) { found = true; break; } } } } } for (ptrNode = CWorld::GetSector(curX, curY)->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) { CBuilding *building = (CBuilding*)ptrNode->item; model = CModelInfo::GetModelInfo(building->m_modelIndex); if (model->m_num2dEffects != 0) { for (int e = 0; e < model->m_num2dEffects; e++) { effect = model->Get2dEffect(e); if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) { objMat = &building->GetMatrix(); effectPos = building->GetMatrix() * effect->pos; effectDist = effectPos - GetPosition(); if (effectDist.MagnitudeSqr() < sq(8.0f)) { found = true; break; } } } } } } } if (!found) return false; CVector effectFrontLocal = Multiply3x3(*objMat, effect->attractor.dir); float angleToFace = CGeneral::GetRadianAngleBetweenPoints(effectFrontLocal.x, effectFrontLocal.y, 0.0f, 0.0f); randVal = CGeneral::GetRandomNumber() % 256; if (randVal <= m_randomSeed % 256) { m_standardTimer = CTimer::GetTimeInMilliseconds() + 2000; SetLookFlag(angleToFace, true); SetLookTimer(1000); return false; } switch (effect->attractor.flags) { case 0: SetInvestigateEvent(EVENT_ICECREAM, CVector2D(effectPos), 0.1f, 15000, angleToFace); break; case 1: SetInvestigateEvent(EVENT_SHOPSTALL, CVector2D(effectPos), 1.0f, CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500), angleToFace); break; default: return true; } return true; } void CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle) { if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR) return; SetStoredState(); bFindNewNodeAfterStateRestore = false; m_nPedState = PED_INVESTIGATE; m_standardTimer = CTimer::GetTimeInMilliseconds() + time; m_eventType = event; m_eventOrThreat = pos; m_distanceToCountSeekDone = distanceToCountDone; m_fAngleToEvent = angle; if (m_eventType >= EVENT_ICECREAM) m_lookTimer = 0; else CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 4.0f); } void CPed::LookForSexyCars(void) { CEntity *vehicles[8]; CVehicle *veh; int foundVehId = 0; int bestPriceYet = 0; int16 lastVehicle; if (!IsPedInControl() && m_nPedState != PED_DRIVING) return; if (m_lookTimer < CTimer::GetTimeInMilliseconds()) { CWorld::FindObjectsInRange(GetPosition(), 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int vehId = 0; vehId < lastVehicle; vehId++) { veh = (CVehicle*)vehicles[vehId]; if (veh != m_pMyVehicle && bestPriceYet < veh->pHandling->nMonetaryValue) { foundVehId = vehId; bestPriceYet = veh->pHandling->nMonetaryValue; } } if (lastVehicle > 0 && bestPriceYet > 40000) SetLookFlag(vehicles[foundVehId], false); m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; } } void CPed::LookForSexyPeds(void) { if ((!IsPedInControl() && m_nPedState != PED_DRIVING) || m_lookTimer >= CTimer::GetTimeInMilliseconds() || m_nPedType != PEDTYPE_CIVMALE) return; for (int i = 0; i < m_numNearPeds; i++) { if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) { if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 10.0f) { CPed *nearPed = m_nearPeds[i]; if ((nearPed->m_pedStats->m_sexiness > m_pedStats->m_sexiness) && nearPed->m_nPedType == PEDTYPE_CIVFEMALE) { SetLookFlag(nearPed, true); m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000; Say(SOUND_PED_CHAT_SEXY); return; } } } } m_lookTimer = CTimer::GetTimeInMilliseconds() + 10000; } void CPed::MakeTyresMuddySectorList(CPtrList &list) { for (CPtrNode *node = list.first; node; node = node->next) { CVehicle *veh = (CVehicle*)node->item; if (veh->IsCar() && veh->m_scanCode != CWorld::GetCurrentScanCode()) { veh->m_scanCode = CWorld::GetCurrentScanCode(); if (Abs(GetPosition().x - veh->GetPosition().x) < 10.0f) { if (Abs(GetPosition().y - veh->GetPosition().y) < 10.0f && veh->m_vecMoveSpeed.MagnitudeSqr2D() > 0.05f) { for(int wheel = 0; wheel < 4; wheel++) { if (!((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] && ((CAutomobile*)veh)->m_aSuspensionSpringRatio[wheel] < 1.0f) { CColModel *vehCol = veh->GetModelInfo()->GetColModel(); CVector approxWheelOffset; switch (wheel) { case 0: approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); break; case 1: approxWheelOffset = CVector(-vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); break; case 2: approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.max.y, 0.0f); break; case 3: approxWheelOffset = CVector(vehCol->boundingBox.max.x, vehCol->boundingBox.min.y, 0.0f); break; default: break; } // I hope so CVector wheelPos = veh->GetMatrix() * approxWheelOffset; if (Abs(wheelPos.z - GetPosition().z) < 2.0f) { if ((wheelPos - GetPosition()).MagnitudeSqr2D() < 1.0f) { if (CGame::nastyGame) { ((CAutomobile*)veh)->m_aWheelSkidmarkBloody[wheel] = true; DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_SPLATTER, 0.0f); } veh->ApplyMoveForce(CVector(0.0f, 0.0f, 50.0f)); CVector vehAndWheelDist = wheelPos - veh->GetPosition(); veh->ApplyTurnForce(CVector(0.0f, 0.0f, 50.0f), vehAndWheelDist); if (veh == FindPlayerVehicle()) { CPad::GetPad(0)->StartShake(300, 70); } } } } } } } } } } void CPed::Mug(void) { if (m_pSeekTarget && m_pSeekTarget->IsPed()) { if (CTimer::GetTimeInMilliseconds() <= m_attackTimer - 2000) { if ((m_pSeekTarget->GetPosition() - GetPosition()).Magnitude() > 3.0f) m_wepSkills = 50; Say(SOUND_PED_MUGGING); ((CPed*)m_pSeekTarget)->Say(SOUND_PED_ROBBED); } else { SetWanderPath(CGeneral::GetRandomNumber() & 7); SetFlee(m_pSeekTarget, 20000); } } else { SetIdle(); } } void CPed::MoveHeadToLook(void) { CVector lookPos; if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) { ClearLookFlag(); } else if (m_nPedState == PED_DRIVING) { m_pedIK.m_flags |= CPedIK::LOOKING; } if (m_pLookTarget) { if (!bShakeFist && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) { CAnimBlendAssociation *fuckUAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FUCKU); if (fuckUAssoc) { float animTime = fuckUAssoc->currentTime; if (animTime > 4.0f / 30.0f && animTime - fuckUAssoc->timeStep > 4.0f / 30.0f) { bool lookingToCop = false; if (m_pLookTarget->m_modelIndex == MI_POLICE || m_pLookTarget->IsPed() && ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP) { lookingToCop = true; } if (IsPlayer() && (m_pedStats->m_temper >= 52 || lookingToCop)) { AddWeaponModel(MI_FINGERS); ((CPlayerPed*)this)->AnnoyPlayerPed(true); } else if ((CGeneral::GetRandomNumber() & 3) == 0) { AddWeaponModel(MI_FINGERS); } } } } if (m_pLookTarget->IsPed()) { ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID); } else { lookPos = m_pLookTarget->GetPosition(); } if (!m_pedIK.LookAtPosition(lookPos)) { if (!bKeepTryingToLook) { ClearLookFlag(); } return; } if (!bShakeFist || bIsAimingGun || bIsRestoringGun) return; if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000) return; bool notRocketLauncher = false; bool notTwoHanded = false; AnimationId animToPlay = NUM_ANIMS; if (!GetWeapon()->IsType2Handed()) notTwoHanded = true; if (notTwoHanded && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER) notRocketLauncher = true; if (IsPlayer() && notRocketLauncher) { if (m_pLookTarget->IsPed()) { if (m_pedStats->m_temper >= 49 && ((CPed*)m_pLookTarget)->m_nPedType != PEDTYPE_COP) { // FIX: Unreachable and meaningless condition #ifndef FIX_BUGS if (m_pedStats->m_temper < 47) #endif animToPlay = ANIM_FIGHT_PPUNCH; } else { animToPlay = ANIM_FUCKU; } } else if (m_pedStats->m_temper > 49 || m_pLookTarget->m_modelIndex == MI_POLICE) { animToPlay = ANIM_FUCKU; } } else if (notRocketLauncher && (CGeneral::GetRandomNumber() & 1)) { animToPlay = ANIM_FUCKU; } if (animToPlay != NUM_ANIMS) { CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f); if (newAssoc) { newAssoc->flags |= ASSOC_FADEOUTWHENDONE; newAssoc->flags |= ASSOC_DELETEFADEDOUT; if (newAssoc->animId == ANIM_FUCKU) newAssoc->SetDeleteCallback(FinishFuckUCB, this); } } bShakeFist = false; return; } if (999999.0f == m_fLookDirection) { ClearLookFlag(); return; } if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) { if (!bKeepTryingToLook) { ClearLookFlag(); return; } } } void FinishFuckUCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; if (animAssoc->animId == ANIM_FUCKU && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) ped->RemoveWeaponModel(0); } void CPed::Pause(void) { m_moved = CVector2D(0.0f, 0.0f); if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) ClearPause(); } 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->m_nPedState != PED_ENTER_CAR && ped->m_nPedState != PED_CARJACK) { ped->QuitEnteringCar(); return; } if (ped->m_fHealth == 0.0f) { ped->QuitEnteringCar(); return; } bool itsVan = veh->bIsVan; bool itsBus = veh->bIsBus; eDoors enterDoor; AnimationId enterAnim; switch (ped->m_vehEnterType) { 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_VAN_GETIN; } else if (itsBus) { enterAnim = ANIM_COACH_IN_R; } else { enterAnim = ANIM_CAR_GETIN_RHS; } } else if (itsVan) { enterAnim = ANIM_VAN_GETIN_L; } else if (itsBus) { enterAnim = ANIM_COACH_IN_L; } else { enterAnim = ANIM_CAR_GETIN_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_VAN_OPEN); } else if (itsBus) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_R); } else { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_RHS); } } else if (itsVan) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_VAN_OPEN_L); } else if (itsBus) { ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_COACH_OPEN_L); } 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_CAR_QJACK); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, true); if (veh->pDriver->IsGangMember()) veh->pDriver->RegisterThreatWithGangPeds(ped); return; } } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_OPEN_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_CAR_DOORLOCKED_RHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_DOORLOCKED_LHS); ped->bCancelEnteringCar = true; ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped); } } void CPed::ProcessControl(void) { CColPoint foundCol; CEntity *foundEnt = nil; if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory) return; int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump()); if (!bFadeOut) { if (alpha < 255) { alpha += 16; if (alpha > 255) alpha = 255; } } else { alpha -= 8; if (alpha < 0) alpha = 0; } CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha); m_ped_flagC40 = false; BuildPedLists(); bIsInWater = false; ProcessBuoyancy(); if (m_nPedState != PED_ARRESTED) { if (m_nPedState == PED_DEAD) { DeadPedMakesTyresBloody(); #ifndef VC_PED_PORTS if (CGame::nastyGame) { #else if (CGame::nastyGame && !bIsInWater) { #endif uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount; float timeDependentDist; if (remainingBloodyFpTime >= 2000) { if (remainingBloodyFpTime <= 7000) timeDependentDist = (remainingBloodyFpTime - 2000) / 5000.0f * 0.75f; else timeDependentDist = 0.75f; } else { timeDependentDist = 0.0f; } for (int i = 0; i < m_numNearPeds; ++i) { CPed *nearPed = m_nearPeds[i]; if (!nearPed->DyingOrDead()) { CVector dist = nearPed->GetPosition() - GetPosition(); if (dist.MagnitudeSqr() < sq(timeDependentDist)) { nearPed->m_bloodyFootprintCount = 200; nearPed->bDoBloodyFootprints = true; if (nearPed->IsPlayer()) { if (!nearPed->bIsLooking && nearPed->m_nPedState != PED_ATTACK) { int16 camMode = TheCamera.Cams[TheCamera.ActiveCam].Mode; if (camMode != CCam::MODE_SNIPER && camMode != CCam::MODE_ROCKETLAUNCHER && camMode != CCam::MODE_M16_1STPERSON && camMode != CCam::MODE_1STPERSON && camMode != CCam::MODE_HELICANNON_1STPERSON && !TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn()) { nearPed->SetLookFlag(this, true); nearPed->SetLookTimer(500); } } } } } } if (remainingBloodyFpTime > 2000) { CVector bloodPos = GetPosition(); if (remainingBloodyFpTime - 2000 >= 5000) { if (!m_deadBleeding) { CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, 0.75f, 0.0f, 0.0f, -0.75f, 255, 255, 0, 0, 4.0f, 40000, 1.0f); m_deadBleeding = true; } } else { CShadows::StoreStaticShadow( (uintptr)this + 17, SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, (remainingBloodyFpTime - 2000) / 5000.0f * 0.75f, 0.0f, 0.0f, (remainingBloodyFpTime - 2000) / 5000.0f * -0.75f, 255, 255, 0, 0, 4.0f, 1.0f, 40.0f, false, 0.0f); } } } if (ServiceTalkingWhenDead()) ServiceTalking(); #ifdef VC_PED_PORTS if (bIsInWater) { bIsStanding = false; m_ped_flagA2 = false; CPhysical::ProcessControl(); } #endif return; } m_ped_flagA2 = false; if (bIsStanding) { if (!CWorld::bForceProcessControl) { if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->bIsInSafePosition) { bWasPostponed = true; return; } } } if (!IsPedInControl() || m_nWaitState != WAITSTATE_FALSE || 0.01f * CTimer::GetTimeStep() <= m_fDistanceTravelled || (m_nStoredMoveState != PEDMOVE_WALK && m_nStoredMoveState != PEDMOVE_RUN && m_nStoredMoveState != PEDMOVE_SPRINT)) m_panicCounter = 0; else if (m_panicCounter < 50) ++m_panicCounter; if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding) SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); bCollidedWithMyVehicle = false; CEntity *collidingEnt = m_pDamageEntity; #ifndef VC_PED_PORTS if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) { #else if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) { #endif bHitSomethingLastFrame = false; if (m_nPedStateTimer <= 500 && bIsInTheAir) { if (m_nPedStateTimer) m_nPedStateTimer--; } else if (m_nPedStateTimer < 1001) { m_nPedStateTimer = 0; } } else { if (m_panicCounter == 50 && IsPedInControl()) { SetWaitState(WAITSTATE_STUCK, nil); // Leftover /* if (m_nPedType < PEDTYPE_COP) { } else { } */ #ifndef VC_PED_PORTS } else { #else } else if (collidingEnt) { #endif switch (collidingEnt->m_type) { case ENTITY_TYPE_BUILDING: case ENTITY_TYPE_OBJECT: { CBaseModelInfo *collidingModel = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex); CColModel *collidingCol = collidingModel->GetColModel(); if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_CHANGE_THEN_SMASH || collidingCol->boundingBox.max.x < 3.0f && collidingCol->boundingBox.max.y < 3.0f) { if (!IsPlayer()) { SetDirectionToWalkAroundObject(collidingEnt); break; } } if (IsPlayer()) { bHitSomethingLastFrame = true; break; } float angleToFaceWhenHit = CGeneral::GetRadianAngleBetweenPoints( GetPosition().x, GetPosition().y, m_vecDamageNormal.x + GetPosition().x, m_vecDamageNormal.y + GetPosition().y); float neededTurn = Abs(m_fRotationCur - angleToFaceWhenHit); if (neededTurn > PI) neededTurn = TWOPI - neededTurn; float oldDestRot = CGeneral::LimitRadianAngle(m_fRotationDest); #ifdef VC_PED_PORTS if (m_nPedState == PED_FOLLOW_PATH) { if (DotProduct(m_vecDamageNormal, GetForward()) < -0.866f && CanPedJumpThis(collidingEnt, &m_vecDamageNormal)) { SetJump(); // Moved break into here, for compatibility with III break; } // break; } #endif if (m_pedInObjective && (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT)) { if (m_pedInObjective->IsPlayer() && (neededTurn < DEGTORAD(20.0f) || m_panicCounter > 10)) { if (CanPedJumpThis(collidingEnt)) { SetJump(); } else if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) { SetWaitState(WAITSTATE_LOOK_ABOUT, nil); } else { SetWaitState(WAITSTATE_PLAYANIM_TAXI, nil); m_headingRate = 0.0f; SetLookFlag(m_pedInObjective, true); SetLookTimer(3000); Say(SOUND_PED_TAXI_CALL); } } else { m_pLookTarget = m_pedInObjective; m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget); TurnBody(); } } else { if (m_nPedType != PEDTYPE_COP && neededTurn < DEGTORAD(15.0f) && m_nWaitState == WAITSTATE_FALSE) { if ((m_nStoredMoveState == PEDMOVE_RUN || m_nStoredMoveState == PEDMOVE_SPRINT) && m_vecDamageNormal.z < 0.3f) { CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN); if (!runAssoc) runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT); if (runAssoc && runAssoc->blendAmount > 0.9f && runAssoc->IsRunning()) { SetWaitState(WAITSTATE_HITWALL, nil); } } } if (m_nPedState == PED_FLEE_POS) { CVector2D fleePos = collidingEnt->GetPosition(); uint32 oldFleeTimer = m_fleeTimer; SetFlee(fleePos, 5000); if (oldFleeTimer != m_fleeTimer) m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500; } else { if (m_nPedState == PED_FLEE_ENTITY && (neededTurn < DEGTORAD(25.0f) || m_panicCounter > 10)) { m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500; m_collidingEntityWhileFleeing = collidingEnt; m_collidingEntityWhileFleeing->RegisterReference((CEntity **) &m_collidingEntityWhileFleeing); uint8 currentDir = floorf((PI + m_fRotationCur) / DEGTORAD(45.0f)); uint8 nextDir; ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, currentDir, &nextDir); } else { if (neededTurn < DEGTORAD(60.0f)) { CVector posToHead = m_vecDamageNormal * 4.0f; posToHead.z = 0.0f; posToHead += GetPosition(); int closestNodeId = ThePaths.FindNodeClosestToCoors(posToHead, PATH_PED, 999999.9f, false, false); float angleToFace; if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS) { if (m_nPedState != PED_SEEK_POS && m_nPedState != PED_SEEK_CAR) { if (m_nPedState == PED_WANDER_PATH) { m_pNextPathNode = &ThePaths.m_pathNodes[closestNodeId]; angleToFace = CGeneral::GetRadianAngleBetweenPoints( m_pNextPathNode->pos.x, m_pNextPathNode->pos.y, GetPosition().x, GetPosition().y); } else { if (ThePaths.m_pathNodes[closestNodeId].pos.x == 0.0f || ThePaths.m_pathNodes[closestNodeId].pos.y == 0.0f) { posToHead = (3.0f * m_vecDamageNormal) + GetPosition(); posToHead.x += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f; posToHead.y += (CGeneral::GetRandomNumber() % 512) / 250.0f - 1.0f; } else { posToHead.x = ThePaths.m_pathNodes[closestNodeId].pos.x; posToHead.y = ThePaths.m_pathNodes[closestNodeId].pos.y; } angleToFace = CGeneral::GetRadianAngleBetweenPoints( posToHead.x, posToHead.y, GetPosition().x, GetPosition().y); if (m_nPedState != PED_FOLLOW_PATH) m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 500; } } else { angleToFace = CGeneral::GetRadianAngleBetweenPoints( ThePaths.m_pathNodes[closestNodeId].pos.x, ThePaths.m_pathNodes[closestNodeId].pos.y, GetPosition().x, GetPosition().y); CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].pos - GetPosition(); CVector2D distToSeekPos = m_vecSeekPos - GetPosition(); if (DotProduct2D(distToNode, distToSeekPos) < 0.0f) { m_fRotationCur = m_fRotationDest; break; } } } else { float angleToFaceAwayDamage = CGeneral::GetRadianAngleBetweenPoints( m_vecDamageNormal.x, m_vecDamageNormal.y, 0.0f, 0.0f); if (angleToFaceAwayDamage < m_fRotationCur) angleToFaceAwayDamage += TWOPI; float neededTurn = angleToFaceAwayDamage - m_fRotationCur; if (neededTurn <= PI) { angleToFace = 0.5f * neededTurn + m_fRotationCur; m_fRotationCur += DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f; } else { angleToFace = m_fRotationCur - (TWOPI - neededTurn) * 0.5f; m_fRotationCur -= DEGTORAD(m_pedStats->m_headingChangeRate) * 2.0f; } m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200; if (m_nPedType == PEDTYPE_COP) { if (m_pedInObjective) { float angleToLookCriminal = CGeneral::GetRadianAngleBetweenPoints( m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y); angleToLookCriminal = CGeneral::LimitRadianAngle(angleToLookCriminal); angleToFace = CGeneral::LimitRadianAngle(angleToFace); if (angleToLookCriminal < angleToFace) angleToLookCriminal += TWOPI; float neededTurnToCriminal = angleToLookCriminal - angleToFace; if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) { ((CCopPed*)this)->m_bZoneDisabledButClose = true; } } } } m_fRotationDest = CGeneral::LimitRadianAngle(angleToFace); if (m_fRotationCur - PI > m_fRotationDest) { m_fRotationDest += TWOPI; } else if (PI + m_fRotationCur < m_fRotationDest) { m_fRotationDest -= TWOPI; } if (oldDestRot == m_fRotationDest && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 200; m_fRotationDest += HALFPI; } } } } } if (m_nPedState != PED_WANDER_PATH && m_nPedState != PED_FLEE_ENTITY) m_pNextPathNode = nil; bHitSomethingLastFrame = true; break; } case ENTITY_TYPE_VEHICLE: { CVehicle* collidingVeh = ((CVehicle*)collidingEnt); float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr(); if (collidingVeh == m_pMyVehicle) bCollidedWithMyVehicle = true; #ifdef VC_PED_PORTS float oldHealth = m_fHealth; bool playerSufferSound = false; if (collidingVehSpeedSqr <= 1.0f / 400.0f) { if (IsPedInControl() && (!IsPlayer() || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)) { if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) { if (!bVehEnterDoorIsBlocked) { if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) { // VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR. SetDirectionToWalkAroundObject(collidingVeh); CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; } else { if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer || m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) { // VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR. SetDirectionToWalkAroundObject(collidingVeh); CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; } else if (m_fleeFrom != collidingVeh) { SetFlee(collidingVeh, 4000); bUsePedNodeSeek = false; SetMoveState(PEDMOVE_WALK); } } } } else { float angleLeftToCompleteTurn = Abs(m_fRotationCur - m_fRotationDest); if (angleLeftToCompleteTurn < 0.01f && CanPedJumpThis(collidingVeh)) { SetJump(); } } } else if (IsPlayer() && !bIsInTheAir) { if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f && !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) { ((CPlayerPed*)this)->AnnoyPlayerPed(false); SetLookFlag(collidingVeh, true); SetLookTimer(1300); eWeaponType weaponType = GetWeapon()->m_eWeaponType; if (weaponType == WEAPONTYPE_UNARMED || weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI) { bShakeFist = true; } } else { SetLookFlag(collidingVeh, true); SetLookTimer(500); } } } else { float adjustedImpulse = m_fDamageImpulse; if (IsPlayer()) { if (bIsStanding) { float forwardVecAndDamageDirDotProd = DotProduct(m_vecAnimMoveDelta.y * GetForward(), m_vecDamageNormal); if (forwardVecAndDamageDirDotProd < 0.0f) { adjustedImpulse = forwardVecAndDamageDirDotProd * m_fMass + m_fDamageImpulse; if (adjustedImpulse < 0.0f) adjustedImpulse = 0.0f; } } } if (m_fMass / 20.0f < adjustedImpulse) DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, adjustedImpulse); if (IsPlayer()) { if (adjustedImpulse > 20.0f) adjustedImpulse = 20.0f; if (adjustedImpulse > 5.0f) { if (adjustedImpulse <= 13.0f) playerSufferSound = true; else Say(SOUND_PED_DAMAGE); } CColModel* collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(); CVector colMinVec = collidingCol->boundingBox.min; CVector colMaxVec = collidingCol->boundingBox.max; CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition(); // TLVC = To look vehicle center float angleToVehFront = collidingVeh->GetForward().Heading(); float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading(); angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC); // I don't know why do we use that float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y); CVector vehDist = GetPosition() - collidingVeh->GetPosition(); vehDist.Normalise(); float vehRightVecAndSpeedDotProd; if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) { if (angleDiffFromLookingFrontTLVC <= 0.0f) { vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); // vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right? if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { // Car's right faces towards us and isn't coming directly to us if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { SetEvasiveStep(collidingVeh, 1); } } } else { vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { SetEvasiveStep(collidingVeh, 1); } } } } else { vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed); } if (vehRightVecAndSpeedDotProd <= 0.1f) { if (m_nPedState != PED_FIGHT) { SetLookFlag(collidingVeh, true); SetLookTimer(700); } } else { bIsStanding = false; CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed; int dir = GetLocalDirection(collidingEntMoveDir); SetFall(1000, (AnimationId)(dir + 25), false); float damage; if (collidingVeh->m_modelIndex == MI_TRAIN) { damage = 50.0f; } else { damage = 20.0f; } InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir); Say(SOUND_PED_DAMAGE); } } else { KillPedWithCar(collidingVeh, m_fDamageImpulse); } /* VC specific if (m_pCollidingEntity != collidingEnt) bPushedAlongByCar = true; */ } if (m_fHealth < oldHealth && playerSufferSound) Say(SOUND_PED_HIT); #else if (collidingVehSpeedSqr <= 1.0f / 400.0f) { if (!IsPedInControl() || IsPlayer() && m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && m_objective != OBJECTIVE_RUN_TO_AREA) { if (IsPlayer() && !bIsInTheAir) { if (IsPedInControl() && ((CPlayerPed*)this)->m_fMoveSpeed == 0.0f && !bIsLooking && CTimer::GetTimeInMilliseconds() > m_lookTimer && collidingVeh->pDriver) { ((CPlayerPed*)this)->AnnoyPlayerPed(false); SetLookFlag(collidingVeh, true); SetLookTimer(1300); eWeaponType weaponType = GetWeapon()->m_eWeaponType; if (weaponType == WEAPONTYPE_UNARMED || weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI) { bShakeFist = true; } } else { SetLookFlag(collidingVeh, true); SetLookTimer(500); } } } else if (!bVehEnterDoorIsBlocked) { if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) { SetDirectionToWalkAroundObject(collidingVeh); } else if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer || m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) { CPed::SetDirectionToWalkAroundObject(collidingVeh); CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer; } else if (m_fleeFrom != collidingVeh) { SetFlee(collidingVeh, 4000); bUsePedNodeSeek = false; SetMoveState(PEDMOVE_WALK); } } } else { DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse); if (IsPlayer()) { CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->m_modelIndex)->GetColModel(); CVector colMinVec = collidingCol->boundingBox.min; CVector colMaxVec = collidingCol->boundingBox.max; CVector vehColCenterDist = collidingVeh->GetMatrix() * ((colMinVec + colMaxVec) * 0.5f) - GetPosition(); // TLVC = To look vehicle center float angleToVehFront = collidingVeh->GetForward().Heading(); float angleDiffFromLookingFrontTLVC = angleToVehFront - vehColCenterDist.Heading(); angleDiffFromLookingFrontTLVC = CGeneral::LimitRadianAngle(angleDiffFromLookingFrontTLVC); // I don't know why do we use that float vehTopRightHeading = Atan2(colMaxVec.x - colMinVec.x, colMaxVec.y - colMinVec.y); CVector vehDist = GetPosition() - collidingVeh->GetPosition(); vehDist.Normalise(); float vehRightVecAndSpeedDotProd; if (Abs(angleDiffFromLookingFrontTLVC) >= vehTopRightHeading && Abs(angleDiffFromLookingFrontTLVC) < PI - vehTopRightHeading) { if (angleDiffFromLookingFrontTLVC <= 0.0f) { vehRightVecAndSpeedDotProd = DotProduct(collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); // vehRightVecAndSpeedDotProd < 0.1f = Vehicle being overturned or spinning to it's right? if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { // Car's right faces towards us and isn't coming directly to us if (DotProduct(collidingVeh->GetRight(), GetForward()) < 0.0f && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { SetEvasiveStep(collidingVeh, 1); } } } else { vehRightVecAndSpeedDotProd = DotProduct(-1.0f * collidingVeh->GetRight(), collidingVeh->m_vecMoveSpeed); if (collidingVehSpeedSqr > 1.0f / 100.0f && vehRightVecAndSpeedDotProd < 0.1f) { if (DotProduct(collidingVeh->GetRight(), GetForward()) > 0.0f && DotProduct(vehDist, collidingVeh->m_vecMoveSpeed) > 0.0f) { SetEvasiveStep(collidingVeh, 1); } } } } else { vehRightVecAndSpeedDotProd = DotProduct(vehDist, collidingVeh->m_vecMoveSpeed); } if (vehRightVecAndSpeedDotProd <= 0.1f) { if (m_nPedState != PED_FIGHT) { SetLookFlag(collidingVeh, true); SetLookTimer(700); } } else { bIsStanding = false; CVector2D collidingEntMoveDir = -collidingVeh->m_vecMoveSpeed; int dir = GetLocalDirection(collidingEntMoveDir); SetFall(1000, (AnimationId)(dir + 25), false); CPed *driver = collidingVeh->pDriver; float damage; if (driver && driver->IsPlayer()) { damage = vehRightVecAndSpeedDotProd * 1000.0f; } else if (collidingVeh->m_modelIndex == MI_TRAIN) { damage = 50.0f; } else { damage = 20.0f; } InflictDamage(collidingVeh, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, dir); Say(SOUND_PED_DAMAGE); } } else { KillPedWithCar(collidingVeh, m_fDamageImpulse); } } #endif break; } case ENTITY_TYPE_PED: { CollideWithPed((CPed*)collidingEnt); if (((CPed*)collidingEnt)->IsPlayer()) { CPlayerPed *player = ((CPlayerPed*)collidingEnt); Say(SOUND_PED_CHAT); if (m_nMoveState > PEDMOVE_STILL && player->IsPedInControl()) { if (player->m_fMoveSpeed < 1.0f) { if (!player->bIsLooking) { if (CTimer::GetTimeInMilliseconds() > player->m_lookTimer) { player->AnnoyPlayerPed(false); player->SetLookFlag(this, true); player->SetLookTimer(1300); eWeaponType weapon = player->GetWeapon()->m_eWeaponType; if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_BASEBALLBAT || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI) { player->bShakeFist = true; } } } } } } break; } default: break; } } CVector forceDir; if (!bIsInTheAir && m_nPedState != PED_JUMP #ifdef VC_PED_PORTS && m_fDamageImpulse > 0.0f #endif ) { forceDir = m_vecDamageNormal; forceDir.z = 0.0f; if (!bIsStanding) { forceDir *= 4.0f; } else { forceDir *= 0.5f; } ApplyMoveForce(forceDir); } if ((bIsInTheAir && !DyingOrDead()) #ifdef VC_PED_PORTS || (!bIsStanding && !m_ped_flagA2 && m_nPedState == PED_FALL) #endif ) { if (m_nPedStateTimer <= 1000 && m_nPedStateTimer) { forceDir = GetPosition() - m_vecHitLastPos; } else { m_nPedStateTimer = 0; m_vecHitLastPos = GetPosition(); forceDir = CVector(0.0f, 0.0f, 0.0f); } CVector offsetToCheck; m_nPedStateTimer++; float adjustedTs = max(CTimer::GetTimeStep(), 0.01f); CPad *pad0 = CPad::GetPad(0); if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr()) && (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) { if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING && m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) { offsetToCheck.x = -forceDir.y; #ifdef VC_PED_PORTS offsetToCheck.z = 1.0f; #else offsetToCheck.z = 0.0f; #endif offsetToCheck.y = forceDir.x; offsetToCheck.Normalise(); CVector posToCheck = GetPosition() + offsetToCheck; // These are either obstacle or ground to land, I don't know which one. float obstacleForFlyingZ, obstacleForFlyingOtherDirZ; CColPoint obstacleForFlying, obstacleForFlyingOtherDir; // Check is there any room for being knocked up in reverse direction of force if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, false)) { obstacleForFlyingZ = obstacleForFlying.point.z; } else { obstacleForFlyingZ = 500.0f; } posToCheck = GetPosition() - offsetToCheck; // Now check for direction of force this time if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, false)) { obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z; } else { obstacleForFlyingOtherDirZ = 501.0f; } #ifdef VC_PED_PORTS uint8 flyDir = 0; float feetZ = GetPosition().z - FEET_OFFSET; if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) { if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f) flyDir = 2; } else { flyDir = 1; } if (flyDir != 0 && !bKnockedUpIntoAir) { GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point); GetPosition().z += FEET_OFFSET; GetMatrix().UpdateRW(); SetLanding(); bIsStanding = true; } #endif if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) { offsetToCheck *= -1.0f; } offsetToCheck.z = 1.0f; forceDir = 4.0f * offsetToCheck; forceDir.z = 4.0f; ApplyMoveForce(forceDir); GetPosition() += 0.25f * offsetToCheck; m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f); m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur); m_fRotationDest = m_fRotationCur; SetHeading(m_fRotationCur); if (m_nPedState != PED_FALL && !bIsPedDieAnimPlaying) { CPed::SetFall(1000, ANIM_KO_SKID_BACK, true); } bIsInTheAir = false; } else if (m_vecDamageNormal.z > 0.4f) { #ifndef VC_PED_PORTS forceDir = m_vecDamageNormal; forceDir.z = 0.0f; forceDir.Normalise(); ApplyMoveForce(2.0f * forceDir); #else if (m_nPedState == PED_JUMP) { if (m_nWaitTimer <= 2000) { if (m_nWaitTimer < 1000) m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f; } else { m_nWaitTimer = 0; } } forceDir = m_vecDamageNormal; forceDir.z = 0.0f; forceDir.Normalise(); if (m_nPedState != PED_JUMP || m_nWaitTimer >= 300) { ApplyMoveForce(2.0f * forceDir); } else { ApplyMoveForce(-4.0f * forceDir); } #endif } } else if ((CTimer::GetFrameCounter() + m_randomSeed % 256 + 3) & 7) { if (IsPlayer() && m_nPedState != PED_JUMP && pad0->JumpJustDown()) { int16 padWalkX = pad0->GetPedWalkLeftRight(); int16 padWalkY = pad0->GetPedWalkUpDown(); if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY); m_fRotationDest -= TheCamera.Orientation; m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); m_fRotationCur = m_fRotationDest; SetHeading(m_fRotationCur); } SetJump(); m_nPedStateTimer = 0; m_vecHitLastPos = GetPosition(); // Why? forceDir is unused after this point. forceDir = CVector(0.0f, 0.0f, 0.0f); } else if (IsPlayer()) { int16 padWalkX = pad0->GetPedWalkLeftRight(); int16 padWalkY = pad0->GetPedWalkUpDown(); if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) { m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -padWalkX, padWalkY); m_fRotationDest -= TheCamera.Orientation; m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest); m_fRotationCur = m_fRotationDest; SetHeading(m_fRotationCur); } CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE); if (!jumpAssoc) jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE); if (jumpAssoc) { jumpAssoc->blendDelta = -3.0f; jumpAssoc->flags |= ASSOC_DELETEFADEDOUT; } if (m_nPedState == PED_JUMP) m_nPedState = PED_IDLE; } else { CAnimBlendAssociation *jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_GLIDE); if (!jumpAssoc) jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_GLIDE); if (jumpAssoc) { jumpAssoc->blendDelta = -3.0f; jumpAssoc->flags |= ASSOC_DELETEFADEDOUT; } } } else { offsetToCheck = GetPosition(); offsetToCheck.z += 0.5f; if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) { #ifdef VC_PED_PORTS if (!bKnockedUpIntoAir || FEET_OFFSET + foundCol.point.z < GetPosition().z) { GetPosition().z = FEET_OFFSET + foundCol.point.z; GetMatrix().UpdateRW(); if (bKnockedUpIntoAir) bKnockedUpIntoAir = false; } #else GetPosition().z = FEET_OFFSET + foundCol.point.z; GetMatrix().UpdateRW(); #endif SetLanding(); bIsStanding = true; } } } else if (m_nPedStateTimer < 1001) { m_nPedStateTimer = 0; } } if (bIsDucking) Duck(); if (bStartWanderPathOnFoot) { if (IsPedInControl()) { ClearAll(); SetWanderPath(m_nPathDir); bStartWanderPathOnFoot = false; } else if (m_nPedState == PED_DRIVING) { bWanderPathAfterExitingCar = true; SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } } if (!bIsStanding && m_vecMoveSpeed.z > 0.25f) { double airResistance = Pow(0.95, CTimer::GetTimeStep()); m_vecMoveSpeed *= airResistance; } #ifdef VC_PED_PORTS if (IsPlayer() || !bIsStanding || m_vecMoveSpeed.x != 0.0f || m_vecMoveSpeed.y != 0.0f || m_vecMoveSpeed.z != 0.0f || (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) || m_vecAnimMoveDelta.x != 0.0f || m_vecAnimMoveDelta.y != 0.0f || m_nPedState == PED_JUMP || bIsInTheAir || m_pCurrentPhysSurface) { CPhysical::ProcessControl(); } else { bHasContacted = false; bIsInSafePosition = false; bWasPostponed = false; bHasHitWall = false; m_nCollisionRecords = 0; bHasCollided = false; m_nDamagePieceType = 0; m_fDamageImpulse = 0.0f; m_pDamageEntity = nil; m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f); m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f); } #else CPhysical::ProcessControl(); #endif if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) { if (m_nPedState != PED_DEAD) { CalculateNewVelocity(); CalculateNewOrientation(); } UpdatePosition(); PlayFootSteps(); if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) { SetInTheAir(); #ifdef VC_PED_PORTS bKnockedUpIntoAir = false; #endif } #ifdef VC_PED_PORTS if (bKnockedUpIntoAir) { CVector posToCheck = GetPosition(); posToCheck.z += 0.9f; if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false)) bKnockedUpIntoAir = false; } #endif ProcessObjective(); if (!bIsAimingGun) { if (bIsRestoringGun) RestoreGunPosition(); } else { AimGun(); } if (bIsLooking) { MoveHeadToLook(); } else if (bIsRestoringLook) { RestoreHeadPosition(); } if (bIsInTheAir) InTheAir(); if (bUpdateAnimHeading) { if (m_nPedState != PED_GETUP && m_nPedState != PED_FALL) { m_fRotationCur -= HALFPI; m_fRotationDest = m_fRotationCur; bUpdateAnimHeading = false; } } if (m_nWaitState != WAITSTATE_FALSE) Wait(); if (m_nPedState != PED_IDLE) { CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_ARMED); if(idleAssoc) { idleAssoc->blendDelta = -8.0f; idleAssoc->flags |= ASSOC_DELETEFADEDOUT; } } switch (m_nPedState) { case PED_IDLE: Idle(); break; case PED_LOOK_ENTITY: case PED_LOOK_HEADING: Look(); break; case PED_WANDER_RANGE: WanderRange(); CheckAroundForPossibleCollisions(); break; case PED_WANDER_PATH: WanderPath(); break; case PED_SEEK_POS: case PED_SEEK_ENTITY: case PED_PURSUE: case PED_SNIPER_MODE: case PED_ROCKET_ODE: case PED_DUMMY: case PED_FACE_PHONE: case PED_MAKE_CALL: case PED_MUG: case PED_AI_CONTROL: case PED_FOLLOW_ROUTE: case PED_CPR: case PED_SOLICIT: case PED_BUY_ICECREAM: case PED_STEP_AWAY: case PED_UNKNOWN: case PED_STATES_NO_AI: case PED_JUMP: case PED_STAGGER: case PED_DIVE_AWAY: case PED_STATES_NO_ST: case PED_ARREST_PLAYER: case PED_PASSENGER: case PED_TAXI_PASSENGER: case PED_OPEN_DOOR: case PED_DEAD: case PED_DRAG_FROM_CAR: case PED_EXIT_CAR: case PED_STEAL_CAR: break; case PED_ENTER_CAR: case PED_CARJACK: { #ifdef CANCELLABLE_CAR_ENTER if (!IsPlayer() || !m_pVehicleAnim) break; CPad *pad = CPad::GetPad(0); if (pad->ArePlayerControlsDisabled()) break; int vehAnim = m_pVehicleAnim->animId; int16 padWalkX = pad->GetPedWalkLeftRight(); int16 padWalkY = pad->GetPedWalkUpDown(); if (Abs(padWalkX) > 0.0f || Abs(padWalkY) > 0.0f) { if (vehAnim == ANIM_CAR_OPEN_LHS || vehAnim == ANIM_CAR_OPEN_RHS || vehAnim == ANIM_COACH_OPEN_L || vehAnim == ANIM_COACH_OPEN_R || vehAnim == ANIM_VAN_OPEN_L || vehAnim == ANIM_VAN_OPEN) { bCancelEnteringCar = true; } else if (vehAnim == ANIM_CAR_QJACK) { if (m_pVehicleAnim->GetTimeLeft() > 0.69f && m_pVehicleAnim->GetTimeLeft() < 0.72f) { QuitEnteringCar(); RestorePreviousObjective(); } } } #endif break; } case PED_FLEE_POS: ms_vec2DFleePosition.x = m_fleeFromPosX; ms_vec2DFleePosition.y = m_fleeFromPosY; Flee(); break; case PED_FLEE_ENTITY: if (!m_fleeFrom) { SetIdle(); break; } if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer) break; ms_vec2DFleePosition = m_fleeFrom->GetPosition(); Flee(); break; case PED_FOLLOW_PATH: CPed::FollowPath(); break; case PED_PAUSE: CPed::Pause(); break; case PED_ATTACK: CPed::Attack(); break; case PED_FIGHT: CPed::Fight(); break; case PED_CHAT: CPed::Chat(); break; case PED_AIM_GUN: if (m_pPointGunAt && m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, DEGTORAD(120.0f))) { ((CPed*)m_pPointGunAt)->ReactToPointGun(this); } PointGunAt(); break; case PED_SEEK_CAR: SeekCar(); break; case PED_SEEK_IN_BOAT: SeekBoatPosition(); break; case PED_INVESTIGATE: InvestigateEvent(); break; case PED_ON_FIRE: if (IsPlayer()) break; if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer) { if (m_fleeFrom) { ms_vec2DFleePosition = m_fleeFrom->GetPosition(); } else { ms_vec2DFleePosition.x = m_fleeFromPosX; ms_vec2DFleePosition.y = m_fleeFromPosY; } Flee(); } else { if (m_pFire) m_pFire->Extinguish(); } break; case PED_FALL: Fall(); break; case PED_GETUP: SetGetUp(); break; case PED_ENTER_TRAIN: EnterTrain(); break; case PED_EXIT_TRAIN: ExitTrain(); break; case PED_DRIVING: { if (!m_pMyVehicle) { bInVehicle = false; FlagToDestroyWhenNextProcessed(); return; } if (m_pMyVehicle->pDriver != this || m_pMyVehicle->IsBoat()) { LookForSexyPeds(); LookForSexyCars(); break; } if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE || !m_pMyVehicle->pDriver->IsPlayer()) { break; } CPad* pad = CPad::GetPad(0); #ifdef CAR_AIRBREAK if (!pad->ArePlayerControlsDisabled()) { if (pad->GetHorn()) { float c = Cos(m_fRotationCur); float s = Sin(m_fRotationCur); m_pMyVehicle->GetRight() = CVector(1.0f, 0.0f, 0.0f); m_pMyVehicle->GetForward() = CVector(0.0f, 1.0f, 0.0f); m_pMyVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f); if (pad->GetAccelerate()) { m_pMyVehicle->ApplyMoveForce(GetForward() * 30.0f); } else if (pad->GetBrake()) { m_pMyVehicle->ApplyMoveForce(-GetForward() * 30.0f); } else { int16 lr = pad->GetSteeringLeftRight(); if (lr < 0) { //m_pMyVehicle->ApplyTurnForce(20.0f * -GetRight(), GetForward()); m_pMyVehicle->ApplyMoveForce(-GetRight() * 30.0f); } else if (lr > 0) { m_pMyVehicle->ApplyMoveForce(GetRight() * 30.0f); } else { m_pMyVehicle->ApplyMoveForce(0.0f, 0.0f, 50.0f); } } } } #endif float steerAngle = m_pMyVehicle->m_fSteerAngle; CAnimBlendAssociation *lDriveAssoc; CAnimBlendAssociation *rDriveAssoc; CAnimBlendAssociation *lbAssoc; CAnimBlendAssociation *sitAssoc; if (m_pMyVehicle->bLowVehicle) { sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSIT); if (!sitAssoc || sitAssoc->blendAmount < 1.0f) { break; } lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L); lbAssoc = nil; rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R); } else { sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SIT); if (!sitAssoc || sitAssoc->blendAmount < 1.0f) { break; } lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L); rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R); lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB); if (lbAssoc && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_LEFT) { lbAssoc->blendDelta = -1000.0f; } } CAnimBlendAssociation *driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); if (!driveByAssoc) driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); if (m_pMyVehicle->bLowVehicle || m_pMyVehicle->m_fGasPedal >= 0.0f || driveByAssoc) { if (steerAngle == 0.0f || driveByAssoc) { if (lDriveAssoc) lDriveAssoc->blendAmount = 0.0f; if (rDriveAssoc) rDriveAssoc->blendAmount = 0.0f; } else if (steerAngle <= 0.0f) { if (lDriveAssoc) lDriveAssoc->blendAmount = 0.0f; if (rDriveAssoc) rDriveAssoc->blendAmount = clamp(steerAngle * -100.0f / 61.0f, 0.0f, 1.0f); else if (m_pMyVehicle->bLowVehicle) CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_R); else CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_R); } else { if (rDriveAssoc) rDriveAssoc->blendAmount = 0.0f; if (lDriveAssoc) lDriveAssoc->blendAmount = clamp(steerAngle * 100.0f / 61.0f, 0.0f, 1.0f); else if (m_pMyVehicle->bLowVehicle) CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_LOW_L); else CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_L); } if (lbAssoc) lbAssoc->blendDelta = -4.0f; } else { if ((TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_1STPERSON || TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking != LOOKING_LEFT) && (!lbAssoc || lbAssoc->blendAmount < 1.0f)) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LB, 4.0f); } } break; } case PED_DIE: Die(); break; case PED_HANDS_UP: if (m_pedStats->m_temper <= 50) { if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSCOWER)) { CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER); Say(SOUND_PED_HANDS_COWER); } } else if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_HANDSUP)) { CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_HANDSUP); Say(SOUND_PED_HANDS_UP); } break; } SetMoveAnim(); if (bPedIsBleeding) { if (CGame::nastyGame) { if (!(CTimer::GetFrameCounter() & 3)) { CVector cameraDist = GetPosition() - TheCamera.GetPosition(); if (cameraDist.MagnitudeSqr() < sq(50.0f)) { float length = (CGeneral::GetRandomNumber() & 127) * 0.0015f + 0.15f; CVector bloodPos( ((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f, ((CGeneral::GetRandomNumber() & 127) - 64) * 0.007f, 1.0f); bloodPos += GetPosition(); CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &bloodPos, length, 0.0f, 0.0f, -length, 255, 255, 0, 0, 4.0f, (CGeneral::GetRandomNumber() & 4095) + 2000, 1.0f); } } } } ServiceTalking(); if (bInVehicle && !m_pMyVehicle) bInVehicle = false; #ifndef VC_PED_PORTS m_pCurrentPhysSurface = nil; #endif } else { if (bIsStanding && (!m_pCurrentPhysSurface || IsPlayer()) || bIsInWater || !bUsesCollision) { SetDead(); } m_pCurrentPhysSurface = nil; } } } void CPed::SetInTheAir(void) { if (bIsInTheAir) return; bIsInTheAir = true; CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FALL_GLIDE, 4.0f); if (m_nPedState == PED_ATTACK) { ClearAttack(); ClearPointGunAt(); } else if (m_nPedState == PED_FIGHT) { EndFight(ENDFIGHT_FAST); } } void CPed::RestoreHeadPosition(void) { if (m_pedIK.RestoreLookAt()) { bIsRestoringLook = false; } } void CPed::PointGunAt(void) { CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_AnimToPlay); if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), weaponInfo->m_Anim2ToPlay); if (weaponAssoc && weaponAssoc->currentTime > weaponInfo->m_fAnimLoopStart) { weaponAssoc->SetCurrentTime(weaponInfo->m_fAnimLoopStart); weaponAssoc->flags &= ~ASSOC_RUNNING; if (weaponInfo->m_bCanAimWithArm) m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM; else m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; } } 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->m_nPedState == PED_CARJACK || ped->m_nPedState == PED_ENTER_CAR) { bool isLow = veh->bLowVehicle; if (!veh->bIsBus) veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_CLOSEDOOR_LHS, 1.0f); eDoors door; switch (ped->m_vehEnterType) { 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_SMASHED) 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_vehEnterType == CAR_DOOR_RF && (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF || (veh->pDriver != nil && (veh->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE #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) veh->bIsBeingCarJacked = false; ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER; PedSetInCarCB(nil, ped); ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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_CAR_LSHUFFLE_RHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SHUFFLE_RHS); ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped); } } else { ped->QuitEnteringCar(); } } 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_CAR_ROLLDOOR_LOW, 1.0f); } else { veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, 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::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->m_nPedState != PED_CARJACK && ped->m_nPedState != PED_ENTER_CAR) { ped->QuitEnteringCar(); return; } eDoors door; CPed *pedInSeat = nil; switch (ped->m_vehEnterType) { 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); } } } 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_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) ped->SetFall(1000, ANIM_KO_SPIN_R, false); else ped->SetFall(1000, ANIM_KO_SPIN_L, false); return; } veh->ProcessOpenDoor(ped->m_vehEnterType, ANIM_CAR_OPEN_LHS, 1.0f); if (ped->m_vehEnterType == CAR_DOOR_LF || ped->m_vehEnterType == CAR_DOOR_RF) isVan = false; if (ped->m_nPedState != PED_CARJACK || isBus) { AnimationId animToPlay; if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { if (isVan) { animToPlay = ANIM_VAN_GETIN; } else if (isBus) { animToPlay = ANIM_COACH_IN_R; } else if (isLow) { animToPlay = ANIM_CAR_GETIN_LOW_RHS; } else { animToPlay = ANIM_CAR_GETIN_RHS; } } else if (isVan) { animToPlay = ANIM_VAN_GETIN_L; } else if (isBus) { animToPlay = ANIM_COACH_IN_L; } else if (isLow) { animToPlay = ANIM_CAR_GETIN_LOW_LHS; } else { animToPlay = ANIM_CAR_GETIN_LHS; } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } else { CPed *pedToDragOut = nil; switch (ped->m_vehEnterType) { 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_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { if (pedToDragOut && !pedToDragOut->m_ped_flagF4) { if (pedToDragOut->m_nPedState != PED_DRIVING) { ped->QuitEnteringCar(); pedToDragOut = nil; } else { if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LOW_RHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_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->m_status = 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_CAR_GETIN_LOW_LHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } } else { if (pedToDragOut) { if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->m_ped_flagF4) { // BUG: Player freezes in that condition due to it's 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_CAR_PULLOUT_LOW_LHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_PULLOUT_LHS); ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped); } } else { if (isLow) ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LOW_LHS); else ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_GETIN_LHS); ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped); } } if (pedToDragOut) { pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehEnterType, false); if (pedToDragOut->IsGangMember()) pedToDragOut->RegisterThreatWithGangPeds(ped); } } if (veh->pDriver && ped) { veh->pDriver->SetLookFlag(ped, true); veh->pDriver->SetLookTimer(1000); } return; } void CPed::SetJump(void) { if (!bInVehicle && #ifdef VC_PED_PORTS m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_JUMP_LAUNCH) && #endif (m_nSurfaceTouched != SURFACE_STONE || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) { SetStoredState(); m_nPedState = PED_JUMP; CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAUNCH, 8.0f); jumpAssoc->SetFinishCallback(FinishLaunchCB, this); m_fRotationDest = m_fRotationCur; } } bool CPed::ServiceTalkingWhenDead(void) { return m_queuedSound == SOUND_PED_DEATH; } void CPed::RemoveInCarAnims(void) { if (!IsPlayer()) return; CAnimBlendAssociation *animAssoc; if (m_pMyVehicle && m_pMyVehicle->bLowVehicle) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_L); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_LOW_R); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); if (animAssoc) animAssoc->blendDelta = -1000.0f; } else { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_L); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_R); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_L); if (animAssoc) animAssoc->blendDelta = -1000.0f; animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVEBY_R); if (animAssoc) animAssoc->blendDelta = -1000.0f; } #ifdef VC_PED_PORTS animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DRIVE_BOAT); if (animAssoc) animAssoc->blendDelta = -1000.0f; #endif animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LB); if (animAssoc) animAssoc->blendDelta = -1000.0f; } 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->m_nPedState != PED_CARJACK && ped->m_nPedState != PED_ENTER_CAR) { ped->QuitEnteringCar(); return; } if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) { PedSetInCarCB(nil, ped); ped->m_nLastPedState = ped->m_nPedState; ped->m_nPedState = PED_ARRESTED; ped->bGonnaKillTheCarJacker = false; if (veh) { veh->m_nNumGettingIn = 0; veh->m_nGettingInFlags = 0; veh->bIsHandbrakeOn = true; veh->m_status = STATUS_PLAYER_DISABLED; } return; } if (ped->IsPlayer() && ped->m_vehEnterType == 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_vehEnterType) { 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_VEHICLE, veh); if (driver->IsPlayer()) { veh->bIsHandbrakeOn = true; veh->m_status = 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_VEHICLE, veh); } ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400; return; } if (driver != ped && ped->m_vehEnterType != 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_VEHICLE, veh); veh->pDriver->Say(SOUND_PICKUP_WEAPON_BOUGHT); } 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_VAN_CLOSE; } else if (isLow) { animToPlay = ANIM_CAR_CLOSEDOOR_LOW_RHS; } else { animToPlay = ANIM_CAR_CLOSEDOOR_RHS; } } else if (isVan) { animToPlay = ANIM_VAN_CLOSE_L; } else if (isLow) { animToPlay = ANIM_CAR_CLOSEDOOR_LOW_LHS; } else { animToPlay = ANIM_CAR_CLOSEDOOR_LHS; } ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, animToPlay); ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped); } } void CPed::SetPedPositionInTrain(void) { LineUpPedWithTrain(); } void CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; CVehicle* veh = ped->m_pMyVehicle; if (animAssoc) animAssoc->blendDelta = -1000.0f; if (ped->m_nPedState == PED_CARJACK || ped->m_nPedState == PED_ENTER_CAR) { if (!ped->IsNotInWreckedVehicle()) return; bool isLow = veh->bLowVehicle; int padNo; if (ped->IsPlayer()) { 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; default: // FIX: that was "break" return; } 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_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) { if (isLow) animToPlay = ANIM_CAR_GETIN_LOW_RHS; else animToPlay = ANIM_CAR_GETIN_RHS; } else if (isLow) { animToPlay = ANIM_CAR_GETIN_LOW_LHS; } else { animToPlay = ANIM_CAR_GETIN_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::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_vehEnterType, ANIM_CAR_GETOUT_LHS, 1.0f); /* // Duplicate and only in PC for some reason if (!veh) { PedSetOutCarCB(nil, ped); return; } */ eDoors door; switch (ped->m_vehEnterType) { 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 = false; if (!veh->IsDoorMissing(door)) closeDoor = true; int padNo; if (ped->IsPlayer()) { 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; default: // FIX: that was "break" return; } CPad* pad = CPad::GetPad(padNo); bool engineIsIntact = false; if (veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225) { engineIsIntact = true; } 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) { // POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa? if (!veh->IsDoorMissing(door)) ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING); } else { switch (door) { case DOOR_FRONT_LEFT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS); break; case DOOR_FRONT_RIGHT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS); break; case DOOR_REAR_LEFT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_LHS); break; case DOOR_REAR_RIGHT: ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_CLOSE_RHS); break; default: break; } } if (ped->m_pVehicleAnim) ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped); return; } void CPed::PedEvadeCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; if (!animAssoc) { ped->ClearLookFlag(); if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY) return; ped->RestorePreviousState(); } else if (animAssoc->animId == ANIM_EV_DIVE) { ped->bUpdateAnimHeading = true; ped->ClearLookFlag(); if (ped->m_nPedState == PED_DIVE_AWAY) { ped->m_getUpTimer = CTimer::GetTimeInMilliseconds() + 1; ped->m_nPedState = PED_FALL; } animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; animAssoc->flags |= ASSOC_DELETEFADEDOUT; } else if (animAssoc->flags & ASSOC_FADEOUTWHENDONE) { ped->ClearLookFlag(); if (ped->m_nPedState != PED_DIVE_AWAY && ped->m_nPedState != PED_STEP_AWAY) return; ped->RestorePreviousState(); } else if (ped->m_nPedState != PED_ARRESTED) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; if (animAssoc->blendDelta >= 0.0f) animAssoc->blendDelta = -4.0f; ped->ClearLookFlag(); if (ped->m_nPedState == PED_DIVE_AWAY || ped->m_nPedState == PED_STEP_AWAY) { ped->RestorePreviousState(); } } } void CPed::PedGetupCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; if (ped->m_nPedState == PED_GETUP) RpAnimBlendClumpSetBlendDeltas(ped->GetClump(), ASSOC_PARTIAL, -1000.0f); ped->bFallenDown = false; animAssoc->blendDelta = -1000.0f; if (ped->m_nPedState == PED_GETUP) ped->RestorePreviousState(); if (ped->m_nPedState != PED_FLEE_POS && ped->m_nPedState != PED_FLEE_ENTITY) ped->SetMoveState(PEDMOVE_STILL); else ped->SetMoveState(PEDMOVE_RUN); ped->SetMoveAnim(); ped->bGetUpAnimStarted = false; } void CPed::PedLandCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed* ped = (CPed*)arg; animAssoc->blendDelta = -1000.0f; ped->bIsLanding = false; if (ped->m_nPedState == PED_JUMP) ped->RestorePreviousState(); } void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed *ped = (CPed*)arg; ped->bUsesCollision = true; ped->RestartNonPartialAnims(); bool itsRearDoor = false; if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR) itsRearDoor = true; CMatrix pedMat(ped->GetMatrix()); CVector posAfterBeingDragged = Multiply3x3(pedMat, (itsRearDoor ? -vecPedDraggedOutCarAnimOffset : vecPedDraggedOutCarAnimOffset)); posAfterBeingDragged += ped->GetPosition(); posAfterBeingDragged.z += 1.0f; CPedPlacement::FindZCoorForPed(&posAfterBeingDragged); ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); ped->GetPosition() = posAfterBeingDragged; if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &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->m_nPedState = 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()) { if (CGeneral::GetRandomNumber() & 1) ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver); else ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle); } else { ped->m_nPedState = PED_NONE; ped->m_nLastPedState = PED_NONE; ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 10000); ped->bUsePedNodeSeek = true; ped->m_pNextPathNode = nil; } ped->SetGetUp(); } void CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; // Pointless code if (!veh) return; if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead()) return; ped->bInVehicle = true; if (ped->m_nPedType == PEDTYPE_PROSTITUTE) { if (veh->pDriver) { if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) { CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 1000; CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = CTimer::GetTimeInMilliseconds() + 1000; CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000; CWorld::Players[CWorld::PlayerInFocus].m_pHooker = (CCivilianPed*)ped; } } } if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER #ifdef VC_PED_PORTS || ped->m_nPedState == PED_CARJACK #endif ) veh->bIsBeingCarJacked = false; if (veh->m_nNumGettingIn) --veh->m_nNumGettingIn; if (ped->IsPlayer() && ((CPlayerPed*)ped)->m_bAdrenalineActive) ((CPlayerPed*)ped)->ClearAdrenaline(); if (veh->IsBoat()) { if (ped->IsPlayer()) { #ifdef VC_PED_PORTS CCarCtrl::RegisterVehicleOfInterest(veh); #endif if (veh->m_status == STATUS_SIMPLE) { veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f); veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); } veh->m_status = STATUS_PLAYER; AudioManager.PlayerJustGotInCar(); } veh->SetDriver(ped); if (!veh->bEngineOn) veh->bEngineOn = true; ped->m_nPedState = PED_DRIVING; ped->StopNonPartialAnims(); return; } if (ped->m_pVehicleAnim) ped->m_pVehicleAnim->blendDelta = -1000.0f; ped->bDoBloodyFootprints = false; if (veh->m_nAlarmState == -1) veh->m_nAlarmState = 15000; if (ped->IsPlayer()) { if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (veh->m_status == STATUS_SIMPLE) { veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); } veh->m_status = STATUS_PLAYER; } AudioManager.PlayerJustGotInCar(); } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (veh->m_status == STATUS_SIMPLE) { veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); } veh->m_status = STATUS_PHYSICS; } if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { for (int i = 0; i < veh->m_nNumMaxPassengers; ++i) { CPed *passenger = veh->pPassengers[i]; if (passenger && passenger->CharCreatedBy == RANDOM_CHAR) { passenger->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh); #ifdef VC_PED_PORTS passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds(); #endif } } } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { if (ped->m_nPedState == PED_CARJACK) { veh->AddPassenger(ped, 0); ped->m_nPedState = PED_DRIVING; ped->RestorePreviousObjective(); ped->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh); } else if (veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR) { veh->AutoPilot.m_nCruiseSpeed = 17; } } if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK) { veh->SetDriver(ped); if (veh->VehicleCreatedBy == PARKED_VEHICLE) { veh->VehicleCreatedBy = RANDOM_VEHICLE; ++CCarCtrl::NumRandomCars; --CCarCtrl::NumParkedCars; } if (veh->bIsAmbulanceOnDuty) { veh->bIsAmbulanceOnDuty = false; --CCarCtrl::NumAmbulancesOnDuty; } if (veh->bIsFireTruckOnDuty) { veh->bIsFireTruckOnDuty = false; --CCarCtrl::NumFiretrucksOnDuty; } if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle()) veh->ChangeLawEnforcerState(true); if (!veh->bEngineOn) { veh->bEngineOn = true; DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f); } if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && ped->CharCreatedBy == RANDOM_CHAR && ped != FindPlayerPed() && ped->m_nPedType != PEDTYPE_EMERGENCY) { CCarCtrl::JoinCarWithRoadSystem(veh); veh->AutoPilot.m_nCarMission = MISSION_CRUISE; veh->AutoPilot.m_nTempAction = TEMPACT_NONE; veh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; veh->AutoPilot.m_nCruiseSpeed = 25; } ped->m_nPedState = PED_DRIVING; if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT) ped->m_prevObjective = OBJECTIVE_NONE; ped->RestorePreviousObjective(); } } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { switch (ped->m_vehEnterType) { if (!veh->bIsBus) { case CAR_DOOR_RF: veh->AddPassenger(ped, 0); break; case CAR_DOOR_RR: veh->AddPassenger(ped, 2); break; case CAR_DOOR_LR: veh->AddPassenger(ped, 1); break; } default: veh->AddPassenger(ped); break; } ped->m_nPedState = PED_DRIVING; if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT) ped->m_prevObjective = OBJECTIVE_NONE; ped->RestorePreviousObjective(); } veh->m_nGettingInFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); if (veh->bIsBus && !veh->m_nGettingInFlags) ((CAutomobile*)veh)->SetBusDoorTimer(1000, 1); switch (ped->m_objective) { case OBJECTIVE_KILL_CHAR_ON_FOOT: case OBJECTIVE_KILL_CHAR_ANY_MEANS: case OBJECTIVE_LEAVE_VEHICLE: case OBJECTIVE_FOLLOW_CAR_IN_CAR: case OBJECTIVE_GOTO_AREA_ANY_MEANS: case OBJECTIVE_GOTO_AREA_ON_FOOT: case OBJECTIVE_RUN_TO_AREA: break; default: ped->SetObjective(OBJECTIVE_NONE); } if (veh->pDriver == ped) { if (veh->bLowVehicle) { ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); } else { ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); } } else if (veh->bLowVehicle) { ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITPLO, 100.0f); } else { ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_CAR_SITP, 100.0f); } ped->StopNonPartialAnims(); if (veh->bIsBus) ped->bRenderPedInCar = false; // FIX: RegisterVehicleOfInterest not just registers the vehicle, but also updates register time. So remove the IsThisVehicleInteresting check. #ifndef FIX_BUGS if (ped->IsPlayer() && !CCarCtrl::IsThisVehicleInteresting(veh) && veh->VehicleCreatedBy != MISSION_VEHICLE) { #else if (ped->IsPlayer() && veh->VehicleCreatedBy != MISSION_VEHICLE) { #endif CCarCtrl::RegisterVehicleOfInterest(veh); if (!veh->bHasBeenOwnedByPlayer && veh->VehicleCreatedBy != MISSION_VEHICLE) CEventList::RegisterEvent(EVENT_STEAL_CAR, EVENT_ENTITY_VEHICLE, veh, ped, 1500); veh->bHasBeenOwnedByPlayer = true; } ped->bChangedSeat = true; } void CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg) { CPed *ped = (CPed*)arg; CTrain *veh = (CTrain*)ped->m_pMyVehicle; if (!veh) return; ped->bInVehicle = true; ped->m_nPedState = PED_DRIVING; ped->RestorePreviousObjective(); ped->SetMoveState(PEDMOVE_STILL); veh->AddPassenger(ped); } void CPed::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg) { /* CPed *ped = (CPed*)arg; if (ped->m_nPedState == PED_STAGGER) // nothing */ } // It's "CPhoneInfo::ProcessNearestFreePhone" in PC IDB, but it's not true, someone made it up. bool CPed::RunToReportCrime(eCrimeType crimeToReport) { #ifdef TOGGLEABLE_BETA_FEATURES if (!bMakePedsRunToPhonesToReportCrimes) return false; if (bRunningToPhone) return true; #else // They changed true into false to make this function unusable. So running to phone actually starts but first frame after that cancels it. if (m_nPedState == PED_SEEK_POS) return false; #endif CVector pos = GetPosition(); int phoneId = gPhoneInfo.FindNearestFreePhone(&pos); if (phoneId == -1) return false; CPhone *phone = &gPhoneInfo.m_aPhones[phoneId]; if (phone->m_nState != PHONE_STATE_FREE) return false; bRunningToPhone = true; SetSeek(phone->m_pEntity->GetPosition() - phone->m_pEntity->GetForward(), 1.3f); // original: phone.m_vecPos, 0.3f SetMoveState(PEDMOVE_RUN); bIsRunning = true; // not there in original m_phoneId = phoneId; m_crimeToReportOnPhone = crimeToReport; return true; } 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->m_modelIndex != MI_TOYZ) { int16 lastVehicle; CEntity *vehicles[8]; CWorld::FindObjectsInRange(GetPosition(), 30.0f, 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.fUnkMaxVelocity * 0.8f; nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; nearVeh->m_status = STATUS_PHYSICS; nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; } } } } } } } 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)); } } else 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++) { // (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish. float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x; float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y; bool found = false; float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; if (found) { CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); } } bRichFromMugging = false; } } } } void CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; bool startedToRun = false; ped->bUsesCollision = true; ped->m_actionX = 0.0f; ped->m_actionY = 0.0f; ped->m_ped_flagI4 = false; if (veh && veh->IsBoat()) ped->ApplyMoveSpeed(); if (ped->m_objective == OBJECTIVE_LEAVE_VEHICLE) ped->RestorePreviousObjective(); #ifdef VC_PED_PORTS else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) { ped->m_fHealth = 0.0f; ped->SetDie(ANIM_FLOOR_HIT, 4.0f, 0.5f); } #endif ped->bInVehicle = false; if (veh && veh->IsCar() && !veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, nil)) { ped->PositionPedOutOfCollision(); } if (ped->m_nPedState == PED_EXIT_CAR) { if (ped->m_nPedType == PEDTYPE_COP) ped->SetIdle(); else ped->RestorePreviousState(); veh = ped->m_pMyVehicle; if (ped->bFleeAfterExitingCar && veh) { ped->bFleeAfterExitingCar = false; ped->SetFlee(veh->GetPosition(), 12000); ped->bUsePedNodeSeek = true; ped->m_pNextPathNode = nil; if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) { ped->SetMoveState(PEDMOVE_SPRINT); ped->Say(SOUND_PED_FLEE_SPRINT); } else { ped->SetMoveState(PEDMOVE_RUN); ped->Say(SOUND_PED_FLEE_RUN); } startedToRun = true; // This is not a good way to do this... ped->m_nLastPedState = PED_WANDER_PATH; } else if (ped->bWanderPathAfterExitingCar) { ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); ped->bWanderPathAfterExitingCar = false; if (ped->m_nPedType == PEDTYPE_PROSTITUTE) ped->SetObjectiveTimer(30000); ped->m_nLastPedState = PED_NONE; } else if (ped->bGonnaKillTheCarJacker) { // Kill objective is already given at this point. ped->bGonnaKillTheCarJacker = false; if (ped->m_pedInObjective) { if (!(CGeneral::GetRandomNumber() & 1) && ped->m_nPedType != PEDTYPE_COP && (!ped->m_pedInObjective->IsPlayer() || !CTheScripts::IsPlayerOnAMission())) { ped->ClearObjective(); ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); } ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1500; } int waitTime = 1500; ped->SetWaitState(WAITSTATE_PLAYANIM_COWER, &waitTime); ped->SetMoveState(PEDMOVE_RUN); startedToRun = true; } else if (ped->m_objective == OBJECTIVE_NONE && ped->CharCreatedBy != MISSION_CHAR && ped->m_nPedState == PED_IDLE && !ped->IsPlayer()) { ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f)); } } #ifdef VC_PED_PORTS else { ped->m_nPedState = PED_IDLE; } #endif if (animAssoc) animAssoc->blendDelta = -1000.0f; ped->RestartNonPartialAnims(); ped->m_pVehicleAnim = nil; CVector posFromZ = ped->GetPosition(); CPedPlacement::FindZCoorForPed(&posFromZ); ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); ped->GetPosition() = posFromZ; veh = ped->m_pMyVehicle; if (veh) { if (ped->m_nPedType == PEDTYPE_PROSTITUTE) { if (veh->pDriver) { if (veh->pDriver->IsPlayer() && ped->CharCreatedBy == RANDOM_CHAR) { CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = 0; CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = 0; CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil; CWorld::Players[CWorld::PlayerInFocus].m_nMoney -= 100; if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney < 0) CWorld::Players[CWorld::PlayerInFocus].m_nMoney = 0; } } } veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType); if (veh->pDriver == ped) { veh->RemoveDriver(); veh->m_status = STATUS_ABANDONED; if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) veh->m_nDoorLock = CARLOCK_UNLOCKED; if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle()) veh->ChangeLawEnforcerState(false); } else { veh->RemovePassenger(ped); } if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) { float angleAfterExit; if (ped->m_vehEnterType == CAR_DOOR_LF) { angleAfterExit = HALFPI + veh->GetForward().Heading(); } else { angleAfterExit = veh->GetForward().Heading() - HALFPI; } ped->SetHeading(angleAfterExit); ped->m_fRotationDest = angleAfterExit; ped->m_fRotationCur = angleAfterExit; if (!ped->bBusJacked) ped->SetMoveState(PEDMOVE_WALK); } if (CGarages::IsPointWithinAnyGarage(ped->GetPosition())) veh->bLightsOn = false; } if (ped->IsPlayer()) AudioManager.PlayerJustLeftCar(); ped->ReplaceWeaponWhenExitingVehicle(); ped->bOnBoat = false; if (ped->bBusJacked) { ped->SetFall(1500, ANIM_KO_SKID_BACK, false); ped->bBusJacked = false; } ped->m_nStoredMoveState = PEDMOVE_NONE; if (!ped->IsPlayer()) { // It's a shame... #ifdef FIX_BUGS int createdBy = ped->CharCreatedBy; #else int createdBy = !ped->CharCreatedBy; #endif if (createdBy == MISSION_CHAR && !startedToRun) ped->SetMoveState(PEDMOVE_WALK); } } // It was inlined in III but not in VC. inline void CPed::ReplaceWeaponWhenExitingVehicle(void) { eWeaponType weaponType = GetWeapon()->m_eWeaponType; // If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car. if (IsPlayer() && weaponType == WEAPONTYPE_UZI) { if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) { SetCurrentWeapon(m_storedWeapon); m_storedWeapon = WEAPONTYPE_UNIDENTIFIED; } } else { AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId); } } // Same, it's inlined in III. inline void CPed::RemoveWeaponWhenEnteringVehicle(void) { if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) { if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) m_storedWeapon = GetWeapon()->m_eWeaponType; SetCurrentWeapon(WEAPONTYPE_UZI); } else { CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(ourWeapon->m_nModelId); } } 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->m_nPedState = 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->GetPosition() = posAfterExit; ped->SetHeading(ped->m_fRotationCur); veh->RemovePassenger(ped); } bool CPed::PlacePedOnDryLand(void) { float waterLevel = 0.0f; CEntity *foundEnt = nil; CColPoint foundCol; float foundColZ; CWaterLevel::GetWaterLevelNoWaves(GetPosition().x, GetPosition().y, GetPosition().z, &waterLevel); CVector potentialGround = GetPosition(); potentialGround.z = waterLevel; if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false)) return false; CVector potentialGroundDist = CWorld::ms_testSpherePoint.point - GetPosition(); potentialGroundDist.z = 0.0f; potentialGroundDist.Normalise(); CVector posToCheck = 0.5f * potentialGroundDist + CWorld::ms_testSpherePoint.point; posToCheck.z = 3.0f + waterLevel; if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, false)) { foundColZ = foundCol.point.z; if (foundColZ >= waterLevel) { posToCheck.z = 0.8f + foundColZ; GetPosition() = posToCheck; bIsStanding = true; m_ped_flagA2 = true; return true; } } posToCheck = 5.0f * potentialGroundDist + GetPosition(); posToCheck.z = 3.0f + waterLevel; if (!CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, false)) return false; foundColZ = foundCol.point.z; if (foundColZ < waterLevel) return false; posToCheck.z = 0.8f + foundColZ; GetPosition() = posToCheck; bIsStanding = true; m_ped_flagA2 = true; return true; } void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg) { CPed *ped = (CPed*)arg; CVehicle *veh = ped->m_pMyVehicle; CVector finalPos; CVector draggedOutOffset; CVector finalLocalPos; CMatrix pedMat(ped->GetMatrix()); ped->bUsesCollision = true; ped->RestartNonPartialAnims(); draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset; if (ped->m_vehEnterType == CAR_DOOR_RF || ped->m_vehEnterType == CAR_DOOR_RR) draggedOutOffset.x = -draggedOutOffset.x; finalLocalPos = Multiply3x3(pedMat, draggedOutOffset); finalPos = finalLocalPos + ped->GetPosition(); CPedPlacement::FindZCoorForPed(&finalPos); ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); ped->GetPosition() = finalPos; if (veh) { ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI; ped->m_fRotationCur = ped->m_fRotationDest; ped->CalculateNewOrientation(); if (!veh->IsRoomForPedToLeaveCar(ped->m_vehEnterType, &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()) { ped->SetFlee(veh->GetPosition(), 10000); ped->bUsePedNodeSeek = true; ped->m_pNextPathNode = nil; 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); } } else if (CGeneral::GetRandomNumber() < 0x3FFF) { ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, veh->pDriver); } else ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh); } } if (ped->m_nLastPedState == PED_IDLE) ped->m_nLastPedState = PED_WANDER_PATH; } 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) { GetPosition() = posSomewhereClose; } else { CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max; GetPosition() = posNearVeh; GetPosition().z += vehSize.z; } return true; } bool CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh) { bool foundIt = false; CVector helperPos = GetPosition(); helperPos.z = pos->z - 0.5f; CVector foundPos = *pos; foundPos.z -= 0.5f; // If there is another car between target car and us. if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) { CColModel *vehCol = veh->GetModelInfo()->GetColModel(); CVector *colMin = &vehCol->boundingBox.min; CVector *colMax = &vehCol->boundingBox.max; CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f); CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f); CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f); CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f); leftRearPos = veh->GetMatrix() * leftRearPos; rightRearPos = veh->GetMatrix() * rightRearPos; leftFrontPos = veh->GetMatrix() * leftFrontPos; rightFrontPos = veh->GetMatrix() * rightFrontPos; // Makes helperPos veh-ped distance vector. helperPos -= veh->GetPosition(); // ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour. // On every run it returns another pos. for ped, with same distance to the veh. // Sequence of positions are not guaranteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't) helperPos = veh->GetMatrix() * helperPos; float vehForwardHeading = veh->GetForward().Heading(); // I'm absolutely not sure about these namings. // NTVF = needed turn if we're looking to vehicle front and wanna look to... float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y); float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading); float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y); float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading); float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y); float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading); float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y); float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading); bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI; bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI; bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI; bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI; // Only order of conditions are different among enterTypes. if (m_vehEnterType == CAR_DOOR_RR) { if (canHeadToRr) { foundPos = rightRearPos; foundIt = true; } else if (canHeadToRf) { foundPos = rightFrontPos; foundIt = true; } else if (canHeadToLr) { foundPos = leftRearPos; foundIt = true; } else if (canHeadToLf) { foundPos = leftFrontPos; foundIt = true; } } else if(m_vehEnterType == CAR_DOOR_RF) { if (canHeadToRf) { foundPos = rightFrontPos; foundIt = true; } else if (canHeadToRr) { foundPos = rightRearPos; foundIt = true; } else if (canHeadToLf) { foundPos = leftFrontPos; foundIt = true; } else if (canHeadToLr) { foundPos = leftRearPos; foundIt = true; } } else if (m_vehEnterType == CAR_DOOR_LF) { if (canHeadToLf) { foundPos = leftFrontPos; foundIt = true; } else if (canHeadToLr) { foundPos = leftRearPos; foundIt = true; } else if (canHeadToRf) { foundPos = rightFrontPos; foundIt = true; } else if (canHeadToRr) { foundPos = rightRearPos; foundIt = true; } } else if (m_vehEnterType == CAR_DOOR_LR) { if (canHeadToLr) { foundPos = leftRearPos; foundIt = true; } else if (canHeadToLf) { foundPos = leftFrontPos; foundIt = true; } else if (canHeadToRr) { foundPos = rightRearPos; foundIt = true; } else if (canHeadToRf) { foundPos = rightFrontPos; foundIt = true; } } } if (!foundIt) return false; helperPos = GetPosition() - foundPos; helperPos.z = 0.0f; if (helperPos.MagnitudeSqr() <= sq(0.5f)) return false; pos->x = foundPos.x; pos->y = foundPos.y; return true; } void CPed::Render(void) { if (!bInVehicle || m_nPedState == PED_EXIT_CAR || m_nPedState == PED_DRAG_FROM_CAR || bRenderPedInCar && sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) { CEntity::Render(); } } 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_OBJ_FROM_VEHICLE: case OBJECTIVE_DESTROY_OBJ: case OBJECTIVE_23: case OBJECTIVE_24: case OBJECTIVE_SET_LEADER: break; case OBJECTIVE_IDLE: SetIdle(); m_objective = OBJECTIVE_NONE; SetMoveState(PEDMOVE_STILL); break; case OBJECTIVE_FLEE_TILL_SAFE: if (InVehicle()) { SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); bFleeAfterExitingCar = true; } else if (m_nPedState != PED_FLEE_POS) { SetFlee(GetPosition(), 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: m_nPedState = PED_DRIVING; break; case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT: m_nPedState = 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 && !bKindaStayInSamePlace) { SetObjective(OBJECTIVE_FLEE_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->m_status = STATUS_PHYSICS; m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; if (m_nPedType == PEDTYPE_COP) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity); m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); } else { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 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_VEHICLE, 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].pos, 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->GetPosition() = ThePaths.m_pathNodes[closestNode].pos; newVeh->GetPosition().z += 4.0f; newVeh->SetHeading(DEGTORAD(200.0f)); newVeh->m_status = 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_VEHICLE, 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 wepRangeAdjusted; if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) { wepRangeAdjusted = 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; } wepRangeAdjusted = wepRange; } if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds() && wepRangeAdjusted < 2.5f) { wepRangeAdjusted = 2.5f; } if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops) { SetObjective(OBJECTIVE_FLEE_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->m_status == 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.Normalise(); maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead; CWorld::bIncludeDeadPeds = true; CColPoint foundCol; CEntity *foundEnt; CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, true, true, true, true, false, true, false); CWorld::bIncludeDeadPeds = false; if (foundEnt == vehOfTarget) { SetAttack(vehOfTarget); m_pPointGunAt = vehOfTarget; if (vehOfTarget) vehOfTarget->RegisterReference((CEntity **) &m_pPointGunAt); 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_vehEnterType = 0; if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) { m_vehEnterType = CAR_DOOR_LF; } else if (m_pedInObjective == vehOfTarget->pPassengers[0]) { m_vehEnterType = CAR_DOOR_RF; } else if (m_pedInObjective == vehOfTarget->pPassengers[1]) { m_vehEnterType = CAR_DOOR_LR; } else if (m_pedInObjective == vehOfTarget->pPassengers[2]) { m_vehEnterType = CAR_DOOR_RR; } // Unused // GetPositionToOpenCarDoor(vehOfTarget, m_vehEnterType); SetSeekCar(vehOfTarget, m_vehEnterType); 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->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK) && distWithTargetSc < 3.0f || distWithTargetSc > m_distanceToCountSeekDone && !CanSeeEntity(m_pedInObjective, DEGTORAD(60.0f))) { if (m_pedInObjective->m_nPedState == PED_ENTER_CAR || m_pedInObjective->m_nPedState == PED_CARJACK) wepRangeAdjusted = 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->pos; SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); } else { SetSeek(m_pedInObjective, wepRangeAdjusted); } 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_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((RwV3d*)&target, PED_MID); else target = m_pedInObjective->GetPosition(); target -= ourHead; target.Normalise(); target = target * wepInfo->m_fRange + ourHead; CWorld::bIncludeDeadPeds = true; CEntity *foundEnt = nil; CColPoint foundCol; CWorld::ProcessLineOfSight( ourHead, target, foundCol, foundEnt, true, true, true, false, true, false); CWorld::bIncludeDeadPeds = 0; if (foundEnt == m_pedInObjective) { SetAttack(m_pedInObjective); m_pPointGunAt = m_pedInObjective; if (m_pedInObjective) m_pedInObjective->RegisterReference((CEntity **) &m_pPointGunAt); SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 2000.0f)); int time; if (distWithTargetSc <= wepRangeAdjusted) 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_DUCK_DOWN); if (!duckAnim || duckAnim->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f); bIsDucking = true; } break; } else { CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_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()) { wepRangeAdjusted = 6.0f; } else if (m_fleeFrom && m_fleeFrom->IsVehicle()) { wepRangeAdjusted = 4.0f; } else { wepRangeAdjusted = 2.0f; } } else { wepRangeAdjusted = 2.0f; } } if (distWithTargetSc <= wepRangeAdjusted) { 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, wepRangeAdjusted); 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_VEHICLE, 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; SetFlee(m_pedInObjective, time); bUsePedNodeSeek = true; m_pNextPathNode = nil; } 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_PED_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 (m_nPedState != PED_CARJACK && m_nPedState != PED_ENTER_CAR) { 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_vehEnterType = CAR_DOOR_RR; foundSeat = true; } } else { m_vehEnterType = CAR_DOOR_LR; foundSeat = true; } } else { m_vehEnterType = 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_vehEnterType = CAR_DOOR_RF; foundSeat = true; } } if (foundSeat) { GetPosition() = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType); SetEnterCar(m_carInObjective, m_vehEnterType); } } m_objectiveTimer = 0; } } } case OBJECTIVE_ENTER_CAR_AS_DRIVER: { if (!m_carInObjective || bInVehicle) { 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 * 30.0f < 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.Normalise(); maxShotPos = maxShotPos * wepInfo->m_fRange + ourHead; CWorld::bIncludeDeadPeds = true; CColPoint foundCol; CEntity *foundEnt; CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, true, true, true, true, false, true, false); CWorld::bIncludeDeadPeds = false; if (foundEnt == m_carInObjective) { SetAttack(m_carInObjective); m_pPointGunAt = m_carInObjective; if (m_pPointGunAt) m_pPointGunAt->RegisterReference((CEntity **) &m_pPointGunAt); 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_VEHICLE, m_pMyVehicle); } break; } if (distWithTarget.Magnitude() > 30.0f) { if (m_pMyVehicle) { m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; } else { float closestVehDist = 3600.0f; 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) { 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); } } 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_VEHICLE, 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->pos; } SetSeek(m_vecSeekPos, m_distanceToCountSeekDone); } } break; } case OBJECTIVE_FIGHT_CHAR: { 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: 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_IDLE_TAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) { Say(SOUND_PED_TAXI_WAIT); CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TAXI, 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 = 15.0f; 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_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) { CVehicle *carToSteal = nil; float closestCarDist = 30.0f; CVector pos = GetPosition(); int16 lastVehicle; CEntity *vehicles[8]; CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for(int i = 0; i < lastVehicle; i++) { CVehicle *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_hitRecoverTimer = 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(); SetFlee(m_pedInObjective, 15000); bUsePedNodeSeek = true; m_pNextPathNode = nil; SetMoveState(PEDMOVE_WALK); return; } float distWithTargetScSqr = distWithTarget.MagnitudeSqr(); if (distWithTargetScSqr <= sq(10.0f)) { if (distWithTargetScSqr <= sq(1.4f)) { CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_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_FIGHT_PPUNCH, 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; ClearObjective(); if (m_pedInObjective->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT || m_pedInObjective->m_pedInObjective != this) { SetFlee(m_pedInObjective, 15000); bUsePedNodeSeek = true; m_pNextPathNode = nil; SetMoveState(PEDMOVE_WALK); m_nLastPedState = PED_WANDER_PATH; } else { SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective); 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_AK_RELOAD, 8.0f); newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT; newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE; } } else { SetSeek(m_pedInObjective, 1.0f); CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK); if (walkAssoc) walkAssoc->speed = 1.3f; } } else { ClearObjective(); SetWanderPath(CGeneral::GetRandomNumber() & 7); } } else { 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_VEHICLE: if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { if (InVehicle()) { if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN && (m_nPedType != PEDTYPE_COP || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < 0.000025f)) { 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::SetShootTimer(uint32 time) { if (CTimer::GetTimeInMilliseconds() > m_shootTimer) { m_shootTimer = CTimer::GetTimeInMilliseconds() + time; } } void CPed::SetSeekCar(CVehicle *car, uint32 doorNode) { if (m_nPedState == PED_SEEK_CAR) return; SetStoredState(); m_pSeekTarget = car; m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); m_carInObjective = car; m_carInObjective->RegisterReference((CEntity**) &m_carInObjective); m_pMyVehicle = car; m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle); // m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); m_vehEnterType = doorNode; m_distanceToCountSeekDone = 0.5f; m_nPedState = PED_SEEK_CAR; } void CPed::SetSeekBoatPosition(CVehicle *boat) { if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver #ifdef VC_PED_PORTS || !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; m_nPedState = PED_SEEK_IN_BOAT; } void CPed::SetExitTrain(CVehicle* train) { if (m_nPedState == PED_EXIT_TRAIN || train->m_status != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen()) return; /* // Not used CVector exitPos; GetNearestTrainPedPosition(train, exitPos); */ m_nPedState = PED_EXIT_TRAIN; m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETOUT, 4.0f); m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this); bUsesCollision = false; LineUpPedWithTrain(); } #ifdef NEW_WALK_AROUND_ALGORITHM CVector LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32 enterDoorNode, bool itsVan) { switch (walkAround) { case 0: if (enterDoorNode == CAR_DOOR_LF) return CVector(colMin.x, colMax.y - 1.0f, 0.0f); case 1: return CVector(colMin.x, colMax.y, 0.0f); case 2: case 3: if (walkAround == 3 && enterDoorNode == CAR_DOOR_RF) return CVector(colMax.x, colMax.y - 1.0f, 0.0f); return CVector(colMax.x, colMax.y, 0.0f); case 4: if (enterDoorNode == CAR_DOOR_RR && !itsVan) return CVector(colMax.x, colMin.y + 1.0f, 0.0f); case 5: return CVector(colMax.x, colMin.y, 0.0f); case 6: case 7: if (walkAround == 7 && enterDoorNode == CAR_DOOR_LR && !itsVan) return CVector(colMin.x, colMin.y + 1.0f, 0.0f); return CVector(colMin.x, colMin.y, 0.0f); default: return CVector(0.0f, 0.0f, 0.0f); } } bool CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset) { // because fov isn't important if dist is more then 5 unit, we want shortest way if (dist.Magnitude() > 5.0f) return true; if (DotProduct2D(dist, fwdOffset) < 0.0f) return false; return true; } #endif // This function looks completely same on VC. void CPed::SetDirectionToWalkAroundObject(CEntity *obj) { float distLimitForTimer = 8.0f; CColModel *objCol = CModelInfo::GetModelInfo(obj->m_modelIndex)->GetColModel(); CVector objColMin = objCol->boundingBox.min; CVector objColMax = objCol->boundingBox.max; CVector objColCenter = (objColMin + objColMax) / 2.0f; CMatrix objMat(obj->GetMatrix()); float dirToSet = obj->GetForward().Heading(); bool goingToEnterCarAndItsVan = false; bool goingToEnterCar = false; bool objUpsideDown = false; float checkIntervalInDist = (objColMax.y - objColMin.y) * 0.1f; float checkIntervalInTime; if (m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL) return; #ifdef TOGGLEABLE_BETA_FEATURES if (!bMakePedsRunToPhonesToReportCrimes) #endif if (CharCreatedBy != MISSION_CHAR && obj->m_modelIndex == MI_PHONEBOOTH1) { bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT; SetFlee(obj, 5000); bUsePedNodeSeek = true; m_pNextPathNode = nil; if (!isRunning) SetMoveState(PEDMOVE_WALK); return; } CVector2D adjustedColMin(objColMin.x - 0.35f, objColMin.y - 0.35f); CVector2D adjustedColMax(objColMax.x + 0.35f, objColMax.y + 0.35f); checkIntervalInDist = max(checkIntervalInDist, 0.5f); checkIntervalInDist = min(checkIntervalInDist, (objColMax.z - objColMin.z) / 2.0f); checkIntervalInDist = min(checkIntervalInDist, (adjustedColMax.x - adjustedColMin.x) / 2.0f); if (objMat.GetUp().z < 0.0f) objUpsideDown = true; if (obj->m_modelIndex != MI_TRAFFICLIGHTS && obj->m_modelIndex != MI_SINGLESTREETLIGHTS1 && obj->m_modelIndex != MI_SINGLESTREETLIGHTS2) { objColCenter = obj->GetMatrix() * objColCenter; } else { checkIntervalInDist = 0.4f; if (objMat.GetUp().z <= 0.57f) { // Specific calculations for traffic lights, didn't get a bit. adjustedColMin.x = 1.2f * (adjustedColMin.x < adjustedColMin.y ? adjustedColMin.x : adjustedColMin.y); adjustedColMax.x = 1.2f * (adjustedColMax.x > adjustedColMax.y ? adjustedColMax.x : adjustedColMax.y); adjustedColMin.y = 1.2f * objColMin.z; adjustedColMax.y = 1.2f * objColMax.z; dirToSet = objMat.GetUp().Heading(); objMat.SetUnity(); objMat.RotateZ(dirToSet); objMat.GetPosition() += obj->GetPosition(); objColCenter = obj->GetPosition(); } else { objColCenter.x = adjustedColMax.x - 0.25f; objColCenter = obj->GetMatrix() * objColCenter; distLimitForTimer = 0.75f; } objUpsideDown = false; } float oldRotDest = m_fRotationDest; #ifndef NEW_WALK_AROUND_ALGORITHM float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading(); float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter); float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y); #endif if (IsPlayer()) { if (FindPlayerPed()->m_fMoveSpeed <= 0.0f) checkIntervalInTime = 0.0f; else checkIntervalInTime = 2.0f / FindPlayerPed()->m_fMoveSpeed; } else { switch (m_nMoveState) { case PEDMOVE_WALK: checkIntervalInTime = 2.0f; break; case PEDMOVE_RUN: checkIntervalInTime = 0.5f; break; case PEDMOVE_SPRINT: checkIntervalInTime = 0.5f; break; default: checkIntervalInTime = 0.0f; break; } } if (m_pSeekTarget == obj && obj->IsVehicle()) { if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_SOLICIT) { goingToEnterCar = true; if (IsPlayer()) checkIntervalInTime = 0.0f; if (((CVehicle*)obj)->bIsVan) goingToEnterCarAndItsVan = true; } } int entityOnTopLeftOfObj = 0; int entityOnBottomLeftOfObj = 0; int entityOnTopRightOfObj = 0; int entityOnBottomRightOfObj = 0; if (CTimer::GetTimeInMilliseconds() > m_collidingThingTimer || m_collidingEntityWhileFleeing != obj) { bool collidingThingChanged = true; CEntity *obstacle; #ifndef NEW_WALK_AROUND_ALGORITHM if (!obj->IsVehicle() || objUpsideDown) { collidingThingChanged = false; } else { #else CVector cornerToGo = CVector(10.0f, 10.0f, 10.0f); int dirToGo; m_walkAroundType = 0; int iWouldPreferGoingBack = 0; // 1:left 2:right #endif float adjustedCheckInterval = 0.7f * checkIntervalInDist; CVector posToCheck; // Top left of obj posToCheck.x = adjustedColMin.x + adjustedCheckInterval; posToCheck.y = adjustedColMax.y - adjustedCheckInterval; posToCheck.z = 0.0f; posToCheck = objMat * posToCheck; posToCheck.z += 0.6f; obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, true, true, false, true, false, false); if (obstacle) { if (obstacle->IsBuilding()) { entityOnTopLeftOfObj = 1; } else if (obstacle->IsVehicle()) { entityOnTopLeftOfObj = 2; } else { entityOnTopLeftOfObj = 3; } } #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition(); if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { cornerToGo = tl; m_walkAroundType = 1; if (m_vehEnterType == CAR_DOOR_LR) iWouldPreferGoingBack = 1; } else if(CanWeSeeTheCorner(tl, GetForward())){ cornerToGo = tl; dirToGo = GetLocalDirection(tl); if (dirToGo == 1) m_walkAroundType = 0; // ALL of the next turns will be right turn else if (dirToGo == 3) m_walkAroundType = 1; // ALL of the next turns will be left turn } } #endif // Top right of obj posToCheck.x = adjustedColMax.x - adjustedCheckInterval; posToCheck.y = adjustedColMax.y - adjustedCheckInterval; posToCheck.z = 0.0f; posToCheck = objMat * posToCheck; posToCheck.z += 0.6f; obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, true, true, false, true, false, false); if (obstacle) { if (obstacle->IsBuilding()) { entityOnTopRightOfObj = 1; } else if (obstacle->IsVehicle()) { entityOnTopRightOfObj = 2; } else { entityOnTopRightOfObj = 3; } } #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition(); if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { cornerToGo = tr; m_walkAroundType = 2; if (m_vehEnterType == CAR_DOOR_RR) iWouldPreferGoingBack = 2; } else if (CanWeSeeTheCorner(tr, GetForward())) { cornerToGo = tr; dirToGo = GetLocalDirection(tr); if (dirToGo == 1) m_walkAroundType = 2; // ALL of the next turns will be right turn else if (dirToGo == 3) m_walkAroundType = 3; // ALL of the next turns will be left turn } } } #endif // Bottom right of obj posToCheck.x = adjustedColMax.x - adjustedCheckInterval; posToCheck.y = adjustedColMin.y + adjustedCheckInterval; posToCheck.z = 0.0f; posToCheck = objMat * posToCheck; posToCheck.z += 0.6f; obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, true, true, false, true, false, false); if (obstacle) { if (obstacle->IsBuilding()) { entityOnBottomRightOfObj = 1; } else if (obstacle->IsVehicle()) { entityOnBottomRightOfObj = 2; } else { entityOnBottomRightOfObj = 3; } } #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition(); if (iWouldPreferGoingBack == 2) m_walkAroundType = 4; else if (br.Magnitude2D() < cornerToGo.Magnitude2D()) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { cornerToGo = br; m_walkAroundType = 5; } else if (CanWeSeeTheCorner(br, GetForward())) { cornerToGo = br; dirToGo = GetLocalDirection(br); if (dirToGo == 1) m_walkAroundType = 4; // ALL of the next turns will be right turn else if (dirToGo == 3) m_walkAroundType = 5; // ALL of the next turns will be left turn } } } #endif // Bottom left of obj posToCheck.x = adjustedColMin.x + adjustedCheckInterval; posToCheck.y = adjustedColMin.y + adjustedCheckInterval; posToCheck.z = 0.0f; posToCheck = objMat * posToCheck; posToCheck.z += 0.6f; obstacle = CWorld::TestSphereAgainstWorld(posToCheck, checkIntervalInDist, obj, true, true, false, true, false, false); if (obstacle) { if (obstacle->IsBuilding()) { entityOnBottomLeftOfObj = 1; } else if (obstacle->IsVehicle()) { entityOnBottomLeftOfObj = 2; } else { entityOnBottomLeftOfObj = 3; } } #ifdef NEW_WALK_AROUND_ALGORITHM else { CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition(); if (iWouldPreferGoingBack == 1) m_walkAroundType = 7; else if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { cornerToGo = bl; m_walkAroundType = 6; } else if (CanWeSeeTheCorner(bl, GetForward())) { cornerToGo = bl; dirToGo = GetLocalDirection(bl); if (dirToGo == 1) m_walkAroundType = 6; // ALL of the next turns will be right turn else if (dirToGo == 3) m_walkAroundType = 7; // ALL of the next turns will be left turn } } } #else } if (entityOnTopLeftOfObj && entityOnTopRightOfObj && entityOnBottomRightOfObj && entityOnBottomLeftOfObj) { collidingThingChanged = false; entityOnTopLeftOfObj = 0; entityOnBottomLeftOfObj = 0; entityOnTopRightOfObj = 0; entityOnBottomRightOfObj = 0; } if (!collidingThingChanged) { m_walkAroundType = 0; } else { if (Abs(angleDiffBtwObjCenterAndForward) >= objTopRightHeading) { if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) { if ((angleDiffBtwObjCenterAndForward <= 0.0f || objUpsideDown) && (angleDiffBtwObjCenterAndForward < 0.0f || !objUpsideDown)) { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) { m_walkAroundType = 0; } else { if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) >= 0.0f) { if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { m_walkAroundType = 1; } else if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { m_walkAroundType = 1; } } else { if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { m_walkAroundType = 4; } else if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { m_walkAroundType = 4; } } } } else { if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) { m_walkAroundType = 0; } else { if (CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f) { if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { m_walkAroundType = 2; } else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnTopRightOfObj) { m_walkAroundType = 2; } } else { if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { m_walkAroundType = 3; } else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) { m_walkAroundType = 3; } } } } } else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) < 0.0f) { if (entityOnTopLeftOfObj == 1 || entityOnTopLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) { m_walkAroundType = 3; } } else if (entityOnTopRightOfObj == 1 || entityOnTopRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) { m_walkAroundType = 4; } } else if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { if (entityOnBottomLeftOfObj == 1 || entityOnBottomLeftOfObj && !entityOnTopRightOfObj && !entityOnBottomRightOfObj) { m_walkAroundType = 2; } } else if (entityOnBottomRightOfObj == 1 || entityOnBottomRightOfObj && !entityOnTopLeftOfObj && !entityOnBottomLeftOfObj) { m_walkAroundType = 1; } else { m_walkAroundType = 0; } } #endif } m_collidingEntityWhileFleeing = obj; m_collidingEntityWhileFleeing->RegisterReference((CEntity**) &m_collidingEntityWhileFleeing); // TODO: This random may need to be changed. m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 512 + CGeneral::GetRandomNumber(); CVector localPosToHead; #ifdef NEW_WALK_AROUND_ALGORITHM int nextWalkAround = m_walkAroundType; if (m_walkAroundType % 2 == 0) { nextWalkAround += 2; if (nextWalkAround > 6) nextWalkAround = 0; } else { nextWalkAround -= 2; if (nextWalkAround < 0) nextWalkAround = 7; } CVector nextPosToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, nextWalkAround, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan); bool nextRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), nextPosToHead, true, true, true, true, true, true, false); if(nextRouteIsClear) m_walkAroundType = nextWalkAround; else { CVector posToHead = objMat * LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan); bool currentRouteIsClear = CWorld::GetIsLineOfSightClear(GetPosition(), posToHead, true, true, true, true, true, true, false); /* Either; * - Some obstacle came in and it's impossible to reach current destination * - We reached to the destination, but since next route is not clear, we're turning around us */ if (!currentRouteIsClear || ((posToHead - GetPosition()).Magnitude2D() < 0.8f && !CWorld::GetIsLineOfSightClear(GetPosition() + GetForward(), nextPosToHead, true, true, true, true, true, true, false))) { // Change both target and direction (involves changing even/oddness) if (m_walkAroundType % 2 == 0) { m_walkAroundType -= 2; if (m_walkAroundType < 0) m_walkAroundType = 7; else m_walkAroundType += 1; } else { m_walkAroundType += 2; if (m_walkAroundType > 7) m_walkAroundType = 0; else m_walkAroundType -= 1; } } } localPosToHead = LocalPosForWalkAround(adjustedColMin, adjustedColMax, m_walkAroundType, goingToEnterCar ? m_vehEnterType : 0, goingToEnterCarAndItsVan); #else if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) { if (goingToEnterCar) { if (goingToEnterCarAndItsVan) { if (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR) return; } if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnBottomRightOfObj || entityOnBottomLeftOfObj)) { m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); localPosToHead.x = adjustedColMax.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } else { m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); localPosToHead.x = adjustedColMin.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } } else { if (m_walkAroundType != 1 && m_walkAroundType != 4 && (m_walkAroundType || CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) <= 0.0f)) { m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); localPosToHead.x = adjustedColMax.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } else { m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); localPosToHead.x = adjustedColMin.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } } } else { if (PI - objTopRightHeading >= Abs(angleDiffBtwObjCenterAndForward)) { if (angleDiffBtwObjCenterAndForward <= 0.0f) { if (!goingToEnterCar || !goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR) { if (goingToEnterCar) { if (m_vehEnterType == CAR_DOOR_RF || (m_vehEnterType == CAR_DOOR_RR && !goingToEnterCarAndItsVan)) return; } if (m_walkAroundType == 4 || m_walkAroundType == 3 || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); localPosToHead.x = adjustedColMax.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } else { m_fRotationDest = dirToSet; localPosToHead.x = adjustedColMax.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMax.y; } } else { m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); localPosToHead.x = adjustedColMax.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } } else if (goingToEnterCar && goingToEnterCarAndItsVan && (m_vehEnterType == CAR_DOOR_LR || m_vehEnterType == CAR_DOOR_RR)) { m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); localPosToHead.x = adjustedColMin.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } else { if (goingToEnterCar) { if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR && !goingToEnterCarAndItsVan) return; } if (m_walkAroundType == 1 || m_walkAroundType == 2 || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { m_fRotationDest = dirToSet; localPosToHead.x = adjustedColMin.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMax.y; } else { m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); localPosToHead.x = adjustedColMin.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMin.y; } } } else { if (goingToEnterCar && (!goingToEnterCarAndItsVan || m_vehEnterType != CAR_DOOR_LR && m_vehEnterType != CAR_DOOR_RR)) { if (m_vehEnterType != CAR_DOOR_LF && m_vehEnterType != CAR_DOOR_LR && (!entityOnTopRightOfObj || entityOnTopLeftOfObj)) { m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); localPosToHead.x = adjustedColMax.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMax.y; } else { m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); localPosToHead.x = adjustedColMin.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMax.y; } } else { if (m_walkAroundType == 2 || m_walkAroundType == 3 || !m_walkAroundType && CGeneral::LimitRadianAngle(m_fRotationDest - angleToFaceObjCenter) > 0.0f) { m_fRotationDest = CGeneral::LimitRadianAngle(dirToSet - HALFPI); localPosToHead.x = adjustedColMax.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMax.y; } else { m_fRotationDest = CGeneral::LimitRadianAngle(HALFPI + dirToSet); localPosToHead.x = adjustedColMin.x; localPosToHead.z = 0.0f; localPosToHead.y = adjustedColMax.y; } } } } #endif if (objUpsideDown) localPosToHead.x = localPosToHead.x * -1.0f; localPosToHead = objMat * localPosToHead; m_actionX = localPosToHead.x; m_actionY = localPosToHead.y; localPosToHead -= GetPosition(); m_fRotationDest = CGeneral::LimitRadianAngle(localPosToHead.Heading()); if (m_fRotationDest != m_fRotationCur && bHitSomethingLastFrame) { if (m_fRotationDest == oldRotDest) { m_fRotationDest = oldRotDest; } else { m_fRotationDest = CGeneral::LimitRadianAngle(PI + dirToSet); } } float dist = localPosToHead.Magnitude2D(); if (dist < 0.5f) dist = 0.5f; if (dist > distLimitForTimer) dist = distLimitForTimer; m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 280.0f * dist * checkIntervalInTime; } int32 CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints) { bool collidedWithBoat = false; bool belowTorsoCollided = false; float gravityEffect = -0.15f * CTimer::GetTimeStep(); CColPoint intersectionPoint; CColLine ourLine; CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->m_modelIndex)->GetColModel(); if (!bUsesCollision) return false; if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) collidedWithBoat = true; if (!field_EF && !m_phy_flagA80 #ifdef VC_PED_PORTS && !collidingEnt->IsPed() #endif ) { if (!bCollisionProcessed) { #ifdef VC_PED_PORTS m_pCurrentPhysSurface = nil; #endif if (bIsStanding) { bIsStanding = false; m_ped_flagA2 = true; } bCollisionProcessed = true; m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep(); bStillOnValidPoly = false; if (IsPlayer() || m_fCollisionSpeed >= 1.0f && (m_fCollisionSpeed >= 2.0f || m_nPedState != PED_WANDER_PATH)) { m_collPoly.valid = false; m_fCollisionSpeed = 0.0f; bHitSteepSlope = false; } else { CVector pos = GetPosition(); float potentialGroundZ = GetPosition().z - FEET_OFFSET; if (m_ped_flagA2) { pos.z += -0.25f; potentialGroundZ += gravityEffect; } if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) { bStillOnValidPoly = true; #ifdef VC_PED_PORTS if(!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; if (bKnockedUpIntoAir) bKnockedUpIntoAir = false; } #else GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; #endif m_vecMoveSpeed.z = 0.0f; bIsStanding = true; } else { m_collPoly.valid = false; m_fCollisionSpeed = 0.0f; bHitSteepSlope = false; } } } if (!bStillOnValidPoly) { CVector potentialCenter = GetPosition(); potentialCenter.z = GetPosition().z - 0.52f; // 0.52f should be a ped's approx. radius float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect; if (m_ped_flagA2) { if (collidedWithBoat) { potentialCenter.z += 2.0f * gravityEffect; totalRadiusWhenCollided += Abs(gravityEffect); } else { potentialCenter.z += gravityEffect; } } if (sq(totalRadiusWhenCollided) > (potentialCenter - collidingEnt->GetBoundCentre()).MagnitudeSqr()) { ourLine.p0 = GetPosition(); ourLine.p1 = GetPosition(); ourLine.p1.z = GetPosition().z - FEET_OFFSET; if (m_ped_flagA2) { ourLine.p1.z = ourLine.p1.z + gravityEffect; ourLine.p0.z = ourLine.p0.z + -0.25f; } float minDist = 1.0f; belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, intersectionPoint, minDist, false, &m_collPoly); if (collidedWithBoat && m_ped_flagA2 && !belowTorsoCollided) { ourLine.p0.z = ourLine.p1.z; ourLine.p1.z = ourLine.p1.z + gravityEffect; belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol, intersectionPoint, minDist, false, &m_collPoly); } if (belowTorsoCollided) { #ifndef VC_PED_PORTS if (!collidingEnt->IsPed()) { #endif if (!bIsStanding || FEET_OFFSET + intersectionPoint.point.z > GetPosition().z || collidedWithBoat && 3.12f + intersectionPoint.point.z > GetPosition().z) { if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) { m_pCurSurface = collidingEnt; collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); bTryingToReachDryLand = false; bOnBoat = false; } else { m_pCurrentPhysSurface = (CPhysical*)collidingEnt; collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface); m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition(); m_pCurSurface = collidingEnt; collidingEnt->RegisterReference((CEntity**)&m_pCurSurface); m_collPoly.valid = false; if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) { bOnBoat = true; } else { bOnBoat = false; } } #ifdef VC_PED_PORTS if (!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) { GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; if (bKnockedUpIntoAir) bKnockedUpIntoAir = false; } #else GetPosition().z = FEET_OFFSET + intersectionPoint.point.z; #endif m_nSurfaceTouched = intersectionPoint.surfaceB; if (m_nSurfaceTouched == SURFACE_STONE) { bHitSteepSlope = true; m_vecDamageNormal = intersectionPoint.normal; } } // VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug: #if 0 // #ifdef VC_PED_PORTS float upperSpeedLimit = 0.33f; float lowerSpeedLimit = -0.25f; float speed = m_vecMoveSpeed.Magnitude2D(); if (m_nPedState == PED_IDLE) { upperSpeedLimit *= 2.0f; lowerSpeedLimit *= 1.5f; } if (!m_ped_flagA2) { if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit || m_pCollidingEntity == collidingEnt) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); } } else { float damage = 100.0f * max(speed - 0.25f, 0.0f); float damage2 = damage; if (m_vecMoveSpeed.z < -0.25f) damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f; uint8 dir = 2; // from backward if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { CVector2D offset = -m_vecMoveSpeed; dir = GetLocalDirection(offset); } InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir); if (IsPlayer() && damage2 > 5.0f) Say(SOUND_PED_LAND); } } #else float speedSqr = 0.0f; if (!m_ped_flagA2) { if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) { if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) { InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2); } } else { if (speedSqr == 0.0f) speedSqr = sq(m_vecMoveSpeed.z); uint8 dir = 2; // from backward if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) { CVector2D offset = -m_vecMoveSpeed; dir = GetLocalDirection(offset); } InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir); } } #endif m_vecMoveSpeed.z = 0.0f; bIsStanding = true; #ifndef VC_PED_PORTS } else { bOnBoat = false; } #endif } else { bOnBoat = false; } } } } int ourCollidedSpheres = CCollision::ProcessColModels(GetMatrix(), *ourCol, collidingEnt->GetMatrix(), *hisCol, collidingPoints, nil, nil); if (ourCollidedSpheres > 0 || belowTorsoCollided) { AddCollisionRecord(collidingEnt); if (!collidingEnt->IsBuilding()) ((CPhysical*)collidingEnt)->AddCollisionRecord(this); if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) { bHasHitWall = true; } } if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) { if (m_ped_flagA2) { CVector sphereNormal; float normalLength; for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) { sphereNormal = collidingPoints[sphere].normal; #ifdef VC_PED_PORTS if (sphereNormal.z >= -1.0f || !IsPlayer()) { #endif normalLength = sphereNormal.Magnitude2D(); if (normalLength != 0.0f) { sphereNormal.x = sphereNormal.x / normalLength; sphereNormal.y = sphereNormal.y / normalLength; } #ifdef VC_PED_PORTS } else { float speed = m_vecMoveSpeed.Magnitude2D(); sphereNormal.x = -m_vecMoveSpeed.x / max(0.001f, speed); sphereNormal.y = -m_vecMoveSpeed.y / max(0.001f, speed); GetPosition().z -= 0.05f; bKnockedUpIntoAir = true; } #endif sphereNormal.Normalise(); collidingPoints[sphere].normal = sphereNormal; if (collidingPoints[sphere].surfaceB == SURFACE_STONE) bHitSteepSlope = true; } } } return ourCollidedSpheres; } 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; } 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()); } // "Wander range" state is unused in game, and you can't use it without SetWanderRange anyway void CPed::WanderRange(void) { bool arrived = Seek(); if (arrived) { Idle(); if (((m_randomSeed % 256) + 3 * CTimer::GetFrameCounter()) % 1000 > 997) { int xDiff = Abs(m_wanderRangeBounds[1].x - m_wanderRangeBounds[0].x); int yDiff = Abs(m_wanderRangeBounds[1].y - m_wanderRangeBounds[0].y); CVector newCoords( (CGeneral::GetRandomNumber() % xDiff) + m_wanderRangeBounds[0].x, (CGeneral::GetRandomNumber() % yDiff) + m_wanderRangeBounds[0].y, GetPosition().z); SetSeek(newCoords, 2.5f); } } } bool CPed::WillChat(CPed *stranger) { if (m_pNextPathNode && m_pLastPathNode) { if (m_pNextPathNode != m_pLastPathNode && ThePaths.TestCrossesRoad(m_pNextPathNode, m_pLastPathNode)) { return false; } } if (m_nSurfaceTouched == SURFACE_TARMAC) return false; if (stranger == this) return false; if (m_nPedType == stranger->m_nPedType) return true; if (m_nPedType == PEDTYPE_CRIMINAL) return false; if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType) return false; return true; } 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); m_nPedState = PED_ENTER_TRAIN; m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_TRAIN_GETIN, 4.0f); m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this); bUsesCollision = false; LineUpPedWithTrain(); if (IsPlayer()) { if (((CPlayerPed*)this)->m_bAdrenalineActive) ((CPlayerPed*)this)->ClearAdrenaline(); } } 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_DUCK_LOW); if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f); bIsDucking = true; m_duckTimer = CTimer::GetTimeInMilliseconds() + time; } } else { CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_DOWN, 4.0f); bIsDucking = true; m_duckTimer = CTimer::GetTimeInMilliseconds() + time; } } } void CPed::SeekBoatPosition(void) { if (m_carInObjective && !m_carInObjective->pDriver) { CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo(); CVector enterOffset; if (boatModel->m_vehicleType == VEHICLE_TYPE_BOAT) enterOffset = boatModel->m_positions[BOAT_POS_FRONTSEAT]; else enterOffset = boatModel->m_positions[CAR_POS_FRONTSEAT]; enterOffset.x = 0.0f; CMatrix boatMat(m_carInObjective->GetMatrix()); SetMoveState(PEDMOVE_WALK); m_vecSeekPos = boatMat * enterOffset; if (Seek()) { // We arrived to the boat m_vehEnterType = 0; SetEnterCar(m_carInObjective, 0); } } else RestorePreviousState(); } void CPed::SetEnterCar(CVehicle *car, uint32 unused) { if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) { RestorePreviousState(); RestorePreviousObjective(); } else { uint8 doorFlag; eDoors door; switch (m_vehEnterType) { 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_vehEnterType, doorFlag); } } void CPed::SetRadioStation(void) { static const uint8 radiosPerRadioCategories[10][4] = { {JAH_RADIO, RISE_FM, GAME_FM, MSX_FM}, {HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK}, {RISE_FM, GAME_FM, MSX_FM, FLASHBACK}, {HEAD_RADIO, RISE_FM, LIPS_106, MSX_FM}, {HEAD_RADIO, RISE_FM, MSX_FM, FLASHBACK}, {JAH_RADIO, RISE_FM, LIPS_106, FLASHBACK}, {HEAD_RADIO, RISE_FM, LIPS_106, FLASHBACK}, {HEAD_RADIO, JAH_RADIO, LIPS_106, FLASHBACK}, {HEAD_RADIO, DOUBLE_CLEF, LIPS_106, FLASHBACK}, {CHATTERBOX, HEAD_RADIO, LIPS_106, GAME_FM} }; uint8 orderInCat = 0; // BUG: this wasn't initialized if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this) return; uint8 category = GetPedRadioCategory(m_modelIndex); if (DMAudio.IsMP3RadioChannelAvailable()) { if (CGeneral::GetRandomNumber() & 15) { for (orderInCat = 0; orderInCat < 4; orderInCat++) { if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat]) break; } } else { m_pMyVehicle->m_nRadioStation = USERTRACK; } } else { for (orderInCat = 0; orderInCat < 4; orderInCat++) { if (m_pMyVehicle->m_nRadioStation == radiosPerRadioCategories[category][orderInCat]) break; } } if (orderInCat == 4) { if (DMAudio.IsMP3RadioChannelAvailable()) { if (CGeneral::GetRandomNumber() & 15) m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3]; else m_pMyVehicle->m_nRadioStation = USERTRACK; } else { m_pMyVehicle->m_nRadioStation = radiosPerRadioCategories[category][CGeneral::GetRandomNumber() & 3]; } } } inline bool CPed::IsNotInWreckedVehicle() { return m_pMyVehicle != nil && m_pMyVehicle->m_status != STATUS_WRECKED; } void CPed::PreRender(void) { CShadows::StoreShadowForPed(this, CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]); if (bBodyPartJustCameOff && bIsPedDieAnimPlaying && m_bodyPartBleeding != -1 && (CTimer::GetFrameCounter() & 7) > 3) { CVector bloodDir(0.0f, 0.0f, 0.0f); CVector bloodPos(0.0f, 0.0f, 0.0f); for (RwFrame *frame = GetNodeFrame(m_bodyPartBleeding); frame; frame = RwFrameGetParent(frame)) RwV3dTransformPoints(bloodPos, bloodPos, 1, RwFrameGetMatrix(frame)); switch (m_bodyPartBleeding) { case PED_HEAD: bloodDir = 0.1f * GetUp(); break; case PED_UPPERARML: bloodDir = 0.04f * GetUp() - 0.04f * GetRight(); break; case PED_UPPERARMR: bloodDir = 0.04f * GetUp() - 0.04f * GetRight(); break; case PED_UPPERLEGL: bloodDir = 0.04f * GetUp() + 0.05f * GetForward(); break; case PED_UPPERLEGR: bloodDir = 0.04f * GetUp() + 0.05f * GetForward(); break; default: bloodDir = CVector(0.0f, 0.0f, 0.0f); break; } for(int i = 0; i < 4; i++) CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0); } if (CWeather::Rain > 0.3f && TheCamera.SoundDistUp > 15.0f) { if ((TheCamera.GetPosition() - GetPosition()).Magnitude() < 25.0f) { bool doSplashUp = true; CColModel *ourCol = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); CVector speed = FindPlayerSpeed(); if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) { if (m_nPedState != PED_FALL && !DyingOrDead() && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) { if (!IsPedHeadAbovePos(0.3f) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED)) { doSplashUp = false; } } else doSplashUp = false; } else doSplashUp = false; if (doSplashUp && ourCol->numSpheres > 0) { for(int i = 0; i < ourCol->numSpheres; i++) { CColSphere *sphere = &ourCol->spheres[i]; CVector splashPos; switch (sphere->piece) { case PEDPIECE_LEFTARM: case PEDPIECE_RIGHTARM: case PEDPIECE_HEAD: splashPos = GetMatrix() * ourCol->spheres[i].center; splashPos.z += 0.7f * sphere->radius; splashPos.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f); splashPos.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f); CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP, splashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, 0, 0, CGeneral::GetRandomNumber() & 1, 0); break; default: break; } } } } } } void CPed::ProcessBuoyancy(void) { static uint32 nGenerateRaindrops = 0; static uint32 nGenerateWaterCircles = 0; CRGBA color(((0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f), ((0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f), ((0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f), (CGeneral::GetRandomNumber() % 256 * 48.0f) + 48); if (bInVehicle) return; CVector buoyancyPoint; CVector buoyancyImpulse; #ifndef VC_PED_PORTS float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.5f : 1.3f); #else float buoyancyLevel = (m_nPedState == PED_DEAD ? 1.8f : 1.1f); #endif if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) { m_flagD8 = true; CEntity *entity; CColPoint point; if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, false) && entity->IsVehicle() && ((CVehicle*)entity)->IsBoat()) { bIsInWater = false; return; } bIsInWater = true; ApplyMoveForce(buoyancyImpulse); if (!DyingOrDead()) { if (bTryingToReachDryLand) { if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) { bTryingToReachDryLand = false; CVector pos = GetPosition(); if (PlacePedOnDryLand()) { if (m_fHealth > 20.0f) InflictDamage(nil, WEAPONTYPE_WATER, 15.0f, PEDPIECE_TORSO, false); if (bIsInTheAir) { RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); bIsInTheAir = false; } pos.z = pos.z - 0.8f; CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, pos, CVector(0.0f, 0.0f, 0.0f), 0.0f, 50, color, true); m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f); m_nPedState = PED_IDLE; return; } } } float speedMult = 0.0f; if (buoyancyImpulse.z / m_fMass > 0.006f * CTimer::GetTimeStep() || mod_Buoyancy.m_waterlevel > GetPosition().z) { speedMult = pow(0.9f, CTimer::GetTimeStep()); m_vecMoveSpeed.x *= speedMult; m_vecMoveSpeed.y *= speedMult; m_vecMoveSpeed.z *= speedMult; bIsStanding = false; InflictDamage(nil, WEAPONTYPE_WATER, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } if (buoyancyImpulse.z / m_fMass > 0.002f * CTimer::GetTimeStep()) { if (speedMult == 0.0f) { speedMult = pow(0.9f, CTimer::GetTimeStep()); } m_vecMoveSpeed.x *= speedMult; m_vecMoveSpeed.y *= speedMult; if (m_vecMoveSpeed.z >= -0.1f) { if (m_vecMoveSpeed.z < -0.04f) m_vecMoveSpeed.z = -0.02; } else { m_vecMoveSpeed.z = -0.01f; DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f); CVector aBitForward = 2.2f * m_vecMoveSpeed + GetPosition(); float level = 0.0f; if (CWaterLevel::GetWaterLevel(aBitForward, &level, false)) aBitForward.z = level; CParticleObject::AddObject(POBJECT_PED_WATER_SPLASH, aBitForward, CVector(0.0f, 0.0f, 0.1f), 0.0f, 200, color, true); nGenerateRaindrops = CTimer::GetTimeInMilliseconds() + 80; nGenerateWaterCircles = CTimer::GetTimeInMilliseconds() + 100; } } } else return; } else m_flagD8 = false; if (nGenerateWaterCircles && CTimer::GetTimeInMilliseconds() >= nGenerateWaterCircles) { CVector pos = GetPosition(); float level = 0.0f; if (CWaterLevel::GetWaterLevel(pos, &level, false)) pos.z = level; if (pos.z != 0.0f) { nGenerateWaterCircles = 0; for(int i = 0; i < 4; i++) { pos.x += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f); pos.y += CGeneral::GetRandomNumberInRange(-0.75f, 0.75f); CParticle::AddParticle(PARTICLE_RAIN_SPLASH_BIGGROW, pos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, color, 0, 0, 0, 0); } } } if (nGenerateRaindrops && CTimer::GetTimeInMilliseconds() >= nGenerateRaindrops) { CVector pos = GetPosition(); float level = 0.0f; if (CWaterLevel::GetWaterLevel(pos, &level, false)) pos.z = level; if (pos.z >= 0.0f) { pos.z += 0.25f; nGenerateRaindrops = 0; CParticleObject::AddObject(POBJECT_SPLASHES_AROUND, pos, CVector(0.0f, 0.0f, 0.0f), 4.5f, 1500, CRGBA(0,0,0,0), true); } } } void CPed::SetSolicit(uint32 time) { if (m_nPedState == PED_SOLICIT || !IsPedInControl() || !m_carInObjective) return; if (CharCreatedBy != MISSION_CHAR && m_carInObjective->m_nNumGettingIn == 0 && CTimer::GetTimeInMilliseconds() < m_objectiveTimer) { if (m_vehEnterType == CAR_DOOR_LF) { m_fRotationDest = m_carInObjective->GetForward().Heading() - HALFPI; } else { m_fRotationDest = m_carInObjective->GetForward().Heading() + HALFPI; } if (Abs(m_fRotationDest - m_fRotationCur) < HALFPI) { m_standardTimer = CTimer::GetTimeInMilliseconds() + time; if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_HOOKERTALK, 4.0f); m_nPedState = PED_SOLICIT; } } } bool CPed::SetFollowPath(CVector dest) { if (m_nPedState == PED_FOLLOW_PATH) return false; if (FindPlayerPed() != this) return false; if ((dest - GetPosition()).Magnitude() <= 2.0f) return false; CVector pointPoses[7]; int16 pointsFound; CPedPath::CalcPedRoute(0, GetPosition(), dest, pointPoses, &pointsFound, 7); for(int i = 0; i < pointsFound; i++) { m_stPathNodeStates[i].x = pointPoses[i].x; m_stPathNodeStates[i].y = pointPoses[i].y; } m_nCurPathNode = 0; m_nPathNodes = pointsFound; if (m_nPathNodes < 1) return false; SetStoredState(); m_nPedState = PED_FOLLOW_PATH; SetMoveState(PEDMOVE_WALK); return true; } 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()); } } // 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_VEHICLE) { 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_vehEnterType = optedDoorNode; m_nPedState = 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_IDLE_STANCE, 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) GetPosition().z = FEET_OFFSET + zForPed; } else { if (veh->GetUp().z > -0.8f) { bool addDoorSmoke = false; if (veh->m_modelIndex == MI_YARDIE) addDoorSmoke = true; switch (m_vehEnterType) { case CAR_DOOR_RF: if (veh->bIsBus) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); } else { if (isLow) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); else m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_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_VAN_GETOUT); } else if (isLow) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_RHS); } else { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_RHS); } break; case CAR_DOOR_LF: if (veh->bIsBus) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_COACH_OUT_L); } else { if (isLow) m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); else m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_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_VAN_GETOUT_L); } else if (isLow) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LOW_LHS); } else { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_GETOUT_LHS); } break; default: break; } if (!bBusJacked) { switch (m_vehEnterType) { 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_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS2); } else if (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR) { m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS); } m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this); } } bChangedSeat = false; if (veh->bIsBus) bRenderPedInCar = true; SetRadioStation(); if (veh->pDriver == this) { if (IsPlayer()) veh->m_status = STATUS_PLAYER_DISABLED; else veh->m_status = STATUS_ABANDONED; } } } void CPed::ScanForInterestingStuff(void) { if (!IsPedInControl()) return; if (m_objective != OBJECTIVE_NONE) return; if (CharCreatedBy == MISSION_CHAR) return; LookForSexyPeds(); LookForSexyCars(); if (LookForInterestingNodes()) return; if (m_nPedType == PEDTYPE_CRIMINAL && m_hitRecoverTimer < CTimer::GetTimeInMilliseconds()) { if (CGeneral::GetRandomNumber() % 100 >= 10) { if (m_objective != OBJECTIVE_MUG_CHAR && !(CGeneral::GetRandomNumber() & 7)) { CPed *charToMug = nil; for (int i = 0; i < m_numNearPeds; ++i) { CPed *nearPed = m_nearPeds[i]; if ((nearPed->GetPosition() - GetPosition()).MagnitudeSqr() > sq(7.0f)) break; if ((nearPed->m_nPedType == PEDTYPE_CIVFEMALE || nearPed->m_nPedType == PEDTYPE_CIVMALE || nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->m_nPedType == PEDTYPE_UNUSED1 || nearPed->m_nPedType == PEDTYPE_PROSTITUTE) && nearPed->CharCreatedBy != MISSION_CHAR && nearPed->IsPedShootable() && nearPed->m_objective != OBJECTIVE_MUG_CHAR) { charToMug = nearPed; break; } } if (charToMug) SetObjective(OBJECTIVE_MUG_CHAR, charToMug); m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; } } else { int mostExpensiveVehAround = -1; int bestMonetaryValue = 0; CVector pos = GetPosition(); int16 lastVehicle; CEntity *vehicles[8]; CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { CVehicle* veh = (CVehicle*)vehicles[i]; if (veh->VehicleCreatedBy != MISSION_VEHICLE) { if (veh->m_vecMoveSpeed.Magnitude() <= 0.1f && veh->IsVehicleNormal() && veh->IsCar() && bestMonetaryValue < veh->pHandling->nMonetaryValue) { mostExpensiveVehAround = i; bestMonetaryValue = veh->pHandling->nMonetaryValue; } } } if (bestMonetaryValue > 2000 && mostExpensiveVehAround != -1 && vehicles[mostExpensiveVehAround]) { SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, vehicles[mostExpensiveVehAround]); m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; return; } m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 5000; } } if (m_nPedState == PEDTYPE_CIVFEMALE) { #ifndef VC_PED_PORTS if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { // += 2 is weird for (int i = 0; i < m_numNearPeds; i += 2) { if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH && WillChat(m_nearPeds[i])) { if (CGeneral::GetRandomNumberInRange(0, 100) >= 100) m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; else { if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() >= 1.8f) { m_standardTimer = CTimer::GetTimeInMilliseconds() + 30000; } else if (CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f))) { int time = CGeneral::GetRandomNumber() % 4000 + 10000; SetChat(m_nearPeds[i], time); m_nearPeds[i]->SetChat(this, time); return; } } } } } #else if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) >= 0.5f) { m_standardTimer = CTimer::GetTimeInMilliseconds() + 200; } else { if (CTimer::GetTimeInMilliseconds() > m_standardTimer) { for (int i = 0; i < m_numNearPeds; i ++) { if (m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) { if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f && CanSeeEntity(m_nearPeds[i], DEGTORAD(60.0f) && m_nearPeds[i]->CanSeeEntity(this, DEGTORAD(60.0f))) && WillChat(m_nearPeds[i])) { int time = CGeneral::GetRandomNumber() % 4000 + 10000; SetChat(m_nearPeds[i], time); m_nearPeds[i]->SetChat(this, time); return; } } } } } #endif } // Parts below aren't there in VC, they're in somewhere else. if (!CGame::noProstitutes && m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy != MISSION_CHAR && m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) { CVector pos = GetPosition(); int16 lastVehicle; CEntity* vehicles[8]; CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { CVehicle* veh = (CVehicle*)vehicles[i]; if (veh->IsVehicleNormal()) { if (veh->IsCar()) { if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil)) { SetObjective(OBJECTIVE_SOLICIT, veh); Say(SOUND_PED_SOLICIT); return; } } } } } if (m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) { CVector pos = GetPosition(); int16 lastVehicle; CEntity* vehicles[8]; CWorld::FindObjectsInRange(pos, 15.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); for (int i = 0; i < lastVehicle; i++) { CVehicle* veh = (CVehicle*)vehicles[i]; if (veh->m_modelIndex == MI_MRWHOOP) { if (veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED) { if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) { SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh); return; } } } } } } uint32 CPed::ScanForThreats(void) { int fearFlags = m_fearFlags; CVector ourPos = GetPosition(); float closestPedDist = 60.0f; CVector2D explosionPos = GetPosition(); if (fearFlags & PED_FLAG_EXPLOSION && CheckForExplosions(explosionPos)) { m_eventOrThreat = explosionPos; return PED_FLAG_EXPLOSION; } CPed *shooter = nil; if ((fearFlags & PED_FLAG_GUN) && (shooter = CheckForGunShots()) && (m_nPedType != shooter->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE)) { if (!IsGangMember()) { m_threatEntity = shooter; m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); return PED_FLAG_GUN; } if (CPedType::GetFlag(shooter->m_nPedType) & fearFlags) { m_threatEntity = shooter; m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); return CPedType::GetFlag(shooter->m_nPedType); } } CPed *deadPed = nil; if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR && (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)) { m_pEventEntity = deadPed; m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity); return PED_FLAG_DEADPEDS; } else { uint32 flagsOfSomePed = 0; CPed *pedToFearFrom = nil; #ifndef VC_PED_PORTS for (int i = 0; i < m_numNearPeds; i++) { if (CharCreatedBy != RANDOM_CHAR || m_nearPeds[i]->CharCreatedBy != MISSION_CHAR || m_nearPeds[i]->IsPlayer()) { CPed *nearPed = m_nearPeds[i]; // BUG: WTF Rockstar?! Putting this here will result in returning the flags of farthest ped to us, since m_nearPeds is sorted by distance. // Fixed at the bottom of the function. flagsOfSomePed = CPedType::GetFlag(nearPed->m_nPedType); if (CPedType::GetFlag(nearPed->m_nPedType) & fearFlags) { if (nearPed->m_fHealth > 0.0f && OurPedCanSeeThisOne(m_nearPeds[i])) { // FIX: Taken from VC #ifdef FIX_BUGS float nearPedDistSqr = (nearPed->GetPosition() - ourPos).MagnitudeSqr2D(); #else float nearPedDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr(); #endif if (sq(closestPedDist) > nearPedDistSqr) { closestPedDist = Sqrt(nearPedDistSqr); pedToFearFrom = m_nearPeds[i]; } } } } } #else bool weSawOurEnemy = false; bool weMaySeeOurEnemy = false; float closestEnemyDist = 60.0f; if ((CTimer::GetFrameCounter() + (uint8)m_randomSeed + 16) & 4) { for (int i = 0; i < m_numNearPeds; ++i) { if (CharCreatedBy == RANDOM_CHAR && m_nearPeds[i]->CharCreatedBy == MISSION_CHAR && !m_nearPeds[i]->IsPlayer()) { continue; } // BUG: Explained at the same occurence of this bug above. Fixed at the bottom of the function. flagsOfSomePed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType); if (flagsOfSomePed & fearFlags) { if (m_nearPeds[i]->m_fHealth > 0.0f) { // VC also has ability to include objects to line of sight check here (via last bit of flagsL) if (OurPedCanSeeThisOne(m_nearPeds[i])) { if (m_nearPeds[i]->m_nPedState == PED_ATTACK) { if (m_nearPeds[i]->m_pedInObjective == this) { float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D(); if (sq(closestEnemyDist) > enemyDistSqr) { float enemyDist = Sqrt(enemyDistSqr); weSawOurEnemy = true; closestPedDist = enemyDist; closestEnemyDist = enemyDist; pedToFearFrom = m_nearPeds[i]; } } } else { float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D(); if (sq(closestPedDist) > nearPedDistSqr && !weSawOurEnemy) { closestPedDist = Sqrt(nearPedDistSqr); pedToFearFrom = m_nearPeds[i]; } } } else if (!weSawOurEnemy) { CPed *nearPed = m_nearPeds[i]; if (nearPed->m_nPedState == PED_ATTACK) { CColPoint foundCol; CEntity *foundEnt; // We don't see him yet but he's behind a ped, vehicle or object // VC also has ability to include objects to line of sight check here (via last bit of flagsL) if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt, true, false, false, false, false, false, false)) { if (nearPed->m_pedInObjective == this) { float enemyDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D(); if (sq(closestEnemyDist) > enemyDistSqr) { float enemyDist = Sqrt(enemyDistSqr); weMaySeeOurEnemy = true; closestPedDist = enemyDist; closestEnemyDist = enemyDist; pedToFearFrom = m_nearPeds[i]; } } else if (!nearPed->GetWeapon()->IsTypeMelee() && !weMaySeeOurEnemy) { float nearPedDistSqr = (m_nearPeds[i]->GetPosition() - ourPos).MagnitudeSqr2D(); if (sq(closestPedDist) > nearPedDistSqr) { weMaySeeOurEnemy = true; closestPedDist = Sqrt(nearPedDistSqr); pedToFearFrom = m_nearPeds[i]; } } } } } } } } } #endif int16 lastVehicle; CEntity* vehicles[8]; CWorld::FindObjectsInRange(ourPos, 20.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false); CVehicle* foundVeh = nil; for (int i = 0; i < lastVehicle; i++) { CVehicle* nearVeh = (CVehicle*)vehicles[i]; CPed *driver = nearVeh->pDriver; if (driver) { // BUG: Same bug as above. Fixed at the bottom of function. flagsOfSomePed = CPedType::GetFlag(driver->m_nPedType); if (CPedType::GetFlag(driver->m_nPedType) & fearFlags) { if (driver->m_fHealth > 0.0f && OurPedCanSeeThisOne(nearVeh->pDriver)) { // FIX: Taken from VC #ifdef FIX_BUGS float driverDistSqr = (driver->GetPosition() - ourPos).MagnitudeSqr2D(); #else float driverDistSqr = (CVector2D(ourPos) - explosionPos).MagnitudeSqr(); #endif if (sq(closestPedDist) > driverDistSqr) { closestPedDist = Sqrt(driverDistSqr); pedToFearFrom = nearVeh->pDriver; } } } } } m_threatEntity = pedToFearFrom; if (m_threatEntity) m_threatEntity->RegisterReference((CEntity **) &m_threatEntity); #ifdef FIX_BUGS if (pedToFearFrom) flagsOfSomePed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType); else flagsOfSomePed = 0; #endif return flagsOfSomePed; } } void CPed::SeekCar(void) { CVehicle *vehToSeek = m_carInObjective; CVector dest(0.0f, 0.0f, 0.0f); if (!vehToSeek) { RestorePreviousState(); return; } if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) { if (m_vehEnterType && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { if (IsRoomToBeCarJacked()) { dest = GetPositionToOpenCarDoor(vehToSeek, m_vehEnterType); } else if (m_nPedType == PEDTYPE_COP) { dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF); } else { SetMoveState(PEDMOVE_STILL); } } else GetNearestDoor(vehToSeek, dest); } else { if (m_hitRecoverTimer > CTimer::GetTimeInMilliseconds()) { SetMoveState(PEDMOVE_STILL); return; } if (vehToSeek->m_modelIndex == MI_COACH) { GetNearestDoor(vehToSeek, dest); } else { if (vehToSeek->IsTrain()) { if (vehToSeek->m_status != STATUS_TRAIN_NOT_MOVING) { RestorePreviousObjective(); RestorePreviousState(); return; } if (!GetNearestTrainDoor(vehToSeek, dest)) { RestorePreviousObjective(); RestorePreviousState(); return; } } else { if (!GetNearestPassengerDoor(vehToSeek, dest)) { if (vehToSeek->m_nNumPassengers == vehToSeek->m_nNumMaxPassengers) { RestorePreviousObjective(); RestorePreviousState(); } else { SetMoveState(PEDMOVE_STILL); } bVehEnterDoorIsBlocked = true; return; } bVehEnterDoorIsBlocked = false; } } } if (dest.x == 0.0f && dest.y == 0.0f) { if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) { RestorePreviousState(); if (IsPlayer()) { ClearObjective(); } else if (CharCreatedBy == RANDOM_CHAR) { m_hitRecoverTimer = CTimer::GetTimeInMilliseconds() + 30000; } SetMoveState(PEDMOVE_STILL); TheCamera.ClearPlayerWeaponMode(); CCarCtrl::RemoveFromInterestingVehicleList(vehToSeek); return; } dest = vehToSeek->GetPosition(); if (bCollidedWithMyVehicle) { WarpPedIntoCar(m_pMyVehicle); return; } } bool foundBetterPosToSeek = PossiblyFindBetterPosToSeekCar(&dest, vehToSeek); m_vecSeekPos = dest; float distToDestSqr = (m_vecSeekPos - GetPosition()).MagnitudeSqr(); #ifndef VC_PED_PORTS if (bIsRunning) SetMoveState(PEDMOVE_RUN); #else if (bIsRunning || vehToSeek->pDriver && distToDestSqr > sq(2.0f) && (Abs(vehToSeek->m_vecMoveSpeed.x) > 0.01f || Abs(vehToSeek->m_vecMoveSpeed.y) > 0.01f)) SetMoveState(PEDMOVE_RUN); #endif else if (distToDestSqr < sq(2.0f)) SetMoveState(PEDMOVE_WALK); if (distToDestSqr >= 1.0f) bCanPedEnterSeekedCar = false; else if (2.0f * vehToSeek->GetColModel()->boundingBox.max.x > distToDestSqr) bCanPedEnterSeekedCar = true; if (vehToSeek->m_nGettingInFlags & GetCarDoorFlag(m_vehEnterType)) bVehEnterDoorIsBlocked = true; else bVehEnterDoorIsBlocked = false; // Arrived to the car if (Seek()) { if (!foundBetterPosToSeek) { if (1.5f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) { if (vehToSeek->IsTrain()) { SetEnterTrain(vehToSeek, m_vehEnterType); } else { m_fRotationCur = m_fRotationDest; if (!bVehEnterDoorIsBlocked) { vehToSeek->bIsStatic = false; if (m_objective == OBJECTIVE_SOLICIT) { SetSolicit(1000); } else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) { SetBuyIceCream(); } else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1 && vehToSeek->CanPedEnterCar()) { switch (vehToSeek->m_status) { case STATUS_PLAYER: case STATUS_SIMPLE: case STATUS_PHYSICS: case STATUS_PLAYER_DISABLED: if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) && (m_vehEnterType == CAR_DOOR_LF && vehToSeek->pDriver || m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehEnterType == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehEnterType == CAR_DOOR_RR && vehToSeek->pPassengers[2])) { SetCarJack(vehToSeek); if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehEnterType != CAR_DOOR_LF) vehToSeek->pDriver->bFleeAfterExitingCar = true; } else { SetEnterCar(vehToSeek, m_vehEnterType); } break; case STATUS_ABANDONED: if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) { if (vehToSeek->pPassengers[0]->m_ped_flagF4) { if (IsPlayer()) CPed::SetEnterCar(vehToSeek, m_vehEnterType); } else { SetCarJack(vehToSeek); } } else { SetEnterCar(vehToSeek, m_vehEnterType); } break; case STATUS_WRECKED: SetIdle(); break; default: return; } } else { RestorePreviousState(); } } else { SetMoveState(PEDMOVE_STILL); } } } } } } void CPed::ServiceTalking(void) { if (!bBodyPartJustCameOff || m_bodyPartBleeding != PED_HEAD) { if (strcmpi(CModelInfo::GetModelInfo(m_modelIndex)->GetName(), "bomber")) { if (m_nPedState == PED_ON_FIRE) m_queuedSound = SOUND_PED_BURNING; } else { m_queuedSound = SOUND_PED_BOMBER; } if (m_queuedSound != SOUND_TOTAL_PED_SOUNDS) { if (m_queuedSound == SOUND_PED_DEATH) m_soundStart = CTimer::GetTimeInMilliseconds() - 1; if (CTimer::GetTimeInMilliseconds() > m_soundStart) { DMAudio.PlayOneShot(m_audioEntityId, m_queuedSound, 1.0f); m_lastSoundStart = CTimer::GetTimeInMilliseconds(); m_soundStart = CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nFixedDelayTime + CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideFixedDelayTime); m_lastQueuedSound = m_queuedSound; m_queuedSound = SOUND_TOTAL_PED_SOUNDS; } } } } void CPed::StartFightDefend(uint8 direction, uint8 hitLevel, uint8 unk) { if (m_nPedState == PED_DEAD) { if (CGame::nastyGame) { if (hitLevel == HITLEVEL_GROUND) { CAnimBlendAssociation *floorHitAssoc; if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800)) { floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f); } else { floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[FIGHTMOVE_HITONFLOOR].animId, 8.0f); } if (floorHitAssoc) { floorHitAssoc->SetCurrentTime(0.0f); floorHitAssoc->SetRun(); floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; } } if (CGame::nastyGame) { RwMatrix headMat; CPedIK::GetWorldMatrix(GetNodeFrame(PED_HEAD), &headMat); for(int i = 0; i < 4; ++i) { CVector bloodDir(0.0f, 0.0f, 0.1f); CVector bloodPos = headMat.pos - 0.2f * GetForward(); CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, bloodDir, nil, 0.0f, 0, 0, 0, 0); } } } } else if (m_nPedState == PED_FALL) { if (hitLevel == HITLEVEL_GROUND && !IsPedHeadAbovePos(-0.3f)) { CAnimBlendAssociation *floorHitAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800) ? CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f) : CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f); if (floorHitAssoc) { floorHitAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; floorHitAssoc->flags |= ASSOC_DELETEFADEDOUT; } } } else if (IsPedInControl()) { if ((IsPlayer() && m_nPedState != PED_FIGHT && ((CPlayerPed*)this)->m_fMoveSpeed > 1.0f) || (!IsPlayer() && m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE)) { #ifndef VC_PED_PORTS if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 3) && CGeneral::GetRandomNumber() & 7) { if (IsPlayer() || CGeneral::GetRandomNumber() & 3) { #else if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) { if (IsPlayer() || CGeneral::GetRandomNumber() & 1) { #endif AnimationId shotAnim; switch (direction) { case 1: shotAnim = ANIM_SHOT_LEFT_PARTIAL; break; case 2: shotAnim = ANIM_SHOT_BACK_PARTIAL; break; case 3: shotAnim = ANIM_SHOT_RIGHT_PARTIAL; break; default: shotAnim = ANIM_SHOT_FRONT_PARTIAL; break; } CAnimBlendAssociation *shotAssoc = RpAnimBlendClumpGetAssociation(GetClump(), shotAnim); if (!shotAssoc || shotAssoc->blendDelta < 0.0f) shotAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, shotAnim, 8.0f); shotAssoc->SetCurrentTime(0.0f); shotAssoc->SetRun(); shotAssoc->flags |= ASSOC_FADEOUTWHENDONE; } else { int time = CGeneral::GetRandomNumberInRange(1000, 3000); SetWaitState(WAITSTATE_PLAYANIM_DUCK, &time); } } else { #ifndef VC_PED_PORTS switch (direction) { case 1: SetFall(500, ANIM_KO_SPIN_R, false); break; case 2: SetFall(500, ANIM_KO_SKID_BACK, false); break; case 3: SetFall(500, ANIM_KO_SPIN_L, false); break; default: SetFall(500, ANIM_KO_SHOT_STOM, false); break; } #else bool fall = true; AnimationId hitAnim; switch (direction) { case 1: hitAnim = ANIM_KO_SPIN_R; break; case 2: if (CGeneral::GetRandomNumber() & 1) { fall = false; hitAnim = ANIM_HIT_BACK; } else { hitAnim = ANIM_KO_SKID_BACK; } break; case 3: hitAnim = ANIM_KO_SPIN_L; break; default: if (hitLevel == HITLEVEL_LOW) { hitAnim = ANIM_KO_SHOT_STOM; } else if (CGeneral::GetRandomNumber() & 1) { fall = false; hitAnim = ANIM_HIT_WALK; } else if (CGeneral::GetRandomNumber() & 1) { fall = false; hitAnim = ANIM_HIT_HEAD; } else { hitAnim = ANIM_KO_SHOT_FACE; } break; } if (fall) { SetFall(500, hitAnim, false); } else { CAnimBlendAssociation *hitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), hitAnim); if (!hitAssoc || hitAssoc->blendDelta < 0.0f) hitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, hitAnim, 8.0f); hitAssoc->SetCurrentTime(0.0f); hitAssoc->SetRun(); hitAssoc->flags |= ASSOC_FADEOUTWHENDONE; } #endif } Say(SOUND_PED_DEFEND); } else { Say(SOUND_PED_DEFEND); switch (hitLevel) { case HITLEVEL_GROUND: m_lastFightMove = FIGHTMOVE_HITONFLOOR; break; case HITLEVEL_LOW: #ifndef VC_PED_PORTS if (direction == 2) { CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); return; } #else if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) { CPed::SetFall(1000, ANIM_KO_SKID_BACK, false); return; } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) { CPed::SetFall(1000, ANIM_KO_SHOT_STOM, false); return; } #endif m_lastFightMove = FIGHTMOVE_HITBODY; break; case HITLEVEL_HIGH: switch (direction) { case 1: m_lastFightMove = FIGHTMOVE_HITLEFT; break; case 2: m_lastFightMove = FIGHTMOVE_HITBACK; break; case 3: m_lastFightMove = FIGHTMOVE_HITRIGHT; break; default: if (unk <= 5) m_lastFightMove = FIGHTMOVE_HITHEAD; else m_lastFightMove = FIGHTMOVE_HITBIGSTEP; break; } break; default: switch (direction) { case 1: m_lastFightMove = FIGHTMOVE_HITLEFT; break; case 2: m_lastFightMove = FIGHTMOVE_HITBACK; break; case 3: m_lastFightMove = FIGHTMOVE_HITRIGHT; break; default: if (unk <= 5) m_lastFightMove = FIGHTMOVE_HITCHEST; else m_lastFightMove = FIGHTMOVE_HITBIGSTEP; break; } break; } if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f)) m_lastFightMove = FIGHTMOVE_HITONFLOOR; if (m_nPedState == PED_FIGHT) { CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f); moveAssoc->SetCurrentTime(0.0f); moveAssoc->SetFinishCallback(FinishFightMoveCB, this); if (IsPlayer()) moveAssoc->speed = 1.3f; m_takeAStepAfterAttack = 0; m_fightButtonPressure = 0; } else if (IsPlayer() && m_currentWeapon != WEAPONTYPE_UNARMED) { CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 4.0f); moveAssoc->SetCurrentTime(0.0f); moveAssoc->speed = 1.3f; } else { if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK) SetStoredState(); if (m_nWaitState != WAITSTATE_FALSE) { m_nWaitState = WAITSTATE_FALSE; RestoreHeadingRate(); } m_nPedState = PED_FIGHT; m_fightButtonPressure = 0; RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT); CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START); if (walkStartAssoc) { walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT; walkStartAssoc->blendDelta = -1000.0f; } CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP); if (!walkStopAssoc) walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R); if (walkStopAssoc) { walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT; walkStopAssoc->blendDelta = -1000.0f; RestoreHeadingRate(); } SetMoveState(PEDMOVE_NONE); m_nStoredMoveState = PEDMOVE_NONE; CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_IDLE)->blendAmount = 1.0f; CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_lastFightMove].animId, 8.0f); moveAssoc->SetFinishCallback(FinishFightMoveCB, this); m_fightState = FIGHTSTATE_NO_MOVE; m_takeAStepAfterAttack = false; bIsAttacking = true; } } } } 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_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_GETOUT && m_objective != OBJECTIVE_LEAVE_VEHICLE) SetObjective(OBJECTIVE_LEAVE_VEHICLE, 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_leader->m_objective != OBJECTIVE_NONE && (!m_leader->IsPlayer() || m_leader->m_objective != OBJECTIVE_IDLE) && m_objective != m_leader->m_objective) { switch (m_leader->m_objective) { case OBJECTIVE_IDLE: case OBJECTIVE_FLEE_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_FIGHT_CHAR: 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 (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_GOTO_CHAR_ON_FOOT, m_leader); SetObjectiveTimer(0); } else { SetObjective(OBJECTIVE_NONE); } #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()) { m_pPointGunAt = m_threatEntity; if (m_threatEntity) m_threatEntity->RegisterReference((CEntity **) &m_pPointGunAt); SetAttack(m_threatEntity); } } } } } } else { 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 (bInVehicle) { if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT) { 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_VEHICLE) { #ifdef VC_PED_PORTS m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250; #endif SetObjective(OBJECTIVE_LEAVE_VEHICLE, m_pMyVehicle); } break; } } } } void CPed::UpdatePosition(void) { if (CReplay::IsPlayingBack() || !bIsStanding) return; CVector2D velocityChange; SetHeading(m_fRotationCur); if (m_pCurrentPhysSurface) { CVector2D velocityOfSurface; CPhysical *curSurface = m_pCurrentPhysSurface; if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) { // It seems R* didn't like m_vecOffsetFromPhysSurface for boats CVector offsetToSurface = GetPosition() - curSurface->GetPosition(); offsetToSurface.z -= FEET_OFFSET; CVector surfaceMoveVelocity = curSurface->m_vecMoveSpeed; CVector surfaceTurnVelocity = CrossProduct(curSurface->m_vecTurnSpeed, offsetToSurface); // Also we use that weird formula instead of friction if it's boat float slideMult = -curSurface->m_vecTurnSpeed.MagnitudeSqr(); velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity); m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z); } else { velocityOfSurface = curSurface->GetSpeed(m_vecOffsetFromPhysSurface); } // Reminder: m_moved is displacement from walking/running. velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed; m_fRotationCur += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep(); m_fRotationDest += curSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep(); } else if (m_nSurfaceTouched != SURFACE_STONE || m_vecDamageNormal.x == 0.0f && m_vecDamageNormal.y == 0.0f) { velocityChange = m_moved - m_vecMoveSpeed; } else { // Ped got damaged by steep slope m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f); // some kind of CVector2D reactionForce = m_vecDamageNormal * (1.0f / m_vecDamageNormal.Magnitude2D()); velocityChange = 0.02f * reactionForce + m_moved; float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange); // they're in same direction if (reactionAndVelocityDotProd < 0.0f) { velocityChange -= reactionAndVelocityDotProd * reactionForce; } } // Take time step into account if (m_pCurrentPhysSurface) { float speedChange = velocityChange.Magnitude(); float changeMult = speedChange; if (m_nPedState != PED_DIE || !m_pCurrentPhysSurface->IsVehicle()) { if (!m_pCurrentPhysSurface->IsVehicle() || !((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) changeMult = 0.01f * CTimer::GetTimeStep(); } else { changeMult = 0.002f * CTimer::GetTimeStep(); } if (speedChange > changeMult) { velocityChange = velocityChange * (changeMult / speedChange); } } m_vecMoveSpeed.x += velocityChange.x; m_vecMoveSpeed.y += velocityChange.y; } void CPed::SetPedPositionInCar(void) { if (CReplay::IsPlayingBack()) return; if (bChangedSeat) { bool notYet = false; if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LHS) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_GETIN_LOW_LHS) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LHS) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_CLOSEDOOR_LOW_LHS) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_SHUFFLE_RHS) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_LSHUFFLE_RHS) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE_L) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_CLOSE) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN_L) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_VAN_GETIN) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_L) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_COACH_IN_R)) { notYet = true; } if (notYet) { LineUpPedWithCar(LINE_UP_TO_CAR_START); bChangedSeat = false; return; } } CVehicleModelInfo *vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(m_pMyVehicle->m_modelIndex); CMatrix newMat(m_pMyVehicle->GetMatrix()); CVector seatPos; if (m_pMyVehicle->pDriver == this) { if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; if (!m_pMyVehicle->IsBoat() && m_pMyVehicle->m_vehType != VEHICLE_TYPE_BIKE) seatPos.x = -seatPos.x; } else if (m_pMyVehicle->pPassengers[0] == this) { if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; else seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; } else if (m_pMyVehicle->pPassengers[1] == this) { seatPos = vehModel->m_positions[CAR_POS_BACKSEAT]; seatPos.x = -seatPos.x; } else { if (m_pMyVehicle->pPassengers[2] == this) { seatPos = vehModel->m_positions[CAR_POS_BACKSEAT]; } else if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT) { seatPos = vehModel->m_positions[BOAT_POS_FRONTSEAT]; } else { seatPos = vehModel->m_positions[CAR_POS_FRONTSEAT]; } } newMat.GetPosition() += Multiply3x3(newMat, seatPos); // Already done below (SetTranslate(0.0f, 0.0f, 0.0f)) // tempMat.SetUnity(); // Rear seats on vans don't face to front, so rotate them HALFPI. if (m_pMyVehicle->bIsVan) { CMatrix tempMat; if (m_pMyVehicle->pPassengers[1] == this) { m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI; tempMat.SetTranslate(0.0f, 0.0f, 0.0f); tempMat.RotateZ(-HALFPI); newMat = newMat * tempMat; } else if (m_pMyVehicle->pPassengers[2] == this) { m_fRotationCur = HALFPI + m_pMyVehicle->GetForward().Heading(); tempMat.SetTranslate(0.0f, 0.0f, 0.0f); tempMat.RotateZ(HALFPI); newMat = newMat * tempMat; } else { m_fRotationCur = m_pMyVehicle->GetForward().Heading(); } } else { m_fRotationCur = m_pMyVehicle->GetForward().Heading(); } GetMatrix() = newMat; } static RwObject* CloneAtomicToFrameCB(RwObject *frame, void *data) { RpAtomic *newAtomic = RpAtomicClone((RpAtomic*)frame); RpAtomicSetFrame(newAtomic, (RwFrame*)data); RpClumpAddAtomic(flyingClumpTemp, newAtomic); CVisibilityPlugins::SetAtomicRenderCallback(newAtomic, nil); return frame; } static RwFrame* RecurseFrameChildrenToCloneCB(RwFrame *frame, void *data) { RwFrame *newFrame = RwFrameCreate(); RwFrameAddChild((RwFrame*)data, newFrame); RwFrameTransform(newFrame, RwFrameGetMatrix(frame), rwCOMBINEREPLACE); RwFrameForAllObjects(frame, CloneAtomicToFrameCB, newFrame); RwFrameForAllChildren(frame, RecurseFrameChildrenToCloneCB, newFrame); return newFrame; } CObject* CPed::SpawnFlyingComponent(int pedNode, int8 direction) { if (CObject::nNoTempObjects >= NUMTEMPOBJECTS) return nil; CObject *obj = new CObject(); if (!obj) return nil; RwFrame *frame = RwFrameCreate(); RpClump *clump = RpClumpCreate(); RpClumpSetFrame(clump, frame); RwMatrix *matrix = RwFrameGetLTM(GetNodeFrame(pedNode)); *RwFrameGetMatrix(frame) = *matrix; flyingClumpTemp = clump; RwFrameForAllObjects(GetNodeFrame(pedNode), CloneAtomicToFrameCB, frame); RwFrameForAllChildren(GetNodeFrame(pedNode), RecurseFrameChildrenToCloneCB, frame); flyingClumpTemp = nil; switch (pedNode) { case PED_HEAD: // So popping head would have wheel collision. They disabled it anyway obj->SetModelIndexNoCreate(MI_CAR_WHEEL); break; case PED_UPPERARML: case PED_UPPERARMR: obj->SetModelIndexNoCreate(MI_BODYPARTB); obj->SetCenterOfMass(0.25f, 0.0f, 0.0f); break; case PED_UPPERLEGL: case PED_UPPERLEGR: obj->SetModelIndexNoCreate(MI_BODYPARTA); obj->SetCenterOfMass(0.4f, 0.0f, 0.0f); break; default: break; } obj->RefModelInfo(m_modelIndex); obj->AttachToRwObject((RwObject*)clump); obj->m_fMass = 15.0f; obj->m_fTurnMass = 5.0f; obj->m_fAirResistance = 0.99f; obj->m_fElasticity = 0.03f; obj->m_fBuoyancy = m_fMass*GRAVITY/0.75f; obj->ObjectCreatedBy = TEMP_OBJECT; obj->bIsStatic = false; obj->bIsPickup = false; obj->m_nSpecialCollisionResponseCases = COLLRESPONSE_SPLIT_MODEL; // life time - the more objects the are, the shorter this one will live CObject::nNoTempObjects++; if (CObject::nNoTempObjects > 20) obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 12000; else if (CObject::nNoTempObjects > 10) obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 30000; else obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 60000; CVector localForcePos, forceDir; if (direction == 2) { obj->m_vecMoveSpeed = 0.03f * GetForward(); obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); localForcePos = CVector(0.0f, 0.0f, 0.0f); forceDir = GetForward(); } else { obj->m_vecMoveSpeed = -0.03f * GetForward(); obj->m_vecMoveSpeed.z = (CGeneral::GetRandomNumber() & 0x3F) * 0.001f; obj->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); localForcePos = CVector(0.0f, 0.0f, 0.0f); forceDir = -GetForward(); } obj->ApplyTurnForce(forceDir, localForcePos); CWorld::Add(obj); return obj; } void CPed::WarpPedIntoCar(CVehicle *car) { bInVehicle = true; m_pMyVehicle = car; m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); m_carInObjective = car; m_carInObjective->RegisterReference((CEntity **) &m_carInObjective); m_nPedState = PED_DRIVING; bUsesCollision = false; bIsInTheAir = false; m_ped_flagI4 = true; if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) { car->SetDriver(this); car->pDriver->RegisterReference((CEntity **) &car->pDriver); } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) { for (int i = 0; i < 4; i++) { if (!car->pPassengers[i]) { car->pPassengers[i] = this; car->pPassengers[i]->RegisterReference((CEntity **) &car->pPassengers[i]); break; } } } else return; if (IsPlayer()) { car->m_status = STATUS_PLAYER; AudioManager.PlayerJustGotInCar(); CCarCtrl::RegisterVehicleOfInterest(car); } else { car->m_status = STATUS_PHYSICS; } CWorld::Remove(this); GetPosition() = car->GetPosition(); CWorld::Add(this); if (car->bIsAmbulanceOnDuty) { car->bIsAmbulanceOnDuty = false; --CCarCtrl::NumAmbulancesOnDuty; } if (car->bIsFireTruckOnDuty) { car->bIsFireTruckOnDuty = false; --CCarCtrl::NumFiretrucksOnDuty; } if (!car->bEngineOn) { car->bEngineOn = true; DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f); } if (car->IsBoat()) { m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(ourWeapon->m_nModelId); } else { // Because we can use Uzi for drive by RemoveWeaponWhenEnteringVehicle(); if (car->bLowVehicle) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_LSIT, 100.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_SIT, 100.0f); } StopNonPartialAnims(); if (car->bIsBus) bRenderPedInCar = false; bChangedSeat = true; } 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_GETOUT: 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_PED_IN_FORMATION: case OBJECTIVE_LEAVE_VEHICLE: case OBJECTIVE_ENTER_CAR_AS_PASSENGER: case OBJECTIVE_ENTER_CAR_AS_DRIVER: case OBJECTIVE_FOLLOW_CAR_IN_CAR: case OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE: case OBJECTIVE_DESTROY_OBJ: 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; } if (IsTemporaryObjective(m_objective)) { m_prevObjective = newObj; } else { if (m_objective != newObj) SetStoredObjective(); m_objective = newObj; } } void CPed::SetMoveAnim(void) { if (m_nStoredMoveState == m_nMoveState || !IsPedInControl()) return; if (m_nMoveState == PEDMOVE_NONE) { m_nStoredMoveState = PEDMOVE_NONE; return; } AssocGroupId animGroupToUse; if (m_leader && m_leader->IsPlayer()) animGroupToUse = ASSOCGRP_PLAYER; else animGroupToUse = m_animGroup; CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG400); if (!animAssoc) { CAnimBlendAssociation *fightIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); animAssoc = fightIdleAssoc; if (fightIdleAssoc && m_nPedState == PED_FIGHT) return; if (fightIdleAssoc) { CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 8.0f); } } } if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); if (animAssoc) if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE) return; if (animAssoc) { CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) { animAssoc->flags |= ASSOC_DELETEFADEDOUT; animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f); } } } if (!animAssoc) { m_nStoredMoveState = m_nMoveState; if (m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT) { for (CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL); assoc; assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_PARTIAL)) { if (!(assoc->flags & ASSOC_FADEOUTWHENDONE)) { assoc->blendDelta = -2.0f; assoc->flags |= ASSOC_DELETEFADEDOUT; } } ClearAimFlag(); ClearLookFlag(); } switch (m_nMoveState) { case PEDMOVE_STILL: animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_IDLE_STANCE, 4.0f); break; case PEDMOVE_WALK: animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_WALK, 1.0f); break; case PEDMOVE_RUN: if (m_nPedState == PED_FLEE_ENTITY) { animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 3.0f); } else { animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_RUN, 1.0f); } break; case PEDMOVE_SPRINT: animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_SPRINT, 1.0f); break; default: break; } if (animAssoc) { if (m_leader) { CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_WALK); if (!walkAssoc) walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_RUN); if (!walkAssoc) walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_SPRINT); if (walkAssoc) { animAssoc->speed = walkAssoc->speed; } else { if (CharCreatedBy == MISSION_CHAR) animAssoc->speed = 1.0f; else animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX; } } else { if (CharCreatedBy == MISSION_CHAR) animAssoc->speed = 1.0f; else animAssoc->speed = 1.2f - m_randomSeed * 0.4f / MYRAND_MAX; } } } } 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_vehEnterType = doorNode; m_nPedState = PED_ENTER_CAR; if (m_vehEnterType == 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_vehEnterType); // 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()) { m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DRIVE_BOAT, 100.0f); #ifdef VC_PED_PORTS PedSetInCarCB(nil, this); m_ped_flagI4 = true; #else m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this); #endif if (IsPlayer()) CWaterLevel::AllocateBoatWakeArray(); } else { if (zDiff > 4.4f) { if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); } else { if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); } m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); car->AutoPilot.m_nCruiseSpeed = 0; } } void CPed::WanderPath(void) { if (!m_pNextPathNode) { printf("THIS SHOULDN@T HAPPEN TOO OFTEN\n"); SetIdle(); return; } if (m_nWaitState == WAITSTATE_FALSE) { if (m_nMoveState == PEDMOVE_STILL || m_nMoveState == PEDMOVE_NONE) SetMoveState(PEDMOVE_WALK); } m_vecSeekPos = m_pNextPathNode->pos; m_vecSeekPos.z += 1.0f; // Only returns true when ped is stuck(not stopped) I think, then we should assign new direction or wait state to him. if (!Seek()) return; CPathNode *previousLastNode = m_pLastPathNode; uint8 randVal = (m_randomSeed + 3 * CTimer::GetFrameCounter()) % 100; // We don't prefer 180-degree turns in normal situations uint8 dirWeWouldntPrefer = m_nPathDir; if (dirWeWouldntPrefer <= 3) dirWeWouldntPrefer += 4; else dirWeWouldntPrefer -= 4; CPathNode *nodeWeWouldntPrefer = nil; uint8 dirToSet = 9; // means undefined uint8 dirWeWouldntPrefer2 = 9; // means undefined if (randVal <= 90) { if (randVal > 80) { m_nPathDir += 2; m_nPathDir %= 8; } } else { m_nPathDir -= 2; if (m_nPathDir < 0) m_nPathDir += 8; } m_pLastPathNode = m_pNextPathNode; ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, m_nPathDir, &dirToSet); uint8 tryCount = 0; // NB: SetWanderPath checks for m_nPathDir == dirToStartWith, this one checks for tryCount > 7 while (!m_pNextPathNode) { tryCount++; m_nPathDir = (m_nPathDir + 1) % 8; // We're at where we started and couldn't find any node if (tryCount > 7) { if (!nodeWeWouldntPrefer) { ClearAll(); SetIdle(); // Probably this text carried over here after copy-pasting this loop from early version of SetWanderPath. Error("Can't find valid path node, SetWanderPath, Ped.cpp"); return; } m_pNextPathNode = nodeWeWouldntPrefer; dirToSet = dirWeWouldntPrefer2; } else { ThePaths.FindNextNodeWandering(PATH_PED, GetPosition(), &m_pLastPathNode, &m_pNextPathNode, m_nPathDir, &dirToSet); if (m_pNextPathNode) { if (dirToSet == dirWeWouldntPrefer) { nodeWeWouldntPrefer = m_pNextPathNode; dirWeWouldntPrefer2 = dirToSet; m_pNextPathNode = nil; } } } } m_nPathDir = dirToSet; if (m_pLastPathNode == m_pNextPathNode) { m_pNextPathNode = previousLastNode; SetWaitState(WAITSTATE_DOUBLEBACK, nil); Say(SOUND_PED_WAIT_DOUBLEBACK); } else if (ThePaths.TestForPedTrafficLight(m_pLastPathNode, m_pNextPathNode)) { SetWaitState(WAITSTATE_TRAFFIC_LIGHTS, nil); } else if (ThePaths.TestCrossesRoad(m_pLastPathNode, m_pNextPathNode)) { SetWaitState(WAITSTATE_CROSS_ROAD, nil); } else if (m_pNextPathNode == previousLastNode) { SetWaitState(WAITSTATE_DOUBLEBACK, nil); Say(SOUND_PED_WAIT_DOUBLEBACK); } } 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; } 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; } 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); m_nPedState = 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_vehEnterType); 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 (zDiff > 4.4f) { if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_RHS, 4.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGNHI_LHS, 4.0f); } else { if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR) m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_RHS, 4.0f); else m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ALIGN_LHS, 4.0f); } m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this); } 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; } } void CPed::SetCarJack(CVehicle* car) { uint8 doorFlag; eDoors door; CPed *pedInSeat = nil; if (car->IsBoat()) return; switch (m_vehEnterType) { 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->m_modelIndex != 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_vehEnterType, doorFlag); } void CPed::Solicit(void) { if (m_standardTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) { CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehEnterType, 0.0f); SetMoveState(PEDMOVE_STILL); // Game uses GetAngleBetweenPoints and converts it to radian m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints( doorPos.x, doorPos.y, GetPosition().x, GetPosition().y); if (m_fRotationDest < 0.0f) { m_fRotationDest = m_fRotationDest + TWOPI; } else if (m_fRotationDest > TWOPI) { m_fRotationDest = m_fRotationDest - TWOPI; } if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f) return; CAnimBlendAssociation *talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_HOOKERTALK); if (talkAssoc) { talkAssoc->blendDelta = -1000.0f; talkAssoc->flags |= ASSOC_DELETEFADEDOUT; } RestorePreviousState(); RestorePreviousObjective(); SetObjectiveTimer(10000); } else if (!m_carInObjective) { RestorePreviousState(); RestorePreviousObjective(); SetObjectiveTimer(10000); } else if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney <= 100) { m_carInObjective = nil; } else { m_pVehicleAnim = nil; SetLeader(m_carInObjective->pDriver); } } // Seperate function in VC, more logical. Not sure is it inlined in III. void CPed::SetExitBoat(CVehicle *boat) { #ifndef VC_PED_PORTS m_nPedState = PED_IDLE; CVector firstPos = GetPosition(); CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 100.0f); if (boat->m_modelIndex == MI_SPEEDER && boat->IsUpsideDown()) { m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_CRAWLOUT_RHS, 8.0f); m_pVehicleAnim->SetFinishCallback(CPed::PedSetOutCarCB, this); m_vehEnterType = CAR_DOOR_RF; m_nPedState = PED_EXIT_CAR; } else { m_vehEnterType = CAR_DOOR_RF; CPed::PedSetOutCarCB(nil, this); bIsStanding = true; m_pCurSurface = boat; m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface); } GetPosition() = firstPos; SetMoveState(PEDMOVE_STILL); m_vecMoveSpeed = boat->m_vecMoveSpeed; bTryingToReachDryLand = true; #else m_nPedState = 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_vehEnterType = 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_vehEnterType = 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_vehEnterType = 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; } */ } GetPosition() = newPos; SetMoveState(PEDMOVE_STILL); m_vecMoveSpeed = boat->m_vecMoveSpeed; #endif // Not there in VC. CWaterLevel::FreeBoatWakeArray(); } class CPed_ : public CPed { public: CPed *ctor(uint32 pedType) { return ::new (this) CPed(pedType); } void dtor(void) { CPed::~CPed(); } void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); } void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); } bool SetupLighting_(void) { return CPed::SetupLighting(); } void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); } void Teleport_(CVector pos) { CPed::Teleport(pos); } void ProcessControl_(void) { CPed::ProcessControl(); } void Render_(void) { CPed::Render(); } void PreRender_(void) { CPed::PreRender(); } int32 ProcessEntityCollision_(CEntity *collidingEnt, CColPoint *collidingPoints) { return CPed::ProcessEntityCollision(collidingEnt, collidingPoints); } void SetMoveAnim_(void) { CPed::SetMoveAnim(); } }; STARTPATCHES InjectHook(0x4C41C0, &CPed_::ctor, PATCH_JUMP); InjectHook(0x4C50D0, &CPed_::dtor, PATCH_JUMP); InjectHook(0x4C52A0, &CPed_::SetModelIndex_, PATCH_JUMP); InjectHook(0x4D6570, &CPed_::FlagToDestroyWhenNextProcessed_, PATCH_JUMP); InjectHook(0x4A7D30, &CPed_::SetupLighting_, PATCH_JUMP); InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP); InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP); InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP); InjectHook(0x4D03F0, &CPed_::Render_, PATCH_JUMP); InjectHook(0x4CBB30, &CPed_::ProcessEntityCollision_, PATCH_JUMP); InjectHook(0x4CFDD0, &CPed_::PreRender_, PATCH_JUMP); InjectHook(0x4C5A40, &CPed_::SetMoveAnim_, PATCH_JUMP); InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP); InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP); InjectHook(0x4C6460, (void (CPed::*)(CEntity*, bool)) &CPed::SetLookFlag, PATCH_JUMP); InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP); InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP); InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP); InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP); InjectHook(0x4C6A50, &CPed::ClearAimFlag, PATCH_JUMP); InjectHook(0x4C64F0, &CPed::ClearLookFlag, PATCH_JUMP); InjectHook(0x4EB670, &CPed::IsPedHeadAbovePos, PATCH_JUMP); InjectHook(0x4E68A0, &CPed::FinishedAttackCB, PATCH_JUMP); InjectHook(0x4E5BD0, &CheckForPedsOnGroundToAttack, PATCH_JUMP); InjectHook(0x4E6BA0, &CPed::Attack, PATCH_JUMP); InjectHook(0x4CF980, &CPed::RemoveWeaponModel, PATCH_JUMP); InjectHook(0x4CFA60, &CPed::SetCurrentWeapon, PATCH_JUMP); InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP); InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP); InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP); InjectHook(0x4E07D0, &CPed::BeingDraggedFromCar, PATCH_JUMP); InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP); InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP); InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP); InjectHook(0x4E4660, (CVector (*)(CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP); InjectHook(0x4E1A30, (CVector (*)(CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP); InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP); InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP); InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP); InjectHook(0x4CF9B0, &CPed::GiveWeapon, PATCH_JUMP); InjectHook(0x4C7EA0, &CPed::CalculateNewOrientation, PATCH_JUMP); InjectHook(0x4C78F0, &CPed::WorkOutHeadingForMovingFirstPerson, PATCH_JUMP); InjectHook(0x4C73F0, &CPed::CalculateNewVelocity, PATCH_JUMP); InjectHook(0x4DD820, &CPed::CanSeeEntity, PATCH_JUMP); InjectHook(0x4D9460, &CPed::RestorePreviousObjective, PATCH_JUMP); InjectHook(0x4D82C0, (void (CPed::*)(eObjective)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D83E0, (void (CPed::*)(eObjective, void*)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D89A0, (void (CPed::*)(eObjective, int16, int16)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D8A90, (void (CPed::*)(eObjective, CVector)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4D8770, (void (CPed::*)(eObjective, CVector, float)) &CPed::SetObjective, PATCH_JUMP); InjectHook(0x4DDEC0, &CPed::ReactToAttack, PATCH_JUMP); InjectHook(0x4D0600, &CPed::SetIdle, PATCH_JUMP); InjectHook(0x4E0E00, &CPed::QuitEnteringCar, PATCH_JUMP); InjectHook(0x4E4AD0, &CPed::InformMyGangOfAttack, PATCH_JUMP); InjectHook(0x4D3C80, &CPed::ClearChat, PATCH_JUMP); InjectHook(0x4D1390, &CPed::TurnBody, PATCH_JUMP); InjectHook(0x4D3AC0, &CPed::Chat, PATCH_JUMP); InjectHook(0x4D0490, &CPed::CheckAroundForPossibleCollisions, PATCH_JUMP); InjectHook(0x4D3E20, &CPed::MakePhonecall, PATCH_JUMP); InjectHook(0x4D3CC0, &CPed::FacePhone, PATCH_JUMP); InjectHook(0x4D4860, &CPed::CheckForDeadPeds, PATCH_JUMP); InjectHook(0x4D4650, &CPed::CheckForExplosions, PATCH_JUMP); InjectHook(0x4D47D0, &CPed::CheckForGunShots, PATCH_JUMP); InjectHook(0x4E6990, &CPed::CheckForPointBlankPeds, PATCH_JUMP); InjectHook(0x4D0BE0, &CPed::CheckIfInTheAir, PATCH_JUMP); InjectHook(0x4C7F20, &CPed::ClearAll, PATCH_JUMP); InjectHook(0x4E6790, &CPed::ClearAttack, PATCH_JUMP); InjectHook(0x4E67F0, &CPed::ClearAttackByRemovingAnim, PATCH_JUMP); InjectHook(0x4D37D0, &CPed::SetDie, PATCH_JUMP); InjectHook(0x4C5D50, &CPed::StopNonPartialAnims, PATCH_JUMP); InjectHook(0x4C5DB0, &CPed::SetStoredState, PATCH_JUMP); InjectHook(0x4EA420, &CPed::InflictDamage, PATCH_JUMP); InjectHook(0x4D1EA0, &CPed::ClearFlee, PATCH_JUMP); InjectHook(0x4D0BB0, &CPed::ClearFall, PATCH_JUMP); InjectHook(0x4D0F20, &CPed::SetGetUp, PATCH_JUMP); InjectHook(0x4D6550, &CPed::RestoreHeadingRateCB, PATCH_JUMP); InjectHook(0x4C5E30, &CPed::RestorePreviousState, PATCH_JUMP); InjectHook(0x4E5F70, &CPed::SetPointGunAt, PATCH_JUMP); InjectHook(0x4D2750, &CPed::SetWanderPath, PATCH_JUMP); InjectHook(0x4D30C0, &CPed::SetEvasiveStep, PATCH_JUMP); InjectHook(0x4EA360, &CPed::ClearInvestigateEvent, PATCH_JUMP); InjectHook(0x4D8E80, &CPed::ClearLeader, PATCH_JUMP); InjectHook(0x4D1360, &CPed::ClearLook, PATCH_JUMP); InjectHook(0x4D8DF0, &CPed::ClearObjective, PATCH_JUMP); InjectHook(0x4D0970, &CPed::ClearPause, PATCH_JUMP); InjectHook(0x4D1620, &CPed::ClearSeek, PATCH_JUMP); InjectHook(0x4CFB70, &CPed::ClearWeapons, PATCH_JUMP); InjectHook(0x4C6BB0, &CPed::RestoreGunPosition, PATCH_JUMP); InjectHook(0x4D6540, &CPed::RestoreHeadingRate, PATCH_JUMP); InjectHook(0x4C69E0, (void (CPed::*)(CEntity*)) &CPed::SetAimFlag, PATCH_JUMP); InjectHook(0x4C6960, (void (CPed::*)(float)) &CPed::SetAimFlag, PATCH_JUMP); InjectHook(0x4CFAD0, &CPed::GrantAmmo, PATCH_JUMP); InjectHook(0x4CFB20, &CPed::SetAmmo, PATCH_JUMP); InjectHook(0x4D33A0, &CPed::SetEvasiveDive, PATCH_JUMP); InjectHook(0x4D09B0, &CPed::SetFall, PATCH_JUMP); InjectHook(0x4E6220, &CPed::SetAttack, PATCH_JUMP); InjectHook(0x4E7530, &CPed::StartFightAttack, PATCH_JUMP); InjectHook(0x4E8EC0, &CPed::FightStrike, PATCH_JUMP); InjectHook(0x4CCE20, &CPed::GetLocalDirection, PATCH_JUMP); InjectHook(0x4E8E20, &CPed::PlayHitSound, PATCH_JUMP); InjectHook(0x4E5A10, &CPed::Say, PATCH_JUMP); InjectHook(0x4D58D0, &CPed::SetWaitState, PATCH_JUMP); InjectHook(0x4D1D70, (void (CPed::*)(CEntity*, int)) &CPed::SetFlee, PATCH_JUMP); InjectHook(0x4D1C40, (void (CPed::*)(CVector2D const &, int)) &CPed::SetFlee, PATCH_JUMP); InjectHook(0x4EB9A0, &CPed::CollideWithPed, PATCH_JUMP); InjectHook(0x433490, &CPed::CreateDeadPedMoney, PATCH_JUMP); InjectHook(0x433660, &CPed::CreateDeadPedWeaponPickups, PATCH_JUMP); InjectHook(0x4D3970, &CPed::SetDead, PATCH_JUMP); InjectHook(0x53CDF0, &CPed::DeadPedMakesTyresBloody, PATCH_JUMP); InjectHook(0x4E0640, &CPed::SetBeingDraggedFromCar, PATCH_JUMP); InjectHook(0x4D1300, &CPed::SetAttackTimer, PATCH_JUMP); InjectHook(0x4D6950, &CPed::SetBuyIceCream, PATCH_JUMP); InjectHook(0x4D3A60, &CPed::SetChat, PATCH_JUMP); InjectHook(0x4D14B0, (void (CPed::*)(CVector, float)) &CPed::SetSeek, PATCH_JUMP); InjectHook(0x4D15A0, (void (CPed::*)(CEntity*, float)) &CPed::SetSeek, PATCH_JUMP); InjectHook(0x4EB5C0, &CPed::DoesLOSBulletHitPed, PATCH_JUMP); InjectHook(0x4E3EC0, &CPed::DuckAndCover, PATCH_JUMP); InjectHook(0x4E8D30, &CPed::EndFight, PATCH_JUMP); InjectHook(0x4E0D30, &CPed::EnterCar, PATCH_JUMP); InjectHook(0x4E2E50, &CPed::GetNearestTrainPedPosition, PATCH_JUMP); InjectHook(0x4E2D70, &CPed::GetNearestTrainDoor, PATCH_JUMP); InjectHook(0x4E33D0, &CPed::LineUpPedWithTrain, PATCH_JUMP); InjectHook(0x4E18D0, &CPed::ExitCar, PATCH_JUMP); InjectHook(0x4E7EE0, &CPed::Fight, PATCH_JUMP); InjectHook(0x4D3950, &CPed::FinishDieAnimCB, PATCH_JUMP); InjectHook(0x4E9830, &CPed::FinishFightMoveCB, PATCH_JUMP); InjectHook(0x4D7A80, &CPed::FinishHitHeadCB, PATCH_JUMP); InjectHook(0x4D7A50, &CPed::FinishJumpCB, PATCH_JUMP); InjectHook(0x4D7490, &CPed::FinishLaunchCB, PATCH_JUMP); InjectHook(0x4D6520, &CPed::FinishedWaitCB, PATCH_JUMP); InjectHook(0x4D5D80, &CPed::Wait, PATCH_JUMP); InjectHook(0x4E3A90, &CPed::FindBestCoordsFromNodes, PATCH_JUMP); InjectHook(0x4D2E70, &CPed::SeekFollowingPath, PATCH_JUMP); InjectHook(0x4D1640, &CPed::Seek, PATCH_JUMP); InjectHook(0x4D3020, &CPed::FollowPath, PATCH_JUMP); InjectHook(0x4D1ED0, &CPed::Flee, PATCH_JUMP); InjectHook(0x4E1CF0, &CPed::GetNearestDoor, PATCH_JUMP); InjectHook(0x4DF420, &CPed::GetFormationPosition, PATCH_JUMP); InjectHook(0x4E1F30, &CPed::GetNearestPassengerDoor, PATCH_JUMP); InjectHook(0x4D0690, &CPed::Idle, PATCH_JUMP); InjectHook(0x4DD720, &CPed::GetNextPointOnRoute, PATCH_JUMP); InjectHook(0x4D7B50, &CPed::GetPedRadioCategory, PATCH_JUMP); InjectHook(0x4CFA40, &CPed::GetWeaponSlot, PATCH_JUMP); InjectHook(0x4E2220, &CPed::GoToNearestDoor, PATCH_JUMP); InjectHook(0x4DD7B0, &CPed::HaveReachedNextPointOnRoute, PATCH_JUMP); InjectHook(0x4D0D10, &CPed::InTheAir, PATCH_JUMP); InjectHook(0x4C5270, &CPed::Initialise, PATCH_JUMP); InjectHook(0x4D0E40, &CPed::SetLanding, PATCH_JUMP); InjectHook(0x4E9B50, &CPed::InvestigateEvent, PATCH_JUMP); InjectHook(0x564BB0, &CPed::IsPedDoingDriveByShooting, PATCH_JUMP); InjectHook(0x4E4D90, &CPed::IsRoomToBeCarJacked, PATCH_JUMP); InjectHook(0x4EC430, &CPed::KillPedWithCar, PATCH_JUMP); InjectHook(0x4E9A80, &CPed::SetInvestigateEvent, PATCH_JUMP); InjectHook(0x4D5040, &CPed::LookForInterestingNodes, PATCH_JUMP); InjectHook(0x4D4F50, &CPed::LookForSexyCars, PATCH_JUMP); InjectHook(0x4D4DF0, &CPed::LookForSexyPeds, PATCH_JUMP); InjectHook(0x53CFD0, &CPed::MakeTyresMuddySectorList, PATCH_JUMP); InjectHook(0x4C6580, &FinishFuckUCB, PATCH_JUMP); InjectHook(0x4D11D0, &CPed::Mug, PATCH_JUMP); InjectHook(0x4DE130, &CPed::PedAnimAlignCB, PATCH_JUMP); InjectHook(0x4D0980, &CPed::Pause, PATCH_JUMP); InjectHook(0x4C65B0, &CPed::MoveHeadToLook, PATCH_JUMP); InjectHook(0x4DF1B0, &CPed::PedAnimDoorCloseCB, PATCH_JUMP); InjectHook(0x4E4B90, &CPed::PedAnimDoorCloseRollingCB, PATCH_JUMP); InjectHook(0x4DE500, &CPed::PedAnimDoorOpenCB, PATCH_JUMP); InjectHook(0x4D73D0, &CPed::SetJump, PATCH_JUMP); InjectHook(0x4E4E20, &CPed::RemoveInCarAnims, PATCH_JUMP); InjectHook(0x4DEC80, &CPed::PedAnimGetInCB, PATCH_JUMP); InjectHook(0x4DEAF0, &CPed::PedAnimPullPedOutCB, PATCH_JUMP); InjectHook(0x4DF5C0, &CPed::PedAnimStepOutCarCB, PATCH_JUMP); InjectHook(0x4D36E0, &CPed::PedEvadeCB, PATCH_JUMP); InjectHook(0x4CE810, &CPed::PedGetupCB, PATCH_JUMP); InjectHook(0x4CE8A0, &CPed::PedLandCB, PATCH_JUMP); InjectHook(0x4E2920, &CPed::PedSetDraggedOutCarPositionCB, PATCH_JUMP); InjectHook(0x4CF220, &CPed::PedSetInCarCB, PATCH_JUMP); InjectHook(0x4E3290, &CPed::PedSetInTrainCB, PATCH_JUMP); InjectHook(0x4C10C0, &CPed::RunToReportCrime, PATCH_JUMP); InjectHook(0x4E3870, &CPed::RegisterThreatWithGangPeds, PATCH_JUMP); InjectHook(0x4DD980, &CPed::ReactToPointGun, PATCH_JUMP); InjectHook(0x4CE8F0, &CPed::PedSetOutCarCB, PATCH_JUMP); InjectHook(0x4E36E0, &CPed::PedSetOutTrainCB, PATCH_JUMP); InjectHook(0x4EB6E0, &CPed::PlacePedOnDryLand, PATCH_JUMP); InjectHook(0x4E2480, &CPed::PedSetQuickDraggedOutCarPositionCB, PATCH_JUMP); InjectHook(0x4E4F30, &CPed::PositionPedOutOfCollision, PATCH_JUMP); InjectHook(0x4D6A00, &CPed::PossiblyFindBetterPosToSeekCar, PATCH_JUMP); InjectHook(0x4D94E0, &CPed::ProcessObjective, PATCH_JUMP); InjectHook(0x4CCEB0, &CPed::SetDirectionToWalkAroundObject, PATCH_JUMP); InjectHook(0x4DF3E0, &CPed::SetFormation, PATCH_JUMP); InjectHook(0x4C7340, &CPed::WillChat, PATCH_JUMP); InjectHook(0x4E32D0, &CPed::SetEnterTrain, PATCH_JUMP); InjectHook(0x4E4920, &CPed::SetDuck, PATCH_JUMP); InjectHook(0x4E0920, &CPed::SetEnterCar, PATCH_JUMP); InjectHook(0x4D7BC0, &CPed::SetRadioStation, PATCH_JUMP); InjectHook(0x4C7FF0, &CPed::ProcessBuoyancy, PATCH_JUMP); InjectHook(0x4D6620, &CPed::SetSolicit, PATCH_JUMP); InjectHook(0x4D2EA0, &CPed::SetFollowPath, PATCH_JUMP); InjectHook(0x4E1010, &CPed::SetExitCar, PATCH_JUMP); InjectHook(0x4C5FE0, &CPed::ScanForThreats, PATCH_JUMP); InjectHook(0x4C6C10, &CPed::ScanForInterestingStuff, PATCH_JUMP); InjectHook(0x4D3F90, &CPed::SeekCar, PATCH_JUMP); InjectHook(0x4E5870, &CPed::ServiceTalking, PATCH_JUMP); InjectHook(0x4E7780, &CPed::StartFightDefend, PATCH_JUMP); InjectHook(0x4D8F30, &CPed::UpdateFromLeader, PATCH_JUMP); InjectHook(0x4D4970, &CPed::SetPedPositionInCar, PATCH_JUMP); InjectHook(0x4D7D20, &CPed::WarpPedIntoCar, PATCH_JUMP); InjectHook(0x4E0A40, &CPed::SetEnterCar_AllClear, PATCH_JUMP); InjectHook(0x4D28D0, &CPed::WanderPath, PATCH_JUMP); InjectHook(0x4E5570, &CPed::WarpPedToNearEntityOffScreen, PATCH_JUMP); InjectHook(0x4E52A0, &CPed::WarpPedToNearLeaderOffScreen, PATCH_JUMP); InjectHook(0x4E0220, &CPed::SetCarJack, PATCH_JUMP); InjectHook(0x4D6780, &CPed::Solicit, PATCH_JUMP); ENDPATCHES