mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 07:50:01 +00:00
662 lines
20 KiB
C++
662 lines
20 KiB
C++
#include "common.h"
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#include "Automobile.h"
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#include "Bridge.h"
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#include "Camera.h"
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#include "CarCtrl.h"
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#include "Cranes.h"
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#include "Darkel.h"
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#include "Explosion.h"
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#include "Fire.h"
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#include "Frontend.h"
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#include "General.h"
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#include "HandlingMgr.h"
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#include "Messages.h"
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#include "Pad.h"
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#include "PathFind.h"
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#include "PlayerInfo.h"
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#include "PlayerPed.h"
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#include "PlayerSkin.h"
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#include "ProjectileInfo.h"
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#include "Remote.h"
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#include "Renderer.h"
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#include "Replay.h"
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#include "Script.h"
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#include "SpecialFX.h"
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#include "Stats.h"
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#include "Streaming.h"
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#include "Text.h"
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#include "Wanted.h"
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#include "WaterLevel.h"
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#include "World.h"
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#include "ZoneCull.h"
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#include "main.h"
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void
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CPlayerInfo::Clear(void)
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{
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m_pPed = nil;
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m_pRemoteVehicle = nil;
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if (m_pVehicleEx) {
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m_pVehicleEx->bUsingSpecialColModel = false;
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m_pVehicleEx = nil;
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}
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m_nVisibleMoney = 0;
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m_nMoney = m_nVisibleMoney;
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m_WBState = WBSTATE_PLAYING;
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m_nWBTime = 0;
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m_nTrafficMultiplier = 0;
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m_fRoadDensity = 1.0f;
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m_bInRemoteMode = false;
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m_bUnusedTaxiThing = false;
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m_nUnusedTaxiTimer = 0;
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m_nCollectedPackages = 0;
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m_nTotalPackages = 3;
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m_nTimeLastHealthLoss = 0;
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m_nTimeLastArmourLoss = 0;
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m_nNextSexFrequencyUpdateTime = 0;
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m_nNextSexMoneyUpdateTime = 0;
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m_nSexFrequency = 0;
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m_pHooker = nil;
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m_nTimeTankShotGun = 0;
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field_248 = 0;
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m_nUpsideDownCounter = 0;
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m_bInfiniteSprint = false;
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m_bFastReload = false;
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m_bGetOutOfJailFree = false;
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m_bGetOutOfHospitalFree = false;
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m_nPreviousTimeRewardedForExplosion = 0;
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m_nExplosionsSinceLastReward = 0;
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}
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void
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CPlayerInfo::Process(void)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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// Unused taxi feature. Gives you a dollar for every second with a passenger. Can be toggled via 0x29A opcode.
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bool startTaxiTimer = true;
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if (m_bUnusedTaxiThing && m_pPed->bInVehicle) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if ((veh->GetModelIndex() == MI_TAXI || veh->GetModelIndex() == MI_CABBIE || veh->GetModelIndex() == MI_BORGNINE)
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&& veh->pDriver == m_pPed && veh->m_nNumPassengers != 0) {
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for (uint32 timePassed = CTimer::GetTimeInMilliseconds() - m_nUnusedTaxiTimer; timePassed >= 1000; m_nUnusedTaxiTimer += 1000) {
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timePassed -= 1000;
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++m_nMoney;
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}
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startTaxiTimer = false;
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}
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}
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if (startTaxiTimer)
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m_nUnusedTaxiTimer = CTimer::GetTimeInMilliseconds();
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// The effect that makes money counter does while earning/losing money
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if (m_nVisibleMoney != m_nMoney) {
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int diff = m_nMoney - m_nVisibleMoney;
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int diffAbs = Abs(diff);
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int changeBy;
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if (diffAbs > 100000)
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changeBy = 12345;
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else if (diffAbs > 10000)
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changeBy = 1234;
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else if (diffAbs > 1000)
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changeBy = 123;
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else if (diffAbs > 50)
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changeBy = 42;
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else
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changeBy = 1;
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if (diff < 0)
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m_nVisibleMoney -= changeBy;
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else
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m_nVisibleMoney += changeBy;
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}
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if (!(CTimer::GetFrameCounter() & 15)) {
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CVector2D playerPos = m_pPed->bInVehicle ? m_pPed->m_pMyVehicle->GetPosition() : m_pPed->GetPosition();
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m_fRoadDensity = ThePaths.CalcRoadDensity(playerPos.x, playerPos.y);
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}
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m_fRoadDensity = clamp(m_fRoadDensity, 0.4f, 1.45f);
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// Because vehicle enter/exit use same key binding.
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bool enterOrExitVeh;
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if (m_pPed->bVehExitWillBeInstant && m_pPed->bInVehicle)
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enterOrExitVeh = CPad::GetPad(0)->ExitVehicleJustDown();
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else
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enterOrExitVeh = CPad::GetPad(0)->GetExitVehicle();
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if (enterOrExitVeh && m_pPed->m_nPedState != PED_SNIPER_MODE && m_pPed->m_nPedState != PED_ROCKET_MODE) {
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if (m_pPed->bInVehicle) {
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if (!m_pRemoteVehicle) {
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CEntity *surfaceBelowVeh = m_pPed->m_pMyVehicle->m_pCurGroundEntity;
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if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->GetModelIndex())) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if (!veh->IsBoat() || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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// This condition will always return true, else block was probably WIP Miami code.
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if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
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if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) {
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m_pPed->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
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}
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}
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} else {
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CVector sth = 0.7f * veh->GetRight() + veh->GetPosition();
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bool found = false;
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float groundZ = CWorld::FindGroundZFor3DCoord(sth.x, sth.y, 2.0f + sth.z, &found);
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if (found)
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sth.z = 1.0f + groundZ;
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m_pPed->SetPedState(PED_IDLE);
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m_pPed->SetMoveState(PEDMOVE_STILL);
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CPed::PedSetOutCarCB(0, m_pPed);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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CAnimManager::BlendAnimation(m_pPed->GetClump(), ASSOCGRP_STD, ANIM_FALL_LAND, 100.0f);
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m_pPed->SetPosition(sth);
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m_pPed->SetMoveState(PEDMOVE_STILL);
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m_pPed->m_vecMoveSpeed = veh->m_vecMoveSpeed;
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}
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} else {
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// The code in here was under CPed::SetExitBoat in VC, did the same for here.
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m_pPed->SetExitBoat(veh);
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m_pPed->bTryingToReachDryLand = true;
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}
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}
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}
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} else {
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// Enter vehicle
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if (CPad::GetPad(0)->ExitVehicleJustDown()) {
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bool weAreOnBoat = false;
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float lastCloseness = 0.0f;
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CVehicle *carBelow = nil;
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CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface;
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if (surfaceBelow && surfaceBelow->IsVehicle()) {
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carBelow = (CVehicle*)surfaceBelow;
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if (carBelow->IsBoat()) {
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weAreOnBoat = true;
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m_pPed->bOnBoat = true;
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#ifdef VC_PED_PORTS
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if (carBelow->GetStatus() != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
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#else
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if (carBelow->GetStatus() != STATUS_WRECKED)
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#endif
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m_pPed->SetSeekBoatPosition(carBelow);
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}
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}
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// Find closest car
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if (!weAreOnBoat) {
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float minX = m_pPed->GetPosition().x - 10.0f;
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float maxX = 10.0f + m_pPed->GetPosition().x;
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float minY = m_pPed->GetPosition().y - 10.0f;
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float maxY = 10.0f + m_pPed->GetPosition().y;
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int minXSector = CWorld::GetSectorIndexX(minX);
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if (minXSector < 0) minXSector = 0;
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int minYSector = CWorld::GetSectorIndexY(minY);
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if (minYSector < 0) minYSector = 0;
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int maxXSector = CWorld::GetSectorIndexX(maxX);
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if (maxXSector > NUMSECTORS_X - 1) maxXSector = NUMSECTORS_X - 1;
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int maxYSector = CWorld::GetSectorIndexY(maxY);
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if (maxYSector > NUMSECTORS_Y - 1) maxYSector = NUMSECTORS_Y - 1;
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CWorld::AdvanceCurrentScanCode();
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for (int curY = minYSector; curY <= maxYSector; curY++) {
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for (int curX = minXSector; curX <= maxXSector; curX++) {
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CSector *sector = CWorld::GetSector(curX, curY);
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FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed,
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minX, minY, maxX, maxY, &lastCloseness, &carBelow);
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FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed,
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minX, minY, maxX, maxY, &lastCloseness, &carBelow);
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}
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}
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}
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// carBelow is now closest vehicle
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if (carBelow && !weAreOnBoat) {
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if (carBelow->GetStatus() == STATUS_TRAIN_NOT_MOVING) {
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
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} else if (carBelow->IsBoat()) {
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if (!carBelow->pDriver) {
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m_pPed->m_vehEnterType = 0;
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m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType);
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}
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} else {
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow);
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}
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}
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}
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}
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}
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if (m_bInRemoteMode) {
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uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar;
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if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) {
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(1.0f, FADE_OUT);
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}
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if (timeWithoutRemoteCar > 2000) {
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if (m_WBState == WBSTATE_PLAYING) {
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TheCamera.RestoreWithJumpCut();
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(1.0f, FADE_IN);
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TheCamera.Process();
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CTimer::Stop();
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CCullZones::ForceCullZoneCoors(TheCamera.GetPosition());
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CRenderer::RequestObjectsInFrustum();
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CStreaming::LoadAllRequestedModels(false);
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CTimer::Update();
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}
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m_bInRemoteMode = false;
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CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil;
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if (FindPlayerVehicle()) {
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FindPlayerVehicle()->SetStatus(STATUS_PLAYER);
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}
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}
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}
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if (!(CTimer::GetFrameCounter() & 31)) {
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CVehicle *veh = FindPlayerVehicle();
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if (veh && m_pPed->bInVehicle && veh->GetUp().z < 0.0f
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&& veh->m_vecMoveSpeed.Magnitude() < 0.05f && veh->IsCar() && !veh->bIsInWater) {
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if (veh->GetUp().z < -0.5f) {
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m_nUpsideDownCounter += 2;
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} else {
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m_nUpsideDownCounter++;
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}
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} else {
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m_nUpsideDownCounter = 0;
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}
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if (m_nUpsideDownCounter > 6 && veh->bCanBeDamaged) {
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veh->m_fHealth = 249.0f < veh->m_fHealth ? 249.0f : veh->m_fHealth;
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if (veh->IsCar()) {
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CAutomobile* car = (CAutomobile*)veh;
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car->Damage.SetEngineStatus(225);
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car->m_pSetOnFireEntity = nil;
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}
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}
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}
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if (FindPlayerVehicle()) {
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CVehicle *veh = FindPlayerVehicle();
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veh->m_nZoneLevel = LEVEL_IGNORE;
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for (int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) {
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if (veh->pPassengers[i])
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veh->pPassengers[i]->m_nZoneLevel = LEVEL_GENERIC;
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}
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CStats::DistanceTravelledInVehicle += veh->m_fDistanceTravelled;
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} else {
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CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled;
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}
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}
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bool
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CPlayerInfo::IsPlayerInRemoteMode()
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{
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return m_pRemoteVehicle || m_bInRemoteMode;
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}
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void
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CPlayerInfo::SavePlayerInfo(uint8 *buf, uint32 *size)
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{
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// Interesting
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*size = sizeof(CPlayerInfo);
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#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); buf += sizeof(data);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName);
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#undef CopyToBuf
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}
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void
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CPlayerInfo::LoadPlayerInfo(uint8 *buf, uint32 size)
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{
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#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); buf += sizeof(data);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
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CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName)
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#undef CopyFromBuf
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}
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void
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CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
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{
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for (CPtrNode* node = carList.first; node; node = node->next) {
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CVehicle *car = (CVehicle*)node->item;
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if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
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if (!car->bUsesCollision || !car->IsVehicle())
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continue;
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car->m_scanCode = CWorld::GetCurrentScanCode();
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if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
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&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
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CVector carCentre = car->GetBoundCentre();
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if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
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float dist = (ped->GetPosition() - carCentre).Magnitude2D();
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if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
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EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
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}
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}
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}
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}
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}
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}
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// lastCloseness is passed to other calls of this function
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void
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CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
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{
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// This dist used for determining the angle to face
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CVector2D dist(carToTest->GetPosition() - player->GetPosition());
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float neededTurn = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y) - CGeneral::GetATanOfXY(dist.x, dist.y);
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while (neededTurn >= PI) {
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neededTurn -= 2 * PI;
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}
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while (neededTurn < -PI) {
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neededTurn += 2 * PI;
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}
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// This dist used for evaluating cars' distances, weird...
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// Accounts inverted needed turn (or needed turn in long way) and car dist.
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float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
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if (closeness > *lastCloseness) {
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*lastCloseness = closeness;
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*closestCarOutput = (CVehicle*)carToTest;
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}
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}
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const CVector &
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CPlayerInfo::GetPos()
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{
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#ifdef FIX_BUGS
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if (!m_pPed)
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return TheCamera.GetPosition();
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#endif
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if (m_pPed->InVehicle())
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return m_pPed->m_pMyVehicle->GetPosition();
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return m_pPed->GetPosition();
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}
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CVector
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FindPlayerCoors(void)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return TheCamera.GetPosition();
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#endif
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CPlayerPed *ped = FindPlayerPed();
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if(ped->InVehicle())
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return ped->m_pMyVehicle->GetPosition();
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else
|
|
return ped->GetPosition();
|
|
}
|
|
|
|
const CVector &
|
|
FindPlayerSpeed(void)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
static CVector vecTmpVector(0.0f, 0.0f, 0.0f);
|
|
if (CReplay::IsPlayingBack())
|
|
return vecTmpVector;
|
|
#endif
|
|
CPlayerPed *ped = FindPlayerPed();
|
|
if(ped->InVehicle())
|
|
return ped->m_pMyVehicle->m_vecMoveSpeed;
|
|
else
|
|
return ped->m_vecMoveSpeed;
|
|
}
|
|
|
|
CVehicle *
|
|
FindPlayerVehicle(void)
|
|
{
|
|
CPlayerPed *ped = FindPlayerPed();
|
|
if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
|
|
return nil;
|
|
}
|
|
|
|
CEntity *
|
|
FindPlayerEntity(void)
|
|
{
|
|
CPlayerPed *ped = FindPlayerPed();
|
|
if(ped->InVehicle())
|
|
return ped->m_pMyVehicle;
|
|
else
|
|
return ped;
|
|
}
|
|
|
|
CVehicle *
|
|
FindPlayerTrain(void)
|
|
{
|
|
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
|
|
return FindPlayerVehicle();
|
|
else
|
|
return nil;
|
|
}
|
|
|
|
CPlayerPed *
|
|
FindPlayerPed(void)
|
|
{
|
|
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
|
|
}
|
|
|
|
const CVector &
|
|
FindPlayerCentreOfWorld(int32 player)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
if(CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
|
#endif
|
|
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
|
|
if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
|
|
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
|
|
return CWorld::Players[player].m_pPed->GetPosition();
|
|
}
|
|
|
|
const CVector &
|
|
FindPlayerCentreOfWorld_NoSniperShift(void)
|
|
{
|
|
#ifdef FIX_BUGS
|
|
if (CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
|
#endif
|
|
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
|
|
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
|
|
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
|
|
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
|
|
return FindPlayerPed()->GetPosition();
|
|
}
|
|
|
|
float
|
|
FindPlayerHeading(void)
|
|
{
|
|
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
|
|
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
|
|
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
|
|
return FindPlayerPed()->GetForward().Heading();
|
|
}
|
|
|
|
bool
|
|
CPlayerInfo::IsRestartingAfterDeath()
|
|
{
|
|
return m_WBState == WBSTATE_WASTED;
|
|
}
|
|
|
|
bool
|
|
CPlayerInfo::IsRestartingAfterArrest()
|
|
{
|
|
return m_WBState == WBSTATE_BUSTED;
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::KillPlayer()
|
|
{
|
|
if (m_WBState != WBSTATE_PLAYING) return;
|
|
|
|
m_WBState = WBSTATE_WASTED;
|
|
m_nWBTime = CTimer::GetTimeInMilliseconds();
|
|
CDarkel::ResetOnPlayerDeath();
|
|
CMessages::AddBigMessage(TheText.Get("DEAD"), 4000, 2);
|
|
CStats::TimesDied++;
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::ArrestPlayer()
|
|
{
|
|
if (m_WBState != WBSTATE_PLAYING) return;
|
|
|
|
m_WBState = WBSTATE_BUSTED;
|
|
m_nWBTime = CTimer::GetTimeInMilliseconds();
|
|
CDarkel::ResetOnPlayerDeath();
|
|
CMessages::AddBigMessage(TheText.Get("BUSTED"), 5000, 2);
|
|
CStats::TimesArrested++;
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::PlayerFailedCriticalMission()
|
|
{
|
|
if (m_WBState != WBSTATE_PLAYING)
|
|
return;
|
|
m_WBState = WBSTATE_FAILED_CRITICAL_MISSION;
|
|
m_nWBTime = CTimer::GetTimeInMilliseconds();
|
|
CDarkel::ResetOnPlayerDeath();
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car)
|
|
{
|
|
if (!car || car == m_pPed->m_pMyVehicle) {
|
|
if (m_pPed->EnteringCar())
|
|
m_pPed->QuitEnteringCar();
|
|
}
|
|
if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
|
m_pPed->ClearObjective();
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::MakePlayerSafe(bool toggle)
|
|
{
|
|
if (toggle) {
|
|
CTheScripts::ResetCountdownToMakePlayerUnsafe();
|
|
m_pPed->m_pWanted->m_bIgnoredByEveryone = true;
|
|
CWorld::StopAllLawEnforcersInTheirTracks();
|
|
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO);
|
|
CPad::StopPadsShaking();
|
|
m_pPed->bBulletProof = true;
|
|
m_pPed->bFireProof = true;
|
|
m_pPed->bCollisionProof = true;
|
|
m_pPed->bMeleeProof = true;
|
|
m_pPed->bOnlyDamagedByPlayer = true;
|
|
m_pPed->bExplosionProof = true;
|
|
m_pPed->m_bCanBeDamaged = false;
|
|
((CPlayerPed*)m_pPed)->ClearAdrenaline();
|
|
CancelPlayerEnteringCars(nil);
|
|
gFireManager.ExtinguishPoint(GetPos(), 4000.0f);
|
|
CExplosion::RemoveAllExplosionsInArea(GetPos(), 4000.0f);
|
|
CProjectileInfo::RemoveAllProjectiles();
|
|
CWorld::SetAllCarsCanBeDamaged(false);
|
|
CWorld::ExtinguishAllCarFiresInArea(GetPos(), 4000.0f);
|
|
CReplay::DisableReplays();
|
|
|
|
} else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) {
|
|
m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
|
|
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO);
|
|
m_pPed->bBulletProof = false;
|
|
m_pPed->bFireProof = false;
|
|
m_pPed->bCollisionProof = false;
|
|
m_pPed->bMeleeProof = false;
|
|
m_pPed->bOnlyDamagedByPlayer = false;
|
|
m_pPed->bExplosionProof = false;
|
|
m_pPed->m_bCanBeDamaged = true;
|
|
CWorld::SetAllCarsCanBeDamaged(true);
|
|
CReplay::EnableReplays();
|
|
}
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::BlowUpRCBuggy(void)
|
|
{
|
|
if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld)
|
|
return;
|
|
|
|
CRemote::TakeRemoteControlledCarFromPlayer();
|
|
m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
|
|
}
|
|
|
|
// There is something unfinished in here... Sadly all IDBs we have have it unfinished.
|
|
void
|
|
CPlayerInfo::AwardMoneyForExplosion(CVehicle *wreckedCar)
|
|
{
|
|
if (CTimer::GetTimeInMilliseconds() - m_nPreviousTimeRewardedForExplosion < 6000)
|
|
++m_nExplosionsSinceLastReward;
|
|
else
|
|
m_nExplosionsSinceLastReward = 1;
|
|
|
|
m_nPreviousTimeRewardedForExplosion = CTimer::GetTimeInMilliseconds();
|
|
int award = wreckedCar->pHandling->nMonetaryValue * 0.002f;
|
|
sprintf(gString, "$%d", award);
|
|
#ifdef MONEY_MESSAGES
|
|
// This line is a leftover from PS2, I don't know what it was meant to be.
|
|
// CVector sth(TheCamera.GetPosition() * 4.0f);
|
|
|
|
CMoneyMessages::RegisterOne(wreckedCar->GetPosition() + CVector(0.0f, 0.0f, 2.0f), gString, 0, 255, 0, 2.0f, 0.5f);
|
|
#endif
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
|
|
|
|
for (int i = m_nExplosionsSinceLastReward; i > 1; --i) {
|
|
CGeneral::GetRandomNumber();
|
|
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
|
|
}
|
|
}
|
|
|
|
#ifdef GTA_PC
|
|
void
|
|
CPlayerInfo::SetPlayerSkin(const char *skin)
|
|
{
|
|
strncpy(m_aSkinName, skin, 32);
|
|
LoadPlayerSkin();
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::LoadPlayerSkin()
|
|
{
|
|
DeletePlayerSkin();
|
|
|
|
m_pSkinTexture = CPlayerSkin::GetSkinTexture(m_aSkinName);
|
|
if (!m_pSkinTexture)
|
|
m_pSkinTexture = CPlayerSkin::GetSkinTexture(DEFAULT_SKIN_NAME);
|
|
}
|
|
|
|
void
|
|
CPlayerInfo::DeletePlayerSkin()
|
|
{
|
|
if (m_pSkinTexture) {
|
|
RwTextureDestroy(m_pSkinTexture);
|
|
m_pSkinTexture = nil;
|
|
}
|
|
}
|
|
#endif |