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authorclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
committerclaude-bot <[email protected]>2026-07-13 12:27:07 +0000
commit9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch)
treea84756b82513739a2672db3a1f0ec579db6d18ff /src/peds
downloadre3-miami.tar.gz
re3-miami.zip
Import Cai1Hsu/re3 @ miami (reVC / GTA:VC decompilation)HEADmiami
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt. Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/peds')
-rw-r--r--src/peds/CivilianPed.cpp610
-rw-r--r--src/peds/CivilianPed.h26
-rw-r--r--src/peds/CopPed.cpp874
-rw-r--r--src/peds/CopPed.h51
-rw-r--r--src/peds/DummyPed.h10
-rw-r--r--src/peds/EmergencyPed.cpp412
-rw-r--r--src/peds/EmergencyPed.h39
-rw-r--r--src/peds/Gangs.cpp124
-rw-r--r--src/peds/Gangs.h57
-rw-r--r--src/peds/Ped.cpp9597
-rw-r--r--src/peds/Ped.h1190
-rw-r--r--src/peds/PedAI.cpp6859
-rw-r--r--src/peds/PedAttractor.cpp802
-rw-r--r--src/peds/PedAttractor.h196
-rw-r--r--src/peds/PedChat.cpp153
-rw-r--r--src/peds/PedDebug.cpp346
-rw-r--r--src/peds/PedFight.cpp4177
-rw-r--r--src/peds/PedIK.cpp367
-rw-r--r--src/peds/PedIK.h66
-rw-r--r--src/peds/PedPlacement.cpp58
-rw-r--r--src/peds/PedPlacement.h8
-rw-r--r--src/peds/PedRoutes.cpp79
-rw-r--r--src/peds/PedRoutes.h15
-rw-r--r--src/peds/PedType.cpp316
-rw-r--r--src/peds/PedType.h178
-rw-r--r--src/peds/PlayerPed.cpp2215
-rw-r--r--src/peds/PlayerPed.h114
-rw-r--r--src/peds/Population.cpp1791
-rw-r--r--src/peds/Population.h88
29 files changed, 30818 insertions, 0 deletions
diff --git a/src/peds/CivilianPed.cpp b/src/peds/CivilianPed.cpp
new file mode 100644
index 0000000..f351136
--- /dev/null
+++ b/src/peds/CivilianPed.cpp
@@ -0,0 +1,610 @@
+#include "common.h"
+
+#include "CivilianPed.h"
+#include "Phones.h"
+#include "General.h"
+#include "PlayerPed.h"
+#include "Wanted.h"
+#include "DMAudio.h"
+#include "World.h"
+#include "Vehicle.h"
+#include "SurfaceTable.h"
+#include "Weather.h"
+#include "PedAttractor.h"
+#include "Object.h"
+#include "CarCtrl.h"
+
+#ifndef _WIN32
+#include <float.h>
+#endif
+
+CCivilianPed::CCivilianPed(ePedType pedtype, uint32 mi) : CPed(pedtype)
+{
+ SetModelIndex(mi);
+ for (int i = 0; i < ARRAY_SIZE(m_nearPeds); i++) {
+ m_nearPeds[i] = nil;
+ }
+ m_bLookForVacantCars = false;
+ if (pedtype == PEDTYPE_CRIMINAL)
+ m_bLookForVacantCars = true;
+
+ m_nLookForVacantCarsCounter = 0;
+ m_bJustStoleACar = false;
+ m_bStealCarEvenIfThereIsSomeoneInIt = false;
+ for (int i = 0; i < ARRAY_SIZE(m_nStealWishList); i++) {
+#ifdef FIX_BUGS
+ uint32 randomCarModel = CGeneral::GetRandomNumberInRange(MI_LANDSTAL, MI_LAST_VEHICLE);
+#else
+ uint32 randomCarModel = CGeneral::GetRandomNumberInRange(MI_LANDSTAL, MI_LANDSTAL + VEHICLEMODELSIZE);
+#endif
+ if (CModelInfo::IsCarModel(randomCarModel) || CModelInfo::IsBikeModel(randomCarModel))
+ m_nStealWishList[i] = randomCarModel;
+ else
+ m_nStealWishList[i] = MI_CHEETAH;
+ }
+ m_nAttractorCycleState = 0;
+ m_bAttractorUnk = (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 1.25f);
+}
+
+void
+CCivilianPed::CivilianAI(void)
+{
+ if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer || m_objective != OBJECTIVE_NONE && !bRespondsToThreats
+ || !IsPedInControl()) {
+
+ if (m_objective == OBJECTIVE_GUARD_SPOT)
+ return;
+
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
+ if (m_pedInObjective && m_pedInObjective->IsPlayer())
+ return;
+ }
+ if (CTimer::GetTimeInMilliseconds() <= m_lookTimer)
+ return;
+
+ ScanForDelayedResponseThreats();
+ if (!m_threatFlags || CTimer::GetTimeInMilliseconds() <= m_threatCheckTimer)
+ return;
+ CheckThreatValidity();
+ uint32 closestThreatFlag = m_threatFlags;
+ m_threatFlags = 0;
+ m_threatCheckTimer = 0;
+ if (closestThreatFlag == PED_FLAG_EXPLOSION) {
+ float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ m_eventOrThreat.x, m_eventOrThreat.y,
+ GetPosition().x, GetPosition().y);
+ SetLookFlag(angleToFace, true);
+ SetLookTimer(500);
+
+ } else if (closestThreatFlag == PED_FLAG_GUN) {
+ SetLookFlag(m_threatEntity, true);
+ SetLookTimer(500);
+ }
+ return;
+ }
+ ScanForDelayedResponseThreats();
+ if (!m_threatFlags || CTimer::GetTimeInMilliseconds() <= m_threatCheckTimer)
+ return;
+ CheckThreatValidity();
+ uint32 closestThreatFlag = m_threatFlags;
+ m_threatFlags = 0;
+ m_threatCheckTimer = 0;
+ if (closestThreatFlag == PED_FLAG_GUN) {
+ if (!m_threatEntity || !m_threatEntity->IsPed())
+ return;
+
+ CPed *threatPed = (CPed*)m_threatEntity;
+ float threatDistSqr = (m_threatEntity->GetPosition() - GetPosition()).MagnitudeSqr2D();
+ if (CharCreatedBy == MISSION_CHAR && bCrouchWhenScared) {
+ SetDuck(10000, true);
+ SetLookFlag(m_threatEntity, false);
+ SetLookTimer(500);
+ return;
+ }
+ if (m_pedStats->m_fear <= m_pedStats->m_lawfulness) {
+ if (m_pedStats->m_temper <= m_pedStats->m_fear) {
+ if (!threatPed->IsPlayer() || !RunToReportCrime(CRIME_POSSESSION_GUN)) {
+ if (threatDistSqr < sq(30.0f)) {
+ bMakeFleeScream = true;
+ SetFindPathAndFlee(m_threatEntity, 10000);
+ } else {
+ SetFindPathAndFlee(m_threatEntity->GetPosition(), 5000, true);
+ }
+ }
+ } else if (m_objective != OBJECTIVE_NONE || GetWeapon()->IsTypeMelee()) {
+ SetFindPathAndFlee(m_threatEntity, 5000);
+ if (threatDistSqr < sq(20.0f)) {
+ SetMoveState(PEDMOVE_RUN);
+ bMakeFleeScream = true;
+ } else {
+ SetMoveState(PEDMOVE_WALK);
+ }
+ } else if (threatPed->IsPlayer() && IsGangMember() && bCanAttackPlayerWithCops) {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
+
+ } else if (threatPed->IsPlayer() && FindPlayerPed()->m_pWanted->m_CurrentCops != 0) {
+ SetFindPathAndFlee(m_threatEntity, 5000);
+ if (threatDistSqr < sq(30.0f)) {
+ SetMoveState(PEDMOVE_RUN);
+ } else {
+ SetMoveState(PEDMOVE_WALK);
+ }
+ } else {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
+ }
+ } else {
+ if (threatDistSqr < sq(30.0f)) {
+ bMakeFleeScream = true;
+ SetFindPathAndFlee(m_threatEntity, 10000);
+ SetMoveState(PEDMOVE_SPRINT);
+ } else {
+ bMakeFleeScream = false;
+ SetFindPathAndFlee(m_threatEntity, 5000);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ }
+ SetLookFlag(m_threatEntity, false);
+ SetLookTimer(500);
+ } else if (closestThreatFlag == PED_FLAG_DEADPEDS) {
+ float eventDistSqr = (m_pEventEntity->GetPosition() - GetPosition()).MagnitudeSqr2D();
+ if (CharCreatedBy == MISSION_CHAR && bCrouchWhenScared && eventDistSqr < sq(5.0f)) {
+ SetDuck(10000, true);
+
+ } else if (((CPed*)m_pEventEntity)->bIsDrowning || IsGangMember() && m_nPedType == ((CPed*)m_pEventEntity)->m_nPedType) {
+ if (eventDistSqr < sq(5.0f)) {
+ SetFindPathAndFlee(m_pEventEntity, 2000);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ } else if (IsGangMember() || eventDistSqr > sq(5.0f)) {
+ bool investigateDeadPed = true;
+ CEntity *killerOfDeadPed = ((CPed*)m_pEventEntity)->m_threatEntity;
+ if (killerOfDeadPed && killerOfDeadPed->IsPed()) {
+ CVector killerPos = killerOfDeadPed->GetPosition();
+ CVector deadPedPos = m_pEventEntity->GetPosition();
+ if (CVector2D(killerPos - deadPedPos).MagnitudeSqr() < sq(10.0f))
+ investigateDeadPed = false;
+ }
+
+ if (investigateDeadPed)
+ SetInvestigateEvent(EVENT_DEAD_PED, CVector2D(m_pEventEntity->GetPosition()), 1.0f, 20000, 0.0f);
+
+ } else {
+ SetFindPathAndFlee(m_pEventEntity, 5000);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ } else if (closestThreatFlag == PED_FLAG_EXPLOSION) {
+ CVector2D eventDistVec = m_eventOrThreat - GetPosition();
+ float eventDistSqr = eventDistVec.MagnitudeSqr();
+ if (CharCreatedBy == MISSION_CHAR && bCrouchWhenScared && eventDistSqr < sq(20.0f)) {
+ SetDuck(10000, true);
+
+ } else if (eventDistSqr < sq(20.0f)) {
+ bMakeFleeScream = true;
+ SetFlee(m_eventOrThreat, 2000);
+ float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ m_eventOrThreat.x, m_eventOrThreat.y,
+ GetPosition().x, GetPosition().y);
+ SetLookFlag(angleToFace, true);
+ SetLookTimer(500);
+ } else if (eventDistSqr < sq(40.0f)) {
+ if (bGonnaInvestigateEvent) {
+ if (CharCreatedBy != MISSION_CHAR && !IsGangMember())
+ SetInvestigateEvent(EVENT_EXPLOSION, m_eventOrThreat, 6.0f, 30000, 0.0f);
+
+ } else {
+ float eventHeading = CGeneral::GetRadianAngleBetweenPoints(eventDistVec.x, eventDistVec.y, 0.0f, 0.0f);
+ eventHeading = CGeneral::LimitRadianAngle(eventHeading);
+ if (eventHeading < 0.0f)
+ eventHeading = eventHeading + TWOPI;
+
+ SetWanderPath(eventHeading / 8.0f);
+ }
+ }
+ } else {
+ if (m_threatEntity && m_threatEntity->IsPed()) {
+ CPed *threatPed = (CPed*)m_threatEntity;
+ if (m_pedStats->m_fear <= 100 - threatPed->m_pedStats->m_temper && threatPed->m_nPedType != PEDTYPE_COP) {
+ if (threatPed->GetWeapon()->IsTypeMelee() || !GetWeapon()->IsTypeMelee()) {
+ if (threatPed->IsPlayer() && IsGangMember() && bCanAttackPlayerWithCops) {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
+
+ } else if (threatPed->IsPlayer() && FindPlayerPed()->m_pWanted->m_CurrentCops != 0) {
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
+ SetFindPathAndFlee(m_threatEntity, 10000);
+ }
+ } else {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
+ }
+ }
+ } else {
+ SetFindPathAndFlee(m_threatEntity, 10000, true);
+ }
+ }
+ }
+}
+
+void
+CCivilianPed::ProcessControl(void)
+{
+ if (CharCreatedBy == UNK_CHAR)
+ return;
+
+ CPed::ProcessControl();
+
+ if (bWasPostponed)
+ return;
+
+ if (DyingOrDead())
+ return;
+
+ GetWeapon()->Update(m_audioEntityId, nil);
+ switch (m_nPedState) {
+ case PED_WANDER_RANGE:
+ case PED_WANDER_PATH:
+ if (IsVisible())
+ ScanForInterestingStuff();
+ break;
+ case PED_SEEK_ENTITY:
+ if (!m_pSeekTarget) {
+ RestorePreviousState();
+ break;
+ }
+ m_vecSeekPos = m_pSeekTarget->GetPosition();
+
+ // fall through
+ case PED_SEEK_POS:
+ if (Seek()) {
+ if ((m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_SPRINT_TO_AREA ||
+ IsUseAttractorObjective(m_objective)) && m_pNextPathNode) {
+ m_pNextPathNode = nil;
+
+ } else if (bRunningToPhone) {
+ if (gPhoneInfo.m_aPhones[m_phoneId].m_nState != PHONE_STATE_FREE) {
+ RestorePreviousState();
+ m_phoneId = -1;
+ } else {
+ gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_REPORTING_CRIME;
+ SetPedState(PED_FACE_PHONE);
+ }
+ } else if (m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
+ if (m_pedInObjective && m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
+ if (m_moved.Magnitude() == 0.0f) {
+ if (m_pedInObjective->m_nMoveState == PEDMOVE_STILL)
+ m_fRotationDest = m_pedInObjective->m_fRotationCur;
+ }
+ } else if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT
+ && m_pedInObjective && m_pedInObjective->m_nMoveState != PEDMOVE_STILL) {
+ SetMoveState(m_pedInObjective->m_nMoveState);
+ } else if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_SPRINT_TO_AREA ||
+ IsUseAttractorObjective(m_objective)) {
+ SetIdle();
+ } else {
+ RestorePreviousState();
+ }
+ }
+ }
+ break;
+ case PED_FACE_PHONE:
+ if (FacePhone())
+ SetPedState(PED_MAKE_CALL);
+ break;
+ case PED_MAKE_CALL:
+ if (MakePhonecall())
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ break;
+ case PED_MUG:
+ Mug();
+ break;
+ case PED_SOLICIT:
+ Solicit();
+ break;
+ case PED_UNKNOWN:
+ {
+ int pedsInSameState = 0;
+ Idle();
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->m_nPedType == m_nPedType && nearPed->m_nPedState == PED_UNKNOWN) {
+ ++pedsInSameState;
+ }
+ }
+ if (pedsInSameState < 5) {
+ for (int j = 0; j < m_numNearPeds; ++j) {
+ CPed *nearPed = m_nearPeds[j];
+ if (nearPed->m_nPedType == m_nPedType && nearPed->m_nPedState == PED_WANDER_PATH) {
+ nearPed->SetPedState(PED_UNKNOWN);
+ }
+ }
+ }
+ break;
+ }
+ case PED_DRIVING:
+ if (m_nPedType != PEDTYPE_PROSTITUTE)
+ break;
+
+ if (CWorld::Players[CWorld::PlayerInFocus].m_pHooker != this)
+ break;
+
+ if (CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime) {
+ if (m_nPedState == PED_DRIVING
+ && m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->IsPlayer() && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING) {
+ CColPoint foundCol;
+ CEntity* foundEnt;
+
+ CWorld::ProcessVerticalLine(m_pMyVehicle->GetPosition(), -100.0f,
+ foundCol, foundEnt, true, false, false, false, false, false, nil);
+
+ if (m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() < sq(0.01f)
+ && foundCol.surfaceB != SURFACE_DEFAULT && foundCol.surfaceB != SURFACE_TARMAC && foundCol.surfaceB != SURFACE_PAVEMENT) {
+
+ if (m_pMyVehicle->CarHasRoof()) {
+ m_pMyVehicle->ApplyTurnForce(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(-0.8f, -1.2f) * m_fMass,
+ GetPosition().x - m_pMyVehicle->GetPosition().x, GetPosition().y - m_pMyVehicle->GetPosition().y, 0.0f);
+
+ DMAudio.PlayOneShot(m_pMyVehicle->m_audioEntityId, SOUND_CAR_JERK, 0.0f);
+ m_pMyVehicle->pDriver->Say(SOUND_PED_PLAYER_BEFORESEX);
+ Say(SOUND_PED_PLAYER_BEFORESEX);
+
+ int playerSexFrequency = CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency;
+ if (CWorld::Players[CWorld::PlayerInFocus].m_nMoney >= 10 && playerSexFrequency > 250) {
+ CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + playerSexFrequency;
+ if (playerSexFrequency >= 350) {
+ CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = Max(250, playerSexFrequency - 30);
+ } else {
+ CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = Max(250, playerSexFrequency - 10);
+ }
+
+ m_pMyVehicle->pDriver->m_fHealth = Min(CWorld::Players[0].m_nMaxHealth + 25.0f, 1.0f + m_pMyVehicle->pDriver->m_fHealth);
+ if (CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency == 250)
+ CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000;
+ } else {
+ bWanderPathAfterExitingCar = true;
+ CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
+ ClearLeader();
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ m_pMyVehicle->pDriver->Say(SOUND_PED_PLAYER_AFTERSEX);
+ }
+ } else {
+ bWanderPathAfterExitingCar = true;
+ CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
+ m_pMyVehicle->pDriver->m_fHealth = CWorld::Players[0].m_nMaxHealth + 25.0f;
+ ClearLeader();
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ m_pMyVehicle->pDriver->Say(SOUND_PED_PLAYER_AFTERSEX);
+ }
+ } else {
+ CWorld::Players[CWorld::PlayerInFocus].m_nNextSexFrequencyUpdateTime = CTimer::GetTimeInMilliseconds() + 3000;
+ int playerSexFrequency = CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency;
+ if (playerSexFrequency >= 1000 || playerSexFrequency <= 250)
+ CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 1200;
+ else
+ CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 250;
+ }
+ } else {
+ bWanderPathAfterExitingCar = true;
+ CWorld::Players[CWorld::PlayerInFocus].m_pHooker = nil;
+ ClearLeader();
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ }
+ }
+
+ if (CTimer::GetTimeInMilliseconds() > CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime) {
+ int playerMoney = CWorld::Players[CWorld::PlayerInFocus].m_nMoney;
+ if (playerMoney <= 1) {
+ CWorld::Players[CWorld::PlayerInFocus].m_nSexFrequency = 250;
+ } else {
+ CWorld::Players[CWorld::PlayerInFocus].m_nMoney = Max(0, playerMoney - 1);
+ }
+ CWorld::Players[CWorld::PlayerInFocus].m_nNextSexMoneyUpdateTime = CTimer::GetTimeInMilliseconds() + 1000;
+ }
+ break;
+ default:
+ break;
+ }
+ if (IsPedInControl())
+ CivilianAI();
+
+ if (CharCreatedBy == RANDOM_CHAR) {
+ EnterVacantNearbyCars();
+ UseNearbyAttractors();
+ }
+
+ if (CTimer::GetTimeInMilliseconds() > m_timerUnused) {
+ m_stateUnused = 0;
+ m_timerUnused = 0;
+ }
+
+ if (m_moved.Magnitude() > 0.0f)
+ Avoid();
+}
+
+bool
+CPed::RunToReportCrime(eCrimeType crimeToReport)
+{
+ // 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;
+
+ 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_vecPos, 0.3f);
+ SetMoveState(PEDMOVE_RUN);
+ m_phoneId = phoneId;
+ m_crimeToReportOnPhone = crimeToReport;
+ return true;
+}
+
+const int32 gFrequencyOfAttractorAttempt = 11;
+const float gDistanceToSeekAttractors = 50.0f;
+const float gMaxDistanceToAttract = 10.0f;
+
+/* Probably this was inlined */
+void CCivilianPed::FindNearbyAttractorsSectorList(CPtrList& list, float& minDistance, C2dEffect*& pClosestAttractor, CEntity*& pAttractorEntity)
+{
+ for (CPtrNode* pNode = list.first; pNode != nil; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (pEntity->IsObject() && (!pEntity->GetIsStatic() || ((CObject*)pEntity)->bHasBeenDamaged))
+ continue;
+ CBaseModelInfo* pModelInfo = CModelInfo::GetModelInfo(pEntity->GetModelIndex());
+ for (int i = 0; i < pModelInfo->GetNum2dEffects(); i++) {
+ C2dEffect* pEffect = pModelInfo->Get2dEffect(i);
+ if (pEffect->type != EFFECT_PED_ATTRACTOR)
+ continue;
+ if (!IsAttractedTo(pEffect->pedattr.type))
+ continue;
+ CVector pos;
+ CPedAttractorManager::ComputeEffectPos(pEffect, pEntity->GetMatrix(), pos);
+ if ((pos - GetPosition()).MagnitudeSqr() < minDistance) {
+ CPedAttractorManager* pManager = GetPedAttractorManager();
+ if (pManager->HasEmptySlot(pEffect) && pManager->IsApproachable(pEffect, pEntity->GetMatrix(), 0, this)) {
+ pClosestAttractor = pEffect;
+ pAttractorEntity = pEntity;
+ minDistance = (pos - GetPosition()).MagnitudeSqr();
+ }
+ }
+ }
+ }
+}
+
+void CCivilianPed::UseNearbyAttractors()
+{
+ if (CWeather::Rain < 0.2f && !m_bAttractorUnk)
+ return;
+ if (HasAttractor())
+ return;
+ if (m_nAttractorCycleState != gFrequencyOfAttractorAttempt) {
+ m_nAttractorCycleState++;
+ return;
+ }
+ m_nAttractorCycleState = 0;
+ if (!IsPedInControl())
+ return;
+ if (m_nPedState == PED_FLEE_ENTITY)
+ return;
+
+ float left = GetPosition().x - gDistanceToSeekAttractors;
+ float right = GetPosition().x + gDistanceToSeekAttractors;
+ float top = GetPosition().y - gDistanceToSeekAttractors;
+ float bottom = GetPosition().y + gDistanceToSeekAttractors;
+ int xstart = Max(0, CWorld::GetSectorIndexX(left));
+ int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
+ int ystart = Max(0, CWorld::GetSectorIndexY(top));
+ int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
+ assert(xstart <= xend);
+ assert(ystart <= yend);
+
+ float minDistance = SQR(gMaxDistanceToAttract);
+ C2dEffect* pClosestAttractor = nil;
+ CEntity* pAttractorEntity = nil;
+
+ for (int y = ystart; y <= yend; y++) {
+ for (int x = xstart; x <= xend; x++) {
+ CSector* s = CWorld::GetSector(x, y);
+ FindNearbyAttractorsSectorList(s->m_lists[ENTITYLIST_BUILDINGS], minDistance, pClosestAttractor, pAttractorEntity);
+ FindNearbyAttractorsSectorList(s->m_lists[ENTITYLIST_OBJECTS], minDistance, pClosestAttractor, pAttractorEntity);
+ }
+ }
+ if (pClosestAttractor)
+ GetPedAttractorManager()->RegisterPedWithAttractor(this, pClosestAttractor, pAttractorEntity->GetMatrix());
+}
+
+bool CCivilianPed::IsAttractedTo(int8 type)
+{
+ switch (type) {
+ case ATTRACTOR_ATM: return true;
+ case ATTRACTOR_SEAT: return true;
+ case ATTRACTOR_STOP: return true;
+ case ATTRACTOR_PIZZA: return true;
+ case ATTRACTOR_SHELTER: return CWeather::Rain >= 0.2f;
+ case ATTRACTOR_ICECREAM: return false;
+ }
+ return false;
+}
+
+void
+CCivilianPed::EnterVacantNearbyCars(void)
+{
+ if (!m_bLookForVacantCars)
+ return;
+
+ if (m_bJustStoleACar && bInVehicle && m_carInObjective == m_pMyVehicle) {
+ m_bJustStoleACar = false;
+ m_pMyVehicle->SetStatus(STATUS_PHYSICS);
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 10;
+ m_pMyVehicle->bEngineOn = true;
+
+ } else if (!bHasAlreadyStoleACar) {
+ if (m_nLookForVacantCarsCounter == 8) {
+ m_nLookForVacantCarsCounter = 0;
+ if (IsPedInControl() && m_objective == OBJECTIVE_NONE) {
+
+ CVehicle *foundCar = nil;
+ float closestDist = FLT_MAX;
+ int minX = CWorld::GetSectorIndexX(GetPosition().x - 10.0f);
+ if (minX < 0) minX = 0;
+ int minY = CWorld::GetSectorIndexY(GetPosition().y - 10.0f);
+ if (minY < 0) minY = 0;
+ int maxX = CWorld::GetSectorIndexX(GetPosition().x + 10.0f);
+ if (maxX > NUMSECTORS_X - 1) maxX = NUMSECTORS_X - 1;
+ int maxY = CWorld::GetSectorIndexY(GetPosition().y + 10.0f);
+ if (maxY > NUMSECTORS_Y - 1) maxY = NUMSECTORS_Y - 1;
+
+ for (int curY = minY; curY <= maxY; curY++) {
+ for (int curX = minX; curX <= maxX; curX++) {
+ CSector* sector = CWorld::GetSector(curX, curY);
+ for (CPtrNode* node = sector->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next) {
+ CVehicle* veh = (CVehicle*)node->item;
+ if (veh && veh->IsCar()) {
+
+ // Looks like PARKED_VEHICLE condition isn't there in Mobile.
+ if (veh->VehicleCreatedBy == RANDOM_VEHICLE || veh->VehicleCreatedBy == PARKED_VEHICLE) {
+ if (IsOnStealWishList(veh->GetModelIndex()) && !veh->IsLawEnforcementVehicle()
+ && (m_bStealCarEvenIfThereIsSomeoneInIt || !veh->pDriver && !veh->m_nNumPassengers)
+ && !veh->m_nNumGettingIn && !veh->m_nGettingInFlags && !veh->m_nGettingOutFlags
+ && !veh->m_pCarFire && veh->m_fHealth > 800.0f
+ && !veh->IsUpsideDown() && !veh->IsOnItsSide() && veh->CanPedEnterCar()) {
+ float dist = (GetPosition() - veh->GetPosition()).MagnitudeSqr();
+ if (dist < sq(10.0f) && dist < closestDist && veh->IsClearToDriveAway()) {
+ foundCar = veh;
+ closestDist = dist;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ if (foundCar) {
+ m_bJustStoleACar = true;
+ bHasAlreadyStoleACar = true;
+ CCarCtrl::JoinCarWithRoadSystem(foundCar);
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, foundCar);
+ SetObjectiveTimer(10000);
+ }
+ }
+ } else {
+ ++m_nLookForVacantCarsCounter;
+ }
+ }
+}
+
+bool
+CCivilianPed::IsOnStealWishList(int32 model)
+{
+ for (int i = 0; i < ARRAY_SIZE(m_nStealWishList); i++) {
+ if (model == m_nStealWishList[i]) {
+ return true;
+ }
+ }
+ return false;
+} \ No newline at end of file
diff --git a/src/peds/CivilianPed.h b/src/peds/CivilianPed.h
new file mode 100644
index 0000000..dcd49a9
--- /dev/null
+++ b/src/peds/CivilianPed.h
@@ -0,0 +1,26 @@
+#pragma once
+
+#include "Ped.h"
+
+class CCivilianPed : public CPed
+{
+ bool m_bLookForVacantCars;
+ uint32 m_nLookForVacantCarsCounter;
+ bool m_bStealCarEvenIfThereIsSomeoneInIt; // unused
+ bool m_bJustStoleACar;
+ uint32 m_nStealWishList[16];
+ bool m_bAttractorUnk;
+ int32 m_nAttractorCycleState;
+public:
+ CCivilianPed(ePedType, uint32);
+ ~CCivilianPed(void) { }
+
+ void CivilianAI(void);
+ void ProcessControl(void);
+ void UseNearbyAttractors(void);
+ void FindNearbyAttractorsSectorList(CPtrList&, float&, C2dEffect*&, CEntity*&);
+ bool IsAttractedTo(int8);
+ void EnterVacantNearbyCars(void);
+ bool IsOnStealWishList(int32);
+};
+//VALIDATE_SIZE(CCivilianPed, 0x53C);
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
new file mode 100644
index 0000000..36bb02b
--- /dev/null
+++ b/src/peds/CopPed.cpp
@@ -0,0 +1,874 @@
+#include "common.h"
+
+#include "World.h"
+#include "PlayerPed.h"
+#include "CopPed.h"
+#include "Wanted.h"
+#include "DMAudio.h"
+#include "ModelIndices.h"
+#include "Vehicle.h"
+#include "RpAnimBlend.h"
+#include "AnimBlendAssociation.h"
+#include "General.h"
+#include "ZoneCull.h"
+#include "PathFind.h"
+#include "RoadBlocks.h"
+#include "CarCtrl.h"
+#include "Renderer.h"
+#include "Camera.h"
+#include "PedPlacement.h"
+#include "Ropes.h"
+#include "Stinger.h"
+
+CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP)
+{
+ m_nCopType = copType;
+ switch (copType) {
+ case COP_STREET:
+ SetModelIndex(MI_COP);
+ GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true);
+ GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000);
+ m_currentWeapon = WEAPONTYPE_UNARMED;
+ m_fArmour = 0.0f;
+ m_wepSkills = 208; /* TODO: what is this? seems unused */
+ m_wepAccuracy = 60;
+ break;
+ case COP_FBI:
+ SetModelIndex(MI_FBI);
+ GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
+ SetCurrentWeapon(WEAPONTYPE_MP5);
+ m_fArmour = 100.0f;
+ m_wepSkills = 176; /* TODO: what is this? seems unused */
+ m_wepAccuracy = 76;
+ break;
+ case COP_SWAT:
+ case COP_HELI_SWAT:
+ SetModelIndex(MI_SWAT);
+ GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
+ SetCurrentWeapon(WEAPONTYPE_UZI);
+ m_fArmour = 50.0f;
+ m_wepSkills = 32; /* TODO: what is this? seems unused */
+ m_wepAccuracy = 68;
+ break;
+ case COP_ARMY:
+ SetModelIndex(MI_ARMY);
+ GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
+ SetCurrentWeapon(WEAPONTYPE_MP5);
+ m_fArmour = 100.0f;
+ m_wepSkills = 32; /* TODO: what is this? seems unused */
+ m_wepAccuracy = 84;
+ break;
+ case COP_MIAMIVICE:
+ switch (modifier) {
+ case 0: SetModelIndex(MI_VICE1); break;
+ case 1: SetModelIndex(MI_VICE2); break;
+ case 2: SetModelIndex(MI_VICE3); break;
+ case 3: SetModelIndex(MI_VICE4); break;
+ case 4: SetModelIndex(MI_VICE5); break;
+ case 5: SetModelIndex(MI_VICE6); break;
+ case 6: SetModelIndex(MI_VICE7); break;
+ case 7: SetModelIndex(MI_VICE8); break;
+ default: assert(0); break;
+ }
+ GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
+ SetCurrentWeapon(WEAPONTYPE_UZI);
+ m_fArmour = 100.0f;
+ m_wepSkills = 176;
+ m_wepAccuracy = 76;
+ break;
+ }
+ m_bIsInPursuit = false;
+ field_5FE = 1;
+ m_bIsDisabledCop = false;
+ m_attackTimer = 0;
+ m_bBeatingSuspect = false;
+ m_bStopAndShootDisabledZone = false;
+ m_bDragsPlayerFromCar = false;
+ m_bZoneDisabled = false;
+ field_628 = -1;
+ m_nRoadblockVeh = nil;
+ m_bThrowsSpikeTrap = false;
+ m_pRopeEntity = nil;
+ m_fAbseilPos = 0.0f;
+ m_nHassleTimer = 0;
+ field_61C = 0;
+ field_624 = 0;
+ m_pStinger = new CStinger;
+ SetWeaponLockOnTarget(nil);
+}
+
+CCopPed::~CCopPed()
+{
+ ClearPursuit();
+ m_pStinger->Remove();
+ delete m_pStinger;
+}
+
+// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point
+void
+CCopPed::SetArrestPlayer(CPed *player)
+{
+ if (!IsPedInControl() || !player)
+ return;
+
+ player->Say(SOUND_PED_PLAYER_REACTTOCOP);
+ Say(SOUND_PED_ARREST_COP);
+
+ if (player->EnteringCar()) {
+ if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
+ return;
+
+ // why?
+ player->bGonnaKillTheCarJacker = true;
+
+ // Genius
+ FindPlayerPed()->m_bCanBeDamaged = false;
+ ((CPlayerPed*)player)->m_pArrestingCop = this;
+ this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
+
+ } else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) {
+ player->m_nLastPedState = player->m_nPedState;
+ player->SetPedState(PED_ARRESTED);
+
+ FindPlayerPed()->m_bCanBeDamaged = false;
+ ((CPlayerPed*)player)->m_pArrestingCop = this;
+ this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
+ }
+
+ SetPedState(PED_ARREST_PLAYER);
+ SetObjective(OBJECTIVE_NONE);
+ m_prevObjective = OBJECTIVE_NONE;
+ bIsPointingGunAt = false;
+ m_pSeekTarget = player;
+ m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ if (player->InVehicle()) {
+ player->m_pMyVehicle->m_nNumGettingIn = 0;
+ player->m_pMyVehicle->m_nGettingInFlags = 0;
+ player->m_pMyVehicle->bIsHandbrakeOn = true;
+ player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
+ }
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE)
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+}
+
+void
+CCopPed::ClearPursuit(void)
+{
+ CPlayerPed *player = FindPlayerPed();
+ if (!player)
+ return;
+
+ CWanted *wanted = player->m_pWanted;
+ int ourCopId = 0;
+ bool foundMyself = false;
+ int biggestCopId = 0;
+ if (!m_bIsInPursuit)
+ return;
+
+ m_bIsInPursuit = false;
+ for (int i = 0; i < Max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) {
+ if (!foundMyself && wanted->m_pCops[i] == this) {
+ wanted->m_pCops[i] = nil;
+ --wanted->m_CurrentCops;
+ foundMyself = true;
+ ourCopId = i;
+ biggestCopId = i;
+ } else {
+ if (wanted->m_pCops[i])
+ biggestCopId = i;
+ }
+ }
+ if (foundMyself && biggestCopId > ourCopId) {
+ wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId];
+ wanted->m_pCops[biggestCopId] = nil;
+ }
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+ m_nLastPedState = PED_NONE;
+ bIsRunning = false;
+ bNotAllowedToDuck = false;
+ bKindaStayInSamePlace = false;
+ m_bStopAndShootDisabledZone = false;
+ m_bDragsPlayerFromCar = false;
+ m_bZoneDisabled = false;
+ ClearObjective();
+ if (IsPedInControl()) {
+ if (!m_pMyVehicle || wanted->GetWantedLevel() != 0) {
+ if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) {
+ m_nLastPedState = PED_IDLE;
+ SetSeek((CEntity*)m_pMyVehicle, 2.5f);
+ } else {
+ m_nLastPedState = PED_WANDER_PATH;
+ SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true);
+ }
+ } else {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+}
+
+// TODO: I don't know why they needed that parameter.
+void
+CCopPed::SetPursuit(bool ignoreCopLimit)
+{
+ if (CTimer::GetTimeInMilliseconds() < field_61C)
+ return;
+
+ CWanted *wanted = FindPlayerPed()->m_pWanted;
+ if (m_bIsInPursuit || !IsPedInControl())
+ return;
+
+ if (wanted->m_CurrentCops < wanted->m_MaxCops || ignoreCopLimit) {
+ for (int i = 0; i < wanted->m_MaxCops; ++i) {
+ if (!wanted->m_pCops[i]) {
+ m_bIsInPursuit = true;
+ ++wanted->m_CurrentCops;
+ wanted->m_pCops[i] = this;
+ break;
+ }
+ }
+ if (m_bIsInPursuit) {
+ ClearObjective();
+ m_prevObjective = OBJECTIVE_NONE;
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
+ SetObjectiveTimer(0);
+ bNotAllowedToDuck = true;
+ bIsRunning = true;
+ m_bStopAndShootDisabledZone = false;
+ }
+ }
+}
+
+void
+CCopPed::ArrestPlayer(void)
+{
+ m_pVehicleAnim = nil;
+ CPed *suspect = (CPed*)m_pSeekTarget;
+ if (suspect) {
+ if (suspect->CanSetPedState())
+ suspect->SetPedState(PED_ARRESTED);
+
+ if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) {
+
+ // BUG? I will never understand why they used LINE_UP_TO_CAR_2...
+ LineUpPedWithCar(LINE_UP_TO_CAR_2);
+ }
+
+ if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) {
+
+ CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ARREST);
+ if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f)
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ARREST, 4.0f);
+
+ CVector suspMidPos;
+ suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID);
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
+ GetPosition().x, GetPosition().y);
+
+ m_fRotationCur = m_fRotationDest;
+ SetOrientation(0.0f, 0.0f, m_fRotationCur);
+ } else {
+ ClearPursuit();
+ }
+ } else {
+ ClearPursuit();
+ }
+}
+
+void
+CCopPed::ScanForCrimes(void)
+{
+ CVehicle *playerVeh = FindPlayerVehicle();
+
+ // Look for car alarms
+ if (playerVeh && playerVeh->IsCar()) {
+ if (playerVeh->IsAlarmOn()) {
+ if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+ }
+ }
+
+ // Look for stolen cop cars
+ if (!m_bIsInPursuit) {
+ CPlayerPed *player = FindPlayerPed();
+ if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
+ && player->m_pWanted->GetWantedLevel() == 0) {
+
+ if (player->m_pMyVehicle
+#ifdef FIX_BUGS
+ && m_pMyVehicle == player->m_pMyVehicle
+#endif
+ && player->m_pMyVehicle->bIsLawEnforcer)
+ player->SetWantedLevelNoDrop(1);
+ }
+ }
+}
+
+void
+CCopPed::CopAI(void)
+{
+ CWanted *wanted = FindPlayerPed()->m_pWanted;
+ int wantedLevel = wanted->GetWantedLevel();
+ CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
+
+ if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) {
+ if (m_nPedState != PED_ARREST_PLAYER)
+ ClearPursuit();
+
+ return;
+ }
+ if (CCullZones::NoPolice() && m_bIsInPursuit && !m_bIsDisabledCop) {
+ if (bHitSomethingLastFrame) {
+ m_bZoneDisabled = true;
+ m_bIsDisabledCop = true;
+ bKindaStayInSamePlace = true;
+ bIsRunning = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ SetIdle();
+ ClearObjective();
+ ClearPursuit();
+ m_prevObjective = OBJECTIVE_NONE;
+ m_nLastPedState = PED_NONE;
+ SetAttackTimer(0);
+
+ // Safe distance for disabled zone? Or to just make game easier?
+ if (m_fDistanceToTarget > 15.0f)
+ m_bStopAndShootDisabledZone = true;
+ }
+ } else if (m_bZoneDisabled && !CCullZones::NoPolice()) {
+ m_bZoneDisabled = false;
+ m_bIsDisabledCop = false;
+ m_bStopAndShootDisabledZone = false;
+ bKindaStayInSamePlace = false;
+ bCrouchWhenShooting = false;
+ bDuckAndCover = false;
+ ClearPursuit();
+ }
+ if (wantedLevel > 0) {
+ if (!m_bIsDisabledCop) {
+ // Turn and shoot the player's vehicle, if possible
+ if (!m_bIsInPursuit && !GetWeapon()->IsTypeMelee() && FindPlayerVehicle() && m_fDistanceToTarget < CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange) {
+ if (FindPlayerVehicle()->m_vecMoveSpeed.Magnitude2D() > 0.1f) {
+ CVector2D distToVeh = GetPosition() - FindPlayerVehicle()->GetPosition();
+ distToVeh.Normalise();
+ CVector2D vehSpeed = FindPlayerVehicle()->m_vecMoveSpeed;
+ vehSpeed.Normalise();
+
+ if (DotProduct2D(distToVeh, vehSpeed) > 0.8f) {
+ SetLookFlag(playerOrHisVeh, true);
+ SetMoveState(PEDMOVE_STILL);
+ if (TurnBody()) {
+ SetAttack(FindPlayerVehicle());
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f));
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 300.0f));
+ }
+ } else if (m_nPedState == PED_ATTACK)
+ RestorePreviousState();
+ }
+ }
+
+ if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) {
+ CCopPed *copFarthestToTarget = nil;
+ float copFarthestToTargetDist = m_fDistanceToTarget;
+
+ int oldCopNum = wanted->m_CurrentCops;
+ int maxCops = wanted->m_MaxCops;
+
+ for (int i = 0; i < Max(maxCops, oldCopNum); i++) {
+ CCopPed *cop = wanted->m_pCops[i];
+ if (cop && cop->m_fDistanceToTarget > copFarthestToTargetDist) {
+ copFarthestToTargetDist = cop->m_fDistanceToTarget;
+ copFarthestToTarget = wanted->m_pCops[i];
+ }
+ }
+
+ if (m_bIsInPursuit) {
+ if (copFarthestToTarget && oldCopNum > maxCops) {
+ if (copFarthestToTarget == this && m_fDistanceToTarget > 10.0f) {
+ ClearPursuit();
+ } else if(copFarthestToTargetDist > 10.0f)
+ copFarthestToTarget->ClearPursuit();
+ }
+ } else {
+ if (oldCopNum < maxCops) {
+ SetPursuit(true);
+ } else {
+ if (m_fDistanceToTarget <= 10.0f || copFarthestToTarget && m_fDistanceToTarget < copFarthestToTargetDist) {
+ if (copFarthestToTarget && copFarthestToTargetDist > 10.0f)
+ copFarthestToTarget->ClearPursuit();
+
+ SetPursuit(true);
+ }
+ }
+ }
+ } else
+ SetPursuit(false);
+
+ if (!m_bIsInPursuit)
+ return;
+
+ if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
+ // i.e. if player is on top of car, cop will still use colt45.
+ SetCurrentWeapon(GetWeaponSlot(WEAPONTYPE_NIGHTSTICK) >= 0 ? WEAPONTYPE_NIGHTSTICK : WEAPONTYPE_UNARMED);
+ }
+
+ if (m_bBeatingSuspect && GetWeapon()->m_eWeaponType == WEAPONTYPE_NIGHTSTICK)
+ Say(SOUND_PED_PULLOUTWEAPON);
+
+ if (FindPlayerVehicle()) {
+ if (m_bBeatingSuspect) {
+ --wanted->m_CopsBeatingSuspect;
+ m_bBeatingSuspect = false;
+ }
+ if (m_fDistanceToTarget * FindPlayerSpeed().Magnitude() > 4.0f)
+ ClearPursuit();
+ }
+ return;
+ }
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float weaponRange = weaponInfo->m_fRange;
+ SetLookFlag(playerOrHisVeh, true);
+ TurnBody();
+ if (!bIsDucking || bCrouchWhenShooting && GetCrouchFireAnim(weaponInfo)) {
+ if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) {
+ if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) {
+ CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition();
+ if (m_fDistanceToTarget > 30.0f) {
+ if (bIsDucking)
+ ClearDuck();
+
+ // Target is coming onto us
+ if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) {
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bDuckAndCover = false;
+ SetPursuit(false);
+ SetObjective(OBJECTIVE_KILL_CHAR_ANY_MEANS, FindPlayerPed());
+ }
+ } else if (m_fDistanceToTarget < 5.0f
+ && (!FindPlayerVehicle() || FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr() < sq(1.f/200.f))) {
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bDuckAndCover = false;
+ } else {
+ float dotProd;
+ if (m_nRoadblockVeh) {
+ dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - m_nRoadblockVeh->GetPosition(), GetPosition() - m_nRoadblockVeh->GetPosition());
+ } else
+ dotProd = -1.0f;
+
+ if(dotProd < 0.0f) {
+ if (bIsDucking)
+ ClearDuck();
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ bDuckAndCover = false;
+ SetPursuit(false);
+ } else {
+ bIsPointingGunAt = true;
+ }
+ }
+ }
+ } else {
+ if (m_fDistanceToTarget < weaponRange) {
+ CVector gunPos = weaponInfo->m_vecFireOffset;
+ TransformToNode(gunPos, PED_HANDR);
+
+ CColPoint foundCol;
+ CEntity *foundEnt;
+ if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt,
+ false, true, false, false, true, false, false)
+ || foundEnt && foundEnt == playerOrHisVeh) {
+
+ SetWeaponLockOnTarget(playerOrHisVeh);
+ SetAttack(playerOrHisVeh);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000));
+ }
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300));
+ }
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ } else {
+ if (!m_bIsDisabledCop || m_bZoneDisabled) {
+ if (m_nPedState != PED_AIM_GUN) {
+ if (m_bIsInPursuit)
+ ClearPursuit();
+
+ if (IsPedInControl()) {
+ // Entering the vehicle
+ if (m_pMyVehicle && !bInVehicle) {
+ if (m_pMyVehicle->IsLawEnforcementVehicle()) {
+ if (m_pMyVehicle->pDriver) {
+ if (m_pMyVehicle->pDriver->m_nPedType == PEDTYPE_COP) {
+ if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER)
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_pMyVehicle);
+ } else if (m_pMyVehicle->pDriver->IsPlayer()) {
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+ }
+ } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ } else {
+ m_pMyVehicle = nil;
+ ClearObjective();
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ }
+ } else {
+ if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_HASSLE_CHAR && CharCreatedBy == RANDOM_CHAR) {
+ for (int i = 0; i < m_numNearPeds; i++) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->CharCreatedBy == RANDOM_CHAR) {
+ if ((nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->IsGangMember())
+ && nearPed->IsPedInControl()) {
+
+ bool anotherCopChasesHim = false;
+ if (nearPed->m_nPedState == PED_FLEE_ENTITY) {
+ if (nearPed->m_fleeFrom && nearPed->m_fleeFrom->IsPed() &&
+ ((CPed*)nearPed->m_fleeFrom)->m_nPedType == PEDTYPE_COP) {
+ anotherCopChasesHim = true;
+ }
+ }
+ if (!anotherCopChasesHim) {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed);
+ nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this);
+ nearPed->bBeingChasedByPolice = true;
+ return;
+ }
+ } else {
+ if (nearPed->m_nPedType != PEDTYPE_COP && !nearPed->IsPlayer()
+ && nearPed->IsPedInControl() && m_nHassleTimer < CTimer::GetTimeInMilliseconds()) {
+
+ if (nearPed->m_objective == OBJECTIVE_NONE && nearPed->m_nPedState == PED_WANDER_PATH
+ && !nearPed->m_pLookTarget && nearPed->m_lookTimer < CTimer::GetTimeInMilliseconds()) {
+
+ if ((GetPosition() - nearPed->GetPosition()).MagnitudeSqr() < sq(5.0f)) {
+
+ if (CWorld::GetIsLineOfSightClear(GetPosition(), nearPed->GetPosition(),
+ true, false, false, false, false, false, false)) {
+ Say(SOUND_PED_COP_REACTION);
+ SetObjective(OBJECTIVE_HASSLE_CHAR, nearPed);
+ nearPed->SetObjective(OBJECTIVE_WAIT_ON_FOOT_FOR_COP, this);
+ m_nHassleTimer = CTimer::GetTimeInMilliseconds() + 100000;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ } else {
+ if (m_bIsInPursuit && m_nPedState != PED_AIM_GUN)
+ ClearPursuit();
+
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ bDuckAndCover = false;
+ if (bIsDucking)
+ ClearDuck();
+ if (m_pMyVehicle)
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+}
+
+void
+CCopPed::ProcessControl(void)
+{
+ if (m_nCopType == COP_HELI_SWAT)
+ ProcessHeliSwat();
+
+ CPed::ProcessControl();
+
+ if (m_bThrowsSpikeTrap) {
+ if (CGame::currArea != AREA_MALL)
+ ProcessStingerCop();
+ return;
+ }
+
+ if (m_pStinger && m_pStinger->bIsDeployed && m_pStinger->m_nSpikeState == STINGERSTATE_DEPLOYED && CGame::currArea != AREA_MALL)
+ m_pStinger->Process();
+
+ if (bWasPostponed)
+ return;
+
+ if (m_nPedState == PED_DEAD) {
+ ClearPursuit();
+ m_objective = OBJECTIVE_NONE;
+ return;
+ }
+ if (m_nPedState == PED_DIE)
+ return;
+
+ if (m_nPedState == PED_ARREST_PLAYER) {
+ ArrestPlayer();
+ return;
+ }
+ GetWeapon()->Update(m_audioEntityId, nil);
+ if (m_moved.Magnitude() > 0.0f)
+ Avoid();
+
+ CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
+ CPlayerPed *player = FindPlayerPed();
+
+ m_fDistanceToTarget = (playerOrHisVeh->GetPosition() - GetPosition()).Magnitude();
+ if (player->m_nPedState == PED_ARRESTED || player->DyingOrDead()) {
+ if (m_fDistanceToTarget < 5.0f) {
+ SetArrestPlayer(player);
+ return;
+ }
+ if (IsPedInControl())
+ SetIdle();
+ }
+
+ if (m_bIsInPursuit) {
+ if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) {
+ if (player->m_pWanted->m_CurrentCops == 1) {
+ Say(SOUND_PED_COP_ALONE);
+ } else {
+ int numCopsNear = 0;
+ for (int i = 0; i < player->m_numNearPeds; ++i) {
+ CPed *nearPed = player->m_nearPeds[i];
+ if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD)
+ ++numCopsNear;
+ }
+ if (numCopsNear <= 3) {
+ Say(SOUND_PED_COP_LITTLECOPSAROUND);
+ if (!player->bInVehicle) {
+ CVector distToPlayer = player->GetPosition() - GetPosition();
+ if (distToPlayer.MagnitudeSqr() < sq(20.0f)) {
+ player->Say(SOUND_PED_PLAYER_FARFROMCOPS);
+ if (player->m_nPedState != PED_ATTACK && player->m_nPedState != PED_AIM_GUN) {
+ player->SetLookFlag(this, false);
+ player->SetLookTimer(1000);
+ }
+ }
+ }
+ } else if ((CGeneral::GetRandomNumber() % 16) == 1) {
+ Say(SOUND_PED_COP_MANYCOPSAROUND);
+ }
+ }
+ }
+ }
+
+ if (IsPedInControl()) {
+ CopAI();
+ /* switch (m_nCopType)
+ {
+ case COP_FBI:
+ CopAI();
+ break;
+ case COP_SWAT:
+ CopAI();
+ break;
+ case COP_ARMY:
+ CopAI();
+ break;
+ default:
+ CopAI();
+ break;
+ } */
+ } else if (InVehicle()) {
+ if (m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE &&
+ CanPedDriveOff() && m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE) {
+
+ CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 17;
+ }
+ }
+ if (IsPedInControl() || m_nPedState == PED_DRIVING)
+ ScanForCrimes();
+
+ // They may have used goto to jump here in case of PED_ATTACK.
+ if (m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK) {
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT &&
+ player && player->EnteringCar() && m_fDistanceToTarget < 1.3f) {
+ SetArrestPlayer(player);
+ }
+ } else {
+ if (m_nPedState == PED_SEEK_POS) {
+ if (player->m_nPedState == PED_ARRESTED) {
+ SetIdle();
+ SetLookFlag(player, false);
+ SetLookTimer(1000);
+ RestorePreviousObjective();
+ } else {
+ if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) {
+ m_distanceToCountSeekDone = 1.3f;
+ }
+
+ if (!bDuckAndCover && Seek()) {
+ CVehicle *playerVeh = FindPlayerVehicle();
+ if (!playerVeh && player && player->EnteringCar()) {
+ SetArrestPlayer(player);
+ } else if (1.5f + GetPosition().z <= m_vecSeekPos.z || GetPosition().z - 0.3f >= m_vecSeekPos.z) {
+ SetMoveState(PEDMOVE_STILL);
+ } else if (playerVeh && playerVeh->CanPedEnterCar() && playerVeh->m_nNumGettingIn == 0) {
+ SetCarJack(playerVeh);
+ }
+ }
+ }
+ } else if (m_nPedState == PED_SEEK_ENTITY) {
+ if (!m_pSeekTarget) {
+ RestorePreviousState();
+ } else {
+ m_vecSeekPos = m_pSeekTarget->GetPosition();
+ if (Seek()) {
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_fDistanceToTarget < 2.5f && player) {
+ if (player->m_nPedState == PED_ARRESTED || player->m_nPedState == PED_ENTER_CAR ||
+ (player->m_nPedState == PED_CARJACK && m_fDistanceToTarget < 1.3f)) {
+ SetArrestPlayer(player);
+ } else
+ RestorePreviousState();
+ } else {
+ RestorePreviousState();
+ }
+
+ }
+ }
+ }
+ }
+
+ if (m_pPointGunAt)
+ Say(SOUND_PED_COP_UNK_129);
+
+ if (m_bStopAndShootDisabledZone) {
+ bool dontShoot = false;
+ if (GetIsOnScreen()) {
+ if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
+ CEntity* foundBuilding = nil;
+ CColPoint foundCol;
+ CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
+ CVector camPos = TheCamera.GetGameCamPosition();
+ CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
+ true, false, false, false, false, false, false);
+
+ // He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
+ // and now has building on front of him. He's stupid, we don't need him.
+ if (foundBuilding) {
+ FlagToDestroyWhenNextProcessed();
+ dontShoot = true;
+ }
+ }
+ } else {
+ FlagToDestroyWhenNextProcessed();
+ dontShoot = true;
+ }
+
+ if (!dontShoot) {
+ bStopAndShoot = true;
+ bKindaStayInSamePlace = true;
+ bIsPointingGunAt = true;
+ SetAttack(m_pedInObjective);
+ }
+ }
+
+ if (field_624 >= 2 && m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) {
+ CVector centre = GetPosition() + CVector(0.f, 0.f, 0.65f);
+ if (CWorld::TestSphereAgainstWorld(centre, 0.35f, this, true, false, false, false, false, false)) {
+ field_624 = 0;
+ m_bStopAndShootDisabledZone = true;
+ ClearPursuit();
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
+ field_61C = CTimer::GetTimeInMilliseconds() + 30000;
+ } else {
+ field_624 = 0;
+ if (GetWeapon()->IsTypeMelee()) {
+ // TODO(Miami): enum
+ for (int i = 3; i < 7; i++) {
+ if (HasWeaponSlot(i)) {
+ SetCurrentWeapon(i);
+ break;
+ }
+ }
+ SetMoveState(PEDMOVE_STILL);
+ bStopAndShoot = true;
+ }
+ }
+ } else if (CTimer::GetTimeStep() / 100.f <= m_fDistanceTravelled)
+ field_624 = 0;
+}
+
+void
+CCopPed::ProcessHeliSwat(void)
+{
+ CVector bestPos = GetPosition();
+ SetPedState(PED_ABSEIL);
+ CPedPlacement::FindZCoorForPed(&bestPos);
+ if (GetPosition().z - 2.0f >= bestPos.z && m_pRopeEntity) {
+ m_fAbseilPos += 0.003f * CTimer::GetTimeStep();
+ m_vecMoveSpeed.z = -0.03f;
+ m_vecTurnSpeed = CVector(0.f, 0.f, (m_randomSeed % 32) * 0.003f - 0.05f);
+ CPhysical::ApplyTurnSpeed();
+ GetMatrix().Reorthogonalise();
+ CVector posOnRope;
+
+ if (CRopes::FindCoorsAlongRope(m_nRopeID, m_fAbseilPos, &posOnRope)) {
+ SetPosition(posOnRope);
+ } else {
+ bUsesCollision = true;
+ m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
+ SetPedState(PED_IDLE);
+ m_nCopType = COP_SWAT;
+ SetInTheAir();
+ bKnockedUpIntoAir = true;
+ }
+ Say(SOUND_PED_COP_HELIPILOTPHRASE);
+ } else {
+ bUsesCollision = true;
+ m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
+ SetPedState(PED_IDLE);
+ m_nCopType = COP_SWAT;
+ SetInTheAir();
+ bKnockedUpIntoAir = true;
+ }
+}
+
+void
+CCopPed::ProcessStingerCop(void)
+{
+ if (m_pStinger->bIsDeployed || FindPlayerVehicle() && (FindPlayerVehicle()->IsCar() || FindPlayerVehicle()->IsBike())) {
+ if (m_pStinger->bIsDeployed) {
+ m_pStinger->Process();
+ } else {
+ CVector2D vehDist = GetPosition() - FindPlayerVehicle()->GetPosition();
+ CVector2D dirVehGoing = FindPlayerVehicle()->m_vecMoveSpeed;
+ if (vehDist.MagnitudeSqr() < sq(30.0f)) {
+ if (dirVehGoing.MagnitudeSqr() > 0.0f) {
+ vehDist.Normalise();
+ dirVehGoing.Normalise();
+ if (DotProduct2D(vehDist, dirVehGoing) > 0.8f) {
+ float angle = (CrossProduct2D(vehDist, dirVehGoing - vehDist) < 0.0f ?
+ FindPlayerVehicle()->GetForward().Heading() - HALFPI :
+ HALFPI + FindPlayerVehicle()->GetForward().Heading());
+
+ SetHeading(angle);
+ m_fRotationCur = angle;
+ m_fRotationDest = angle;
+ m_pStinger->Deploy(this);
+ }
+ }
+ }
+ }
+ } else {
+ ClearPursuit();
+ }
+}
diff --git a/src/peds/CopPed.h b/src/peds/CopPed.h
new file mode 100644
index 0000000..3f5ae06
--- /dev/null
+++ b/src/peds/CopPed.h
@@ -0,0 +1,51 @@
+#pragma once
+#include "Ped.h"
+
+enum eCopType
+{
+ COP_STREET = 0,
+ COP_FBI = 1,
+ COP_SWAT = 2,
+ COP_HELI_SWAT = 3,
+ COP_ARMY = 4,
+ COP_MIAMIVICE = 5
+};
+
+class CCopPed : public CPed
+{
+public:
+ CVehicle* m_nRoadblockVeh;
+ float m_fDistanceToTarget;
+ bool m_bIsInPursuit;
+ bool m_bIsDisabledCop;
+ int8 field_5FE;
+ bool m_bBeatingSuspect;
+ bool m_bStopAndShootDisabledZone;
+ bool m_bDragsPlayerFromCar;
+ bool m_bZoneDisabled;
+ float m_fAbseilPos;
+ eCopType m_nCopType;
+ bool m_bThrowsSpikeTrap;
+ CEntity *m_pRopeEntity; // CHeli or 1
+ uintptr m_nRopeID;
+ uint32 m_nHassleTimer;
+ uint32 field_61C;
+ class CStinger *m_pStinger;
+ int32 field_624;
+ int8 field_628;
+
+ CCopPed(eCopType, int32 modifier = 0);
+ ~CCopPed();
+
+ void ClearPursuit(void);
+ void ProcessControl(void);
+ void SetArrestPlayer(CPed*);
+ void SetPursuit(bool);
+ void ArrestPlayer(void);
+ void ScanForCrimes(void);
+ void CopAI(void);
+ void ProcessHeliSwat(void);
+ void ProcessStingerCop(void);
+};
+
+VALIDATE_SIZE(CCopPed, 0x62C);
diff --git a/src/peds/DummyPed.h b/src/peds/DummyPed.h
new file mode 100644
index 0000000..cace4ea
--- /dev/null
+++ b/src/peds/DummyPed.h
@@ -0,0 +1,10 @@
+#pragma once
+
+#include "Dummy.h"
+
+// actually unused
+class CDummyPed : CDummy
+{
+ int32 pedType;
+ int32 unknown;
+};
diff --git a/src/peds/EmergencyPed.cpp b/src/peds/EmergencyPed.cpp
new file mode 100644
index 0000000..954c1c7
--- /dev/null
+++ b/src/peds/EmergencyPed.cpp
@@ -0,0 +1,412 @@
+#include "common.h"
+
+#include "EmergencyPed.h"
+#include "DMAudio.h"
+#include "ModelIndices.h"
+#include "Vehicle.h"
+#include "Fire.h"
+#include "General.h"
+#include "CarCtrl.h"
+#include "Accident.h"
+
+CEmergencyPed::CEmergencyPed(uint32 type) : CPed(type)
+{
+ switch (type){
+ case PEDTYPE_EMERGENCY:
+ SetModelIndex(MI_MEDIC);
+ m_pRevivedPed = nil;
+ field_1360 = 0;
+ break;
+ case PEDTYPE_FIREMAN:
+ SetModelIndex(MI_FIREMAN);
+ m_pRevivedPed = nil;
+ break;
+ default:
+ break;
+ }
+ m_nEmergencyPedState = EMERGENCY_PED_READY;
+ m_pAttendedAccident = nil;
+ m_bStartedToCPR = false;
+}
+
+bool
+CEmergencyPed::InRange(CPed *victim)
+{
+ if (!m_pMyVehicle)
+ return true;
+
+ if ((m_pMyVehicle->GetPosition() - victim->GetPosition()).Magnitude() > 30.0f)
+ return false;
+
+ return true;
+}
+
+void
+CEmergencyPed::ProcessControl(void)
+{
+ CPed::ProcessControl();
+ if (bWasPostponed)
+ return;
+
+ if(!DyingOrDead()) {
+ GetWeapon()->Update(m_audioEntityId, nil);
+
+ if (IsPedInControl() && m_moved.Magnitude() > 0.0f)
+ Avoid();
+
+ switch (m_nPedState) {
+ case PED_SEEK_POS:
+ Seek();
+ break;
+ case PED_SEEK_ENTITY:
+ if (m_pSeekTarget) {
+ m_vecSeekPos = m_pSeekTarget->GetPosition();
+ Seek();
+ } else {
+ ClearSeek();
+ }
+ break;
+ default:
+ break;
+ }
+
+ switch (m_nPedType) {
+ case PEDTYPE_EMERGENCY:
+ if (IsPedInControl() || m_nPedState == PED_DRIVING)
+ MedicAI();
+ break;
+ case PEDTYPE_FIREMAN:
+ if (IsPedInControl())
+ FiremanAI();
+ break;
+ default:
+ return;
+ }
+ }
+}
+
+// This function was buggy and incomplete in both III and VC, firemen had to be in 5.0m range of fire etc. etc.
+// Copied some code from MedicAI to make it work.
+void
+CEmergencyPed::FiremanAI(void)
+{
+ float fireDist;
+ CFire *nearestFire;
+
+ switch (m_nEmergencyPedState) {
+ case EMERGENCY_PED_READY:
+ nearestFire = gFireManager.FindNearestFire(GetPosition(), &fireDist);
+ if (nearestFire) {
+ SetPedState(PED_NONE);
+ SetSeek(nearestFire->m_vecPos, 1.0f);
+ SetMoveState(PEDMOVE_RUN);
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ m_pAttendedFire = nearestFire;
+#ifdef FIX_BUGS
+ bIsRunning = true;
+#endif
+ }
+ break;
+ case EMERGENCY_PED_DETERMINE_NEXT_STATE:
+ nearestFire = gFireManager.FindNearestFire(GetPosition(), &fireDist);
+ if (nearestFire && nearestFire != m_pAttendedFire) {
+ SetPedState(PED_NONE);
+ SetSeek(nearestFire->m_vecPos, 1.0f);
+ SetMoveState(PEDMOVE_RUN);
+#ifdef FIX_BUGS
+ bIsRunning = true;
+ m_pAttendedFire = nearestFire;
+ } else if (!nearestFire) {
+#else
+ m_pAttendedFire = nearestFire;
+ } else {
+#endif
+ m_nEmergencyPedState = EMERGENCY_PED_STOP;
+ }
+
+ // "Extinguish" the fire (Will overwrite the stop decision above if the attended and nearest fires are same)
+ if (fireDist < 5.0f) {
+ SetIdle();
+ m_nEmergencyPedState = EMERGENCY_PED_STAND_STILL;
+ }
+ break;
+ case EMERGENCY_PED_STAND_STILL:
+ if (!m_pAttendedFire->m_bIsOngoing)
+ m_nEmergencyPedState = EMERGENCY_PED_STOP;
+
+ // Leftover
+ // fireDist = 30.0f;
+ nearestFire = gFireManager.FindNearestFire(GetPosition(), &fireDist);
+ if (nearestFire) {
+#ifdef FIX_BUGS
+ if(nearestFire != m_pAttendedFire && (nearestFire->m_vecPos - GetPosition()).Magnitude() < 30.0f)
+#endif
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ }
+ Say(SOUND_PED_EXTINGUISHING_FIRE);
+ break;
+ case EMERGENCY_PED_STOP:
+#ifdef FIX_BUGS
+ bIsRunning = false;
+#endif
+ SetPedState(PED_NONE);
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ m_pAttendedFire = nil;
+ m_nEmergencyPedState = EMERGENCY_PED_READY;
+ SetMoveState(PEDMOVE_WALK);
+ break;
+ default: break;
+ }
+}
+
+void
+CEmergencyPed::MedicAI(void)
+{
+ float distToEmergency;
+ if (!bInVehicle && IsPedInControl()) {
+ ScanForDelayedResponseThreats();
+ if (m_threatFlags && CTimer::GetTimeInMilliseconds() > m_threatCheckTimer) {
+ CheckThreatValidity();
+ m_threatFlags = 0;
+ m_threatCheckTimer = 0;
+ if (m_threatEntity && m_threatEntity->IsPed() && ((CPed*)m_threatEntity)->IsPlayer()) {
+ if (((CPed*)m_threatEntity)->GetWeapon()->IsTypeMelee()) {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, m_threatEntity);
+ } else {
+ SetFlee(m_threatEntity, 6000);
+ Say(SOUND_PED_FLEE_SPRINT);
+ }
+ return;
+ }
+ }
+ }
+
+ if (InVehicle()) {
+ if (m_pMyVehicle->IsCar() && m_objective != OBJECTIVE_LEAVE_CAR) {
+ if (gAccidentManager.FindNearestAccident(m_pMyVehicle->GetPosition(), &distToEmergency)
+ && distToEmergency < 25.0f && m_pMyVehicle->m_vecMoveSpeed.Magnitude() < 0.01f) {
+
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ Say(SOUND_PED_LEAVE_VEHICLE);
+ } else if (m_pMyVehicle->pDriver == this && m_nPedState == PED_DRIVING
+ && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE && !(CGeneral::GetRandomNumber() & 31)) {
+
+ bool waitUntilMedicEntersCar = false;
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->m_nPedType == PEDTYPE_EMERGENCY) {
+ if ((nearPed->m_nPedState == PED_SEEK_CAR || nearPed->m_nPedState == PED_ENTER_CAR)
+ && nearPed->m_pMyVehicle == m_pMyVehicle) {
+ waitUntilMedicEntersCar = true;
+ break;
+ }
+ }
+ }
+ if (!waitUntilMedicEntersCar) {
+ CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ m_pMyVehicle->m_bSirenOrAlarm = 0;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 12;
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_SLOW_DOWN_FOR_CARS;
+ if (m_pMyVehicle->bIsAmbulanceOnDuty) {
+ m_pMyVehicle->bIsAmbulanceOnDuty = false;
+ --CCarCtrl::NumAmbulancesOnDuty;
+ }
+ }
+ }
+ }
+ }
+
+ CVector headPos, midPos;
+ CAccident *nearestAccident;
+ if (IsPedInControl()) {
+ switch (m_nEmergencyPedState) {
+ case EMERGENCY_PED_READY:
+ nearestAccident = gAccidentManager.FindNearestAccident(GetPosition(), &distToEmergency);
+ field_1360 = 0;
+ if (nearestAccident) {
+ m_pRevivedPed = nearestAccident->m_pVictim;
+ m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
+ m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
+ m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
+ SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector((headPos + midPos) * 0.5f));
+ bIsRunning = true;
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ m_pAttendedAccident = nearestAccident;
+ ++m_pAttendedAccident->m_nMedicsAttending;
+ } else {
+ if (m_pMyVehicle) {
+ if (!bInVehicle) {
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_pMyVehicle->pDriver || m_pMyVehicle->m_nGettingInFlags) {
+
+ CPed* driver = m_pMyVehicle->pDriver;
+ if (driver && driver->m_nPedType != PEDTYPE_EMERGENCY && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, driver);
+
+ } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
+ && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER
+ && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_pMyVehicle);
+ }
+ } else {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+ } else if (m_nPedState != PED_WANDER_PATH) {
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ }
+ }
+ break;
+ case EMERGENCY_PED_DETERMINE_NEXT_STATE:
+ nearestAccident = gAccidentManager.FindNearestAccident(GetPosition(), &distToEmergency);
+ if (nearestAccident) {
+ if (nearestAccident != m_pAttendedAccident || m_nPedState != PED_SEEK_POS) {
+ m_pRevivedPed = nearestAccident->m_pVictim;
+ m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
+ if (!InRange(m_pRevivedPed)) {
+ m_nEmergencyPedState = EMERGENCY_PED_STOP;
+ break;
+ }
+ m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
+ m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
+ SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, CVector((headPos + midPos) * 0.5f));
+ bIsRunning = true;
+ --m_pAttendedAccident->m_nMedicsAttending;
+ ++nearestAccident->m_nMedicsAttending;
+ m_pAttendedAccident = nearestAccident;
+ }
+ } else {
+ m_nEmergencyPedState = EMERGENCY_PED_STOP;
+ bIsRunning = false;
+ }
+ if (distToEmergency < 5.0f) {
+ if (m_pRevivedPed->m_pFire) {
+ bIsRunning = false;
+ SetMoveState(PEDMOVE_STILL);
+ } else if (distToEmergency < 4.5f) {
+ bIsRunning = false;
+ SetMoveState(PEDMOVE_WALK);
+ if (distToEmergency < 1.0f
+ || distToEmergency < 4.5f && m_pAttendedAccident->m_nMedicsPerformingCPR) {
+ m_nEmergencyPedState = EMERGENCY_PED_START_CPR;
+ }
+ }
+ }
+ break;
+ case EMERGENCY_PED_START_CPR:
+ if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f || m_pRevivedPed->bFadeOut) {
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ } else {
+ m_pRevivedPed->m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
+ SetMoveState(PEDMOVE_STILL);
+ SetPedState(PED_CPR);
+ m_nLastPedState = PED_CPR;
+ SetLookFlag(m_pRevivedPed, 0);
+ SetLookTimer(500);
+ Say(SOUND_PED_HEALING);
+ if (m_pAttendedAccident->m_nMedicsPerformingCPR) {
+ SetIdle();
+ m_nEmergencyPedState = EMERGENCY_PED_STAND_STILL;
+ } else {
+ m_nEmergencyPedState = EMERGENCY_PED_FACE_TO_PATIENT;
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_MEDIC, ANIM_MEDIC_CPR, 4.0f);
+ bIsDucking = true;
+ }
+ SetLookTimer(2000);
+ ++m_pAttendedAccident->m_nMedicsPerformingCPR;
+ m_bStartedToCPR = true;
+ }
+ break;
+ case EMERGENCY_PED_FACE_TO_PATIENT:
+ if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ else {
+ m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
+ m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
+ midPos = (headPos + midPos) * 0.5f;
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
+ midPos.x, midPos.y,
+ GetPosition().x, GetPosition().y);
+ m_fRotationDest = CGeneral::LimitAngle(m_fRotationDest);
+ m_pLookTarget = m_pRevivedPed;
+ m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
+ TurnBody();
+
+ if (Abs(m_fRotationCur - m_fRotationDest) < DEGTORAD(45.0f))
+ m_nEmergencyPedState = EMERGENCY_PED_PERFORM_CPR;
+ else
+ m_fRotationCur = (m_fRotationCur + m_fRotationDest) * 0.5f;
+ }
+ break;
+ case EMERGENCY_PED_PERFORM_CPR:
+ if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f) {
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ break;
+ }
+ m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
+ m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
+ midPos = (headPos + midPos) * 0.5f;
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
+ midPos.x, midPos.y,
+ GetPosition().x, GetPosition().y);
+ m_fRotationDest = CGeneral::LimitAngle(m_fRotationDest);
+ m_pLookTarget = m_pRevivedPed;
+ m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
+ TurnBody();
+ if (CTimer::GetTimeInMilliseconds() <= m_lookTimer) {
+ SetMoveState(PEDMOVE_STILL);
+ break;
+ }
+ m_nEmergencyPedState = EMERGENCY_PED_STOP_CPR;
+ SetPedState(PED_NONE);
+ SetMoveState(PEDMOVE_WALK);
+ m_pVehicleAnim = nil;
+ if (!m_pRevivedPed->bBodyPartJustCameOff) {
+ m_pRevivedPed->m_fHealth = 100.0f;
+ m_pRevivedPed->SetPedState(PED_NONE);
+ m_pRevivedPed->m_nLastPedState = PED_WANDER_PATH;
+ m_pRevivedPed->SetGetUp();
+ m_pRevivedPed->bUsesCollision = true;
+ m_pRevivedPed->SetMoveState(PEDMOVE_WALK);
+ m_pRevivedPed->RestartNonPartialAnims();
+ m_pRevivedPed->bIsPedDieAnimPlaying = false;
+ m_pRevivedPed->bKnockedUpIntoAir = false;
+ m_pRevivedPed->m_pCollidingEntity = nil;
+ m_pRevivedPed->bKnockedOffBike = false;
+ m_pRevivedPed->Say(SOUND_PED_ACCIDENTREACTION1);
+ }
+ break;
+ case EMERGENCY_PED_STOP_CPR:
+ m_nEmergencyPedState = EMERGENCY_PED_STOP;
+ bIsDucking = true;
+ break;
+ case EMERGENCY_PED_STAND_STILL:
+ if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ else {
+ if (!m_pAttendedAccident->m_pVictim)
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ if (!m_pAttendedAccident->m_nMedicsPerformingCPR)
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ if (gAccidentManager.UnattendedAccidents())
+ m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
+ }
+ break;
+ case EMERGENCY_PED_STOP:
+ m_bStartedToCPR = false;
+ SetPedState(PED_NONE);
+ if (m_pAttendedAccident) {
+ m_pAttendedAccident->m_pVictim = nil;
+ --m_pAttendedAccident->m_nMedicsAttending;
+ m_pAttendedAccident = nil;
+ }
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ m_pRevivedPed = nil;
+ m_nEmergencyPedState = EMERGENCY_PED_READY;
+ SetMoveState(PEDMOVE_WALK);
+ break;
+ default: break;
+ }
+ }
+}
diff --git a/src/peds/EmergencyPed.h b/src/peds/EmergencyPed.h
new file mode 100644
index 0000000..41bc86e
--- /dev/null
+++ b/src/peds/EmergencyPed.h
@@ -0,0 +1,39 @@
+#pragma once
+
+#include "Ped.h"
+
+class CAccident;
+class CFire;
+
+enum EmergencyPedState
+{
+ EMERGENCY_PED_READY = 0x0,
+ EMERGENCY_PED_DETERMINE_NEXT_STATE = 0x1, // you can set that anytime you want
+ EMERGENCY_PED_START_CPR = 0x2,
+ EMERGENCY_PED_FLAG_4 = 0x4, // unused
+ EMERGENCY_PED_FLAG_8 = 0x8, // unused
+ EMERGENCY_PED_FACE_TO_PATIENT = 0x10, // for CPR
+ EMERGENCY_PED_PERFORM_CPR = 0x20,
+ EMERGENCY_PED_STOP_CPR = 0x40,
+ EMERGENCY_PED_STAND_STILL = 0x80, // waiting colleagues for medics, "extinguishing" fire for firemen
+ EMERGENCY_PED_STOP = 0x100,
+};
+
+class CEmergencyPed : public CPed
+{
+public:
+ CPed *m_pRevivedPed;
+ EmergencyPedState m_nEmergencyPedState;
+ CAccident *m_pAttendedAccident;
+ CFire *m_pAttendedFire;
+ bool m_bStartedToCPR; // set but unused
+ int32 field_1360; // set to 0 but unused
+
+ CEmergencyPed(uint32);
+ ~CEmergencyPed() { }
+ bool InRange(CPed*);
+ void ProcessControl(void);
+ void FiremanAI(void);
+ void MedicAI(void);
+};
+//VALIDATE_SIZE(CEmergencyPed, 0x554);
diff --git a/src/peds/Gangs.cpp b/src/peds/Gangs.cpp
new file mode 100644
index 0000000..2d6d113
--- /dev/null
+++ b/src/peds/Gangs.cpp
@@ -0,0 +1,124 @@
+#include "common.h"
+
+#include "ModelIndices.h"
+#include "Gangs.h"
+#include "General.h"
+#include "Streaming.h"
+#include "Weapon.h"
+
+CGangInfo CGangs::Gang[NUM_GANGS];
+bool CGangs::GangAttackWithCops[NUM_GANGS];
+
+CGangInfo::CGangInfo() :
+ m_nVehicleMI(-1),
+ m_nPedModel1MI(-1),
+ m_nPedModel2MI(-1),
+ m_nPedModelOverride(-1),
+ m_Weapon1(WEAPONTYPE_UNARMED),
+ m_Weapon2(WEAPONTYPE_UNARMED)
+{}
+
+void CGangs::Initialise(void)
+{
+ SetGangPedModels(GANG_CUBAN, MI_CBA, MI_CBB);
+ SetGangPedModels(GANG_HAITIAN, MI_HNA, MI_HNB);
+ SetGangPedModels(GANG_STREET, MI_SGA, MI_SGB);
+ SetGangPedModels(GANG_DIAZ, MI_CLA, MI_CLB);
+ SetGangPedModels(GANG_SECURITY, MI_GDA, MI_GDB);
+ SetGangPedModels(GANG_BIKER, MI_BKA, MI_BKB);
+ SetGangPedModels(GANG_PLAYER, MI_PGA, MI_PGB);
+ SetGangPedModels(GANG_GOLFER, MI_WFOGO, MI_WMOGO);
+ SetGangVehicleModel(GANG_CUBAN, MI_CUBAN);
+ SetGangVehicleModel(GANG_HAITIAN, MI_VOODOO);
+ SetGangVehicleModel(GANG_STREET, MI_GANGBUR);
+ SetGangVehicleModel(GANG_DIAZ, -1);
+ SetGangVehicleModel(GANG_SECURITY, -1);
+ SetGangVehicleModel(GANG_BIKER, MI_ANGEL);
+ SetGangVehicleModel(GANG_PLAYER, -1);
+ SetGangVehicleModel(GANG_GOLFER, MI_CADDY);
+ SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB);
+#ifdef FIX_BUGS
+ for (int i = 0; i < NUM_GANGS; i++)
+ SetGangPedModelOverride(i, -1);
+#endif
+}
+
+bool CGangs::HaveGangModelsLoaded(int16 gang)
+{
+ CGangInfo* pGangInfo = GetGangInfo(gang);
+ return CStreaming::HasModelLoaded(pGangInfo->m_nPedModel1MI) && CStreaming::HasModelLoaded(pGangInfo->m_nPedModel2MI);
+}
+
+void CGangs::SetGangPedModels(int16 gang, int32 mi1, int32 mi2)
+{
+ GetGangInfo(gang)->m_nPedModel1MI = mi1;
+ GetGangInfo(gang)->m_nPedModel2MI = mi2;
+}
+
+void CGangs::SetWillAttackPlayerWithCops(ePedType type, bool will)
+{
+ if (type >= PEDTYPE_GANG1 && type <= PEDTYPE_GANG9)
+ GangAttackWithCops[type - PEDTYPE_GANG1] = will;
+}
+
+bool CGangs::GetWillAttackPlayerWithCops(ePedType type)
+{
+ if (type >= PEDTYPE_GANG1 && type <= PEDTYPE_GANG9)
+ return GangAttackWithCops[type - PEDTYPE_GANG1];
+ return false;
+}
+
+int32 CGangs::ChooseGangPedModel(int16 gang)
+{
+ CGangInfo* pGangInfo = GetGangInfo(gang);
+ if (pGangInfo->m_nPedModelOverride != -1 || CGeneral::GetRandomTrueFalse())
+ return pGangInfo->m_nPedModel1MI;
+ else
+ return pGangInfo->m_nPedModel2MI;
+}
+
+void CGangs::SetGangVehicleModel(int16 gang, int32 model)
+{
+ GetGangInfo(gang)->m_nVehicleMI = model;
+}
+
+void CGangs::SetGangWeapons(int16 gang, int32 weapon1, int32 weapon2)
+{
+ CGangInfo *gi = GetGangInfo(gang);
+ gi->m_Weapon1 = weapon1;
+ gi->m_Weapon2 = weapon2;
+}
+
+void CGangs::SetGangPedModelOverride(int16 gang, int8 ovrd)
+{
+ GetGangInfo(gang)->m_nPedModelOverride = ovrd;
+}
+
+int8 CGangs::GetGangPedModelOverride(int16 gang)
+{
+ return GetGangInfo(gang)->m_nPedModelOverride;
+}
+
+void CGangs::SaveAllGangData(uint8 *buf, uint32 *size)
+{
+INITSAVEBUF
+
+ *size = SAVE_HEADER_SIZE + sizeof(Gang);
+ WriteSaveHeader(buf, 'G','N','G','\0', *size - SAVE_HEADER_SIZE);
+ for (int i = 0; i < NUM_GANGS; i++)
+ WriteSaveBuf(buf, Gang[i]);
+
+VALIDATESAVEBUF(*size);
+}
+
+void CGangs::LoadAllGangData(uint8 *buf, uint32 size)
+{
+ Initialise();
+
+INITSAVEBUF
+ CheckSaveHeader(buf, 'G','N','G','\0', size - SAVE_HEADER_SIZE);
+
+ for (int i = 0; i < NUM_GANGS; i++)
+ Gang[i] = ReadSaveBuf<CGangInfo>(buf);
+VALIDATESAVEBUF(size);
+}
diff --git a/src/peds/Gangs.h b/src/peds/Gangs.h
new file mode 100644
index 0000000..c638134
--- /dev/null
+++ b/src/peds/Gangs.h
@@ -0,0 +1,57 @@
+#pragma once
+
+#include "PedType.h"
+
+struct CGangInfo
+{
+ int32 m_nVehicleMI;
+ int32 m_nPedModel1MI;
+ int32 m_nPedModel2MI;
+ int8 m_nPedModelOverride;
+ int32 m_Weapon1;
+ int32 m_Weapon2;
+
+ CGangInfo();
+};
+
+VALIDATE_SIZE(CGangInfo, 0x10);
+
+enum {
+ GANG_CUBAN = 0,
+ GANG_HAITIAN,
+ GANG_STREET,
+ GANG_DIAZ,
+ GANG_SECURITY,
+ GANG_BIKER,
+ GANG_PLAYER,
+ GANG_GOLFER,
+ GANG_9,
+ NUM_GANGS
+};
+
+class CGangs
+{
+public:
+ static void Initialise(void);
+ static void SetGangVehicleModel(int16, int32);
+ static void SetGangWeapons(int16, int32, int32);
+ static void SetGangPedModelOverride(int16, int8);
+ static int8 GetGangPedModelOverride(int16);
+ static void SaveAllGangData(uint8 *, uint32 *);
+ static void LoadAllGangData(uint8 *, uint32);
+
+ static void SetGangPedModels(int16, int32, int32);
+ static void SetWillAttackPlayerWithCops(ePedType type, bool will);
+ static bool GetWillAttackPlayerWithCops(ePedType type);
+ static int32 ChooseGangPedModel(int16);
+
+ static bool HaveGangModelsLoaded(int16 gang);
+ static int32 GetGangPedModel1(int16 gang) { return Gang[gang].m_nPedModel1MI; }
+ static int32 GetGangPedModel2(int16 gang) { return Gang[gang].m_nPedModel2MI; }
+ static int32 GetGangVehicleModel(int16 gang) { return Gang[gang].m_nVehicleMI; }
+ static CGangInfo *GetGangInfo(int16 gang) { return &Gang[gang]; }
+
+private:
+ static CGangInfo Gang[NUM_GANGS];
+ static bool GangAttackWithCops[NUM_GANGS];
+};
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
new file mode 100644
index 0000000..ba09e8a
--- /dev/null
+++ b/src/peds/Ped.cpp
@@ -0,0 +1,9597 @@
+#include "common.h"
+
+#include "main.h"
+#include "Pools.h"
+#include "Particle.h"
+#include "RpAnimBlend.h"
+#include "Bones.h"
+#include "Ped.h"
+#include "AnimBlendAssociation.h"
+#include "Fire.h"
+#include "DMAudio.h"
+#include "General.h"
+#include "VisibilityPlugins.h"
+#include "HandlingMgr.h"
+#include "Replay.h"
+#include "Radar.h"
+#include "PedPlacement.h"
+#include "Shadows.h"
+#include "Weather.h"
+#include "ZoneCull.h"
+#include "Population.h"
+#include "Pad.h"
+#include "Phones.h"
+#include "TrafficLights.h"
+#include "CopPed.h"
+#include "Script.h"
+#include "CarCtrl.h"
+#include "Garages.h"
+#include "WaterLevel.h"
+#include "Timecycle.h"
+#include "ParticleObject.h"
+#include "Floater.h"
+#include "Range2D.h"
+#include "Streaming.h"
+#include "PedAttractor.h"
+#include "GameLogic.h"
+#include "Bike.h"
+#include "WindModifiers.h"
+#include "CutsceneShadow.h"
+#include "Clock.h"
+#include "Wanted.h"
+
+CPed *gapTempPedList[50];
+uint16 gnNumTempPedList;
+
+static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
+
+uint16 CPed::nThreatReactionRangeMultiplier = 1;
+uint16 CPed::nEnterCarRangeMultiplier = 1;
+
+bool CPed::bNastyLimbsCheat;
+bool CPed::bFannyMagnetCheat;
+bool CPed::bPedCheat3;
+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); }
+
+float gfTommyFatness = 1.0f;
+
+CPed::CPed(uint32 pedType) : m_pedIK(this)
+{
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ m_pRTShadow = nil;
+#endif
+ 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_NO_SOUND;
+ m_queuedSound = SOUND_NO_SOUND;
+ m_canTalk = true;
+
+ m_type = ENTITY_TYPE_PED;
+ bPedPhysics = true;
+ bUseCollisionRecords = true;
+
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+#ifdef FIX_BUGS
+ m_objectiveTimer = 0;
+#endif
+ CharCreatedBy = RANDOM_CHAR;
+ m_leader = nil;
+ m_pedInObjective = nil;
+ m_attractorHeading = 0.0f;
+ m_carInObjective = nil;
+ m_attractorHeading = 0.0f;
+ bInVehicle = false;
+ m_pMyVehicle = nil;
+ m_pVehicleAnim = nil;
+ m_vecOffsetSeek.x = 0.0f;
+ m_vecOffsetSeek.y = 0.0f;
+ m_vecOffsetSeek.z = 0.0f;
+ m_attractor = nil;
+ m_positionInQueue = -1;
+ m_pedFormation = FORMATION_UNDEFINED;
+ m_collidingThingTimer = 0;
+ m_nPedStateTimer = 0;
+ m_actionX = 0.0f;
+ m_actionY = 0.0f;
+ m_phoneTalkTimer = 0;
+ m_stateUnused = 0;
+ m_leaveCarTimer = 0;
+ m_getUpTimer = 0;
+ m_attackTimer = 0;
+ m_timerUnused = 0;
+ m_lookTimer = 0;
+ m_chatTimer = 0;
+ m_shootTimer = 0;
+ m_carJackTimer = 0;
+ m_duckAndCoverTimer = 0;
+ m_moved = CVector2D(0.0f, 0.0f);
+ m_fRotationCur = 0.0f;
+ m_headingRate = 15.0f;
+ m_fRotationDest = 0.0f;
+ m_vehDoor = 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;
+ m_acceptableHeadingOffset = 0.1f;
+ m_followPathDestPos = CVector(0.f, 0.f, 0.f);
+ m_followPathAbortDist = 0.0f;
+ m_followPathMoveState = PEDMOVE_NONE;
+ bRunningToPhone = false;
+ m_phoneId = -1;
+ m_lastAccident = 0;
+ m_fleeFrom = nil;
+ m_fleeFromPos = CVector2D(0.0f, 0.0f);
+ m_fleeTimer = 0;
+ m_threatEx = nil;
+ m_vecSpotToGuard = CVector(0.0f, 0.0f, 0.0f);
+ m_radiusToGuard = 0.0f;
+ m_nWaitState = WAITSTATE_FALSE;
+ m_nWaitTimer = 0;
+ m_pCollidingEntity = nil;
+ m_nPedState = PED_IDLE;
+ m_nLastPedState = PED_NONE;
+ m_nMoveState = PEDMOVE_STILL;
+#ifdef FIX_BUGS
+ m_nPrevMoveState = PEDMOVE_NONE;
+#endif
+ m_nStoredMoveState = PEDMOVE_NONE;
+ m_pFire = nil;
+ m_pPointGunAt = nil;
+ m_pLookTarget = nil;
+ m_fLookDirection = 0.0f;
+ m_pCurSurface = nil;
+ m_wanderRangeBounds = nil;
+
+ for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo); i++) {
+ m_pathNodesToGo[i] = nil;
+ }
+ m_nNumPathNodes = 0;
+ m_nCurPathNodeId = 0;
+ m_nPathDir = 0;
+ m_pLastPathNode = nil;
+ m_pNextPathNode = nil;
+ m_followPathWalkAroundEnt = nil;
+ m_followPathTargetEnt = nil;
+ m_pathNodeTimer = 0;
+ m_pCurPathNode = nil;
+
+ m_threatFlags = 0;
+ m_threatCheckTimer = 0;
+ m_threatCheckInterval = CGeneral::GetRandomNumberInRange(250, 1000);
+
+ m_routeLastPoint = -1;
+ m_routeStartPoint = 0;
+ m_routePointsPassed = 0;
+ m_routeType = 0;
+
+ m_fMass = 70.0f;
+ m_fTurnMass = 100.0f;
+ m_fAirResistance = 0.4f / m_fMass;
+ m_fElasticity = 0.05f;
+
+ m_ceaseAttackTimer = 0;
+ m_bodyPartBleeding = -1;
+
+ bIsStanding = false;
+ bWasStanding = 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;
+ bIsShooting = false;
+ bFindNewNodeAfterStateRestore = false;
+
+ bGonnaInvestigateEvent = false;
+ bPedIsBleeding = false;
+ bStopAndShoot = false;
+ bIsPedDieAnimPlaying = false;
+ bUsePedNodeSeek = false;
+ bObjectiveCompleted = false;
+ bScriptObjectiveCompleted = false;
+
+ bKindaStayInSamePlace = false;
+ bBeingChasedByPolice = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ bIsDucking = false;
+ bGetUpAnimStarted = false;
+ bDoBloodyFootprints = false;
+ bFleeAfterExitingCar = false;
+
+ bWanderPathAfterExitingCar = false;
+ bIsLeader = false;
+ bDontDragMeOutCar = false;
+ bWillBeQuickJacked = false;
+ bCancelEnteringCar = false;
+ bObstacleShowedUpDuringKillObjective = false;
+ bDuckAndCover = false;
+
+ bStillOnValidPoly = false;
+ bAllowMedicsToReviveMe = true;
+ bResetWalkAnims = false;
+ bStartWanderPathOnFoot = false;
+ bOnBoat = false;
+ bBusJacked = false;
+ bGonnaKillTheCarJacker = false;
+ bFadeOut = false;
+
+ bKnockedUpIntoAir = false;
+ bHitSteepSlope = false;
+ bCullExtraFarAway = false;
+ bClearObjective = false;
+ bTryingToReachDryLand = false;
+ bCollidedWithMyVehicle = false;
+ bRichFromMugging = false;
+ bChrisCriminal = false;
+
+ bShakeFist = false;
+ bNoCriticalHits = false;
+ bVehExitWillBeInstant = false;
+ bHasAlreadyBeenRecorded = false;
+ bFallenDown = false;
+ bDontAcceptIKLookAts = false;
+ bReachedAttractorHeadingTarget = false;
+ bTurnedAroundOnAttractor = false;
+#ifdef KANGAROO_CHEAT
+ m_ped_flagI80 = false;
+#endif
+
+ bHasAlreadyUsedAttractor = false;
+ bHasAlreadyStoleACar = false;
+ bCarPassenger = false;
+ bFleeWhenStanding = false;
+ bGotUpOfMyOwnAccord = false;
+ bMiamiViceCop = false;
+ bMoneyHasBeenGivenByScript = false;
+ bHasBeenPhotographed = false;
+
+ bIsDrowning = false;
+ bDrownsInWater = true;
+ bWaitForLeaderToComeCloser = false;
+ bHeldHostageInCar = false;
+ bIsPlayerFriend = true;
+ bHeadStuckInCollision = false;
+ bDeadPedInFrontOfCar = false;
+
+ m_gangFlags = 0xFF;
+
+ bStayInCarOnJack = false;
+
+ bDontFight = false;
+ bDoomAim = true;
+ bCanBeShotInVehicle = true;
+ bPushedAlongByCar = false;
+ bRemoveMeWhenIGotIntoCar = false;
+ bIgnoreThreatsBehindObjects = false;
+
+ bNeverEverTargetThisPed = false;
+ bCrouchWhenScared = false;
+ bKnockedOffBike = false;
+ b158_8 = false;
+ bCollectBusFare = false;
+ bBoughtIceCream = false;
+ bDonePositionOutOfCollision = false;
+ bCanAttackPlayerWithCops = false;
+
+ if (CGeneral::GetRandomNumber() & 3)
+ bHasACamera = false;
+ else
+ bHasACamera = true;
+
+ if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) <= 0.95f)
+ bCanGiveUpSunbathing = false;
+ else
+ bCanGiveUpSunbathing = true;
+
+ m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, this);
+ DMAudio.SetEntityStatus(m_audioEntityId, true);
+ 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;
+ }
+ m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED;
+ m_currentWeapon = WEAPONTYPE_UNARMED;
+ m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ m_delayedWeapon = WEAPONTYPE_UNIDENTIFIED;
+
+ for(int i = 0; i < TOTAL_WEAPON_SLOTS; 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_curFightMove = m_lastFightMove = FIGHTMOVE_IDLE;
+ GiveWeapon(WEAPONTYPE_UNARMED, 0, true);
+ m_wepAccuracy = 60;
+ m_lastWepDam = -1;
+ m_lastDamEntity = nil;
+ m_attachedTo = nil;
+ m_attachWepAmmo = 0;
+ m_collPoly.valid = false;
+ m_fCollisionSpeed = 0.0f;
+ m_wepModelID = -1;
+ uint16 random = CGeneral::GetRandomNumber();
+ m_nPedMoney = random % 25;
+ if (m_nPedMoney == 23)
+ m_nPedMoney = 400;
+ m_bleedCounter = 0;
+ m_nExtendedRangeTimer = 0;
+ m_vehicleInAccident = nil;
+ m_attractor = nil;
+ m_positionInQueue = -1;
+ m_pWeaponModel = nil;
+ m_delayedSoundID = -1;
+ m_delayedSoundTimer = 0;
+ CPopulation::UpdatePedCount((ePedType)m_nPedType, false);
+ m_lastComment = UINT32_MAX;
+}
+
+CPed::~CPed(void)
+{
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ if ( m_pRTShadow ) delete m_pRTShadow;
+#endif
+ CWorld::Remove(this);
+ if (m_attractor)
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ CRadar::ClearBlipForEntity(BLIP_CHAR, CPools::GetPedPool()->GetIndex(this));
+ if (InVehicle()){
+ uint8 door_flag = GetCarDoorFlag(m_vehDoor);
+ if (m_pMyVehicle->pDriver == this)
+ m_pMyVehicle->pDriver = nil;
+ else {
+ // FIX: Passenger counter now being decreased 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 (EnteringCar()) {
+ QuitEnteringCar();
+ }
+ if (m_pFire)
+ m_pFire->Extinguish();
+
+ ClearWeapons();
+ if (bCarPassenger)
+ CPopulation::ms_nTotalCarPassengerPeds--;
+ if (bMiamiViceCop)
+ CPopulation::NumMiamiViceCops--;
+ CPopulation::UpdatePedCount((ePedType)m_nPedType, true);
+ DMAudio.DestroyEntity(m_audioEntityId);
+}
+
+void
+CPed::Initialise(void)
+{
+ debug("Initialising CPed...\n");
+ CPedType::Initialise();
+ LoadFightData();
+ SetAnimOffsetForEnterOrExitVehicle();
+ debug("CPed ready\n");
+}
+
+void
+CPed::SetModelIndex(uint32 mi)
+{
+ CEntity::SetModelIndex(mi);
+ RpAnimBlendClumpInit(GetClump());
+ RpAnimBlendClumpFillFrameArray(GetClump(), m_pFrames);
+ CPedModelInfo *modelInfo = (CPedModelInfo *)CModelInfo::GetModelInfo(GetModelIndex());
+ SetPedStats(modelInfo->m_pedStatType);
+ m_headingRate = m_pedStats->m_headingChangeRate;
+ m_animGroup = (AssocGroupId) modelInfo->m_animGroup;
+ CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE);
+
+ if (!CanUseTorsoWhenLooking())
+ m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
+
+ (*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity2d = &m_vecAnimMoveDelta;
+
+ if(modelInfo->GetHitColModel() == nil)
+ modelInfo->CreateHitColModelSkinned(GetClump());
+
+ UpdateRpHAnim();
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ if (!m_pRTShadow)
+ {
+ m_pRTShadow = new CCutsceneShadow;
+ m_pRTShadow->Create(m_rwObject, 10, 1, 1, 1);
+ //m_pRTShadow->Create(m_rwObject, 8, 0, 0, 0);
+ }
+#endif
+}
+
+void
+CPed::SetPedStats(ePedStats pedStat)
+{
+ m_pedStats = CPedStats::ms_apPedStats[pedStat];
+}
+
+void
+CPed::DeleteRwObject()
+{
+ CEntity::DeleteRwObject();
+}
+
+void
+CPed::BuildPedLists(void)
+{
+ if (((CTimer::GetFrameCounter() + m_randomSeed) % 16) == 0) {
+ CVector centre = CEntity::GetBoundCentre();
+ int deadsRegistered = 0;
+ CRect rect(centre.x - 20.f * nThreatReactionRangeMultiplier,
+ centre.y - 20.f * nThreatReactionRangeMultiplier,
+ centre.x + 20.f * nThreatReactionRangeMultiplier,
+ centre.y + 20.f * nThreatReactionRangeMultiplier);
+ int xstart = CWorld::GetSectorIndexX(rect.left);
+ int ystart = CWorld::GetSectorIndexY(rect.top);
+ int xend = CWorld::GetSectorIndexX(rect.right);
+ int yend = CWorld::GetSectorIndexY(rect.bottom);
+ gnNumTempPedList = 0;
+
+ for(int y = ystart; y <= yend; y++) {
+ for(int x = xstart; x <= xend; 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 || (ped->m_pMyVehicle && ped->m_pMyVehicle->IsBike()))) {
+
+ if (nThreatReactionRangeMultiplier * 30.0f > (ped->GetPosition() - GetPosition()).Magnitude2D()) {
+ if (ped->m_nPedState == PED_DEAD) {
+ if (deadsRegistered > 3)
+ continue;
+ deadsRegistered++;
+ }
+ gapTempPedList[gnNumTempPedList] = ped;
+ gnNumTempPedList++;
+ assert(gnNumTempPedList < ARRAY_SIZE(gapTempPedList));
+ }
+ }
+ }
+ }
+ }
+ 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;
+ }
+
+ for(int i = 0; i < ARRAY_SIZE(m_nearPeds); ) {
+ bool removePed = false;
+ if (m_nearPeds[i]) {
+ if (m_nearPeds[i]->IsPointerValid()) {
+ float distSqr = (GetPosition() - m_nearPeds[i]->GetPosition()).MagnitudeSqr2D();
+ if (distSqr > sq(nThreatReactionRangeMultiplier * 30.f)) {
+ removePed = true;
+ }
+ } else {
+ removePed = true;
+ }
+ }
+ if (removePed) {
+ // 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 on last slot, so we need to empty it.
+ m_nearPeds[ARRAY_SIZE(m_nearPeds) - 1] = nil;
+ m_numNearPeds--;
+ } else
+ i++;
+ }
+}
+
+bool
+CPed::OurPedCanSeeThisOne(CEntity *target, bool shootablesDoBlock)
+{
+ CColPoint colpoint;
+ CEntity *ent;
+
+ CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(GetPosition());
+
+ // Check if target is behind ped
+ if (DotProduct2D(dist, CVector2D(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
+ return !CWorld::ProcessLineOfSight(GetPosition() + CVector(0.f, 0.f, 1.f), target->GetPosition() + CVector(0.f, 0.f, 1.f),
+ colpoint, ent, true, false, false, shootablesDoBlock, false, false, false, shootablesDoBlock);
+}
+
+// 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 = min;
+ while(right <= left){
+ float rightDist, leftDist;
+ do {
+ rightDiff = GetPosition() - list[right]->GetPosition();
+ rightDist = rightDiff.Magnitude();
+ } while (middleDist > rightDist && ++right);
+
+ do {
+ leftDiff = GetPosition() - list[left]->GetPosition();
+ leftDist = leftDiff.Magnitude();
+ } while (middleDist < leftDist && 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::SetMoveState(eMoveState state)
+{
+ m_nMoveState = state;
+}
+
+void
+CPed::SetMoveAnim(void)
+{
+ if (m_nStoredMoveState == m_nMoveState || !IsPedInControl() || m_attachedTo)
+ 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_BLOCK);
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
+
+ if (animAssoc && m_nPedState == PED_FIGHT)
+ return;
+
+ if (animAssoc) {
+ CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
+ if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_STD_IDLE, 8.0f);
+ }
+ }
+ }
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
+ if (animAssoc)
+ if (m_nWaitState == WAITSTATE_STUCK || m_nWaitState == WAITSTATE_FINISH_FLEE)
+ return;
+
+ if (animAssoc) {
+ CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
+ if (!idleAssoc || idleAssoc->blendDelta <= 0.0f) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_STD_IDLE, 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_STD_IDLE, 4.0f);
+ break;
+ case PEDMOVE_WALK:
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_STD_WALK, 1.0f);
+ break;
+ case PEDMOVE_RUN:
+ if (m_nPedState == PED_FLEE_ENTITY) {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_STD_RUN, 3.0f);
+ } else {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_STD_RUN, 1.0f);
+ }
+ break;
+ case PEDMOVE_SPRINT:
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), animGroupToUse, ANIM_STD_RUNFAST, 1.0f);
+ break;
+ default:
+ break;
+ }
+
+ if (animAssoc) {
+ if (m_leader) {
+ CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_STD_WALK);
+ if (!walkAssoc)
+ walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_STD_RUN);
+
+ if (!walkAssoc)
+ walkAssoc = RpAnimBlendClumpGetAssociation(m_leader->GetClump(), ANIM_STD_RUNFAST);
+
+ 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::StopNonPartialAnims(void)
+{
+ CAnimBlendAssociation *assoc;
+
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ if (!assoc->IsPartial())
+ assoc->flags &= ~ASSOC_RUNNING;
+ }
+}
+
+void
+CPed::RestartNonPartialAnims(void)
+{
+ CAnimBlendAssociation *assoc;
+
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ if (!assoc->IsPartial())
+ assoc->SetRun();
+ }
+}
+
+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;
+ }
+ if (m_nPedState != PED_IDLE) {
+ m_nLastPedState = m_nPedState;
+ if (m_nMoveState >= m_nPrevMoveState)
+ m_nPrevMoveState = m_nMoveState;
+ }
+}
+
+void
+CPed::RestorePreviousState(void)
+{
+ if (!CanSetPedState() || m_nPedState == PED_FALL)
+ return;
+
+ if (m_nPedState == PED_GETUP && !bGetUpAnimStarted)
+ return;
+
+ if (InVehicle()) {
+ SetPedState(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:
+ SetPedState(PED_WANDER_PATH);
+ bIsRunning = false;
+ if (bFindNewNodeAfterStateRestore) {
+ if (m_pNextPathNode) {
+ CVector nextNode = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ CVector diff = nextNode - GetPosition();
+ if (diff.MagnitudeSqr() < sq(7.0f)) {
+ SetMoveState(PEDMOVE_WALK);
+ break;
+ }
+ }
+ }
+ SetWanderPath(m_nPedState == PED_FOLLOW_PATH ? m_nPathDir : CGeneral::GetRandomNumber() & 7);
+ break;
+ default:
+ SetPedState(m_nLastPedState);
+ SetMoveState((eMoveState) m_nPrevMoveState);
+ break;
+ }
+ m_nLastPedState = PED_NONE;
+ }
+}
+
+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;
+ }
+
+ if (fearFlags & PED_FLAG_GUN) {
+ CPed *shooter = CheckForGunShots();
+ if (shooter && (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_nPedType == PEDTYPE_GANG5) {
+ if (m_threatEntity)
+ m_threatEntity->CleanUpOldReference(&m_threatEntity);
+ m_threatEntity = shooter;
+ m_threatEntity->RegisterReference((CEntity**)&m_threatEntity);
+ return CPedType::GetFlag(shooter->m_nPedType);
+ }
+ }
+ }
+
+ CPed *deadPed;
+ if (fearFlags & PED_FLAG_DEADPEDS && CharCreatedBy != MISSION_CHAR
+ && (deadPed = CheckForDeadPeds()) != nil && (deadPed->GetPosition() - ourPos).MagnitudeSqr() < sq(20.0f)
+#ifdef FIX_BUGS
+ && !deadPed->bIsInWater
+#endif
+ ) {
+ m_pEventEntity = deadPed;
+ m_pEventEntity->RegisterReference((CEntity **) &m_pEventEntity);
+ return PED_FLAG_DEADPEDS;
+ } else {
+ uint32 flagsOfNearPed = 0;
+
+ CPed *pedToFearFrom = nil;
+ 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: 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.
+ flagsOfNearPed = CPedType::GetFlag(m_nearPeds[i]->m_nPedType);
+
+ if (flagsOfNearPed & fearFlags) {
+ if (m_nearPeds[i]->m_fHealth > 0.0f) {
+ if (OurPedCanSeeThisOne(m_nearPeds[i], !!bIgnoreThreatsBehindObjects)) {
+ 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
+ if (!CWorld::ProcessLineOfSight(ourPos, nearPed->GetPosition(), foundCol, foundEnt,
+ true, false, false, !!bIgnoreThreatsBehindObjects, 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];
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ 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.
+ flagsOfNearPed = CPedType::GetFlag(driver->m_nPedType);
+ if (flagsOfNearPed & 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)
+ flagsOfNearPed = CPedType::GetFlag(((CPed*)m_threatEntity)->m_nPedType);
+ else
+ flagsOfNearPed = 0;
+#endif
+
+ return flagsOfNearPed;
+ }
+}
+
+void
+CPed::ScanForDelayedResponseThreats(void)
+{
+ if (m_threatFlags)
+ return;
+
+ m_threatEntity = nil;
+ m_pEventEntity = nil;
+ m_threatFlags = ScanForThreats();
+ if (m_threatFlags) {
+ if (m_threatEntity || m_pEventEntity) {
+ m_threatCheckTimer = CTimer::GetTimeInMilliseconds() + m_threatCheckInterval;
+ return;
+ }
+ m_threatFlags = 0;
+ }
+ m_threatCheckTimer = 0;
+}
+
+void
+CPed::CheckThreatValidity(void)
+{
+ if (m_threatEntity && !IsEntityPointerValid(m_threatEntity)) {
+ m_threatFlags = 0;
+ m_threatEntity = nil;
+ }
+ if (m_pEventEntity && !IsEntityPointerValid(m_pEventEntity)) {
+ m_threatFlags = 0;
+ m_pEventEntity = nil;
+ }
+ if (!m_threatEntity && !m_pEventEntity)
+ m_threatFlags = 0;
+}
+
+bool
+CPed::CanUseTorsoWhenLooking(void)
+{
+ if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) {
+ if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN)
+ return true;
+ }
+ return false;
+}
+
+void
+CPed::SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious)
+{
+ if (m_lookTimer < CTimer::GetTimeInMilliseconds() || cancelPrevious) {
+ bIsLooking = true;
+ bIsRestoringLook = false;
+ m_fLookDirection = direction;
+ m_pLookTarget = nil;
+ m_lookTimer = 0;
+ bKeepTryingToLook = keepTryingToLook;
+ if (CanUseTorsoWhenLooking()) {
+ m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
+ }
+ }
+}
+
+void
+CPed::SetLookFlag(CEntity *target, bool keepTryingToLook, bool cancelPrevious)
+{
+ if (m_lookTimer < CTimer::GetTimeInMilliseconds() || cancelPrevious) {
+ bIsLooking = true;
+ bIsRestoringLook = false;
+ m_pLookTarget = target;
+ m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
+ m_fLookDirection = 999999.0f;
+ m_lookTimer = 0;
+ bKeepTryingToLook = keepTryingToLook;
+ if (CanUseTorsoWhenLooking()) {
+ m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
+ }
+ }
+}
+
+void
+CPed::ClearLookFlag(void) {
+ if (bIsLooking) {
+ bIsLooking = false;
+ bIsRestoringLook = true;
+ bShakeFist = false;
+
+ if (CanUseTorsoWhenLooking())
+ m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
+
+ if (IsPlayer())
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ else
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 4000;
+
+ if (m_nPedState == PED_LOOK_HEADING || m_nPedState == PED_LOOK_ENTITY) {
+ ClearLook();
+ }
+ }
+}
+
+void
+CPed::MoveHeadToLook(void)
+{
+ CVector lookPos;
+
+ if (m_lookTimer && CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ ClearLookFlag();
+ }
+
+ if (bIsLooking || bIsRestoringLook)
+ if (!CanUseTorsoWhenLooking())
+ m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
+
+ if (m_pLookTarget) {
+ if (m_pLookTarget->IsPed()) {
+ ((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(lookPos, PED_MID);
+ } else {
+ lookPos = m_pLookTarget->GetPosition();
+ }
+
+ if (!m_pedIK.LookAtPosition(lookPos)) {
+ if (!bKeepTryingToLook) {
+ ClearLookFlag();
+ }
+ return;
+ }
+
+ if (!bShakeFist || bIsAimingGun || bIsRestoringGun)
+ return;
+
+ if (m_nPedState == PED_ANSWER_MOBILE)
+ return;
+
+ if (m_lookTimer - CTimer::GetTimeInMilliseconds() >= 1000)
+ return;
+
+ bool handFreeToMove = false;
+ AnimationId animToPlay = ANIM_STD_NUM;
+
+ if (!GetWeapon()->IsType2Handed() && GetWeapon()->m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER)
+ handFreeToMove = true;
+
+ if (IsPlayer() && handFreeToMove) {
+
+ if (m_pLookTarget->IsPed()) {
+#ifdef FIX_BUGS
+ if (m_pedStats->m_temper > 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP)
+#else
+ if (m_pedStats->m_temper < 49 || ((CPed*)m_pLookTarget)->m_nPedType == PEDTYPE_COP)
+#endif
+ animToPlay = ANIM_STD_PARTIAL_FUCKU;
+ else if(m_pedStats->m_temper < 47)
+ animToPlay = ANIM_STD_PARTIAL_PUNCH;
+ } else {
+ if (m_pedStats->m_temper > 49 || m_pLookTarget->GetModelIndex() == MI_POLICE)
+ animToPlay = ANIM_STD_PARTIAL_FUCKU;
+ }
+ } else if (handFreeToMove && (CGeneral::GetRandomNumber() & 1)) {
+ animToPlay = ANIM_STD_PARTIAL_FUCKU;
+ }
+
+ if (animToPlay != ANIM_STD_NUM) {
+ CAnimBlendAssociation *newAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
+
+ if (newAssoc) {
+ newAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ newAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ }
+ bShakeFist = false;
+ } else if (m_fLookDirection == 999999.0f) {
+ ClearLookFlag();
+ } else if (!m_pedIK.LookInDirection(m_fLookDirection, 0.0f)) {
+ if (!bKeepTryingToLook)
+ ClearLookFlag();
+ }
+}
+
+void
+CPed::RestoreHeadPosition(void)
+{
+ if(!CanUseTorsoWhenLooking())
+ m_pedIK.m_flags |= CPedIK::LOOKAROUND_HEAD_ONLY;
+
+ if (m_pedIK.RestoreLookAt()) {
+ bIsRestoringLook = false;
+ if(CanUseTorsoWhenLooking())
+ m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
+ }
+}
+
+void
+CPed::SetAimFlag(float angle)
+{
+ bIsAimingGun = true;
+ bIsRestoringGun = false;
+ m_fLookDirection = angle;
+ m_lookTimer = 0;
+ m_pLookTarget = nil;
+ m_pSeekTarget = nil;
+
+ if (bIsDucking)
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
+ m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
+ else
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+}
+
+void
+CPed::SetAimFlag(CEntity *to)
+{
+ bIsAimingGun = true;
+ bIsRestoringGun = false;
+ if (m_pLookTarget)
+ m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
+ m_pLookTarget = to;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ if (m_pSeekTarget)
+ m_pSeekTarget->CleanUpOldReference(&m_pSeekTarget);
+ m_pSeekTarget = to;
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+ m_lookTimer = 0;
+}
+
+void
+CPed::ClearAimFlag(void)
+{
+ if (bIsAimingGun) {
+ bIsAimingGun = false;
+ bIsRestoringGun = true;
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+ m_lookTimer = 0;
+ }
+
+ if (IsPlayer())
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
+}
+
+void
+CPed::AimGun(void)
+{
+ CVector vector;
+
+ if (IsPlayer() && bIsDucking)
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+
+ if (m_pSeekTarget) {
+ if (m_pSeekTarget->IsPed()) {
+ ((CPed*)m_pSeekTarget)->m_pedIK.GetComponentPosition(vector, PED_MID);
+ } else {
+ vector = m_pSeekTarget->GetPosition();
+ }
+
+ if (!IsPlayer())
+ Say(SOUND_PED_ATTACK);
+
+ bCanPointGunAtTarget = m_pedIK.PointGunAtPosition(vector);
+ if (m_pLookTarget != m_pSeekTarget) {
+ SetLookFlag(m_pSeekTarget, true, 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::RestoreGunPosition(void)
+{
+ if (bIsLooking) {
+ m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
+ bIsRestoringGun = false;
+ } else if (m_pedIK.RestoreGunPosn()) {
+ bIsRestoringGun = false;
+ } else {
+ if (IsPlayer())
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = 0.0f;
+ }
+}
+
+bool
+CPed::CanWeRunAndFireWithWeapon(void)
+{
+ return CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
+}
+
+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_carJackTimer < CTimer::GetTimeInMilliseconds()) {
+ // Find a car to steal or a ped to mug if we haven't already decided to steal a car
+ if (CGeneral::GetRandomNumber() % 100 < 10) {
+ 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_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ return;
+ }
+ m_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ } else 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_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ }
+ }
+
+ if (m_nPedState == PED_WANDER_PATH) {
+ if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) < 0.5f) {
+ if (CTimer::GetTimeInMilliseconds() > m_chatTimer) {
+ for (int i = 0; i < m_numNearPeds; i ++) {
+ if (m_nearPeds[i] && m_nearPeds[i]->m_nPedState == PED_WANDER_PATH) {
+ if ((GetPosition() - m_nearPeds[i]->GetPosition()).Magnitude() < 1.8f
+ && CanSeeEntity(m_nearPeds[i])
+ && m_nearPeds[i]->CanSeeEntity(this)
+ && WillChat(m_nearPeds[i])) {
+
+ int time = CGeneral::GetRandomNumber() % 4000 + 10000;
+ SetChat(m_nearPeds[i], time);
+ m_nearPeds[i]->SetChat(this, time);
+ }
+ }
+ }
+ }
+ } else {
+ m_chatTimer = CTimer::GetTimeInMilliseconds() + 200;
+ }
+ }
+}
+
+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 (stranger->m_nPedType == PEDTYPE_COP)
+ return false;
+ if (stranger->IsPlayer())
+ return false;
+ if ((IsGangMember() || stranger->IsGangMember()) && m_nPedType != stranger->m_nPedType)
+ return false;
+ return true;
+}
+
+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;
+ }
+
+ 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()) {
+
+ if (FindPlayerPed() == this)
+ FindPlayerPed()->m_fWalkAngle = 0.0f;
+ 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_STD_IDLE);
+ CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
+ if(!fightAssoc)
+ fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
+
+ if(!fightAssoc)
+ fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
+
+ if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
+ LimbOrientation newUpperLegs;
+ newUpperLegs.yaw = localWalkAngle;
+
+ if (newUpperLegs.yaw < -DEGTORAD(100.0f)) {
+ newUpperLegs.yaw += PI;
+ } else if (newUpperLegs.yaw > DEGTORAD(100.0f)) {
+ newUpperLegs.yaw -= PI;
+ }
+
+ if (newUpperLegs.yaw > -DEGTORAD(50.0f) && newUpperLegs.yaw < DEGTORAD(50.0f)) {
+ newUpperLegs.pitch = 0.1f;
+ RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
+ RwV3d Zaxis = { 0.0f, 0.0f, 1.0f };
+ RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
+ RtQuatRotate(&m_pFrames[PED_UPPERLEGL]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
+ RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Zaxis, RADTODEG(newUpperLegs.pitch), rwCOMBINEPOSTCONCAT);
+ RtQuatRotate(&m_pFrames[PED_UPPERLEGR]->hanimFrame->q, &Xaxis, RADTODEG(newUpperLegs.yaw), rwCOMBINEPOSTCONCAT);
+ bDontAcceptIKLookAts = true;
+ }
+ }
+}
+
+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 = HALFPI;
+ else if (leftRight > 0.0f)
+ angle = -HALFPI;
+ }
+
+ return CGeneral::LimitRadianAngle(offset + angle);
+}
+
+void
+CPed::UpdatePosition(void)
+{
+ if (CReplay::IsPlayingBack() || !bIsStanding || m_attachedTo)
+ return;
+
+ CVector2D velocityChange;
+
+ SetHeading(m_fRotationCur);
+ if (m_pCurrentPhysSurface) {
+ CVector2D velocityOfSurface;
+ if (!IsPlayer() && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
+
+ // It seems R* didn't like m_vecOffsetFromPhysSurface for boats
+ CVector offsetToSurface = GetPosition() - m_pCurrentPhysSurface->GetPosition();
+ offsetToSurface.z -= FEET_OFFSET;
+
+ CVector surfaceMoveVelocity = m_pCurrentPhysSurface->m_vecMoveSpeed;
+ CVector surfaceTurnVelocity = CrossProduct(m_pCurrentPhysSurface->m_vecTurnSpeed, offsetToSurface);
+
+ // Also we use that weird formula instead of friction if it's boat
+ float slideMult = -m_pCurrentPhysSurface->m_vecTurnSpeed.MagnitudeSqr();
+ velocityOfSurface = slideMult * offsetToSurface * CTimer::GetTimeStep() + (surfaceTurnVelocity + surfaceMoveVelocity);
+ m_vecMoveSpeed.z = slideMult * offsetToSurface.z * CTimer::GetTimeStep() + (surfaceTurnVelocity.z + surfaceMoveVelocity.z);
+ } else {
+ velocityOfSurface = m_pCurrentPhysSurface->GetSpeed(m_vecOffsetFromPhysSurface);
+ }
+ // Reminder: m_moved is displacement from walking/running.
+ velocityChange = m_moved + velocityOfSurface - m_vecMoveSpeed;
+ m_fRotationCur += m_pCurrentPhysSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
+ m_fRotationDest += m_pCurrentPhysSurface->m_vecTurnSpeed.z * CTimer::GetTimeStep();
+ } else if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF && (m_vecDamageNormal.x != 0.0f || m_vecDamageNormal.y != 0.0f)) {
+ // Ped got damaged by steep slope
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
+ // some kind of
+ CVector2D reactionForce = m_vecDamageNormal;
+ reactionForce.Normalise();
+
+ velocityChange = 0.02f * reactionForce + m_moved;
+
+ float reactionAndVelocityDotProd = DotProduct2D(reactionForce, velocityChange);
+ // they're in same direction
+ if (reactionAndVelocityDotProd < 0.0f) {
+ velocityChange -= reactionAndVelocityDotProd * reactionForce;
+ }
+ } else {
+ velocityChange = m_moved - m_vecMoveSpeed;
+ }
+
+ // Take time step into account
+ if (m_pCurrentPhysSurface && (!m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08)) {
+ float speedChange = velocityChange.Magnitude();
+ float changeMult = speedChange;
+ if (m_nPedState == PED_DIE && m_pCurrentPhysSurface->IsVehicle()) {
+ changeMult = 0.002f * CTimer::GetTimeStep();
+ } else if (!(m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat())) {
+ changeMult = 0.01f * CTimer::GetTimeStep();
+ }
+
+ if (speedChange > changeMult) {
+ velocityChange = velocityChange * (changeMult / speedChange);
+ }
+ }
+ m_vecMoveSpeed.x += velocityChange.x;
+ m_vecMoveSpeed.y += velocityChange.y;
+}
+
+void
+CPed::CalculateNewOrientation(void)
+{
+ if (CReplay::IsPlayingBack() || !IsPedInControl())
+ return;
+
+ SetHeading(m_fRotationCur);
+}
+
+void
+CPed::ClearAll(void)
+{
+ if (!IsPedInControl() && m_nPedState != PED_DEAD)
+ return;
+
+ SetPedState(PED_NONE);
+ SetMoveState(PEDMOVE_NONE);
+ m_pSeekTarget = nil;
+ m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
+ m_fleeFromPos = CVector2D(0.0f, 0.0f);
+ m_fleeFrom = nil;
+ m_fleeTimer = 0;
+ m_threatEx = nil;
+ bUsesCollision = true;
+ ClearPointGunAt();
+ bIsPointingGunAt = false;
+ bRenderPedInCar = true;
+ bKnockedUpIntoAir = false;
+ bKnockedOffBike = false;
+ m_pCollidingEntity = nil;
+}
+
+void
+CPed::ProcessBuoyancy(void)
+{
+ float buoyancyLevel = 1.1f;
+ static uint32 nGenerateRaindrops = 0;
+ static uint32 nGenerateWaterCircles = 0;
+ CRGBA color;
+
+ if (bInVehicle)
+ return;
+
+ CVector buoyancyPoint;
+ CVector buoyancyImpulse;
+
+ if (DyingOrDead())
+ buoyancyLevel = 1.8f;
+
+ if (mod_Buoyancy.ProcessBuoyancy(this, GRAVITY * m_fMass * buoyancyLevel, &buoyancyPoint, &buoyancyImpulse)) {
+ bTouchingWater = true;
+ CEntity *entity;
+ CColPoint point;
+ if (CWorld::ProcessVerticalLine(GetPosition(), GetPosition().z - 3.0f, point, entity, false, true, false, false, false, false, nil)
+ && entity->IsVehicle() && ((CVehicle*)entity)->IsBoat() && !entity->bRenderScorched) {
+ bIsInWater = false;
+ return;
+ }
+ color.r = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed()) * 127.5f;
+ color.g = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue()) * 127.5f;
+ color.b = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen()) * 127.5f;
+ color.a = CGeneral::GetRandomNumberInRange(48.0f, 96.0f);
+ bIsInWater = true;
+ ApplyMoveForce(buoyancyImpulse);
+ if (!DyingOrDead()) {
+ if (bTryingToReachDryLand) {
+ if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.4f * CTimer::GetTimeStep()) {
+ bTryingToReachDryLand = false;
+ CVector pos = GetPosition();
+ if (PlacePedOnDryLand()) {
+ if (m_fHealth > 20.0f)
+ InflictDamage(nil, WEAPONTYPE_DROWNING, 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);
+ SetPedState(PED_IDLE);
+ return;
+ }
+ }
+ }
+ }
+ float speedMult = 0.0f;
+ if (buoyancyImpulse.z / m_fMass > GRAVITY * CTimer::GetTimeStep()
+ || mod_Buoyancy.m_waterlevel > GetPosition().z + 0.6f) {
+ speedMult = pow(0.9f, CTimer::GetTimeStep());
+ m_vecMoveSpeed.x *= speedMult;
+ m_vecMoveSpeed.y *= speedMult;
+ m_vecMoveSpeed.z *= speedMult;
+ bIsStanding = false;
+ bIsDrowning = true;
+ InflictDamage(nil, WEAPONTYPE_DROWNING, 3.0f * CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
+ }
+ if (buoyancyImpulse.z / m_fMass > GRAVITY * 0.25f * 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 = -0.02f;
+ } 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;
+ }
+ }
+ 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);
+ }
+ }
+ } else
+ bTouchingWater = false;
+}
+
+void
+CPed::ProcessControl(void)
+{
+ CColPoint foundCol;
+ CEntity *foundEnt = nil;
+
+ if (CTimer::GetFrameCounter() + m_randomSeed % 32 == 0)
+ PruneReferences();
+
+ 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);
+ bIsShooting = false;
+ bDonePositionOutOfCollision = false;
+ BuildPedLists();
+ bIsInWater = false;
+ bIsDrowning = false;
+ ProcessBuoyancy();
+
+ if (m_nPedState != PED_ARRESTED) {
+ if (m_nPedState == PED_DEAD) {
+ DeadPedMakesTyresBloody();
+ if (CGame::nastyGame && !bIsInWater) {
+ uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCountOrDeathTime;
+ 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_bloodyFootprintCountOrDeathTime = 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_CAMERA
+ && 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();
+
+ if (bIsInWater) {
+ bIsStanding = false;
+ bWasStanding = false;
+ CPhysical::ProcessControl();
+ }
+ return;
+ }
+
+ bWasStanding = 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();
+
+ if (bIsStanding)
+ bPushedAlongByCar = false;
+
+ bCollidedWithMyVehicle = false;
+
+ CEntity *collidingEnt = m_pDamageEntity;
+ if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
+ bHitSomethingLastFrame = false;
+ if (m_nPedStateTimer <= 500 && bIsInTheAir) {
+ if (m_nPedStateTimer)
+ m_nPedStateTimer--;
+ } else if (m_nPedStateTimer < 1001) {
+ m_nPedStateTimer = 0;
+ }
+ } else if (!GetPedAttractorManager()->IsInQueue(this, m_attractor)) {
+ if (m_panicCounter == 50 && IsPedInControl()) {
+ SetWaitState(WAITSTATE_STUCK, nil);
+ // Leftover
+ /*
+ if (m_nPedType < PEDTYPE_COP) {
+
+ } else {
+
+ }
+ */
+ } else if (collidingEnt) {
+ switch (collidingEnt->GetType())
+ {
+ case ENTITY_TYPE_BUILDING:
+ case ENTITY_TYPE_OBJECT:
+ {
+ CBaseModelInfo *collidingModel = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex());
+ CColModel *collidingCol = collidingModel->GetColModel();
+ if (collidingEnt->IsObject() && ((CObject*)collidingEnt)->m_nSpecialCollisionResponseCases != COLLRESPONSE_FENCEPART
+ || 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);
+
+ if (m_nPedState == PED_FOLLOW_PATH) {
+ if (DotProduct(m_vecDamageNormal, GetForward()) < -0.866f && CanPedJumpThis(collidingEnt, &m_vecDamageNormal)) {
+ SetJump();
+ }
+ break;
+ }
+
+ 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) {
+ if (m_nPedType == PEDTYPE_COP && m_nWaitState != WAITSTATE_LOOK_ABOUT)
+ ((CCopPed*)this)->field_624++;
+
+ 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 {
+ if (m_pLookTarget)
+ m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
+
+ 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_STD_RUN);
+ if (!runAssoc)
+ runAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNFAST);
+
+ 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);
+
+ if (m_nWaitState != WAITSTATE_HITWALL)
+ SetWaitState(WAITSTATE_TURN180, nil);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ Flee();
+ } 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];
+ CVector bestCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ bestCoords.x, bestCoords.y,
+ GetPosition().x, GetPosition().y);
+
+ } else if (m_nPedState == PED_FOLLOW_PATH) {
+ CVector bestCoords = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition();
+ angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ bestCoords.x, bestCoords.y,
+ GetPosition().x, GetPosition().y);
+
+ } else {
+ if (ThePaths.m_pathNodes[closestNodeId].GetX() == 0.0f
+ || ThePaths.m_pathNodes[closestNodeId].GetY() == 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].GetX();
+ posToHead.y = ThePaths.m_pathNodes[closestNodeId].GetY();
+ posToHead.z = ThePaths.m_pathNodes[closestNodeId].GetZ();
+ }
+ 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].GetX(),
+ ThePaths.m_pathNodes[closestNodeId].GetY(),
+ GetPosition().x,
+ GetPosition().y);
+
+ CVector2D distToNode = ThePaths.m_pathNodes[closestNodeId].GetPosition() - 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_bStopAndShootDisabledZone = 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;
+
+ 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_SPRINT_TO_AREA
+ || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER
+ || IsUseAttractorObjective(m_objective))) {
+
+ if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
+ if (!bVehEnterDoorIsBlocked) {
+ if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
+
+ if (m_nPedState == PED_SEEK_CAR) {
+ SetDirectionToWalkAroundObject(collidingVeh);
+ CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
+ } else {
+ SetDirectionToWalkAroundVehicle(collidingVeh);
+ }
+ } else {
+ if (CTimer::GetTimeInMilliseconds() >= CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer
+ || m_nPedStateTimer >= CTimer::GetTimeInMilliseconds()) {
+
+ if (m_nPedState == PED_SEEK_CAR) {
+ SetDirectionToWalkAroundObject(collidingVeh);
+ CWorld::Players[CWorld::PlayerInFocus].m_nLastBumpPlayerCarTimer = m_nPedStateTimer;
+ } else {
+ SetDirectionToWalkAroundVehicle(collidingVeh);
+ }
+ } 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;
+ uint32 weaponSlot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
+ if (weaponType == WEAPONTYPE_UNARMED
+ || weaponSlot == 3
+ || weaponSlot == 5
+ || weaponSlot == 1) {
+ 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 + ANIM_STD_HIGHIMPACT_FRONT), 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);
+ }
+
+ if (m_pCollidingEntity != collidingEnt)
+ bPushedAlongByCar = true;
+ }
+ if (m_fHealth < oldHealth && playerSufferSound)
+ Say(SOUND_PED_HIT);
+
+ 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 weaponType = player->GetWeapon()->m_eWeaponType;
+ uint32 weaponSlot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
+ if (weaponType == WEAPONTYPE_UNARMED
+ || weaponSlot == 3
+ || weaponSlot == 5
+ || weaponSlot == 1) {
+ player->bShakeFist = true;
+ }
+ }
+ }
+ }
+ }
+ }
+ break;
+ }
+ default:
+ break;
+ }
+ }
+ CVector forceDir;
+ if (!bIsInTheAir && m_nPedState != PED_JUMP && m_fDamageImpulse > 0.0f) {
+ forceDir = m_vecDamageNormal;
+ forceDir.z = 0.0f;
+ if (!bIsStanding) {
+ forceDir *= 4.0f;
+ } else {
+ forceDir *= 0.5f;
+ }
+
+ ApplyMoveForce(forceDir);
+ }
+ if ((bIsInTheAir && !DyingOrDead()) || (!bIsStanding && !bWasStanding && m_nPedState == PED_FALL)) {
+ if (m_nPedStateTimer > 0 && m_nPedStateTimer <= 1000) {
+ 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]->IsBuilding()
+ && m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
+ offsetToCheck.x = -forceDir.y;
+ offsetToCheck.z = 1.0f;
+ 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, nil)) {
+ 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, nil)) {
+ obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
+ } else {
+ obstacleForFlyingOtherDirZ = 501.0f;
+ }
+ uint8 flyDir = 0;
+ float feetZ = GetPosition().z - FEET_OFFSET;
+#ifdef FIX_BUGS
+ if (obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ < 501.0f)
+ flyDir = 1;
+ else if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 500.0f)
+ flyDir = 2;
+#else
+ if ((obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ < 500.0f) || (obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ > feetZ))
+ flyDir = 1;
+ else if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
+ flyDir = 2;
+#endif
+
+ if (flyDir != 0 && !bHeadStuckInCollision) {
+ SetPosition((flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point));
+ GetMatrix().GetPosition().z += FEET_OFFSET;
+ GetMatrix().UpdateRW();
+ SetLanding();
+ bIsStanding = true;
+ }
+ if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
+ offsetToCheck *= -1.0f;
+ }
+ offsetToCheck.z = 1.0f;
+ forceDir = 4.0f * offsetToCheck;
+ forceDir.z = 4.0f;
+ ApplyMoveForce(forceDir);
+
+ // What was that for?? It pushes player inside of collision sometimes and kills him.
+#ifdef FIX_BUGS
+ if (!IsPlayer())
+#endif
+ GetMatrix().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) {
+ SetFall(1000, ANIM_STD_HIGHIMPACT_BACK, true);
+ }
+ bIsInTheAir = false;
+ } else if (m_vecDamageNormal.z > 0.4f) {
+ 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);
+ }
+ }
+ } 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_STD_JUMP_GLIDE);
+
+ if (!jumpAssoc)
+ jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_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_STD_JUMP_GLIDE);
+
+ if (!jumpAssoc)
+ jumpAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_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, nil)) {
+ if (!bHeadStuckInCollision || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
+ GetMatrix().GetPosition().z = FEET_OFFSET + foundCol.point.z;
+ GetMatrix().UpdateRW();
+ if (bHeadStuckInCollision)
+ bHeadStuckInCollision = false;
+ }
+ 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_CAR, m_pMyVehicle);
+ bStartWanderPathOnFoot = false;
+ }
+ }
+
+ if (!bIsStanding && m_vecMoveSpeed.z > 0.25) {
+ float airResistance = Pow(0.95f, CTimer::GetTimeStep());
+
+ m_vecMoveSpeed *= airResistance;
+ }
+ 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);
+ }
+
+ if (m_nPedState != PED_DIE || bIsPedDieAnimPlaying) {
+ RequestDelayedWeapon();
+ PlayFootSteps();
+ if (m_nPedState != PED_DEAD) {
+ CalculateNewVelocity();
+ CalculateNewOrientation();
+ }
+ UpdatePosition();
+ if (IsPedInControl() && !bIsStanding && !m_pDamageEntity) {
+ if (m_attachedTo) {
+ bIsInTheAir = false;
+ } else if (CheckIfInTheAir()) {
+ SetInTheAir();
+ bHeadStuckInCollision = false;
+ }
+ }
+ if (bHeadStuckInCollision) {
+ CVector posToCheck = GetPosition();
+ posToCheck.z += 0.9f;
+ if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
+ bHeadStuckInCollision = false;
+ }
+ 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();
+
+#ifdef CANCELLABLE_CAR_ENTER
+ static bool cancelJack = false;
+ if (IsPlayer()) {
+ if (EnteringCar() && m_pVehicleAnim) {
+ CPad *pad = CPad::GetPad(0);
+
+ if (!pad->ArePlayerControlsDisabled()) {
+ 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_STD_CAR_OPEN_DOOR_LHS || vehAnim == ANIM_STD_CAR_OPEN_DOOR_RHS || vehAnim == ANIM_STD_COACH_OPEN_LHS || vehAnim == ANIM_STD_COACH_OPEN_RHS ||
+ vehAnim == ANIM_STD_VAN_OPEN_DOOR_REAR_LHS || vehAnim == ANIM_STD_VAN_OPEN_DOOR_REAR_RHS) {
+
+ if (!m_pMyVehicle->pDriver) {
+ cancelJack = false;
+ bCancelEnteringCar = true;
+ } else
+ cancelJack = true;
+ } else if (vehAnim == ANIM_STD_QUICKJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f) {
+ cancelJack = true;
+ } else if (vehAnim == ANIM_STD_CAR_PULL_OUT_PED_LHS || vehAnim == ANIM_STD_CAR_PULL_OUT_PED_LO_LHS || vehAnim == ANIM_STD_CAR_PULL_OUT_PED_LO_RHS || vehAnim == ANIM_STD_CAR_PULL_OUT_PED_RHS) {
+ bCancelEnteringCar = true;
+ cancelJack = false;
+ }
+ }
+ if (cancelJack && vehAnim == ANIM_STD_QUICKJACK && m_pVehicleAnim->GetTimeLeft() > 0.75f && m_pVehicleAnim->GetTimeLeft() < 0.78f) {
+ cancelJack = false;
+ QuitEnteringCar();
+ RestorePreviousObjective();
+ }
+ if (cancelJack && (vehAnim == ANIM_STD_CAR_PULL_OUT_PED_LHS || vehAnim == ANIM_STD_CAR_PULL_OUT_PED_LO_LHS || vehAnim == ANIM_STD_CAR_PULL_OUT_PED_LO_RHS || vehAnim == ANIM_STD_CAR_PULL_OUT_PED_RHS)) {
+ cancelJack = false;
+ bCancelEnteringCar = true;
+ }
+ }
+ } else
+ cancelJack = false;
+ }
+#endif
+
+ switch (m_nPedState) {
+ case PED_IDLE:
+ Idle();
+ break;
+ case PED_LOOK_ENTITY:
+ case PED_LOOK_HEADING:
+ Look();
+ break;
+ case PED_WANDER_RANGE:
+ // III has these in here(and they were unused):
+ /*
+ WanderRange();
+ CheckAroundForPossibleCollisions();
+ */
+ break;
+ case PED_WANDER_PATH:
+ WanderPath();
+ break;
+ case PED_ENTER_CAR:
+ case PED_CARJACK:
+ {
+ break;
+ }
+ case PED_FLEE_POS:
+ ms_vec2DFleePosition = m_fleeFromPos;
+ Flee();
+ break;
+ case PED_FLEE_ENTITY:
+ if (!m_fleeFrom) {
+ bMakeFleeScream = false;
+ SetIdle();
+ break;
+ }
+
+ if (CTimer::GetTimeInMilliseconds() <= m_nPedStateTimer)
+ break;
+
+ ms_vec2DFleePosition = m_fleeFrom->GetPosition();
+ Flee();
+ break;
+ case PED_FOLLOW_PATH:
+ FollowPath();
+ break;
+ case PED_PAUSE:
+ Pause();
+ break;
+ case PED_ATTACK:
+ Attack();
+ break;
+ case PED_FIGHT:
+ Fight();
+ break;
+ case PED_CHAT:
+ Chat();
+ break;
+ case PED_AIM_GUN:
+ if (m_pPointGunAt && m_pPointGunAt->IsPed()
+#ifdef FIX_BUGS
+ && !GetWeapon()->IsTypeMelee()
+#endif
+ && ((CPed*)m_pPointGunAt)->CanSeeEntity(this, CAN_SEE_ENTITY_ANGLE_THRESHOLD * 2)) {
+ ((CPed*)m_pPointGunAt)->ReactToPointGun(this);
+ }
+ PointGunAt();
+ break;
+ case PED_SEEK_CAR:
+ SeekCar();
+ break;
+ case PED_SEEK_IN_BOAT:
+ SeekBoatPosition();
+ break;
+ case PED_BUY_ICECREAM:
+ BuyIceCream();
+ break;
+ case PED_INVESTIGATE:
+ InvestigateEvent();
+ break;
+ case PED_ON_FIRE:
+ if (IsPlayer())
+ break;
+
+ if (CTimer::GetTimeInMilliseconds() <= m_fleeTimer) {
+ if (m_pFire) {
+ if (m_fleeFrom) {
+ ms_vec2DFleePosition = m_fleeFrom->GetPosition();
+ } else {
+ ms_vec2DFleePosition = m_fleeFromPos;
+ }
+ Flee();
+ } else {
+ m_nLastPedState = PED_NONE;
+ SetWanderPath(0);
+ SetWaitState(WAITSTATE_FINISH_FLEE, 0);
+ }
+ } else {
+ if (m_pFire)
+ m_pFire->Extinguish();
+ }
+ break;
+ case PED_ANSWER_MOBILE:
+ AnswerMobile();
+ break;
+ case PED_FALL:
+ Fall();
+ break;
+ case PED_GETUP:
+ SetGetUp();
+ break;
+#ifdef GTA_TRAIN
+ case PED_ENTER_TRAIN:
+ EnterTrain();
+ break;
+ case PED_EXIT_TRAIN:
+ ExitTrain();
+ break;
+#endif
+ case PED_DRIVING:
+ {
+ if (!m_pMyVehicle) {
+ bInVehicle = false;
+ FlagToDestroyWhenNextProcessed();
+ return;
+ }
+
+#ifdef CAR_AIRBREAK
+ if (IsPlayer()) {
+ CPad* pad = CPad::GetPad(0);
+ 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
+
+ if (m_pMyVehicle->pDriver == this) {
+ DriveVehicle();
+ if (!m_pMyVehicle)
+ return;
+ } else {
+ LookForSexyPeds();
+ LookForSexyCars();
+ }
+
+ if (!IsPlayer() && m_pMyVehicle->IsBoat()
+ && FindPlayerPed()->m_pCurrentPhysSurface == m_pMyVehicle
+ && (CharCreatedBy != MISSION_CHAR || !bIsPlayerFriend)) {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_BOAT, FindPlayerPed());
+ Say(SOUND_PED_CAR_JACKED);
+ }
+
+ break;
+ }
+ case PED_DIE:
+ Die();
+ break;
+ case PED_HANDS_UP:
+ if (m_pedStats->m_flags & STAT_GUN_PANIC) {
+ if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_HANDSCOWER)) {
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HANDSCOWER);
+ Say(SOUND_PED_HANDS_COWER);
+ }
+ } else if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_HANDSUP)) {
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HANDSUP);
+ Say(SOUND_PED_HANDS_UP);
+ }
+ break;
+ default:
+ break;
+ }
+ SetMoveAnim();
+ if (bPedIsBleeding || m_bleedCounter != 0) {
+ if (CGame::nastyGame) {
+ if (m_bleedCounter != 0)
+ m_bleedCounter--;
+
+ 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;
+
+ if (bHeldHostageInCar) {
+ if (m_pMyVehicle && m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->IsPlayer()) {
+ Say(SOUND_PED_FLEE_SPRINT);
+ }
+ }
+
+ if (m_delayedSoundID >= 0 && CTimer::GetTimeInMilliseconds() > m_delayedSoundTimer) {
+ Say(m_delayedSoundID);
+ m_delayedSoundID = -1;
+ m_delayedSoundTimer = 0;
+ }
+
+ if (bFannyMagnetCheat && m_nPedType == PEDTYPE_CIVFEMALE
+ && m_pedStats->m_sexiness > 40 && !m_leader) {
+ SetLeader(FindPlayerPed());
+ }
+
+ } else {
+ if (bIsStanding && (!m_pCurrentPhysSurface || IsPlayer())
+ || bIsInWater || !bUsesCollision) {
+ SetDead();
+ }
+ m_pCurrentPhysSurface = nil;
+ }
+ } else
+ ServiceTalking();
+}
+
+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(GetModelIndex())->GetColModel();
+ CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
+
+ if (!bUsesCollision && !bJustCheckCollision)
+ return false;
+
+ if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
+ collidedWithBoat = true;
+
+ // ofc we're not vehicle
+ if (!m_bIsVehicleBeingShifted && !bSkipLineCol && !collidingEnt->IsPed()) {
+ if (!bCollisionProcessed) {
+ m_pCurrentPhysSurface = nil;
+ if (bIsStanding) {
+ bIsStanding = false;
+ bWasStanding = 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 (bWasStanding) {
+ pos.z += -0.25f;
+ potentialGroundZ += gravityEffect;
+ }
+ if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
+ bStillOnValidPoly = true;
+ if(!bHeadStuckInCollision || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
+ GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+ if (bHeadStuckInCollision)
+ bHeadStuckInCollision = false;
+ }
+ 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 (bWasStanding) {
+ 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 (bWasStanding) {
+ 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, false, &m_collPoly);
+
+ if (collidedWithBoat && bWasStanding && !belowTorsoCollided) {
+ ourLine.p0.z = ourLine.p1.z;
+ ourLine.p1.z = ourLine.p1.z + gravityEffect;
+ belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
+ intersectionPoint, minDist, false, false, &m_collPoly);
+ }
+ if (belowTorsoCollided) {
+ 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;
+ }
+ }
+
+ if (!bHeadStuckInCollision || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
+ GetMatrix().GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
+ if (bHeadStuckInCollision)
+ bHeadStuckInCollision = false;
+ }
+ m_nSurfaceTouched = intersectionPoint.surfaceB;
+ if (m_nSurfaceTouched == SURFACE_STEEP_CLIFF) {
+ bHitSteepSlope = true;
+ m_vecDamageNormal = intersectionPoint.normal;
+ }
+ }
+
+ float upperSpeedLimit = 0.33f;
+ float lowerSpeedLimit = -0.25f;
+ float speed = m_vecMoveSpeed.Magnitude2D();
+ if (m_nPedState == PED_IDLE) {
+ upperSpeedLimit *= 2.0f;
+ lowerSpeedLimit *= 1.5f;
+ }
+ CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL);
+ if (!bWasStanding && speed > upperSpeedLimit && (!bPushedAlongByCar || m_vecMoveSpeed.z < lowerSpeedLimit)
+ && m_pCollidingEntity != collidingEnt) {
+
+ 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);
+ }
+ if (CSurfaceTable::IsSoftLanding(intersectionPoint.surfaceB))
+ damage *= 0.5f;
+
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL, damage, PEDPIECE_TORSO, dir);
+ if (IsPlayer() && damage2 > 5.0f)
+ Say(SOUND_PED_LAND);
+
+ } else if (!bWasStanding && fallAnim && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
+ InflictDamage(collidingEnt, WEAPONTYPE_FALL, 15.0f, PEDPIECE_TORSO, 2);
+ }
+ m_vecMoveSpeed.z = 0.0f;
+ bIsStanding = true;
+ } 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->GetIsStatic())) {
+ bHasHitWall = true;
+ }
+ }
+ if (collidingEnt->IsBuilding() || collidingEnt->GetIsStatic()) {
+ if (bWasStanding) {
+ CVector sphereNormal;
+ float normalLength;
+ for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
+ sphereNormal = collidingPoints[sphere].normal;
+ if (sphereNormal.z >= -1.0f || !IsPlayer()) {
+ normalLength = sphereNormal.Magnitude2D();
+ if (normalLength != 0.0f) {
+ sphereNormal.x = sphereNormal.x / normalLength;
+ sphereNormal.y = sphereNormal.y / normalLength;
+ }
+ } else {
+ float speed = m_vecMoveSpeed.Magnitude2D();
+ sphereNormal.x = -m_vecMoveSpeed.x / Max(0.001f, speed);
+ sphereNormal.y = -m_vecMoveSpeed.y / Max(0.001f, speed);
+ GetMatrix().GetPosition().z -= 0.05f;
+ bHeadStuckInCollision = true;
+ }
+ sphereNormal.Normalise();
+ collidingPoints[sphere].normal = sphereNormal;
+ if (collidingPoints[sphere].surfaceB == SURFACE_STEEP_CLIFF)
+ bHitSteepSlope = true;
+ }
+ }
+ }
+ return ourCollidedSpheres;
+}
+
+static void
+particleProduceFootSplash(CPed *ped, CVector const &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);
+ }
+}
+
+static void
+particleProduceFootDust(CPed *ped, CVector const &pos, float size, int times)
+{
+ switch (ped->m_nSurfaceTouched)
+ {
+ case SURFACE_TARMAC:
+ case SURFACE_GRAVEL:
+ case SURFACE_PAVEMENT:
+ case SURFACE_SAND:
+ case SURFACE_SAND_BEACH:
+ case SURFACE_CONCRETE_BEACH:
+ 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);
+ // ??
+ CGeneral::GetRandomNumber();
+ CGeneral::GetRandomNumber();
+ 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;
+ }
+}
+
+void
+CPed::PlayFootSteps(void)
+{
+ CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump());
+ CAnimBlendAssociation *walkRunAssoc = nil;
+ float walkRunAssocBlend = 0.0f, idleAssocBlend = 0.0f;
+ bool isSkater = m_pedStats == CPedStats::ms_apPedStats[PEDSTAT_SKATER];
+
+ CVector footPosL(0.0f, 0.0f, 0.0f), footPosR(0.0f, 0.0f, 0.0f);
+ bool footPosLok = false, footPosRok = false;
+
+ if (bDoBloodyFootprints) {
+ if (m_bloodyFootprintCountOrDeathTime > 0 && m_bloodyFootprintCountOrDeathTime < 300) {
+ m_bloodyFootprintCountOrDeathTime--;
+
+ if (m_bloodyFootprintCountOrDeathTime == 0)
+ bDoBloodyFootprints = false;
+ }
+ }
+
+ if (!bIsStanding)
+ return;
+
+ for (; assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ if (assoc->flags & ASSOC_WALK) {
+ walkRunAssoc = assoc;
+ walkRunAssocBlend += assoc->blendAmount;
+ } else if ((assoc->flags & ASSOC_NOWALK) == 0) {
+ idleAssocBlend += assoc->blendAmount;
+ }
+ }
+
+ if (walkRunAssoc && walkRunAssocBlend > 0.5f && idleAssocBlend < 1.0f) {
+
+ float stepStart = 1.f / 15.f;
+ float stepEnd = walkRunAssoc->hierarchy->totalLength / 2.0f + stepStart;
+ float currentTime = walkRunAssoc->currentTime;
+
+ if (isSkater) {
+ // both are unused
+ static float stepStartSection = 1.0f;
+ static float animSections = 15.f;
+
+ float moveStart, soundVolume, skateTime;
+ if (walkRunAssoc->animId == ANIM_STD_WALK) {
+ moveStart = 0.0f;
+ skateTime = 8.f / 15.f;
+ } else {
+ moveStart = 0.0f;
+ skateTime = 5.f / 15.f;
+ }
+ switch (CSurfaceTable::GetAdhesionGroup(m_nSurfaceTouched)) {
+ case ADHESIVE_LOOSE:
+ if (CGeneral::GetRandomNumber() % 128) {
+ m_vecAnimMoveDelta *= 0.5f;
+ } else {
+ SetFall(0, ANIM_STD_HIGHIMPACT_BACK, false);
+ }
+ soundVolume = 0.5f;
+ break;
+ case ADHESIVE_SAND:
+ if (CGeneral::GetRandomNumber() % 64) {
+ m_vecAnimMoveDelta *= 0.2f;
+ } else {
+ SetFall(0, ANIM_STD_HIGHIMPACT_BACK, false);
+ }
+ soundVolume = 0.2f;
+ break;
+ case ADHESIVE_WET:
+ m_vecAnimMoveDelta *= 0.3f;
+ soundVolume = 0.2f;
+ break;
+ default:
+ soundVolume = 1.f;
+ break;
+ }
+ if (soundVolume > 0.2f && currentTime > moveStart && currentTime - walkRunAssoc->timeStep <= moveStart) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_SKATING, ((int)(127.f * soundVolume) | (walkRunAssoc->animId << 8)));
+ } else if (soundVolume > 0.2f) {
+ if (currentTime > skateTime && currentTime - walkRunAssoc->timeStep <= skateTime) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_SKATING, ((int)(127.f * soundVolume) | (walkRunAssoc->animId << 8)));
+ }
+ }
+
+ } else {
+ int stepPart = 0;
+
+ // This section is shortened/optimized for sanity.
+
+ if (currentTime >= stepStart && currentTime - walkRunAssoc->timeStep < stepStart)
+ stepPart = 1;
+ else if (currentTime >= stepEnd && currentTime - walkRunAssoc->timeStep < stepEnd)
+ stepPart = 2;
+
+ if (stepPart != 0) {
+ CVector adjustedFootPos;
+ if (stepPart == 1) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_STEP_START, 1.0f);
+ TransformToNode(footPosL, PED_FOOTL);
+ footPosLok = true;
+ adjustedFootPos = footPosL;
+ } else {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_STEP_END, 1.0f);
+ TransformToNode(footPosR, PED_FOOTR);
+ footPosRok = true;
+ adjustedFootPos = footPosR;
+ }
+
+ CVector forward = GetForward();
+
+ adjustedFootPos.z -= 0.1f;
+ adjustedFootPos += 0.2f * forward;
+
+ if (bDoBloodyFootprints) {
+ CVector2D top(forward * 0.26f);
+ CVector2D right(GetRight() * (stepPart == 1 ? 0.14f : 0.1f));
+
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPos,
+ top.x, top.y,
+ right.x, right.y,
+ 255, 255, 0, 0, 4.0f, 3000, 1.0f);
+
+ if (m_bloodyFootprintCountOrDeathTime <= 20) {
+ m_bloodyFootprintCountOrDeathTime = 0;
+ bDoBloodyFootprints = false;
+ } else {
+ m_bloodyFootprintCountOrDeathTime -= 20;
+ }
+ }
+ if (m_nSurfaceTouched == SURFACE_SAND || m_nSurfaceTouched == SURFACE_SAND_BEACH) {
+ CVector2D top(forward * -0.26f);
+ CVector2D right(GetRight() * (stepPart == 1 ? 0.1f : 0.14f));
+
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPos,
+ top.x, top.y,
+ right.x, right.y,
+ 120, 250, 250, 50, 4.0f, 5000, 1.0f);
+ }
+ if (CWeather::Rain <= 0.1f || CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) {
+ if (IsPlayer())
+ particleProduceFootDust(this, adjustedFootPos, 0.0f, 4);
+
+ } else if (stepPart == 2) {
+ particleProduceFootSplash(this, adjustedFootPos, 0.15f, 4);
+ }
+ }
+ }
+ }
+
+ if (IsPlayer() && !walkRunAssoc && bIsLanding) {
+ if (!footPosLok)
+ TransformToNode(footPosL, PED_FOOTL);
+
+ CVector forward = GetForward();
+
+ CVector adjustedFootPosL = footPosL;
+ adjustedFootPosL.z -= 0.1f;
+ adjustedFootPosL += 0.2f * forward;
+ if (bDoBloodyFootprints) {
+ CVector2D top(forward * 0.26f);
+ CVector2D right(GetRight() * 0.14f);
+
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosL,
+ top.x, top.y,
+ right.x, right.y,
+ 255, 255, 0, 0, 4.0f, 3000, 1.0f);
+
+ if (m_bloodyFootprintCountOrDeathTime <= 20) {
+ m_bloodyFootprintCountOrDeathTime = 0;
+ bDoBloodyFootprints = false;
+ }
+ else {
+ m_bloodyFootprintCountOrDeathTime -= 20;
+ }
+ }
+ if (!isSkater) {
+ if (m_nSurfaceTouched == SURFACE_SAND || m_nSurfaceTouched == SURFACE_SAND_BEACH) {
+ CVector2D top(forward * -0.26f);
+ CVector2D right(GetRight() * 0.14f);
+
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPosL,
+ top.x, top.y,
+ right.x, right.y,
+ 120, 250, 250, 50, 4.0f, 5000, 1.0f);
+ }
+ }
+ if(!footPosRok)
+ TransformToNode(footPosR, PED_FOOTR);
+
+ CVector adjustedFootPosR = footPosR;
+ adjustedFootPosR.z -= 0.1f;
+ adjustedFootPosR += 0.2f * forward;
+
+ if (bDoBloodyFootprints) {
+ CVector2D top(forward * 0.26f);
+ CVector2D right(GetRight() * 0.1f);
+
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpBloodPoolTex, &adjustedFootPosR,
+ top.x, top.y,
+ right.x, right.y,
+ 255, 255, 0, 0, 4.0f, 3000, 1.0f);
+
+ if (m_bloodyFootprintCountOrDeathTime <= 20) {
+ m_bloodyFootprintCountOrDeathTime = 0;
+ bDoBloodyFootprints = false;
+ } else {
+ m_bloodyFootprintCountOrDeathTime -= 20;
+ }
+ }
+ if (!isSkater) {
+ if (m_nSurfaceTouched == SURFACE_SAND || m_nSurfaceTouched == SURFACE_SAND_BEACH) {
+ CVector2D top(forward * -0.26f);
+ CVector2D right(GetRight() * 0.14f);
+
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpShadowPedTex, &adjustedFootPosR,
+ top.x, top.y,
+ right.x, right.y,
+ 120, 250, 250, 50, 4.0f, 5000, 1.0f);
+ }
+ }
+ }
+
+ if (m_nSurfaceTouched == SURFACE_WATER) {
+ CRGBA rubberSmokeColor(255, 255, 255, 196);
+ 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_CAR_SPLASH, particlePos, particleDir, nil, 0.5f * particleSize, CRGBA(0,0,0,0), 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, particleSize, rubberSmokeColor, 0, 0, 0, 0);
+ }
+
+ if (m_nPedState == PED_JUMP) {
+ CVector particlePos = GetPosition();
+ particlePos.z -= 0.1f;
+
+ CVector particleDir(0.0f, 0.075f, 0.0f);
+ CParticle::AddParticle(PARTICLE_CAR_SPLASH, particlePos, particleDir, nil, 0.005f, CRGBA(0, 0, 0, 0), 0, 0, 0, 0);
+ particleDir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ particleDir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f);
+ particleDir.z -= CGeneral::GetRandomNumberInRange(0.025f, 0.05f);
+ CParticle::AddParticle(PARTICLE_RUBBER_SMOKE, particlePos, particleDir, nil, 0.5f, rubberSmokeColor, 0, 0, 0, 0);
+ }
+ }
+}
+
+// Actually GetLocalDirectionTo(Turn/Look)
+int
+CPed::GetLocalDirection(const CVector2D &posOffset)
+{
+ int direction;
+ float angle;
+
+ for (angle = posOffset.Heading() - m_fRotationCur + DEGTORAD(45.0f); angle < 0.0f; angle += TWOPI);
+
+ for (direction = RADTODEG(angle)/90.0f; direction > 3; direction -= 4);
+
+ // 0-forward, 1-left, 2-backward, 3-right.
+ return direction;
+}
+
+bool
+CPed::SetDirectionToWalkAroundVehicle(CVehicle* veh)
+{
+ return SetFollowPath(m_vecSeekPos, 0.0f, m_nMoveState, veh, m_pedInObjective, m_nMoveState == PEDMOVE_WALK ? 2000 : 250);
+}
+
+void
+CPed::SetDirectionToWalkAroundObject(CEntity *obj)
+{
+ float distLimitForTimer = 8.0f;
+ CColModel *objCol = CModelInfo::GetModelInfo(obj->GetModelIndex())->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;
+
+ if (CharCreatedBy != MISSION_CHAR && obj->GetModelIndex() == MI_PHONEBOOTH1) {
+ bool isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
+ SetFindPathAndFlee(obj, 5000, !isRunning);
+ 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->GetModelIndex() != MI_TRAFFICLIGHTS && obj->GetModelIndex() != MI_SINGLESTREETLIGHTS1 && obj->GetModelIndex() != 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;
+ float angleToFaceObjCenter = (objColCenter - GetPosition()).Heading();
+ float angleDiffBtwObjCenterAndForward = CGeneral::LimitRadianAngle(dirToSet - angleToFaceObjCenter);
+ float objTopRightHeading = Atan2(adjustedColMax.x - adjustedColMin.x, adjustedColMax.y - adjustedColMin.y);
+
+ 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_VEHICLE) {
+ 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;
+
+ if (!obj->IsVehicle() || objUpsideDown) {
+ collidingThingChanged = false;
+ } else {
+ 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;
+ }
+ }
+
+ // 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;
+ }
+ }
+
+ // 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;
+ }
+ }
+
+ // 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;
+ }
+ }
+ }
+
+ if (!entityOnTopLeftOfObj && !entityOnTopRightOfObj) {
+ CVector topLeftCorner(adjustedColMin.x - 0.3f, adjustedColMax.y + 0.3f, 0.0f);
+ topLeftCorner = objMat * topLeftCorner;
+ CVector topRightCorner(adjustedColMax.x + 0.3f, adjustedColMax.y + 0.3f, 0.0f);
+ topRightCorner = objMat * topRightCorner;
+ CColPoint foundCol;
+ CEntity *foundEnt;
+ if (CWorld::ProcessLineOfSight(topLeftCorner, topRightCorner, foundCol, foundEnt, true, true, false, true, false, false, false, false)) {
+ switch (foundEnt->GetType()) {
+ case ENTITY_TYPE_VEHICLE:
+ entityOnTopRightOfObj = 2;
+ entityOnTopLeftOfObj = 2;
+ break;
+ case ENTITY_TYPE_BUILDING:
+ entityOnTopRightOfObj = 1;
+ entityOnTopLeftOfObj = 1;
+ break;
+ case ENTITY_TYPE_OBJECT:
+ entityOnTopRightOfObj = 3;
+ entityOnTopLeftOfObj = 3;
+ break;
+ }
+ }
+ }
+ if (!entityOnBottomRightOfObj && !entityOnBottomLeftOfObj) {
+ CVector bottomRightCorner(adjustedColMax.x + 0.3f, adjustedColMin.y - 0.3f, 0.0f);
+ bottomRightCorner = objMat * bottomRightCorner;
+ CVector bottomLeftCorner(adjustedColMin.x - 0.3f, adjustedColMin.y - 0.3f, 0.0f);
+ bottomLeftCorner = objMat * bottomLeftCorner;
+ CColPoint foundCol;
+ CEntity* foundEnt;
+ if (CWorld::ProcessLineOfSight(bottomRightCorner, bottomLeftCorner, foundCol, foundEnt, true, true, false, true, false, false, false, false)) {
+ switch (foundEnt->GetType()) {
+ case ENTITY_TYPE_VEHICLE:
+ entityOnBottomLeftOfObj = 2;
+ entityOnBottomRightOfObj = 2;
+ break;
+ case ENTITY_TYPE_BUILDING:
+ entityOnBottomLeftOfObj = 1;
+ entityOnBottomRightOfObj = 1;
+ break;
+ case ENTITY_TYPE_OBJECT:
+ entityOnBottomLeftOfObj = 3;
+ entityOnBottomRightOfObj = 3;
+ break;
+ }
+ }
+ }
+
+ 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_vehDoor == CAR_DOOR_RF || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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;
+ }
+ }
+ }
+ 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;
+
+ if (Abs(angleDiffBtwObjCenterAndForward) < objTopRightHeading) {
+ if (goingToEnterCar) {
+ if (goingToEnterCarAndItsVan) {
+ if (m_vehDoor == CAR_DOOR_LR || m_vehDoor == CAR_DOOR_RR)
+ return;
+ }
+ if (m_vehDoor != CAR_DOOR_LF && m_vehDoor != 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_vehDoor != CAR_DOOR_LR && m_vehDoor != CAR_DOOR_RR) {
+ if (goingToEnterCar) {
+ if (m_vehDoor == CAR_DOOR_RF || (m_vehDoor == 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_vehDoor == CAR_DOOR_LR || m_vehDoor == 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_vehDoor == CAR_DOOR_LF || m_vehDoor == 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_vehDoor != CAR_DOOR_LR && m_vehDoor != CAR_DOOR_RR)) {
+ if (m_vehDoor != CAR_DOOR_LF && m_vehDoor != 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;
+ }
+ }
+ }
+ }
+ 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;
+}
+
+bool
+CPed::IsPedInControl(void)
+{
+ return m_nPedState <= PED_STATES_NO_AI
+ && !bIsInTheAir && !bIsLanding
+ && m_fHealth > 0.0f;
+}
+
+bool
+CPed::IsPedShootable(void)
+{
+ return m_nPedState <= PED_STATES_NO_ST;
+}
+
+bool
+CPed::UseGroundColModel(void)
+{
+ return m_nPedState == PED_FALL ||
+ m_nPedState == PED_DIVE_AWAY ||
+ m_nPedState == PED_DIE ||
+ m_nPedState == PED_DEAD;
+}
+
+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::CanSetPedState(void)
+{
+ return !DyingOrDead() && m_nPedState != PED_ARRESTED && !EnteringCar() && m_nPedState != PED_STEAL_CAR;
+}
+
+bool
+CPed::CanStrafeOrMouseControl(void)
+{
+#ifdef FREE_CAM
+ if (CCamera::bFreeCam)
+ return false;
+#endif
+ 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 || m_nPedState == PED_ANSWER_MOBILE;
+}
+
+void
+CPed::PedSetPreviousStateCB(CAnimBlendAssociation* assoc, void* arg)
+{
+ CPed* ped = (CPed*)arg;
+ ped->RestorePreviousState();
+ ped->m_pVehicleAnim = nil;
+}
+
+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->bFleeWhenStanding && ped->m_threatEx) {
+ ped->SetFlee(ped->m_threatEx, 10000);
+ ped->Say(SOUND_PED_FLEE_SPRINT);
+ ped->bFleeWhenStanding = false;
+ ped->m_threatEx = nil;
+
+ } else if (ped->bGotUpOfMyOwnAccord) {
+ ped->SetObjective(OBJECTIVE_NONE);
+ ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.f, 8.f));
+ ped->bGotUpOfMyOwnAccord = false;
+
+ } else {
+ 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::PedStaggerCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ /*
+ CPed *ped = (CPed*)arg;
+
+ if (ped->m_nPedState == PED_STAGGER)
+ // nothing
+ */
+}
+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->bVehExitWillBeInstant = false;
+ if (veh && veh->IsBoat())
+ ped->ApplyMoveSpeed();
+
+ if (ped->m_objective == OBJECTIVE_LEAVE_CAR)
+ ped->RestorePreviousObjective();
+ else if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
+ ped->m_fHealth = 0.0f;
+ ped->SetDie(ANIM_STD_HIT_FLOOR, 4.0f, 0.5f);
+ }
+
+ ped->bInVehicle = false;
+ if (veh && (veh->IsCar() || veh->IsBike())) {
+ CWorld::pIgnoreEntity = veh;
+ if (CWorld::TestSphereAgainstWorld(ped->GetPosition() - CVector(0.f, 0.f, 0.2f),
+ 0.4f, veh, true, true, false, false, false, false)
+ || CWorld::TestSphereAgainstWorld(ped->GetPosition() + CVector(0.f, 0.f, 0.2f),
+ 0.4f, veh, true, true, false, false, false, false)
+ || !CWorld::GetIsLineOfSightClear(veh->GetPosition(), ped->GetPosition(), true, false, false, true, false, false, false)) {
+ CWorld::pIgnoreEntity = nil;
+ ped->PositionPedOutOfCollision();
+ }
+ CWorld::pIgnoreEntity = nil;
+ }
+
+ if (ped->m_nPedState == PED_EXIT_CAR) {
+ if (ped->m_nPedType == PEDTYPE_COP) {
+ ped->SetIdle();
+ if (((CCopPed*)ped)->m_nCopType == COP_MIAMIVICE && ped->m_pMyVehicle && ped->m_pMyVehicle->pDriver == ped) {
+ DMAudio.PlayOneShot(ped->m_audioEntityId, SOUND_PED_MIAMIVICE_EXITING_CAR, 0.f);
+ }
+ } 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));
+ }
+ } else if (ped->m_nPedState == PED_DRIVING) {
+ ped->m_nPedState = PED_IDLE;
+ }
+
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ ped->RestartNonPartialAnims();
+ ped->m_pVehicleAnim = nil;
+ ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ 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;
+ }
+ }
+ }
+ if (veh && veh->IsBike())
+ // BUG?
+ veh->m_nGettingOutFlags &= ~GetBikeDoorFlag(ped->m_vehDoor);
+ else
+ veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehDoor);
+
+ if (veh->pDriver == ped) {
+ veh->RemoveDriver();
+#ifndef FIX_BUGS // RemoveDriver does it anyway
+ veh->SetStatus(STATUS_ABANDONED);
+#endif
+ if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
+ veh->m_nDoorLock = CARLOCK_UNLOCKED;
+ if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
+ veh->ChangeLawEnforcerState(false);
+ if (veh->IsBike()) {
+ if (Abs(veh->m_vecMoveSpeed.x) < 0.1 && Abs(veh->m_vecMoveSpeed.y) < 0.1f) {
+ ((CBike*)veh)->bIsStanding = true;
+ }
+ }
+ } else {
+ veh->RemovePassenger(ped);
+ }
+
+ if (veh->bIsBus && !veh->IsUpsideDown() && !veh->IsOnItsSide()) {
+ float angleAfterExit;
+ if (ped->m_vehDoor == 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_STD_HIGHIMPACT_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);
+ }
+ ped->bHeldHostageInCar = false;
+}
+
+void
+CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
+{
+ CAnimBlendAssociation *quickJackedAssoc;
+ CVehicle *vehicle;
+ CPed *ped = (CPed*)arg;
+
+ uint8 exitFlags = 0;
+ quickJackedAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_STD_QUICKJACKED);
+ if (dragAssoc && dragAssoc->animId == ANIM_BIKE_HIT && ped->m_pMyVehicle) {
+ if (ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_RF) {
+ CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_BIKE_FALLOFF, 100.0f);
+ ped->m_pMyVehicle->m_nGettingOutFlags &= ~(CAR_DOOR_FLAG_RF | CAR_DOOR_FLAG_LF);
+ } else {
+ CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_BIKE_FALLBACK, 100.0f);
+ ped->m_pMyVehicle->m_nGettingOutFlags &= ~(CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR);
+ }
+ ((CBike*)ped->m_pMyVehicle)->KnockOffRider(WEAPONTYPE_UNIDENTIFIED, 0, ped, true);
+ return;
+ }
+
+ 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->IsBike())
+ exitFlags = GetBikeDoorFlagInclJumpInFromFront(ped->m_vehDoor);
+ else
+ exitFlags = GetCarDoorFlag(ped->m_vehDoor);
+
+ if (vehicle)
+ vehicle->m_nGettingOutFlags &= ~exitFlags;
+
+ if (vehicle) {
+ 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 (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
+ dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
+ ped->m_fHealth = 0.0f;
+ ped->SetDie(ANIM_STD_HIT_FLOOR, 1000.0f, 0.5f);
+ return;
+ }
+
+ if (quickJackedAssoc) {
+ dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
+ } else {
+ dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
+ if (ped->CanSetPedState())
+ CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_GET_UP, 1000.0f);
+ }
+
+ ped->ReplaceWeaponWhenExitingVehicle();
+
+ ped->m_nStoredMoveState = PEDMOVE_NONE;
+ ped->bVehExitWillBeInstant = false;
+}
+
+void
+CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+
+ // Pointless code
+ if (!veh)
+ return;
+
+ // Situation of entering car as a driver while there is already a driver exiting atm.
+ CPed *driver = veh->pDriver;
+ if (driver && driver->m_nPedState == PED_DRIVING && !veh->bIsBus && driver->m_objective == OBJECTIVE_LEAVE_CAR
+ && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
+
+ if (!ped->IsPlayer() && (ped->CharCreatedBy != MISSION_CHAR || driver->IsPlayer())) {
+ ped->QuitEnteringCar();
+ return;
+ }
+ if (driver->CharCreatedBy == MISSION_CHAR) {
+ PedSetOutCarCB(nil, veh->pDriver);
+ if (driver->m_pMyVehicle) {
+ driver->PositionPedOutOfCollision();
+ } else {
+ driver->m_pMyVehicle = veh;
+ driver->PositionPedOutOfCollision();
+ driver->m_pMyVehicle = nil;
+ }
+ veh->pDriver = nil;
+ } else {
+ driver->SetDead();
+ driver->FlagToDestroyWhenNextProcessed();
+ veh->pDriver = nil;
+ }
+ }
+
+ if (ped->bRemoveMeWhenIGotIntoCar) {
+ ped->bRemoveMeWhenIGotIntoCar = false;
+ ped->bRemoveFromWorld = true;
+ }
+ if (ped->bCollectBusFare) {
+ ped->bCollectBusFare = false;
+ if (FindPlayerPed())
+ FindPlayerPed()->m_nLastBusFareCollected += 5;
+ }
+
+ 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 || ped->m_nPedState == PED_CARJACK)
+ 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()) {
+ CCarCtrl::RegisterVehicleOfInterest(veh);
+ if (veh->GetStatus() == STATUS_SIMPLE) {
+ veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f);
+ veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ veh->SetStatus(STATUS_PLAYER);
+ AudioManager.PlayerJustGotInCar();
+ }
+ veh->SetDriver(ped);
+ if (!veh->bEngineOn)
+ veh->bEngineOn = true;
+
+ ped->SetPedState(PED_DRIVING);
+ ped->StopNonPartialAnims();
+ ped->RemoveWeaponWhenEnteringVehicle();
+ 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 || veh->IsBike()) {
+ if (veh->GetStatus() == STATUS_SIMPLE) {
+ veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ veh->SetStatus(STATUS_PLAYER);
+ }
+ AudioManager.PlayerJustGotInCar();
+ } else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ if (veh->GetStatus() == STATUS_SIMPLE) {
+ veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ veh->SetStatus(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->bStayInCarOnJack && !passenger->bHeldHostageInCar && (passenger->m_leader != ped || !ped->bIsLeader)) {
+ passenger->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
+ passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds();
+ }
+ }
+ }
+
+ 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->SetPedState(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_SPRINT_TO_AREA || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
+ ped->m_prevObjective = OBJECTIVE_NONE;
+
+ ped->RestorePreviousObjective();
+ }
+
+ } else {
+
+ bool slowDown = false;
+ if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && veh->pDriver && ped->CharCreatedBy == RANDOM_CHAR)
+ slowDown = true;
+
+ // VC also has a dead condition in here.
+
+ if (veh->IsBike()) {
+ veh->AddPassenger(ped, 0);
+ } else if (veh->bIsBus) {
+ veh->AddPassenger(ped);
+ } else {
+ switch (ped->m_vehDoor) {
+ 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->SetPedState(PED_DRIVING);
+ if (ped->m_prevObjective == OBJECTIVE_RUN_TO_AREA || ped->m_prevObjective == OBJECTIVE_GOTO_CHAR_ON_FOOT
+ || ped->m_prevObjective == OBJECTIVE_SPRINT_TO_AREA || ped->m_prevObjective == OBJECTIVE_KILL_CHAR_ON_FOOT)
+ ped->m_prevObjective = OBJECTIVE_NONE;
+
+ ped->RestorePreviousObjective();
+
+ // VC has conditional OBJECTIVE_LEAVE_CAR here, which runs if it entered the first dead condition.
+
+ if(slowDown)
+ veh->AutoPilot.m_nCruiseSpeed = 17;
+ }
+
+ int8 doorFlag;
+ if (veh->IsBike()) {
+ doorFlag = GetBikeDoorFlagInclJumpInFromFront(ped->m_vehDoor);
+ } else {
+ doorFlag = GetEnterCarDoorFlag(ped->m_vehDoor, veh->m_nNumMaxPassengers);
+ }
+
+ veh->m_nGettingInFlags &= ~doorFlag;
+
+ 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_CAR:
+ case OBJECTIVE_FOLLOW_CAR_IN_CAR:
+ case OBJECTIVE_GOTO_AREA_ANY_MEANS:
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_RUN_TO_AREA:
+ case OBJECTIVE_GOTO_SEAT_ON_FOOT:
+ case OBJECTIVE_GOTO_ATM_ON_FOOT:
+ case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
+ case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
+ case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
+ case OBJECTIVE_SPRINT_TO_AREA:
+ case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
+ break;
+ default:
+ ped->SetObjective(OBJECTIVE_NONE);
+ }
+
+ ped->AddInCarAnims(veh, veh->pDriver == ped);
+ 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;
+}
+
+bool
+CPed::CanBeDeleted(void)
+{
+ if (bInVehicle)
+ return false;
+
+ switch (CharCreatedBy) {
+ case RANDOM_CHAR:
+ return true;
+ case MISSION_CHAR:
+ return false;
+ case UNK_CHAR:
+ return false;
+ default:
+ return true;
+ }
+}
+
+bool
+CPed::CanBeDeletedEvenInVehicle(void)
+{
+ switch (CharCreatedBy) {
+ case RANDOM_CHAR:
+ return true;
+ case MISSION_CHAR:
+ return false;
+ case UNK_CHAR:
+ return false;
+ default:
+ return true;
+ }
+}
+
+void
+CPed::AddWeaponModel(int id)
+{
+ if (id != -1) {
+ if (m_pWeaponModel)
+ RemoveWeaponModel(-1);
+
+ m_pWeaponModel = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
+ CModelInfo::GetModelInfo(id)->AddRef();
+ m_wepModelID = id;
+
+ if (IsPlayer() && id == MI_MINIGUN)
+ ((CPlayerPed*)this)->m_pMinigunTopAtomic = (RpAtomic*)CModelInfo::GetModelInfo(MI_MINIGUN2)->CreateInstance();
+ }
+}
+
+static RwObject*
+RemoveAllModelCB(RwObject *object, void *data)
+{
+ RpAtomic *atomic = (RpAtomic*)object;
+ if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
+ RpClumpRemoveAtomic(RpAtomicGetClump(atomic), atomic);
+ RpAtomicDestroy(atomic);
+ }
+ return object;
+}
+
+void
+CPed::RemoveWeaponModel(int modelId)
+{
+ // modelId is not used!! This function just removes the current weapon.
+ if(m_pWeaponModel){
+ if (modelId == -1
+ || CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel) == CModelInfo::GetModelInfo(modelId)) {
+ CVisibilityPlugins::GetAtomicModelInfo(m_pWeaponModel)->RemoveRef();
+ RwFrame* frm = RpAtomicGetFrame(m_pWeaponModel);
+ RpAtomicDestroy(m_pWeaponModel);
+ RwFrameDestroy(frm);
+ m_pWeaponModel = nil;
+ }
+ }
+
+ if (IsPlayer() && (modelId == -1 || modelId == MI_MINIGUN)) {
+ RpAtomic* &atm = ((CPlayerPed*)this)->m_pMinigunTopAtomic;
+ if (atm) {
+ RwFrame *frm = RpAtomicGetFrame(atm);
+ RpAtomicDestroy(atm);
+ RwFrameDestroy(frm);
+ atm = nil;
+ }
+ }
+ m_wepModelID = -1;
+}
+
+void
+CPed::RequestDelayedWeapon()
+{
+ if (m_delayedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ int modelId1 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModelId;
+ int modelId2 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModel2Id;
+ if (modelId1 != -1)
+ CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY);
+ if (modelId2 != -1)
+ CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
+
+ if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1))
+ && (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) {
+ GiveWeapon(m_delayedWeapon, m_delayedWeaponAmmo, 1);
+ m_delayedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ }
+}
+
+void
+CPed::GiveDelayedWeapon(eWeaponType weapon, uint32 ammo)
+{
+ m_delayedWeapon = weapon;
+ m_delayedWeaponAmmo = ammo;
+ if (m_delayedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ int modelId1 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModelId;
+ int modelId2 = CWeaponInfo::GetWeaponInfo(m_delayedWeapon)->m_nModel2Id;
+ if (modelId1 != -1)
+ CStreaming::RequestModel(modelId1, STREAMFLAGS_DEPENDENCY);
+ if (modelId2 != -1)
+ CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
+
+ if ((modelId1 == -1 || CStreaming::HasModelLoaded(modelId1))
+ && (modelId2 == -1 || CStreaming::HasModelLoaded(modelId2))) {
+ GiveWeapon(m_delayedWeapon, m_delayedWeaponAmmo, true);
+ m_delayedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ }
+}
+
+int32
+CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused)
+{
+ int slot = GetWeaponSlot(weaponType);
+
+ if (m_weapons[slot].m_eWeaponType == weaponType) {
+ GetWeapon(slot).m_nAmmoTotal += ammo;
+ if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
+
+ // Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
+ GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
+ } else {
+ GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
+ }
+ GetWeapon(slot).Reload();
+ if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
+ } else {
+ if (HasWeaponSlot(slot)) {
+ if (CWeaponInfo::IsWeaponSlotAmmoMergeable(slot))
+ ammo += GetWeapon(slot).m_nAmmoTotal;
+
+ RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon(slot).m_eWeaponType)->m_nModelId);
+ GetWeapon(slot).Shutdown();
+ }
+ GetWeapon(slot).Initialise(weaponType, ammo);
+ if (slot == m_currentWeapon && !bInVehicle) {
+ AddWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
+ }
+ }
+ if (GetWeapon(slot).m_eWeaponState != WEAPONSTATE_OUT_OF_AMMO)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
+
+ return slot;
+}
+
+int
+CPed::GetWeaponSlot(eWeaponType weaponType)
+{
+ return CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
+}
+
+void
+CPed::SetCurrentWeapon(int slot)
+{
+ if (slot == -1)
+ return;
+
+ CWeaponInfo* weaponInfo;
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ RemoveWeaponModel(weaponInfo->m_nModelId);
+ }
+ m_currentWeapon = slot;
+
+ if (FindPlayerPed() && IsPlayer())
+ ((CPlayerPed*)this)->m_nSelectedWepSlot = m_currentWeapon;
+
+ if (HasWeaponSlot(slot)) {
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ AddWeaponModel(weaponInfo->m_nModelId);
+ }
+}
+
+void
+CPed::SetCurrentWeapon(eWeaponType weaponType)
+{
+ SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot);
+}
+
+void
+CPed::GrantAmmo(eWeaponType weaponType, uint32 ammo)
+{
+ int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
+ if (slot == -1)
+ return;
+
+ GetWeapon(slot).m_nAmmoTotal += ammo;
+ if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
+
+ // Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
+ GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
+ } else {
+ GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
+ }
+
+ if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
+}
+
+void
+CPed::SetAmmo(eWeaponType weaponType, uint32 ammo)
+{
+ int slot = CWeaponInfo::GetWeaponInfo(weaponType)->m_nWeaponSlot;
+ if (slot == -1)
+ return;
+
+ GetWeapon(slot).m_nAmmoTotal = ammo;
+ if (weaponType < WEAPONTYPE_TOTALWEAPONS && weaponType > WEAPONTYPE_UNARMED && CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType] >= 0) {
+
+ // Looks like abandoned idea. This block never runs, ms_aMaxAmmoForWeapon is always -1.
+ GetWeapon(slot).m_nAmmoTotal = Min(CWeaponInfo::ms_aMaxAmmoForWeapon[weaponType], GetWeapon(slot).m_nAmmoTotal);
+ } else {
+ GetWeapon(slot).m_nAmmoTotal = Min(99999, GetWeapon(slot).m_nAmmoTotal);
+ }
+ int32 newClip = GetWeapon(slot).m_nAmmoTotal;
+ if (newClip >= GetWeapon(slot).m_nAmmoInClip)
+ newClip = GetWeapon(slot).m_nAmmoInClip;
+ GetWeapon(slot).m_nAmmoInClip = newClip;
+
+ if (GetWeapon(slot).m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO && GetWeapon(slot).m_nAmmoTotal > 0)
+ GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
+}
+
+void
+CPed::ClearWeapons(void)
+{
+ RemoveWeaponModel(-1);
+ for (int i = 0; i < ARRAY_SIZE(m_weapons); i++) {
+ GetWeapon(i).Shutdown();
+ }
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
+}
+
+void
+CPed::RemoveWeaponWhenEnteringVehicle(void)
+{
+ if (IsPlayer() && HasWeaponSlot(5) && GetWeapon(5).m_nAmmoTotal > 0 && ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed()->m_bDriveByAllowed) {
+ if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
+ m_storedWeapon = GetWeapon()->m_eWeaponType;
+ SetCurrentWeapon(GetWeapon(5).m_eWeaponType);
+ } else {
+ CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ RemoveWeaponModel(ourWeapon->m_nModelId);
+ }
+}
+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() && GetWeaponSlot(weaponType) == WEAPONSLOT_SUBMACHINEGUN) {
+ if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ SetCurrentWeapon(m_storedWeapon);
+ m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ } else {
+ AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
+ }
+}
+
+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]);
+
+ UpdateRpHAnim();
+
+ bool bIsWindModifierTurnedOn = false;
+ float fAnyDirectionShift = 1.0f;
+ bool bIsPedDrivingBikeOrOpenTopCar = false;
+ if (IsPlayer() && CWindModifiers::FindWindModifier(GetPosition(), &fAnyDirectionShift, &fAnyDirectionShift)
+ && !CCullZones::PlayerNoRain() && GetPedState() != PED_DRIVING)
+ bIsWindModifierTurnedOn = true;
+
+ if (GetPedState() == PED_DRIVING && m_pMyVehicle) {
+ if (m_pMyVehicle->m_vehType == VEHICLE_TYPE_BIKE
+ || (m_pMyVehicle->m_vehType == VEHICLE_TYPE_CAR && m_pMyVehicle->IsOpenTopCar()))
+ bIsPedDrivingBikeOrOpenTopCar = true;
+ }
+
+ if (bIsWindModifierTurnedOn || bIsPedDrivingBikeOrOpenTopCar) {
+ float fWindMult = 0.0f;
+ if (bIsPedDrivingBikeOrOpenTopCar) {
+ fWindMult = DotProduct(m_pMyVehicle->m_vecMoveSpeed, GetForward());
+ if (fWindMult > 0.4f) {
+ float volume = (fWindMult - 0.4f) / 0.6f;
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_SHIRT_WIND_FLAP, volume);
+ }
+ }
+
+ if (bIsWindModifierTurnedOn)
+ fWindMult = Min(fWindMult, Abs(fAnyDirectionShift - 1.0f));
+
+ RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int32 idx;
+ RwV3d scale;
+ float fScaleOffset;
+
+ fScaleOffset = fWindMult * 0.2f;
+ scale.x = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+ scale.y = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+ scale.z = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_NECK));
+ RwMatrix* neck = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(neck, &scale, rwCOMBINEPRECONCAT);
+
+ fScaleOffset = fWindMult * 0.1f;
+ scale.x = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+ scale.y = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+ scale.z = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_CLAVICLEL));
+ RwMatrix* clavicleL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(clavicleL, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_CLAVICLER));
+ RwMatrix* clavicleR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(clavicleR, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_MID));
+ RwMatrix* mid = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(mid, &scale, rwCOMBINEPRECONCAT);
+
+ fScaleOffset = fWindMult * 0.2f;
+ scale.x = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+ scale.y = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+ scale.z = CGeneral::GetRandomNumberInRange(1.0f - fScaleOffset, 1.0f + fScaleOffset);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARML));
+ RwMatrix* upperArmL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(upperArmL, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARMR));
+ RwMatrix* upperArmR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(upperArmR, &scale, rwCOMBINEPRECONCAT);
+ }
+
+ if (bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD) {
+ // scale head to 0 if shot off
+ RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int32 idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
+ RwMatrix* head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwV3d zero = { 0.0f, 0.0f, 0.0f };
+ RwMatrixScale(head, &zero, rwCOMBINEPRECONCAT);
+ }
+
+ if (IsPlayer() && gfTommyFatness != 1.0f) {
+ RpHAnimHierarchy* hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int32 idx;
+ RwV3d scale;
+
+ scale.x = 1.0f;
+ scale.y = 1.0f + gfTommyFatness * 0.7f;
+ scale.z = 1.0f + gfTommyFatness * 0.7f;
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_HEAD));
+ RwMatrix* head = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(head, &scale, rwCOMBINEPRECONCAT);
+
+ scale.y = 1.0f + gfTommyFatness * 0.2f;
+ scale.z = 1.0f + gfTommyFatness * 0.2f;
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_NECK));
+ RwMatrix* neck = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(neck, &scale, rwCOMBINEPRECONCAT);
+
+ scale.y = 1.0f + gfTommyFatness * 0.5f;
+ scale.z = 1.0f + gfTommyFatness * 0.5f;
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_MID));
+ RwMatrix* mid = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(mid, &scale, rwCOMBINEPRECONCAT);
+
+ scale.y = 1.0f + gfTommyFatness;
+ scale.z = 1.0f + gfTommyFatness;
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERLEGL));
+ RwMatrix* upperLegL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(upperLegL, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERLEGR));
+ RwMatrix* upperLegR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(upperLegR, &scale, rwCOMBINEPRECONCAT);
+
+ scale.y = 1.0f + gfTommyFatness * 0.5f;
+ scale.z = 1.0f + gfTommyFatness * 0.5f;
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_LOWERLEGR));
+ RwMatrix* lowerLegR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(lowerLegR, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_LOWERLEGL));
+ RwMatrix* lowerLegL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(lowerLegL, &scale, rwCOMBINEPRECONCAT);
+
+ scale.y = 1.0f + gfTommyFatness * 0.23f;
+ scale.z = 1.0f + gfTommyFatness * 0.23f;
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOOTL));
+ RwMatrix* footL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(footL, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOOTR));
+ RwMatrix* footR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(footR, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARML));
+ RwMatrix* upperArmL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(upperArmL, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_UPPERARMR));
+ RwMatrix* upperArmR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(upperArmR, &scale, rwCOMBINEPRECONCAT);
+
+ scale.y = 1.0f + gfTommyFatness * 0.2f;
+ scale.z = 1.0f + gfTommyFatness * 0.2f;
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOREARML));
+ RwMatrix* foreArmL = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(foreArmL, &scale, rwCOMBINEPRECONCAT);
+
+ idx = RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(PED_FOREARMR));
+ RwMatrix* foreArmR = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwMatrixScale(foreArmR, &scale, rwCOMBINEPRECONCAT);
+ }
+
+ 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);
+
+ TransformToNode(bloodPos, m_bodyPartBleeding);
+
+ 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(GetModelIndex())->GetColModel();
+ CVector speed = FindPlayerSpeed();
+
+ if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) {
+ if (!OnGround() && m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
+ if (!IsPedHeadAbovePos(0.3f) || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_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;
+ }
+ }
+ }
+ }
+ }
+}
+
+CVector vecTestTemp(-1.0f, -1.0f, -1.0f);
+
+void
+CPed::Render(void)
+{
+ if (bInVehicle && m_pMyVehicle && m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR) {
+ if (!bRenderPedInCar)
+ return;
+
+ if (!m_pMyVehicle->IsBike() && !IsPlayer()) {
+ float camDistSq = (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr();
+ if (camDistSq > SQR((m_pMyVehicle->IsBoat() ? 40.0f : 25.0f) * TheCamera.LODDistMultiplier))
+ return;
+ }
+ }
+
+ CEntity::Render();
+
+ if(m_pWeaponModel){
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int idx = RpHAnimIDGetIndex(hier, m_pFrames[PED_HANDR]->nodeID);
+ RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
+ RwFrame *frame = RpAtomicGetFrame(m_pWeaponModel);
+ *RwFrameGetMatrix(frame) = *mat;
+ RwFrameUpdateObjects(frame);
+ RpAtomicRender(m_pWeaponModel);
+ if (IsPlayer()) {
+ CPlayerPed *player = (CPlayerPed*)this;
+ if (player->m_pMinigunTopAtomic) {
+ frame = RpAtomicGetFrame(player->m_pMinigunTopAtomic);
+ *RwFrameGetMatrix(frame) = *mat;
+
+ player->m_fGunSpinAngle = player->m_fGunSpinSpeed * CTimer::GetTimeStep() + player->m_fGunSpinAngle;
+ if (player->m_fGunSpinAngle > TWOPI)
+ player->m_fGunSpinAngle -= TWOPI;
+
+ CMatrix mgTopMat, localAdjMat;
+ mgTopMat.Attach(RwFrameGetMatrix(frame));
+ localAdjMat.SetRotateX(player->m_fGunSpinAngle);
+ localAdjMat.Rotate(DEGTORAD(-4.477f)* vecTestTemp.x, DEGTORAD(29.731f) * vecTestTemp.y, DEGTORAD(1.064f) * vecTestTemp.z);
+ localAdjMat.GetPosition() += CVector(0.829f, -0.001f, 0.226f);
+ mgTopMat = mgTopMat * localAdjMat;
+ mgTopMat.UpdateRW();
+
+ RwFrameUpdateObjects(frame);
+ RpAtomicRender(player->m_pMinigunTopAtomic);
+ }
+ }
+ }
+}
+
+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);
+ }
+}
+
+void
+CPed::SetIdle(void)
+{
+ if (m_nPedState != PED_IDLE && m_nPedState != PED_MUG && m_nPedState != PED_FLEE_ENTITY) {
+ if (m_nPedState == PED_AIM_GUN)
+ ClearPointGunAt();
+
+ SetPedState(PED_IDLE);
+ SetMoveState(PEDMOVE_STILL);
+ m_nLastPedState = PED_NONE;
+ }
+ if (m_nWaitState == WAITSTATE_FALSE) {
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2000, 4000);
+ }
+}
+
+void
+CPed::Idle(void)
+{
+ CVehicle *veh = m_pMyVehicle;
+ if (veh && veh->m_nGettingOutFlags && m_vehDoor) {
+
+ if (veh->m_nGettingOutFlags & GetCarDoorFlag(m_vehDoor)) {
+
+ if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
+
+ CVector doorPos = GetPositionToOpenCarDoor(veh, m_vehDoor);
+ CVector doorDist = GetPosition() - doorPos;
+
+ if (doorDist.MagnitudeSqr() < sq(0.5f)) {
+ SetMoveState(PEDMOVE_WALK);
+ return;
+ }
+ }
+ }
+ }
+
+ if (m_nMoveState != PEDMOVE_STILL && !IsPlayer())
+ SetMoveState(PEDMOVE_STILL);
+
+ m_moved = CVector2D(0.0f, 0.0f);
+}
+
+void
+CPed::ClearPause(void)
+{
+ RestorePreviousState();
+}
+
+void
+CPed::Pause(void)
+{
+ m_moved = CVector2D(0.0f, 0.0f);
+ if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer)
+ ClearPause();
+}
+
+void
+CPed::SetFall(int extraTime, AnimationId animId, uint8 evenIfNotInControl)
+{
+ if (m_attachedTo)
+ return;
+
+ if (!IsPedInControl() && (!evenIfNotInControl || DyingOrDead()))
+ return;
+
+ ClearLookFlag();
+ ClearAimFlag();
+ SetStoredState();
+ SetPedState(PED_FALL);
+ CAnimBlendAssociation *fallAssoc = nil;
+ if (animId == ANIM_STD_NUM) {
+ if (IsPlayer()) {
+ fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROLLOUT_LHS);
+ if (!fallAssoc)
+ fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROLLOUT_RHS);
+ }
+ } else {
+ 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 (animId == ANIM_STD_BIKE_FALLBACK)
+ fallAssoc->SetCurrentTime(0.4f);
+ }
+
+ if (extraTime == -1) {
+ m_getUpTimer = UINT32_MAX;
+ } else if (fallAssoc) {
+ if (IsPlayer()) {
+ if (fallAssoc->animId == ANIM_STD_ROLLOUT_LHS || fallAssoc->animId == ANIM_STD_ROLLOUT_RHS) {
+ m_getUpTimer = 1000.0f * fallAssoc->hierarchy->totalLength
+ + CTimer::GetTimeInMilliseconds()
+ - 1000.0f * fallAssoc->currentTime
+ + 100.0f;
+ } else {
+ 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::ClearFall(void)
+{
+ SetGetUp();
+}
+
+void
+CPed::Fall(void)
+{
+ if (m_getUpTimer != UINT32_MAX && CTimer::GetTimeInMilliseconds() > m_getUpTimer && bIsStanding)
+ ClearFall();
+
+ CAnimBlendAssociation *firstPartialAssoc;
+ CAnimBlendAssociation *fallAssoc;
+
+ if (IsPlayer() && (bKnockedUpIntoAir || bKnockedOffBike) && !bIsStanding) {
+ firstPartialAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
+
+ // What???
+ if (firstPartialAssoc && (firstPartialAssoc->animId == ANIM_STD_FALL_ONBACK || firstPartialAssoc->animId == ANIM_STD_FALL_ONFRONT))
+ fallAssoc = firstPartialAssoc;
+ else
+ fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_ONBACK);
+
+ if (!fallAssoc)
+ fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_ONFRONT);
+
+ if (!fallAssoc && firstPartialAssoc && 0.8f * firstPartialAssoc->hierarchy->totalLength < firstPartialAssoc->currentTime) {
+ if (firstPartialAssoc->flags & ASSOC_FRONTAL) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FALL_ONFRONT, 8.0f);
+ } else {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FALL_ONBACK, 8.0f);
+ }
+ } else if (fallAssoc && fallAssoc->blendAmount > 0.3f && fallAssoc->blendDelta >= 0.0f) {
+ float time = fallAssoc->currentTime;
+
+ if (time > 0.667f && time - fallAssoc->timeStep <= 0.667f) {
+ fallAssoc->SetCurrentTime(0.0f);
+ fallAssoc->SetRun();
+ }
+ }
+ } else if ((bKnockedUpIntoAir || bKnockedOffBike) && bIsStanding && !bWasStanding) {
+ fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_ONBACK);
+
+ if (!fallAssoc)
+ fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_ONFRONT);
+
+ if (fallAssoc) {
+ bKnockedUpIntoAir = false;
+ bKnockedOffBike = false;
+ fallAssoc->speed = 3.0f;
+ if (IsPlayer())
+ Say(SOUND_PED_LAND);
+
+ } else {
+ firstPartialAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
+ if (firstPartialAssoc && !firstPartialAssoc->IsRunning()) {
+ bKnockedUpIntoAir = false;
+ bKnockedOffBike = false;
+ }
+ }
+ }
+}
+
+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::SetInTheAir(void)
+{
+ if (bIsInTheAir)
+ return;
+
+ bIsInTheAir = true;
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FALL_GLIDE, 4.0f);
+
+ if (m_nPedState == PED_ATTACK) {
+ ClearAttack();
+ ClearPointGunAt();
+ } else if (m_nPedState == PED_FIGHT) {
+ EndFight(ENDFIGHT_FAST);
+ }
+
+}
+
+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 || bIsStanding)
+ SetLanding();
+ } else if (m_nPedState != PED_ABSEIL && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL)) {
+ if (m_vecMoveSpeed.z < -0.1f)
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FALL, 4.0f);
+ }
+ }
+ }
+}
+
+void
+CPed::SetLanding(void)
+{
+ if (DyingOrDead())
+ return;
+
+ CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL);
+ CAnimBlendAssociation *landAssoc;
+
+ if (fallAssoc && bIsDrowning)
+ return;
+
+ RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
+ if (fallAssoc || m_nPedType == PEDTYPE_COP && bKnockedUpIntoAir) {
+ landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FALL_COLLAPSE);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_COLLAPSE, 1.0f);
+
+ if (IsPlayer())
+ Say(SOUND_PED_LAND);
+
+ if (m_nPedType == PEDTYPE_COP) {
+ if (bKnockedUpIntoAir)
+ bKnockedUpIntoAir = false;
+ }
+
+ } else {
+ landAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FALL_LAND);
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FALL_LAND, 1.0f);
+ }
+
+ landAssoc->SetFinishCallback(PedLandCB, this);
+ bIsInTheAir = false;
+ bIsLanding = true;
+}
+
+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();
+ SetPedState(PED_GETUP);
+ }
+
+ CVehicle *collidingVeh = (CVehicle*)m_pCollidingEntity;
+ CVehicle *veh = (CVehicle*)CPedPlacement::IsPositionClearOfCars(&GetPosition());
+ if (veh && veh->m_vehType != VEHICLE_TYPE_BIKE && veh != m_attachedTo ||
+ collidingVeh && collidingVeh->IsVehicle() && collidingVeh->m_vehType != VEHICLE_TYPE_BIKE
+ && ((uint8)(CTimer::GetFrameCounter() + m_randomSeed + 5) % 8 ||
+ CCollision::ProcessColModels(GetMatrix(), *GetColModel(), collidingVeh->GetMatrix(), *collidingVeh->GetColModel(),
+ aTempPedColPts, nil, nil) > 0)) {
+
+ bGetUpAnimStarted = false;
+ if (IsPlayer())
+ InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
+ else if(CPad::GetPad(0)->ArePlayerControlsDisabled())
+ InflictDamage(nil, WEAPONTYPE_RUNOVERBYCAR, 1000.0f, PEDPIECE_TORSO, 0);
+ return;
+ }
+ bGetUpAnimStarted = true;
+ m_pCollidingEntity = nil;
+ bKnockedUpIntoAir = false;
+ bKnockedOffBike = false;
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNFAST);
+ if (animAssoc) {
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUN)) {
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_RUN, 8.0f);
+ } else {
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
+ }
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+
+ if (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
+ m_headingRate = 0.0f;
+
+ // Seemingly they planned to use different getup anims for different conditions, but sadly in final game all getup anims(GETUP1, GETUP2, GETUP3) are same...
+ if (bFleeWhenStanding && m_threatEx)
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GET_UP, 1000.0f);
+ else
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GET_UP, 1000.0f);
+
+ } else if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GET_UP_FRONT, 1000.0f);
+ else
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GET_UP, 1000.0f);
+
+ animAssoc->SetFinishCallback(PedGetupCB, this);
+ } else {
+ m_fHealth = 0.0f;
+ SetDie(ANIM_STD_NUM, 4.0f, 0.0f);
+ }
+}
+
+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();
+ }
+}
+
+// Unused
+void
+CPed::SetLook(float direction)
+{
+ if (IsPedInControl()) {
+ SetStoredState();
+ SetPedState(PED_LOOK_HEADING);
+ SetLookFlag(direction, false);
+ }
+}
+
+void
+CPed::SetLook(CEntity* to)
+{
+ if (IsPedInControl()) {
+ SetStoredState();
+ SetPedState(PED_LOOK_ENTITY);
+ SetLookFlag(to, false);
+ }
+}
+
+void
+CPed::SetLookTimer(int time)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+}
+
+void
+CPed::SetAttackTimer(uint32 time)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_attackTimer)
+ m_attackTimer = Max(m_shootTimer, CTimer::GetTimeInMilliseconds()) + time;
+}
+
+void
+CPed::SetShootTimer(uint32 time)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_shootTimer) {
+ m_shootTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+}
+
+void
+CPed::ClearLook(void)
+{
+ RestorePreviousState();
+ ClearLookFlag();
+}
+
+void
+CPed::Look(void)
+{
+ TurnBody();
+}
+
+bool
+CPed::TurnBody(void)
+{
+ bool turnDone = true;
+
+ if (m_pLookTarget)
+ m_fLookDirection = CGeneral::GetRadianAngleBetweenPoints(
+ m_pLookTarget->GetPosition().x,
+ m_pLookTarget->GetPosition().y,
+ GetPosition().x,
+ GetPosition().y);
+
+ float limitedLookDir = CGeneral::LimitRadianAngle(m_fLookDirection);
+ 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::SetSeek(CVector pos, float distanceToCountDone)
+{
+ if (!IsPedInControl()
+ || (m_nPedState == PED_SEEK_POS && m_vecSeekPos.x == pos.x && m_vecSeekPos.y == pos.y) || m_nPedState == PED_FOLLOW_PATH)
+ return;
+
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
+ ClearPointGunAt();
+ }
+
+ if (m_nPedState != PED_SEEK_POS)
+ SetStoredState();
+
+ SetPedState(PED_SEEK_POS);
+ m_distanceToCountSeekDone = distanceToCountDone;
+ m_vecSeekPos = pos;
+}
+void
+CPed::SetSeek(CEntity *seeking, float distanceToCountDone)
+{
+ if (!IsPedInControl())
+ return;
+
+ if (m_nPedState == PED_SEEK_ENTITY && m_pSeekTarget == seeking)
+ return;
+
+ if (!seeking || m_nPedState == PED_FOLLOW_PATH)
+ return;
+
+ if (m_nPedState != PED_SEEK_ENTITY)
+ SetStoredState();
+
+ SetPedState(PED_SEEK_ENTITY);
+ m_distanceToCountSeekDone = distanceToCountDone;
+ m_pSeekTarget = seeking;
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+ SetMoveState(PEDMOVE_STILL);
+}
+
+void
+CPed::ClearSeek(void)
+{
+ SetIdle();
+ bRunningToPhone = false;
+}
+
+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_VEHICLE && !bDuckAndCover) {
+
+ if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
+ && (CTimer::GetFrameCounter() + m_randomSeed + 60) % 32 == 0) {
+
+ CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
+ false, true, false, false, false, false);
+
+ if (obstacle) {
+ if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->IsCar()) {
+ distanceToCountItDone = 2.5f;
+ } else {
+ CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(obstacle->GetModelIndex());
+ 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();
+
+ if (m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && !m_pedInObjective) {
+ m_objective = OBJECTIVE_NONE;
+ ClearObjective();
+ SetWanderPath(0);
+ return false;
+ }
+
+ float seekPosDist = (m_vecSeekPos - GetPosition()).Magnitude2D();
+ if (seekPosDist < 2.0f || m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT) {
+
+ if (m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
+
+ if (m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
+ nextMove = m_pedInObjective->m_nMoveState;
+ } else
+ nextMove = PEDMOVE_WALK;
+
+ } else if (m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION) {
+
+ if (m_objective == OBJECTIVE_SPRINT_TO_AREA)
+ nextMove = PEDMOVE_SPRINT;
+ else 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;
+ }
+ }
+
+ CVector *nextNode = SeekFollowingPath();
+
+ if (nextNode || seekPosDist >= distanceToCountItDone) {
+ if (bIsRunning && nextMove != PEDMOVE_SPRINT)
+ 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.f;
+ m_actionY = 0.f;
+ }
+ }
+
+ } else {
+ if (nextNode) {
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
+ nextNode->x, nextNode->y,
+ GetPosition().x, GetPosition().y);
+ } 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 >= 1.0f && 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_nPedState != PED_FOLLOW_PATH && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT && m_nWaitState == WAITSTATE_FALSE)) {
+
+ SetMoveState(nextMove);
+ }
+
+ SetMoveAnim();
+ return false;
+ }
+
+ if ((m_objective != OBJECTIVE_FOLLOW_CHAR_IN_FORMATION || m_pedInObjective->m_nMoveState == PEDMOVE_STILL) && m_nMoveState != PEDMOVE_STILL) {
+ m_nPedStateTimer = 0;
+ m_actionX = 0.f;
+ m_actionY = 0.f;
+ }
+
+ if (m_objective == OBJECTIVE_GOTO_AREA_ON_FOOT || m_objective == OBJECTIVE_RUN_TO_AREA || m_objective == OBJECTIVE_SPRINT_TO_AREA ||
+ m_objective == OBJECTIVE_GOTO_AREA_ANY_MEANS || IsUseAttractorObjective(m_objective)) {
+
+ if (m_pNextPathNode)
+ m_pNextPathNode = nil;
+ else
+ bScriptObjectiveCompleted = true;
+
+ bUsePedNodeSeek = true;
+ }
+
+ return true;
+}
+
+void
+CPed::SetFlee(CVector2D const &from, int time)
+{
+ if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer || !IsPedInControl() || bKindaStayInSamePlace)
+ return;
+
+ if (m_nPedState != PED_FLEE_ENTITY) {
+ SetStoredState();
+ SetPedState(PED_FLEE_POS);
+ SetMoveState(PEDMOVE_RUN);
+ m_fleeFromPos = from;
+ }
+
+ 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::SetFlee(CEntity *fleeFrom, int time)
+{
+ if (!IsPedInControl() || bKindaStayInSamePlace || !fleeFrom)
+ return;
+
+ SetStoredState();
+ SetPedState(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::ClearFlee(void)
+{
+ RestorePreviousState();
+ bUsePedNodeSeek = false;
+ m_chatTimer = 0;
+ m_fleeTimer = 0;
+}
+
+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) {
+ bMakeFleeScream = false;
+ eMoveState moveState = m_nMoveState;
+ ClearFlee();
+
+ if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE || m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS) {
+ bBeingChasedByPolice = false;
+ 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 (bMakeFleeScream && !((CTimer::GetFrameCounter() + m_randomSeed) & 7)) {
+ Say(SOUND_PED_FLEE_SPRINT);
+ bMakeFleeScream = false;
+ }
+
+ 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_chatTimer) {
+
+ 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 = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ 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_chatTimer = 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() >= m_collidingThingTimer)
+ return;
+
+ if (!m_collidingEntityWhileFleeing)
+ return;
+
+ double collidingThingPriorityMult = (double)(m_collidingThingTimer - CTimer::GetTimeInMilliseconds()) * 2.0 / 2500;
+
+ if (collidingThingPriorityMult <= 1.5) {
+ double angleToFleeEntity = CGeneral::GetRadianAngleBetweenPoints(
+ GetPosition().x,
+ GetPosition().y,
+ m_collidingEntityWhileFleeing->GetPosition().x,
+ m_collidingEntityWhileFleeing->GetPosition().y);
+ angleToFleeEntity = CGeneral::LimitRadianAngle(angleToFleeEntity);
+
+ double angleToFleeCollidingThing = CGeneral::GetRadianAngleBetweenPoints(
+ m_vecDamageNormal.x,
+ m_vecDamageNormal.y,
+ 0.0f,
+ 0.0f);
+ angleToFleeCollidingThing = CGeneral::LimitRadianAngle(angleToFleeCollidingThing);
+
+ if (angleToFleeEntity - PI > angleToFleeCollidingThing)
+ angleToFleeCollidingThing += TWOPI;
+ else if (PI + angleToFleeEntity < angleToFleeCollidingThing)
+ angleToFleeCollidingThing -= TWOPI;
+
+ if (collidingThingPriorityMult <= 1.0f) {
+ // Range [0.0, 1.0]
+
+ float angleToFleeBoth = (angleToFleeCollidingThing + angleToFleeEntity) * 0.5f;
+
+ if (m_fRotationDest - PI > angleToFleeBoth)
+ angleToFleeBoth += TWOPI;
+ else if (PI + m_fRotationDest < angleToFleeBoth)
+ angleToFleeBoth -= TWOPI;
+
+ m_fRotationDest = (1.0f - collidingThingPriorityMult) * m_fRotationDest + collidingThingPriorityMult * angleToFleeBoth;
+ } else {
+ // Range (1.0, 1.5]
+
+ double adjustedMult = (collidingThingPriorityMult - 1.0f) * 2.0f;
+ m_fRotationDest = angleToFleeEntity * (1.0 - adjustedMult) + adjustedMult * angleToFleeCollidingThing;
+ }
+ } 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;
+
+}
+
+// "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 + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
+ CVector2D newCoords2D = m_wanderRangeBounds->GetRandomPointInRange();
+ SetSeek(CVector(newCoords2D.x, newCoords2D.y, GetPosition().z), 2.5f);
+ }
+ }
+}
+
+bool
+CPed::SetWanderPath(int8 pathStateDest)
+{
+ uint8 nextPathState;
+
+ if (IsPlayer())
+ return false;
+
+ 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;
+ SetPedState(PED_WANDER_PATH);
+ SetMoveState(PEDMOVE_WALK);
+ bIsRunning = false;
+ return true;
+ }
+ } else {
+ m_nPathDir = pathStateDest;
+ bStartWanderPathOnFoot = true;
+ return false;
+ }
+}
+
+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 = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ 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
+ uint8 tryCount = 0;
+
+ 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);
+
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->m_pedStatType == PEDSTAT_SKATER) {
+ if (m_pNextPathNode) {
+ CVector unpacked(m_pNextPathNode->GetPosition() / 8.f);
+ if (!CPopulation::IsSkateable(unpacked))
+ m_pNextPathNode = nil;
+ }
+ }
+
+ // 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;
+ }
+ }
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex))->m_pedStatType == PEDSTAT_SKATER) {
+ if (m_pNextPathNode) {
+ CVector unpacked(m_pNextPathNode->GetPosition() / 8.f);
+ if (!CPopulation::IsSkateable(unpacked))
+ 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);
+ }
+}
+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(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 && OurPedCanSeeThisOne((CEntity*)nearestPed)) {
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ + 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
+ % 1000 / 5;
+
+ m_fRotationDest += DEGTORAD(45.0f);
+ if (!bIsLooking) {
+ SetLookFlag(nearestPed, false);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(500, 800));
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+CVector*
+CPed::SeekFollowingPath(void)
+{
+ static CVector vecNextPathNode;
+
+ if (m_nCurPathNodeId >= m_nNumPathNodes || m_nNumPathNodes == 0)
+ return nil;
+
+ vecNextPathNode = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition();
+
+ if ((vecNextPathNode - GetPosition()).Magnitude2D() < m_distanceToCountSeekDone) {
+ m_nCurPathNodeId++;
+ if (m_nCurPathNodeId < m_nNumPathNodes)
+ m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId];
+ }
+ if (m_nCurPathNodeId == m_nNumPathNodes)
+ return nil;
+ else
+ return &vecNextPathNode;
+}
+
+bool
+CPed::SetFollowPath(CVector dest, float radius, eMoveState state, CEntity* walkAroundEnt, CEntity* targetEnt, int time)
+{
+ if (m_nPedState == PED_FOLLOW_PATH) {
+ bool stopFollow = false;
+ if (walkAroundEnt && walkAroundEnt != m_followPathWalkAroundEnt || !walkAroundEnt && m_followPathWalkAroundEnt
+ || targetEnt && targetEnt != m_followPathTargetEnt || !targetEnt && m_followPathTargetEnt) {
+ stopFollow = true;
+
+ } else if (targetEnt) {
+ if ((targetEnt->GetPosition() - m_followPathDestPos).MagnitudeSqr() > 1.f)
+ stopFollow = true;
+
+ } else if (!walkAroundEnt && !targetEnt) {
+ if ((dest - m_followPathDestPos).MagnitudeSqr() > 1.f)
+ stopFollow = true;
+ }
+
+ if (!stopFollow)
+ return false;
+ }
+ m_pathNodeTimer = CTimer::GetTimeInMilliseconds() + time;
+ m_followPathWalkAroundEnt = walkAroundEnt;
+ m_followPathTargetEnt = targetEnt;
+ m_distanceToCountSeekDone = 0.5f;
+
+ bool weHaveTargetPed = targetEnt && targetEnt->IsPed();
+ bool useDestVec = !weHaveTargetPed;
+
+ if (useDestVec)
+ m_followPathDestPos = dest;
+ else
+ m_followPathDestPos = targetEnt->GetPosition();
+
+ if (targetEnt && m_nPedState == PED_SEEK_POS) {
+ m_followPathDestPos = m_vecSeekPos;
+ }
+
+ m_followPathAbortDist = radius > 0.f ? radius : 20.f;
+
+ bool useGivenPedMove = state == PEDMOVE_RUN || state == PEDMOVE_WALK;
+ if (useGivenPedMove)
+ m_followPathMoveState = state;
+ else
+ m_followPathMoveState = PEDMOVE_WALK;
+
+ if (m_followPathWalkAroundEnt)
+ return SetFollowPathDynamic();
+ else
+ return SetFollowPathStatic();
+}
+
+bool
+CPed::SetFollowPathStatic(void)
+{
+ ClearFollowPath();
+ if (sq(m_followPathAbortDist) > (GetPosition() - m_followPathDestPos).MagnitudeSqr()
+ && CWorld::IsWanderPathClear(GetPosition(), m_followPathDestPos, 0.5f, 4)) {
+
+ RestorePreviousState();
+ if (m_objective == OBJECTIVE_NONE) {
+ if (m_followPathMoveState == PEDMOVE_RUN)
+ SetObjective(OBJECTIVE_RUN_TO_AREA, m_followPathDestPos);
+ else
+ SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_followPathDestPos);
+ }
+ SetPedState(PED_NONE);
+ } else {
+ ThePaths.DoPathSearch(PATH_PED, GetPosition(), -1, m_followPathDestPos, m_pathNodesToGo, &m_nNumPathNodes,
+ ARRAY_SIZE(m_pathNodesToGo), nil, nil, 999999.9f, -1);
+
+ if (m_nNumPathNodes != 0) {
+ if (m_nNumPathNodes > 0 && m_pathNodesToGo[0] != m_pCurPathNode) {
+ for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo) - 1; i++) {
+ m_pathNodesToGo[i] = m_pathNodesToGo[i+1];
+ }
+ --m_nNumPathNodes;
+ }
+ for (int i = 0; i < m_nNumPathNodes; ++i) {
+ CVector nodePos = m_pathNodesToGo[i]->GetPosition();
+ if (sq(m_followPathAbortDist) > (nodePos - m_followPathDestPos).MagnitudeSqr()
+ && CWorld::IsWanderPathClear(nodePos, m_followPathDestPos, 0.5f, 4)) {
+
+ m_nNumPathNodes = i + 1;
+ break;
+ }
+ }
+
+ m_nCurPathNodeId = 0;
+ if (m_pCurPathNode) {
+ for (int j = 0; j < m_nNumPathNodes; ++j) {
+ if (m_pathNodesToGo[j] == m_pCurPathNode) {
+ m_nCurPathNodeId = j;
+ break;
+ }
+ }
+ }
+ m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId];
+ PedState oldLastState = m_nLastPedState;
+ m_nLastPedState = PED_NONE;
+ SetStoredState();
+ if (m_nLastPedState == PED_NONE)
+ m_nLastPedState = oldLastState;
+
+ SetPedState(PED_FOLLOW_PATH);
+ SetMoveState(m_followPathMoveState);
+ } else {
+ RestorePreviousState();
+ if (m_objective == OBJECTIVE_NONE) {
+ if (m_followPathMoveState == PEDMOVE_RUN)
+ SetObjective(OBJECTIVE_RUN_TO_AREA, m_followPathDestPos);
+ else
+ SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_followPathDestPos);
+ }
+ SetPedState(PED_NONE);
+ }
+ }
+ return true;
+}
+
+bool
+CPed::SetFollowPathDynamic(void)
+{
+ CVector colBoxMin = m_followPathWalkAroundEnt->GetColModel()->boundingBox.min + CVector(-0.35f, -0.35f, 0.f);
+ CVector colBoxMax = m_followPathWalkAroundEnt->GetColModel()->boundingBox.max + CVector(0.35f, 0.35f, 0.f);
+
+ CVector colCornerOffsets[4]; // BL, BR, TR, TL
+ colCornerOffsets[0] = CVector(colBoxMin.x, colBoxMin.y, 0.f);
+ colCornerOffsets[1] = CVector(colBoxMax.x, colBoxMin.y, 0.f);
+ colCornerOffsets[2] = CVector(colBoxMax.x, colBoxMax.y, 0.f);
+ colCornerOffsets[3] = CVector(colBoxMin.x, colBoxMax.y, 0.f);
+
+ if (m_followPathWalkAroundEnt->IsVehicle() && ((CVehicle*)m_followPathWalkAroundEnt)->IsUpsideDown()) {
+ CVector old0 = colCornerOffsets[0];
+ colCornerOffsets[0] = colCornerOffsets[1];
+ colCornerOffsets[1] = old0;
+ CVector old2 = colCornerOffsets[2];
+ colCornerOffsets[2] = colCornerOffsets[3];
+ colCornerOffsets[3] = old2;
+ }
+
+ CVector colCornerPos[4]; // global. again BL, BR, TR, TL
+ float dotProdCorrection[4];
+ CVector colBoxPlaneNormal[4];
+
+ for (int i=0; i<4; i++) {
+ colCornerPos[i] = m_followPathWalkAroundEnt->GetMatrix() * colCornerOffsets[i];
+ colCornerPos[i].z = GetPosition().z;
+ }
+
+ CVector prevColCorner = colCornerPos[3]; // top left
+ CVector *curCornerPos;
+ CVector fwdToNextCorner;
+
+ for (int i=0; i<4; i++) {
+ curCornerPos = &colCornerPos[i];
+ fwdToNextCorner = *curCornerPos - prevColCorner;
+ fwdToNextCorner.Normalise();
+ colBoxPlaneNormal[i] = CrossProduct(fwdToNextCorner, CVector(0.f, 0.f, 1.f));
+ dotProdCorrection[i] = -DotProduct(prevColCorner, colBoxPlaneNormal[i]); // yes, dp with global coord, as if in distance to plane calculation
+ prevColCorner = *curCornerPos;
+ }
+
+ bool weReGoingGreat = false;
+ CVector startVecCandidate = GetPosition();
+ CVector targetVecCandidate = m_followPathDestPos;
+ CVector dirToGo = targetVecCandidate - startVecCandidate;
+ dirToGo.Normalise();
+ CVector ourPos = startVecCandidate;
+
+ for (int i=0; i<4; i++) {
+ CVector curPlaneNormal = colBoxPlaneNormal[i];
+ float minusGlobalCornerPos = dotProdCorrection[i];
+ float startVecDistToPlane = DotProduct(curPlaneNormal, startVecCandidate) + minusGlobalCornerPos;
+
+#define FRONT_OF_PLANE 1
+#define ON_THE_PLANE 0
+#define BEHIND_THE_PLANE -1
+
+ int8 startVecStatus;
+ int8 targetVecStatus;
+
+ if (startVecDistToPlane > 0.1f)
+ startVecStatus = FRONT_OF_PLANE;
+ else if (startVecDistToPlane < -0.1f)
+ startVecStatus = BEHIND_THE_PLANE;
+ else
+ startVecStatus = ON_THE_PLANE;
+
+ float targetVecDistToPlane = DotProduct(curPlaneNormal, targetVecCandidate) + minusGlobalCornerPos;
+ if (targetVecDistToPlane > 0.1f)
+ targetVecStatus = FRONT_OF_PLANE;
+ else if (targetVecDistToPlane < -0.1f)
+ targetVecStatus = BEHIND_THE_PLANE;
+ else
+ targetVecStatus = ON_THE_PLANE;
+
+
+ if (startVecStatus == BEHIND_THE_PLANE || targetVecStatus == BEHIND_THE_PLANE) {
+ if (startVecStatus == BEHIND_THE_PLANE && targetVecStatus == FRONT_OF_PLANE) {
+ targetVecCandidate = -(DotProduct(ourPos, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(dirToGo, curPlaneNormal) * dirToGo + ourPos;
+
+ } else if (startVecStatus == FRONT_OF_PLANE && targetVecStatus == BEHIND_THE_PLANE) {
+ startVecCandidate = -(DotProduct(ourPos, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(dirToGo, curPlaneNormal) * dirToGo + ourPos;
+ }
+ } else {
+ weReGoingGreat = true;
+ if (startVecStatus == ON_THE_PLANE)
+ startVecCandidate += (0.1f - startVecDistToPlane) * curPlaneNormal;
+
+ if (targetVecStatus == ON_THE_PLANE)
+ targetVecCandidate += (0.1f - targetVecDistToPlane) * curPlaneNormal;
+ }
+#undef FRONT_OF_PLANE
+#undef ON_THE_PLANE
+#undef BEHIND_THE_PLANE
+ }
+
+ if (!weReGoingGreat) {
+ CVector avgOfColPoints = (colCornerPos[0] + colCornerPos[1] + colCornerPos[2] + colCornerPos[3]) / 4.f;
+ float radius = 0.0f;
+
+ // Find radius of col box of the entity we follow
+ for (int i=0; i<4; i++) {
+ float cornerDist = (colCornerPos[i] - avgOfColPoints).MagnitudeSqr();
+
+ if (cornerDist > radius)
+ radius = cornerDist;
+ }
+ CColSphere followedEntSphere;
+ followedEntSphere.Set(Sqrt(radius) * 1.1f, avgOfColPoints, 0, 0);
+ CVector distToDest = m_followPathDestPos - GetPosition();
+ distToDest.z = 0.f;
+
+ if (distToDest.Magnitude() == 0.0f)
+ return false;
+
+ distToDest.Normalise();
+
+ // Entity we follow doesn't go toward destination anymore, abort the following.
+ if (!followedEntSphere.IntersectRay(GetPosition(), distToDest, startVecCandidate, targetVecCandidate)) {
+ m_pathNodeTimer = 0;
+ if (m_nPedState == PED_FOLLOW_PATH)
+ RestorePreviousState();
+
+ return false;
+ }
+ }
+
+ int lastPlaneBehindUs = -1;
+ int lastPlaneInFrontOfUs = -1;
+ CVector oldstartVecCandidate = startVecCandidate;
+ CVector oldDirToGo = targetVecCandidate - startVecCandidate;
+ oldDirToGo.Normalise();
+
+
+ // At least one plane should be between target and us.
+ for (int i=0; i<4; i++) {
+ CVector curPlaneNormal = colBoxPlaneNormal[i];
+ float minusGlobalCornerPos = dotProdCorrection[i];
+ float startVecDistToPlane = DotProduct(curPlaneNormal, startVecCandidate) + minusGlobalCornerPos;
+ float targetVecDistToPlane = DotProduct(curPlaneNormal, targetVecCandidate) + minusGlobalCornerPos;
+
+ if (startVecDistToPlane > 0.0f && targetVecDistToPlane < 0.0f) {
+ lastPlaneInFrontOfUs = i;
+ startVecCandidate = -(DotProduct(oldstartVecCandidate, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(oldDirToGo, curPlaneNormal) * oldDirToGo + oldstartVecCandidate;
+
+ } else if (startVecDistToPlane < 0.0f && targetVecDistToPlane > 0.0f) {
+ lastPlaneBehindUs = i;
+ targetVecCandidate = -(DotProduct(oldstartVecCandidate, curPlaneNormal) + minusGlobalCornerPos) / DotProduct(oldDirToGo, curPlaneNormal) * oldDirToGo + oldstartVecCandidate;
+ }
+ }
+
+ CVector destsVariant1[5];
+ CVector destsVariant2[5];
+
+ // If not, followed entity diverged from route and we should abort the following.
+ if (lastPlaneBehindUs >= 0 && lastPlaneInFrontOfUs >= 0) {
+
+ int planeInFrontCircular = (lastPlaneInFrontOfUs + 4) % -4;
+ int planeInFrontCircularMinusOne = (lastPlaneInFrontOfUs + 3) % -4;
+ int planeInBehindCircular = (lastPlaneBehindUs + 4) % -4;
+ int planeInBehindCircularMinusOne = (lastPlaneBehindUs + 3) % -4;
+
+ destsVariant1[0] = GetPosition();
+ destsVariant1[1] = colCornerPos[planeInFrontCircularMinusOne];
+
+ int destsVar1LastNode = 2;
+ for(; planeInFrontCircularMinusOne != planeInBehindCircular; destsVar1LastNode++) {
+ planeInFrontCircularMinusOne = (planeInFrontCircularMinusOne + 3) % -4;
+ destsVariant1[destsVar1LastNode] = colCornerPos[planeInFrontCircularMinusOne];
+ }
+ destsVariant1[destsVar1LastNode] = m_followPathDestPos;
+
+ destsVariant2[0] = GetPosition();
+ destsVariant2[1] = colCornerPos[planeInFrontCircular];
+
+ int destsVar2LastNode = 2;
+ for (; planeInFrontCircular != planeInBehindCircularMinusOne; destsVar2LastNode++) {
+ planeInFrontCircular = (planeInFrontCircular + 5) % -4;
+ destsVariant2[destsVar2LastNode] = colCornerPos[planeInFrontCircular];
+ }
+ destsVariant2[destsVar2LastNode] = m_followPathDestPos;
+ CEntity *foundEnt1 = nil;
+ int dests1isOk = true;
+ int nodeToStopDestsVar1 = destsVar1LastNode + 1;
+ CVector avgOfColPoints2 = (colCornerPos[0] + colCornerPos[1] + colCornerPos[2] + colCornerPos[3]) / 4.f;
+
+ CVector prevDestVar1 = destsVariant1[0];
+
+ for (int i = 1; i < destsVar1LastNode + 1; i++) {
+ CVector *curDestVar1 = &destsVariant1[i];
+
+ CVector routeNormalHalf = *curDestVar1 - prevDestVar1;
+ routeNormalHalf.z = 0.f;
+ routeNormalHalf.Normalise();
+ routeNormalHalf *= 0.5f;
+
+ float oldX = -routeNormalHalf.x;
+ routeNormalHalf.z = 0.0f;
+ routeNormalHalf.x = routeNormalHalf.y;
+ routeNormalHalf.y = oldX;
+
+ if (DotProduct(*curDestVar1 - avgOfColPoints2, routeNormalHalf) < 0.0f)
+ routeNormalHalf *= -1.f;
+
+ CColPoint foundCol;
+ bool foundObstacle = CWorld::ProcessLineOfSight(prevDestVar1, *curDestVar1, foundCol, foundEnt1,
+ true, true, true, true, false, false, false, false);
+
+ if (!foundObstacle)
+ foundObstacle = CWorld::ProcessLineOfSight(prevDestVar1 + routeNormalHalf, *curDestVar1 + routeNormalHalf, foundCol, foundEnt1, true, true, true, true, false, false, false, false);
+
+ if (foundObstacle) {
+ if (foundEnt1 == m_followPathWalkAroundEnt || foundEnt1 == this || foundEnt1 == m_pSeekTarget) {
+ foundEnt1 = nil;
+
+ } else {
+ if (!foundEnt1->IsPed()) {
+ dests1isOk = false;
+ nodeToStopDestsVar1 = i;
+ break;
+ }
+ if (((CPed*)foundEnt1)->m_nPedState == PED_IDLE) {
+ dests1isOk = false;
+ nodeToStopDestsVar1 = i;
+ break;
+ }
+ if (DotProduct(*curDestVar1 - prevDestVar1, foundEnt1->GetForward()) < 0.f) {
+ dests1isOk = false;
+ nodeToStopDestsVar1 = i;
+ break;
+ }
+ if (((CPed*)foundEnt1)->m_pedInObjective == this) {
+ dests1isOk = false;
+ nodeToStopDestsVar1 = i;
+ break;
+ }
+ }
+ }
+ prevDestVar1 = *curDestVar1;
+ }
+ CEntity *foundEnt2 = nil;
+ int dests2isOk = true;
+ int nodeToStopDestsVar2 = destsVar2LastNode + 1;
+
+ CVector prevDestVar2 = destsVariant2[0];
+
+ for (int i = 1; i < destsVar2LastNode + 1; i++) {
+ CVector *curDestVar2 = &destsVariant2[i];
+
+ CVector routeNormalHalf = *curDestVar2 - prevDestVar2;
+ routeNormalHalf.z = 0.f;
+ routeNormalHalf.Normalise();
+ routeNormalHalf *= 0.5f;
+
+ float oldX = -routeNormalHalf.x;
+ routeNormalHalf.z = 0.0f;
+ routeNormalHalf.x = routeNormalHalf.y;
+ routeNormalHalf.y = oldX;
+
+ if (DotProduct(*curDestVar2 - avgOfColPoints2, routeNormalHalf) < 0.0f)
+ routeNormalHalf *= -1.f;
+
+ CColPoint foundCol;
+ bool foundObstacle = CWorld::ProcessLineOfSight(prevDestVar2, *curDestVar2, foundCol, foundEnt2,
+ true, true, true, true, false, false, false, false);
+
+ if (!foundObstacle)
+ foundObstacle = CWorld::ProcessLineOfSight(prevDestVar2 + routeNormalHalf, *curDestVar2 + routeNormalHalf, foundCol, foundEnt2, true, true, true, true, false, false, false, false);
+
+ if (foundObstacle) {
+ if (foundEnt2 == m_followPathWalkAroundEnt || foundEnt2 == this || foundEnt2 == m_pSeekTarget) {
+ foundEnt2 = 0;
+ } else {
+ if (!foundEnt2->IsPed()) {
+ dests2isOk = false;
+ nodeToStopDestsVar2 = i;
+ break;
+ }
+ if (((CPed*)foundEnt2)->m_nPedState == PED_IDLE) {
+ dests2isOk = false;
+ nodeToStopDestsVar2 = i;
+ break;
+ }
+ if (DotProduct(*curDestVar2 - prevDestVar2, foundEnt2->GetForward()) < 0.f) {
+ dests2isOk = false;
+ nodeToStopDestsVar2 = i;
+ break;
+ }
+ if (((CPed*)foundEnt2)->m_pedInObjective == this) {
+ dests2isOk = false;
+ nodeToStopDestsVar2 = i;
+ break;
+ }
+ }
+ }
+ prevDestVar2 = *curDestVar2;
+ }
+
+ float destTotalLengthVar1 = 0.0f;
+ for(int i=0; i < destsVar1LastNode; i++){
+ destTotalLengthVar1 += (destsVariant1[i + 1] - destsVariant1[i]).Magnitude();
+ }
+
+ float destTotalLengthVar2 = 0.0f;
+ for (int i = 0; i < destsVar2LastNode; i++) {
+ destTotalLengthVar2 += (destsVariant2[i + 1] - destsVariant2[i]).Magnitude();
+ }
+
+ int destVariantToUse;
+ if (dests1isOk && dests2isOk) {
+ if (destTotalLengthVar1 < destTotalLengthVar2)
+ destVariantToUse = 1;
+ else
+ destVariantToUse = 2;
+
+ } else if (dests1isOk) {
+ destVariantToUse = 1;
+
+ } else if (dests2isOk) {
+ destVariantToUse = 2;
+
+ } else if (nodeToStopDestsVar1 == 1 && nodeToStopDestsVar2 > 1) {
+ destVariantToUse = 2;
+
+ } else if (nodeToStopDestsVar1 > 1 && nodeToStopDestsVar2 == 1) {
+ destVariantToUse = 1;
+
+ } else if (foundEnt1 == foundEnt2) {
+ if (destTotalLengthVar1 < destTotalLengthVar2)
+ destVariantToUse = 1;
+ else
+ destVariantToUse = 2;
+
+ } else if (foundEnt1->GetColModel()->boundingSphere.radius >= foundEnt2->GetColModel()->boundingSphere.radius) {
+ destVariantToUse = 2;
+ } else {
+ destVariantToUse = 1;
+ }
+
+ if (destVariantToUse == 1) {
+ ClearFollowPath();
+ for (int i = 1; i < destsVar1LastNode; i++) {
+ CPathNode* nextNode = &m_pathNodeObjPool[m_nNumPathNodes];
+ nextNode->SetPosition(destsVariant1[i]);
+ m_pathNodesToGo[m_nNumPathNodes++] = nextNode;
+ }
+ } else if (destVariantToUse == 2) {
+ ClearFollowPath();
+ for (int i = 1; i < destsVar2LastNode; i++) {
+ CPathNode *nextNode = &m_pathNodeObjPool[m_nNumPathNodes];
+ nextNode->SetPosition(destsVariant2[i]);
+ m_pathNodesToGo[m_nNumPathNodes++] = nextNode;
+ }
+ }
+ if (m_nNumPathNodes != 0) {
+ PedState oldLastState = m_nLastPedState;
+ m_nLastPedState = PED_NONE;
+ SetStoredState();
+ if (m_nLastPedState == PED_NONE)
+ m_nLastPedState = oldLastState;
+
+ SetPedState(PED_FOLLOW_PATH);
+ SetMoveState(m_followPathMoveState);
+ return true;
+
+ } else {
+ m_pathNodeTimer = 0;
+ if (m_nPedState == PED_FOLLOW_PATH)
+ RestorePreviousState();
+
+ return false;
+ }
+ } else {
+ m_pathNodeTimer = 0;
+ if (m_nPedState == PED_FOLLOW_PATH)
+ RestorePreviousState();
+
+ return false;
+ }
+}
+
+void
+CPed::ClearFollowPath()
+{
+ for (int i = 0; i < ARRAY_SIZE(m_pathNodesToGo); i++) {
+ m_pathNodesToGo[i] = nil;
+ }
+ m_nNumPathNodes = 0;
+ m_nCurPathNodeId = 0;
+}
+
+void
+CPed::FollowPath(void)
+{
+ m_pCurPathNode = m_pathNodesToGo[m_nCurPathNodeId];
+ if (m_pathNodeTimer > 0 && CTimer::GetTimeInMilliseconds() > m_pathNodeTimer) {
+ RestorePreviousState();
+ ClearFollowPath();
+ m_pathNodeTimer = 0;
+ } else {
+ if (m_pathNodesToGo[m_nCurPathNodeId]) {
+ m_vecSeekPos.x = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition().x;
+ m_vecSeekPos.y = m_pathNodesToGo[m_nCurPathNodeId]->GetPosition().y;
+ m_vecSeekPos.z = GetPosition().z;
+
+ if (Seek()) {
+ if (m_nCurPathNodeId == m_nNumPathNodes) {
+ RestorePreviousState();
+ ClearFollowPath();
+ SetFollowPath(m_followPathDestPos, m_followPathAbortDist, m_followPathMoveState, m_followPathWalkAroundEnt,
+ m_followPathTargetEnt, m_pathNodeTimer - CTimer::GetTimeInMilliseconds());
+ }
+ }
+ } else {
+ RestorePreviousState();
+ ClearFollowPath();
+ m_pathNodeTimer = 0;
+ }
+ }
+}
+
+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 = TWOPI - neededTurn;
+
+ CVehicle *veh = (CVehicle*)reason;
+ if (reason->IsVehicle() && veh->IsCar()) {
+ if (veh->m_nCarHornTimer != 0) {
+ vehPressedHorn = true;
+ if (!IsPlayer())
+ animType = 1;
+ }
+ }
+ if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
+ SetLookFlag(veh, true);
+ if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
+ stepAnim = ANIM_STD_HAILTAXI;
+
+ } 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 -= TWOPI;
+
+ // 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 = vehDirection - HALFPI;
+ else
+ angleToFace = vehDirection + HALFPI;
+
+ stepAnim = ANIM_STD_NUM;
+ if (animType == 0 || animType == 1)
+ stepAnim = ANIM_STD_EVADE_STEP;
+ else if (animType == 2)
+ stepAnim = ANIM_STD_HANDSCOWER;
+ }
+ 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();
+ SetPedState(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 != 0 && !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_nEvadeAmount = 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 select dive direction randomly. 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;
+ }
+
+ // VC's primitve solution to dive direction problem, see above for better one. This part doesn't exist on III at all
+#ifndef FIX_BUGS
+ angleToFace += HALFPI;
+ if (CGeneral::GetRandomNumber() & 1)
+ angleToFace -= PI;
+#endif
+ 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_STD_HANDSUP);
+ if (animAssoc)
+ return;
+
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HANDSUP, 8.0f);
+ animAssoc->flags &= ~ASSOC_DELETEFADEDOUT;
+ animAssoc->SetFinishCallback(PedEvadeCB, this);
+ SetStoredState();
+ SetPedState(PED_STEP_AWAY);
+ } else {
+ m_fRotationCur = angleToFace;
+ ClearLookFlag();
+ ClearAimFlag();
+ SetStoredState();
+ SetPedState(PED_DIVE_AWAY);
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_EVADE_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(), (uintptr)this, false);
+ wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false);
+ }
+ }
+}
+
+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)
+ ped->RestorePreviousState();
+
+ } else if (animAssoc->animId == ANIM_STD_EVADE_DIVE) {
+ ped->bUpdateAnimHeading = true;
+ ped->ClearLookFlag();
+ if (ped->m_nPedState == PED_DIVE_AWAY) {
+ ped->m_getUpTimer = CTimer::GetTimeInMilliseconds() + 1;
+ ped->SetPedState(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)
+ 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::SetDie(AnimationId animId, float delta, float speed)
+{
+ if (m_attractor)
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ CPlayerPed *player = FindPlayerPed();
+ if (player == this) {
+ if (!player->m_bCanBeDamaged)
+ return;
+ }
+
+ m_threatEntity = nil;
+ if (DyingOrDead())
+ return;
+
+ CAnimBlendAssociation *dieAssoc = nil;
+ 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() && (!m_pMyVehicle || !m_pMyVehicle->IsBike()))
+ FlagToDestroyWhenNextProcessed();
+ } else if (bInVehicle) {
+ if (m_pVehicleAnim)
+ m_pVehicleAnim->blendDelta = -1000.0f;
+ } else if (EnteringCar()) {
+ QuitEnteringCar();
+ }
+
+ SetPedState(PED_DIE);
+ if (animId == ANIM_STD_NUM) {
+ bIsPedDieAnimPlaying = false;
+ } else {
+ 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();
+
+ m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
+ if (!CGame::nastyGame && animId == ANIM_STD_HIT_FLOOR) {
+ if (dieAssoc) {
+ dieAssoc->SetCurrentTime(dieAssoc->hierarchy->totalLength - 0.01f);
+ dieAssoc->SetRun();
+ }
+ }
+}
+
+void
+CPed::FinishDieAnimCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ if (ped->bIsPedDieAnimPlaying)
+ ped->bIsPedDieAnimPlaying = false;
+}
+
+void
+CPed::SetDead(void)
+{
+ if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DROWN))
+ bUsesCollision = false;
+
+ m_fHealth = 0.0f;
+ if (m_nPedState == PED_DRIVING)
+ bIsVisible = false;
+
+ SetPedState(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()) {
+ RemoveWeaponAnims(0, -1000.0f);
+ CreateDeadPedWeaponPickups();
+ CreateDeadPedMoney();
+ }
+
+ m_bloodyFootprintCountOrDeathTime = CTimer::GetTimeInMilliseconds();
+ m_deadBleeding = false;
+ bDoBloodyFootprints = false;
+ bVehExitWillBeInstant = false;
+ CEventList::RegisterEvent(EVENT_DEAD_PED, EVENT_ENTITY_PED, this, nil, 1000);
+}
+
+void
+CPed::Die(void)
+{
+ // UNUSED: This is a perfectly empty function.
+}
+
+void
+CPed::SetChat(CEntity *chatWith, uint32 time)
+{
+ if (m_nPedState != PED_CHAT) {
+ m_nLastPedState = PED_NONE;
+ SetStoredState();
+ }
+
+ SetPedState(PED_CHAT);
+ SetMoveState(PEDMOVE_STILL);
+ m_lookTimer = 0;
+ SetLookFlag(chatWith, true);
+ m_chatTimer = CTimer::GetTimeInMilliseconds() + time;
+ m_lookTimer = CTimer::GetTimeInMilliseconds() + 3000;
+}
+
+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();
+ m_chatTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ 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_STD_CHAT);
+ if (chatAssoc) {
+ chatAssoc->blendDelta = -4.0f;
+ chatAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ bIsTalking = false;
+ } else
+ Say(SOUND_PED_CHAT);
+
+ } else {
+
+ if (CGeneral::GetRandomNumber() < 20 && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_XPRESS_SCRATCH, 4.0f);
+ }
+ if (!bIsTalking && !RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
+ CAnimBlendAssociation *chatAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CHAT, 4.0f);
+ float chatTime = CGeneral::GetRandomNumberInRange(0.0f, 3.0f);
+ chatAssoc->SetCurrentTime(chatTime);
+
+ bIsTalking = true;
+ Say(SOUND_PED_CHAT);
+ }
+ }
+ if (m_chatTimer && CTimer::GetTimeInMilliseconds() > m_chatTimer) {
+ ClearChat();
+ m_chatTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ }
+}
+
+void
+CPed::ClearChat(void)
+{
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CHAT);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ bIsTalking = false;
+ ClearLookFlag();
+ RestorePreviousState();
+ if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
+ bBoughtIceCream = true;
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
+ }
+}
+
+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
+}
+
+bool
+CPed::MakePhonecall(void)
+{
+ if (CTimer::GetTimeInMilliseconds() <= m_phoneTalkTimer)
+ return false;
+
+ SetIdle();
+ gPhoneInfo.m_aPhones[m_phoneId].m_nState = PHONE_STATE_FREE;
+ m_phoneId = -1;
+ return true;
+}
+
+void
+StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg)
+{
+ CPed* ped = (CPed*)arg;
+ if (ped->m_nPedState == PED_ANSWER_MOBILE)
+ CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_PHONE_TALK, 4.0f);
+}
+
+void
+FinishTalkingOnMobileCB(CAnimBlendAssociation *assoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+ if (ped->m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ ped->RemoveWeaponModel(MI_MOBILE);
+ ped->SetCurrentWeapon(ped->m_storedWeapon);
+ ped->m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ ped->m_lookTimer = 0;
+}
+
+void
+CPed::SetAnswerMobile(void)
+{
+ if (m_nPedState != PED_ANSWER_MOBILE && !DyingOrDead()) {
+ SetPedState(PED_ANSWER_MOBILE);
+ RemoveWeaponAnims(GetWeapon()->m_eWeaponType, -4.0f);
+ CAnimBlendAssociation *assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PHONE_IN, 4.0f);
+ assoc->SetFinishCallback(StartTalkingOnMobileCB, this);
+ m_lookTimer = INT32_MAX;
+ if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
+ m_storedWeapon = GetWeapon()->m_eWeaponType;
+
+ RemoveWeaponModel(-1);
+ }
+}
+
+void
+CPed::ClearAnswerMobile(void)
+{
+ if (m_nLastPedState == PED_ANSWER_MOBILE)
+ m_nLastPedState = PED_NONE;
+
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_PHONE_TALK)) {
+ CAnimBlendAssociation *assoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PHONE_OUT, 8.0f);
+ assoc->SetFinishCallback(FinishTalkingOnMobileCB, this);
+ } else
+ FinishTalkingOnMobileCB(nil, this);
+
+ if (m_nPedState == PED_ANSWER_MOBILE) {
+ m_nPedState = PED_IDLE;
+ RestorePreviousState();
+ m_pVehicleAnim = nil;
+ }
+}
+
+void
+CPed::AnswerMobile(void)
+{
+ if (!IsPedInControl())
+ return;
+
+ CAnimBlendAssociation *phoneInAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_PHONE_IN);
+ CAnimBlendAssociation *phoneOutAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_PHONE_OUT);
+ CAnimBlendAssociation *phoneTalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_PHONE_TALK);
+ if (phoneInAssoc || phoneTalkAssoc || phoneOutAssoc) {
+ if (phoneInAssoc) {
+ if (phoneInAssoc->currentTime >= 0.85f && !m_pWeaponModel) {
+ CBaseModelInfo *phoneModel = CModelInfo::GetModelInfo(MI_MOBILE);
+ m_pWeaponModel = (RpAtomic*)phoneModel->CreateInstance();
+ phoneModel->AddRef();
+ m_wepModelID = MI_MOBILE;
+
+ // They copied AddWeaponModel and forgot that here
+ // bool unused = IsPlayer();
+ }
+ } else if (phoneOutAssoc) {
+ if (phoneOutAssoc->currentTime >= 0.5f && phoneOutAssoc->currentTime - phoneOutAssoc->timeStep < 0.5f) {
+ RemoveWeaponModel(MI_MOBILE);
+ SetCurrentWeapon(m_storedWeapon);
+ m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ }
+ } else {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PHONE_TALK, 4.0f);
+ }
+}
+
+void
+CPed::Teleport(CVector pos)
+{
+ CWorld::Remove(this);
+ SetPosition(pos);
+ bIsStanding = false;
+ m_nPedStateTimer = 0;
+ m_actionX = 0.0f;
+ m_actionY = 0.0f;
+ m_pDamageEntity = nil;
+ CWorld::Add(this);
+}
+
+void
+CPed::SetSeekCar(CVehicle *car, uint32 doorNode)
+{
+ if (m_nPedState == PED_SEEK_CAR)
+ return;
+
+ if (!CanSetPedState() || m_nPedState == PED_DRIVING)
+ 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_vehDoor = doorNode;
+ m_distanceToCountSeekDone = 0.5f;
+ SetPedState(PED_SEEK_CAR);
+
+}
+
+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 (!vehToSeek->IsBike() && m_vehDoor && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ if (IsRoomToBeCarJacked()) {
+ dest = GetPositionToOpenCarDoor(vehToSeek, m_vehDoor);
+ } else if (m_nPedType == PEDTYPE_COP) {
+ dest = GetPositionToOpenCarDoor(vehToSeek, CAR_DOOR_RF);
+ } else {
+ SetMoveState(PEDMOVE_STILL);
+ }
+ } else
+ GetNearestDoor(vehToSeek, dest);
+ } else {
+ if (m_carJackTimer > CTimer::GetTimeInMilliseconds()) {
+ SetMoveState(PEDMOVE_STILL);
+ return;
+ }
+ if (vehToSeek->GetModelIndex() == MI_COACH) {
+ GetNearestDoor(vehToSeek, dest);
+ } else {
+ if (vehToSeek->IsTrain()) {
+ if (vehToSeek->GetStatus() != 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) {
+#ifdef FIX_BUGS
+ if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver || !vehToSeek->CanPedOpenLocks(this)) {
+#else
+ if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
+#endif
+ RestorePreviousState();
+ if (IsPlayer()) {
+ ClearObjective();
+ } else if (CharCreatedBy == RANDOM_CHAR) {
+ m_carJackTimer = 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();
+
+ 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);
+ 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_vehDoor))
+ bVehEnterDoorIsBlocked = true;
+ else
+ bVehEnterDoorIsBlocked = false;
+
+ // Arrived to the car
+ if (Seek()) {
+ if (!foundBetterPosToSeek) {
+ if (1.6f + GetPosition().z > dest.z && GetPosition().z - 0.5f < dest.z) {
+#ifdef GTA_TRAIN
+ if (vehToSeek->IsTrain()) {
+ SetEnterTrain(vehToSeek, m_vehDoor);
+ } else
+#endif
+ {
+ m_fRotationCur = m_fRotationDest;
+ if (!bVehEnterDoorIsBlocked) {
+ vehToSeek->SetIsStatic(false);
+ if (m_objective == OBJECTIVE_SOLICIT_VEHICLE) {
+ SetSolicit(1000);
+ } else if (m_objective == OBJECTIVE_BUY_ICE_CREAM) {
+ SetBuyIceCream();
+ } else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
+ && vehToSeek->CanPedEnterCar()) {
+
+ switch (vehToSeek->GetStatus()) {
+ case STATUS_PLAYER:
+ case STATUS_SIMPLE:
+ case STATUS_PHYSICS:
+ case STATUS_PLAYER_DISABLED:
+ if (vehToSeek->IsBike()) {
+ if ((!m_leader || m_leader != vehToSeek->pDriver) &&
+ ((m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_WINDSCREEN) && vehToSeek->pDriver ||
+ (m_vehDoor == CAR_DOOR_LR || m_vehDoor == CAR_DOOR_RR) && vehToSeek->pPassengers[0])) {
+ SetCarJack(vehToSeek);
+ } else {
+ SetEnterCar(vehToSeek, m_vehDoor);
+ }
+ } else if (!vehToSeek->bIsBus && (!m_leader || m_leader != vehToSeek->pDriver) &&
+ (m_vehDoor == CAR_DOOR_LF && vehToSeek->pDriver || m_vehDoor == CAR_DOOR_RF && vehToSeek->pPassengers[0] || m_vehDoor == CAR_DOOR_LR && vehToSeek->pPassengers[1] || m_vehDoor == CAR_DOOR_RR && vehToSeek->pPassengers[2])) {
+ SetCarJack(vehToSeek);
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && m_vehDoor != CAR_DOOR_LF)
+ vehToSeek->pDriver->bFleeAfterExitingCar = true;
+ } else {
+ SetEnterCar(vehToSeek, m_vehDoor);
+ }
+ break;
+ case STATUS_ABANDONED:
+ if (vehToSeek->IsBike()) {
+ if ((m_vehDoor == CAR_DOOR_LR || m_vehDoor == CAR_DOOR_RR) && vehToSeek->pPassengers[0]) {
+ if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
+ if (IsPlayer())
+ SetEnterCar(vehToSeek, m_vehDoor);
+ } else {
+ SetCarJack(vehToSeek);
+ }
+ } else {
+ SetEnterCar(vehToSeek, m_vehDoor);
+ }
+ } else if (m_vehDoor == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
+ if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
+ if (IsPlayer())
+ SetEnterCar(vehToSeek, m_vehDoor);
+ } else {
+ SetCarJack(vehToSeek);
+ }
+ } else {
+ SetEnterCar(vehToSeek, m_vehDoor);
+ }
+ break;
+ case STATUS_WRECKED:
+ SetIdle();
+ break;
+ default:
+ return;
+ }
+ } else {
+ RestorePreviousState();
+ }
+ } else {
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ }
+ }
+ }
+}
+
+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);
+ bGonnaInvestigateEvent = true;
+ } else
+ bGonnaInvestigateEvent = 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);
+ bGonnaInvestigateEvent = false;
+ return true;
+ }
+
+ bGonnaInvestigateEvent = 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)
+ bGonnaInvestigateEvent = false;
+ return CPools::GetPed(gaEvent[event].entityRef);
+ }
+ }
+ bGonnaInvestigateEvent = false;
+ return nil;
+}
+
+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) {
+ bGonnaInvestigateEvent = true;
+ return CPools::GetPed(pedHandle);
+ }
+ }
+ bGonnaInvestigateEvent = false;
+ return nil;
+}
+
+bool
+CPed::IsPlayer(void) const
+{
+#if 0
+ return m_nPedType == PEDTYPE_PLAYER1; // Original
+#else
+ // We still have those in enum, so let's also check for them.
+ return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType == PEDTYPE_PLAYER2 ||
+ m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
+#endif
+}
+
+bool
+CPed::IsGangMember(void) const
+{
+ return m_nPedType >= PEDTYPE_GANG1 && m_nPedType <= PEDTYPE_GANG9;
+}
+
+bool
+IsPedPointerValid(CPed* pPed)
+{
+ if (!IsPedPointerValid_NotInWorld(pPed))
+ return false;
+ if (pPed->bInVehicle && pPed->m_pMyVehicle)
+ return IsEntityPointerValid(pPed->m_pMyVehicle);
+ return pPed->m_entryInfoList.first || pPed == FindPlayerPed();
+}
+
+bool
+IsPedPointerValid_NotInWorld(CPed* pPed)
+{
+ if (!pPed)
+ return false;
+ int index = CPools::GetPedPool()->GetJustIndex_NoFreeAssert(pPed);
+#ifdef FIX_BUGS
+ if (index < 0 || index >= NUMPEDS)
+#else
+ if (index < 0 || index > NUMPEDS)
+#endif
+ return false;
+ return true;
+}
+
+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;
+}
+
+void
+CPed::SetPedPositionInCar(void)
+{
+ bool notYet = false;
+ if (CReplay::IsPlayingBack())
+ return;
+
+ if (bChangedSeat) {
+ if (m_pMyVehicle->IsBike()) {
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_JUMPON_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_JUMPON_RHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_KICK)) {
+ LineUpPedWithCar(LINE_UP_TO_CAR_START);
+ return;
+ }
+ bChangedSeat = false;
+ } else {
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_GET_IN_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_GET_IN_LO_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_LO_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SHUFFLE_RHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SHUFFLE_LO_RHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_VAN_GET_IN_REAR_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_VAN_GET_IN_REAR_RHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_COACH_GET_IN_LHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_COACH_GET_IN_RHS)
+ || RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_JUMP_IN_LO_LHS)) {
+ notYet = true;
+ }
+ }
+ if (notYet) {
+ LineUpPedWithCar(LINE_UP_TO_CAR_START);
+ bChangedSeat = false;
+ return;
+ }
+ }
+ CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex());
+ CMatrix newMat(m_pMyVehicle->GetMatrix());
+ CVector seatPos;
+ if (m_pMyVehicle->pDriver == this) {
+ seatPos = vehModel->GetFrontSeatPosn();
+ if (!m_pMyVehicle->IsBoat() && !m_pMyVehicle->IsBike())
+ seatPos.x = -seatPos.x;
+
+ } else if (m_pMyVehicle->pPassengers[0] == this) {
+ seatPos = m_pMyVehicle->IsBike() ? vehModel->m_positions[CAR_POS_BACKSEAT]: vehModel->GetFrontSeatPosn();
+
+ } 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 {
+ seatPos = vehModel->GetFrontSeatPosn();
+ }
+ }
+ if (m_pMyVehicle->IsBike()) {
+ ((CBike*)m_pMyVehicle)->CalculateLeanMatrix();
+ newMat = ((CBike*)m_pMyVehicle)->m_leanMatrix;
+ }
+ 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);
+ tempMat.Translate(0.0f, 0.6f, 0.0f);
+ newMat = newMat * tempMat;
+ } else if (m_pMyVehicle->pPassengers[2] == this) {
+ m_fRotationCur = m_pMyVehicle->GetForward().Heading() + HALFPI;
+ 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;
+}
+
+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])) {
+ 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::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;
+ }
+}
+
+bool
+CPed::LookForInterestingNodes(void)
+{
+ CBaseModelInfo *model;
+ CPtrNode *ptrNode;
+ CVector effectDist;
+ C2dEffect *effect;
+ CMatrix *objMat;
+
+ if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) & 7 || CTimer::GetTimeInMilliseconds() <= m_chatTimer) {
+ return false;
+ }
+ bool found = false;
+ uint8 randVal = CGeneral::GetRandomNumber() % 256;
+
+ int minX = CWorld::GetSectorIndexX(GetPosition().x - CHECK_NEARBY_THINGS_MAX_DIST);
+ if (minX < 0) minX = 0;
+ int minY = CWorld::GetSectorIndexY(GetPosition().y - CHECK_NEARBY_THINGS_MAX_DIST);
+ if (minY < 0) minY = 0;
+ int maxX = CWorld::GetSectorIndexX(GetPosition().x + CHECK_NEARBY_THINGS_MAX_DIST);
+#ifdef FIX_BUGS
+ if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
+#else
+ if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
+#endif
+
+ int maxY = CWorld::GetSectorIndexY(GetPosition().y + CHECK_NEARBY_THINGS_MAX_DIST);
+#ifdef FIX_BUGS
+ if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
+#else
+ if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+#endif
+
+ for (int curY = minY; curY <= maxY && !found; curY++) {
+ for (int curX = minX; curX <= maxX && !found; curX++) {
+ CSector *sector = CWorld::GetSector(curX, curY);
+
+ for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ CVehicle *veh = (CVehicle*)ptrNode->item;
+ model = veh->GetModelInfo();
+ if (model->GetNum2dEffects() != 0) {
+ for (int e = 0; e < model->GetNum2dEffects(); e++) {
+ effect = model->Get2dEffect(e);
+ if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
+ objMat = &veh->GetMatrix();
+ CVector effectPos = veh->GetMatrix() * effect->pos;
+ effectDist = effectPos - GetPosition();
+ if (effectDist.MagnitudeSqr() < sq(8.0f)) {
+ found = true;
+ break;
+ }
+ }
+ }
+ }
+ }
+ for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ CObject *obj = (CObject*)ptrNode->item;
+ model = CModelInfo::GetModelInfo(obj->GetModelIndex());
+ if (model->GetNum2dEffects() != 0) {
+ for (int e = 0; e < model->GetNum2dEffects(); e++) {
+ effect = model->Get2dEffect(e);
+ if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
+ objMat = &obj->GetMatrix();
+ CVector effectPos = obj->GetMatrix() * effect->pos;
+ effectDist = effectPos - GetPosition();
+ if (effectDist.MagnitudeSqr() < sq(8.0f)) {
+ found = true;
+ break;
+ }
+ }
+ }
+ }
+ }
+ for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ CBuilding *building = (CBuilding*)ptrNode->item;
+ model = CModelInfo::GetModelInfo(building->GetModelIndex());
+ if (model->GetNum2dEffects() != 0) {
+ for (int e = 0; e < model->GetNum2dEffects(); e++) {
+ effect = model->Get2dEffect(e);
+ if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
+ objMat = &building->GetMatrix();
+ CVector effectPos = building->GetMatrix() * effect->pos;
+ effectDist = effectPos - GetPosition();
+ if (effectDist.MagnitudeSqr() < sq(8.0f)) {
+ found = true;
+ break;
+ }
+ }
+ }
+ }
+ }
+ for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
+ CBuilding *building = (CBuilding*)ptrNode->item;
+ model = CModelInfo::GetModelInfo(building->GetModelIndex());
+ if (model->GetNum2dEffects() != 0) {
+ for (int e = 0; e < model->GetNum2dEffects(); e++) {
+ effect = model->Get2dEffect(e);
+ if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
+ objMat = &building->GetMatrix();
+ CVector 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_chatTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ SetLookFlag(angleToFace, true);
+ SetLookTimer(1000);
+ return false;
+ }
+
+ CVector2D effectPos = *objMat * effect->pos;
+ switch (effect->attractor.type) {
+ case ATTRACTORTYPE_ICECREAM:
+ SetInvestigateEvent(EVENT_ICECREAM, effectPos, 0.1f, 15000, angleToFace);
+ break;
+ case ATTRACTORTYPE_STARE:
+ SetInvestigateEvent(EVENT_SHOPSTALL, effectPos, 1.0f,
+ CGeneral::GetRandomNumberInRange(8000, 10 * effect->attractor.probability + 8500),
+ angleToFace);
+ break;
+ default:
+ return true;
+ }
+ return true;
+}
+
+void
+PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount)
+{
+ if (!ped->IsPedInControl())
+ return;
+
+ const char *groupName = CAnimManager::GetAnimGroupName(animGroup);
+ CAnimBlock *animBlock = CAnimManager::GetAnimationBlock(groupName);
+ CAnimBlendAssociation *assoc;
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(ped->GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ int first = animBlock->firstIndex;
+ int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
+ if (index >= first && index < first + animBlock->numAnims) {
+ break;
+ }
+ }
+
+ if (CTimer::GetTimeInMilliseconds() > ped->m_nWaitTimer && assoc)
+ assoc->flags &= ~ASSOC_REPEAT;
+
+ if (!assoc || assoc->blendDelta < 0.0f) {
+ int selectedAnimOffset;
+ do
+ selectedAnimOffset = CGeneral::GetRandomNumberInRange(0, amount);
+ while (assoc && first + selectedAnimOffset == assoc->animId);
+
+ assoc = CAnimManager::BlendAnimation(ped->GetClump(), animGroup, (AnimationId)(first + selectedAnimOffset), 3.0f);
+
+ assoc->SetFinishCallback(CPed::FinishedWaitCB, ped);
+ if (assoc->flags & ASSOC_REPEAT)
+ ped->m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(3000, 8000);
+ else
+ ped->m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 8000;
+ }
+}
+
+void
+CPed::ClearWaitState(void)
+{
+ CAnimBlendAssociation *assoc;
+ switch (m_nWaitState) {
+ case WAITSTATE_PLAYANIM_CHAT:
+ case WAITSTATE_SIT_DOWN:
+ case WAITSTATE_SIT_DOWN_RVRS:
+ case WAITSTATE_SIT_UP:
+ case WAITSTATE_SIT_IDLE:
+ case WAITSTATE_USE_ATM:
+ if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
+ if (m_nWaitState == WAITSTATE_USE_ATM) {
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ATM);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ if (m_attractor)
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+
+ } else if (m_nWaitState == WAITSTATE_PLAYANIM_CHAT) {
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CHAT);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ if (m_attractor)
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+
+ } else if (m_nWaitState == WAITSTATE_SIT_DOWN || m_nWaitState == WAITSTATE_SIT_DOWN_RVRS || m_nWaitState == WAITSTATE_SIT_IDLE || m_nWaitState == WAITSTATE_SIT_UP) {
+ switch (m_nWaitState) {
+ case WAITSTATE_SIT_DOWN:
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_SEAT_DOWN);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ break;
+ case WAITSTATE_SIT_IDLE:
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_SEAT_IDLE);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ break;
+ case WAITSTATE_SIT_UP:
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_SEAT_UP);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ break;
+ default:
+ break;
+ }
+ if (m_attractor)
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ }
+ }
+ break;
+ case WAITSTATE_RIOT:
+ {
+ CAnimBlock* riotAnimBlock = CAnimManager::GetAnimationBlock("riot");
+
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ int first = riotAnimBlock->firstIndex;
+ int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
+ if (index >= first && index < first + riotAnimBlock->numAnims) {
+ assoc->blendDelta = -1000.0f;
+ }
+ }
+ break;
+ }
+ case WAITSTATE_FAST_FALL:
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_HIGHIMPACT_FRONT))
+ SetGetUp();
+
+ break;
+ case WAITSTATE_BOMBER:
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DETONATE);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ break;
+ case WAITSTATE_STRIPPER:
+ {
+ CAnimBlock* stripAnimBlock = CAnimManager::GetAnimationBlock("strip");
+
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ int first = stripAnimBlock->firstIndex;
+ int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
+ if (index >= first && index < first + stripAnimBlock->numAnims) {
+ assoc->blendDelta = -1000.0f;
+ }
+ }
+ break;
+ }
+ case WAITSTATE_LANCESITTING:
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SUNBATHE_IDLE);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ break;
+ case WAITSTATE_PLAYANIM_HANDSUP_SIMPLE:
+ assoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_HANDSUP);
+ if (assoc)
+ assoc->blendDelta = -8.0f;
+ break;
+ default:
+ break;
+ }
+ m_nWaitState = WAITSTATE_FALSE;
+}
+
+void
+CPed::SetWaitState(eWaitState state, void *time)
+{
+ AnimationId waitAnim = ANIM_STD_NUM;
+ CAnimBlendAssociation *animAssoc;
+
+ if (!IsPedInControl())
+ return;
+
+ if (m_nWaitState == WAITSTATE_RIOT && state != WAITSTATE_FALSE)
+ 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_STD_IDLE_HBHB, 4.0f);
+ break;
+ case WAITSTATE_CROSS_ROAD_LOOK:
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROADCROSS, 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:
+ case WAITSTATE_RIOT:
+ case WAITSTATE_STRIPPER:
+ break;
+ case WAITSTATE_DOUBLEBACK:
+ m_headingRate = 0.0f;
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 3500;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_HBHB, 4.0f);
+#ifdef FIX_BUGS
+ animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
+#endif
+ break;
+ case WAITSTATE_HITWALL:
+ m_headingRate = 2.0f;
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_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_carJackTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ }
+ break;
+ case WAITSTATE_TURN180:
+ m_headingRate = 0.0f;
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_TURN180, 4.0f);
+ animAssoc->SetFinishCallback(FinishedWaitCB, this);
+ break;
+ case WAITSTATE_SURPRISE:
+ m_headingRate = 0.0f;
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_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;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
+#ifdef FIX_BUGS
+ animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
+#endif
+
+ // Random char as passenger? Cop, medic etc.?
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == RANDOM_CHAR && m_nPedState == PED_SEEK_CAR) {
+ ClearObjective();
+ RestorePreviousState();
+ m_carJackTimer = CTimer::GetTimeInMilliseconds() + 30000;
+ }
+ break;
+ case WAITSTATE_LOOK_ABOUT:
+ SetMoveState(PEDMOVE_STILL);
+ SetMoveAnim();
+ m_headingRate = 0.0f;
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_HBHB, 4.0f);
+#ifdef FIX_BUGS
+ animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
+#endif
+
+ break;
+ case WAITSTATE_PLAYANIM_COWER:
+ waitAnim = ANIM_STD_HANDSCOWER;
+ case WAITSTATE_PLAYANIM_HANDSUP:
+ if (waitAnim == ANIM_STD_NUM)
+ waitAnim = ANIM_STD_HANDSUP;
+ case WAITSTATE_PLAYANIM_HANDSCOWER:
+ if (waitAnim == ANIM_STD_NUM)
+ waitAnim = ANIM_STD_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_STD_DUCK_DOWN;
+ case WAITSTATE_PLAYANIM_TAXI:
+ if (waitAnim == ANIM_STD_NUM)
+ waitAnim = ANIM_STD_HAILTAXI;
+ case WAITSTATE_PLAYANIM_CHAT:
+ if (waitAnim == ANIM_STD_NUM)
+ waitAnim = ANIM_STD_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;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
+#ifdef FIX_BUGS
+ animAssoc->SetFinishCallback(RestoreHeadingRateCB, this);
+#endif
+ break;
+ case WAITSTATE_SIT_DOWN:
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_SEAT_DOWN, 4.0f);
+ animAssoc->SetFinishCallback(FinishedWaitCB, this);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
+ break;
+ case WAITSTATE_SIT_UP:
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_SEAT_UP, 4.0f);
+ animAssoc->SetFinishCallback(FinishedWaitCB, this);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
+ break;
+ case WAITSTATE_SIT_IDLE:
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_SEAT_IDLE, 128.f);
+ animAssoc->SetFinishCallback(FinishedWaitCB, this);
+ if (time)
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
+ else
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(25000, 30000);
+ break;
+ case WAITSTATE_USE_ATM:
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ATM, 4.0f);
+ animAssoc->SetFinishCallback(FinishedWaitCB, this);
+ if (time)
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
+ else
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 100000;
+ break;
+ case WAITSTATE_SUN_BATHE_IDLE:
+ m_headingRate = 0.0f;
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_SUNBATHE, ANIM_SUNBATHE_IDLE, 4.0f);
+ animAssoc->SetDeleteCallback(DeleteSunbatheIdleAnimCB, this);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(50000, 100000);
+ break;
+ case WAITSTATE_FAST_FALL:
+ SetFall(-1, ANIM_STD_HIGHIMPACT_FRONT, true);
+ break;
+ case WAITSTATE_BOMBER:
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_DETONATE, 4.0f);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
+ break;
+ case WAITSTATE_GROUND_ATTACK:
+ {
+ CWeaponInfo* currentWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (!currentWeapon)
+ break;
+ if (GetFireAnimGround(currentWeapon, false)) {
+ if (!RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(currentWeapon, false))) {
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ CAnimBlendAssociation* newAnim = CAnimManager::BlendAnimation(GetClump(),
+ currentWeapon->m_AnimToPlay, GetFireAnimGround(currentWeapon, false), 8.0f);
+ newAnim->SetDeleteCallback(FinishedWaitCB, this);
+ }
+ }
+ break;
+ }
+ case WAITSTATE_LANCESITTING:
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_LANCE, ANIM_SUNBATHE_IDLE, 4.0f);
+ break;
+ case WAITSTATE_PLAYANIM_HANDSUP_SIMPLE:
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HANDSUP, 4.0f);
+ animAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->SetDeleteCallback(FinishedWaitCB, this);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + *(int*)time;
+ break;
+ default:
+ ClearWaitState();
+ RestoreHeadingRate();
+ return;
+ }
+ m_nWaitState = state;
+}
+
+void
+CPed::Wait(void)
+{
+ AnimationId mustHaveAnim = ANIM_STD_NUM;
+ CAnimBlendAssociation *animAssoc;
+ CPed *pedWeLook;
+
+ if (DyingOrDead()) {
+ ClearWaitState();
+ RestoreHeadingRate();
+ return;
+ }
+
+ switch (m_nWaitState) {
+
+ case WAITSTATE_TRAFFIC_LIGHTS:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ if (CTrafficLights::LightForPeds() == PED_LIGHTS_WALK) {
+ ClearWaitState();
+ SetMoveState(PEDMOVE_WALK);
+ }
+ }
+ break;
+
+ case WAITSTATE_CROSS_ROAD:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ if (CGeneral::GetRandomNumber() & 1 || !m_nWaitTimer)
+ ClearWaitState();
+ else
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, nil);
+
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_HBHB);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ }
+ break;
+
+ case WAITSTATE_CROSS_ROAD_LOOK:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ ClearWaitState();
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROADCROSS);
+ 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_STD_XPRESS_SCRATCH, 4.0f);
+ }
+ } else {
+ ClearWaitState();
+ SetMoveState(PEDMOVE_WALK);
+ }
+ break;
+
+ case WAITSTATE_HITWALL:
+ if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer) {
+ if (m_collidingThingTimer > CTimer::GetTimeInMilliseconds()) {
+ m_collidingThingTimer = CTimer::GetTimeInMilliseconds() + 2500;
+ }
+ } else {
+ ClearWaitState();
+ }
+ break;
+
+ case WAITSTATE_TURN180:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ ClearWaitState();
+ 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_STD_HIT_WALL)) {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_XPRESS_SCRATCH, 4.0f);
+ animAssoc->SetFinishCallback(FinishedWaitCB, this);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ } else {
+ ClearWaitState();
+ }
+ }
+ break;
+
+ case WAITSTATE_STUCK:
+ if (CTimer::GetTimeInMilliseconds() <= m_nWaitTimer)
+ break;
+
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
+
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_TURN180);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_XPRESS_SCRATCH);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROADCROSS);
+
+ if (animAssoc) {
+ if (animAssoc->IsPartial()) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ } else {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
+ }
+
+ if (animAssoc->animId == ANIM_STD_TURN180) {
+ m_fRotationCur = CGeneral::LimitRadianAngle(PI + m_fRotationCur);
+ ClearWaitState();
+ SetMoveState(PEDMOVE_WALK);
+ m_nStoredMoveState = PEDMOVE_NONE;
+ m_panicCounter = 0;
+ return;
+ }
+ }
+
+ AnimationId animToPlay;
+
+ switch (CGeneral::GetRandomNumber() & 3) {
+ case 0:
+ animToPlay = ANIM_STD_ROADCROSS;
+ break;
+ case 1:
+ animToPlay = ANIM_STD_IDLE_TIRED;
+ break;
+ case 2:
+ animToPlay = ANIM_STD_XPRESS_SCRATCH;
+ break;
+ case 3:
+ animToPlay = ANIM_STD_TURN180;
+ break;
+ default:
+ break;
+ }
+
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
+
+ if (animToPlay == ANIM_STD_TURN180)
+ animAssoc->SetFinishCallback(FinishedWaitCB, this);
+
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(1500, 5000);
+ break;
+
+ case WAITSTATE_LOOK_ABOUT:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ ClearWaitState();
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_HBHB);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ }
+ break;
+
+ case WAITSTATE_PLAYANIM_HANDSUP:
+ mustHaveAnim = ANIM_STD_HANDSUP;
+
+ case WAITSTATE_PLAYANIM_HANDSCOWER:
+ if (mustHaveAnim == ANIM_STD_NUM)
+ mustHaveAnim = ANIM_STD_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) {
+
+ if (pedWeLook)
+ TurnBody();
+ } else {
+ ClearWaitState();
+ m_nWaitTimer = 0;
+ if (m_pLookTarget && m_pLookTarget->IsPed()) {
+ if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_ATTACK) {
+ if (bCrouchWhenScared) {
+ if (bIsDucking) {
+ ClearDuck(false);
+ SetDuck(10000, true);
+ }
+
+ } else if (m_pedStats->m_fear <= 100 - pedWeLook->m_pedStats->m_temper) {
+ if (GetWeapon()->IsTypeMelee()) {
+ if(m_pedStats->m_flags & STAT_GUN_PANIC) {
+ 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);
+ }
+ } else {
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
+ }
+ } 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_STD_HANDSCOWER;
+
+ case WAITSTATE_PLAYANIM_DUCK:
+ if (mustHaveAnim == ANIM_STD_NUM)
+ mustHaveAnim = ANIM_STD_DUCK_DOWN;
+
+ case WAITSTATE_PLAYANIM_TAXI:
+ if (mustHaveAnim == ANIM_STD_NUM)
+ mustHaveAnim = ANIM_STD_HAILTAXI;
+
+ case WAITSTATE_PLAYANIM_CHAT:
+ if (mustHaveAnim == ANIM_STD_NUM)
+ mustHaveAnim = ANIM_STD_CHAT;
+
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), mustHaveAnim);
+ if (animAssoc) {
+ animAssoc->blendDelta = -4.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ if (m_attractor && m_objective == OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN) {
+ GetPedAttractorManager()->BroadcastDeparture(this, m_attractor);
+ bBoughtIceCream = true;
+ }
+ ClearWaitState();
+ } 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) {
+
+ if (m_pLookTarget)
+ m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ TurnBody();
+ }
+ }
+ }
+ break;
+
+ case WAITSTATE_FINISH_FLEE:
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
+ if (animAssoc) {
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
+ int timer = 2000;
+ ClearWaitState();
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &timer);
+ }
+ } else {
+ ClearWaitState();
+ }
+ break;
+ case WAITSTATE_SIT_DOWN:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ ClearWaitState();
+ SetWaitState(WAITSTATE_SIT_IDLE, 0);
+ }
+ break;
+ //case WAITSTATE_SIT_DOWN_RVRS:
+ case WAITSTATE_SIT_UP:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ if (m_attractor)
+ GetPedAttractorManager()->BroadcastDeparture(this, m_attractor);
+ ClearWaitState();
+ if (bFleeWhenStanding) {
+ if (m_threatEx) {
+ SetFlee(m_threatEx, 10000);
+ bFleeWhenStanding = false;
+ m_threatEx = nil;
+ Say(SOUND_PED_FLEE_SPRINT);
+ }
+ }
+ }
+ break;
+ case WAITSTATE_SIT_IDLE:
+ if (bTurnedAroundOnAttractor) {
+ m_fRotationCur += PI;
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ m_fRotationDest = m_fRotationCur;
+ bTurnedAroundOnAttractor = false;
+ }
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ ClearWaitState();
+ SetWaitState(WAITSTATE_SIT_UP, 0);
+ } else {
+ if (m_fleeFrom && m_fleeFrom->IsVehicle()) {
+ m_pNextPathNode = nil;
+ m_threatEx = m_threatEntity;
+ bFleeWhenStanding = true;
+ ClearWaitState();
+ SetWaitState(WAITSTATE_SIT_UP, 0);
+ } else {
+ uint32 threatFlag = ScanForThreats();
+ if (threatFlag == PED_FLAG_GUN || threatFlag == PED_FLAG_EXPLOSION || threatFlag == PED_FLAG_DEADPEDS) {
+ m_pNextPathNode = nil;
+ m_threatEx = m_threatEntity;
+ bFleeWhenStanding = true;
+ ClearWaitState();
+ SetWaitState(WAITSTATE_SIT_UP, 0);
+ }
+ }
+ }
+ break;
+ case WAITSTATE_USE_ATM:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ if (m_attractor)
+ GetPedAttractorManager()->BroadcastDeparture(this, m_attractor);
+ ClearWaitState();
+ }
+ break;
+ case WAITSTATE_SUN_BATHE_IDLE:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer && bCanGiveUpSunbathing) {
+ m_pNextPathNode = nil;
+ bGotUpOfMyOwnAccord = true;
+ SetGetUp();
+ ClearWaitState();
+
+ } else if (CWeather::Rain <= 0.1f) {
+ if (CClock::GetHours() <= 18 || CGeneral::GetRandomNumberInRange(0.f, 1.0f) < 0.005f) {
+ uint32 threatFlag = ScanForThreats();
+ if (threatFlag == PED_FLAG_GUN || threatFlag == PED_FLAG_EXPLOSION || threatFlag == PED_FLAG_DEADPEDS) {
+ // Get up in case of danger
+ m_pNextPathNode = nil;
+ m_threatEx = m_threatEntity;
+ bFleeWhenStanding = true;
+ SetGetUp();
+ ClearWaitState();
+ }
+ CPlayerPed *player = FindPlayerPed();
+ if (player) {
+ // Get up if player coming towards us with a car
+ if (player->InVehicle()){
+ CVector vehSpeedPerSec = player->m_pMyVehicle->m_vecMoveSpeed * GAME_SPEED_TO_METERS_PER_SECOND;
+ CVector vehPos = player->m_pMyVehicle->GetPosition();
+ CVector ourPos = GetPosition();
+ float timeUntilVehReachPed = DotProduct(ourPos - vehPos, vehSpeedPerSec) / vehSpeedPerSec.MagnitudeSqr();
+ if (timeUntilVehReachPed > 0.0 && timeUntilVehReachPed < 8.0f) {
+ if ((ourPos - (timeUntilVehReachPed * vehSpeedPerSec + vehPos)).Magnitude() < 5.0f) {
+ m_pNextPathNode = nil;
+ m_threatEx = player;
+ bFleeWhenStanding = true;
+ SetGetUp();
+ ClearWaitState();
+ }
+ }
+ }
+ }
+ } else {
+ m_pNextPathNode = nil;
+ bGotUpOfMyOwnAccord = true;
+ SetGetUp();
+ ClearWaitState();
+ }
+ } else {
+ m_pNextPathNode = nil;
+ bGotUpOfMyOwnAccord = true;
+ SetGetUp();
+ ClearWaitState();
+ }
+ break;
+ case WAITSTATE_RIOT:
+ if (m_nPedState == PED_FLEE_ENTITY || m_nPedState == PED_ATTACK) {
+ ClearWaitState();
+ break;
+ }
+
+ PlayRandomAnimationsFromAnimBlock(this, ASSOCGRP_RIOT, ANIM_RIOT_ANGRY, ANIM_RIOT_FUCKYOU - ANIM_RIOT_ANGRY + 1);
+ if (IsPedInControl() && CGeneral::GetRandomNumberInRange(0.f,1.f) < 0.25f
+ && CPopulation::CanJeerAtStripper(m_modelIndex)) {
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed) {
+ if ((GetPosition() - nearPed->GetPosition()).MagnitudeSqr() < sq(10.f)) {
+ for (int anim = ANIM_STRIP_A; anim <= ANIM_STRIP_G; anim++) {
+ if (RpAnimBlendClumpGetAssociation(nearPed->GetClump(), anim))
+ Say(SOUND_PED_149);
+ }
+ }
+ }
+ }
+ }
+ break;
+ case WAITSTATE_BOMBER:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer)
+ ClearWaitState();
+ break;
+ case WAITSTATE_STRIPPER:
+ PlayRandomAnimationsFromAnimBlock(this, ASSOCGRP_STRIP, ANIM_STRIP_A, ANIM_STRIP_G - ANIM_STRIP_A + 1);
+ break;
+ case WAITSTATE_PLAYANIM_HANDSUP_SIMPLE:
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer)
+ ClearWaitState();
+ break;
+ default:
+ break;
+ }
+
+ if(!m_nWaitState)
+ RestoreHeadingRate();
+}
+
+void
+CPed::DeleteSunbatheIdleAnimCB(CAnimBlendAssociation *assoc, void *arg)
+{
+ CPed *ped = (CPed*) arg;
+
+ if (CTimer::GetTimeInMilliseconds() <= ped->m_nWaitTimer
+ && !ped->bGotUpOfMyOwnAccord && !ped->bFleeWhenStanding && !ped->m_threatEx) {
+ ped->m_pNextPathNode = nil;
+ ped->bFleeWhenStanding = true;
+ ped->m_threatEx = FindPlayerPed();
+ ped->SetGetUp();
+ ped->ClearWaitState();
+ }
+ ped->m_nWaitTimer = 0;
+ ped->RestoreHeadingRate();
+ ped->Wait();
+}
+
+void
+CPed::FinishedWaitCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ ped->m_nWaitTimer = 0;
+ ped->RestoreHeadingRate();
+ ped->Wait();
+}
+
+void
+CPed::RestoreHeadingRate(void)
+{
+ m_headingRate = m_pedStats->m_headingChangeRate;
+}
+
+void
+CPed::RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg)
+{
+ ((CPed*)arg)->RestoreHeadingRate();
+}
+
+void
+CPed::FlagToDestroyWhenNextProcessed(void)
+{
+ bRemoveFromWorld = true;
+ if (!InVehicle())
+ return;
+ if (m_pMyVehicle->pDriver == this){
+ m_pMyVehicle->pDriver = nil;
+ if (IsPlayer() && m_pMyVehicle->GetStatus() != STATUS_WRECKED)
+ m_pMyVehicle->SetStatus(STATUS_ABANDONED);
+ }else{
+ m_pMyVehicle->RemovePassenger(this);
+ }
+ bInVehicle = false;
+ m_pMyVehicle = nil;
+
+ if (CharCreatedBy == MISSION_CHAR)
+ SetPedState(PED_DEAD);
+ else
+ SetPedState(PED_NONE);
+ m_pVehicleAnim = nil;
+}
+
+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_vehDoor == 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_chatTimer = CTimer::GetTimeInMilliseconds() + time;
+
+ if(!m_carInObjective->bIsVan && !m_carInObjective->bIsBus)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_HOOKERTALK, 4.0f);
+
+ SetPedState(PED_SOLICIT);
+ }
+ }
+}
+
+void
+CPed::Solicit(void)
+{
+ if (m_chatTimer >= CTimer::GetTimeInMilliseconds() && m_carInObjective) {
+ CVector doorPos = GetPositionToOpenCarDoor(m_carInObjective, m_vehDoor, 0.0f);
+ Say(SOUND_PED_SOLICIT);
+ if (FindPlayerVehicle() == m_carInObjective) {
+ FindPlayerPed()->Say(SOUND_PED_SOLICIT);
+ }
+ 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 += TWOPI;
+ } else if (m_fRotationDest > TWOPI) {
+ m_fRotationDest -= TWOPI;
+ }
+
+ if ((GetPosition() - doorPos).MagnitudeSqr() <= 1.0f)
+ return;
+ CAnimBlendAssociation *talkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_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);
+ Say(SOUND_PED_SOLICIT);
+ }
+}
+
+void
+CPed::SetBuyIceCream(void)
+{
+ if (m_nPedState == PED_BUY_ICECREAM || !IsPedInControl())
+ return;
+
+ if (!m_carInObjective)
+ return;
+
+ SetPedState(PED_BUY_ICECREAM);
+}
+
+void
+CPed::BuyIceCream(void)
+{
+ if (m_carInObjective) {
+ CPed *driver = m_carInObjective->pDriver;
+ if (driver && CTimer::GetTimeInMilliseconds() > m_chatTimer) {
+ SetChat(driver, 8000);
+ driver->SetChat(this, 8000);
+ return;
+ }
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
+ } else {
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
+ }
+}
+
+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_vehDoor == 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_vehDoor == 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_vehDoor == 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_vehDoor == 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::SetLeader(CEntity *leader)
+{
+ m_leader = (CPed*)leader;
+
+ if (m_leader) {
+ m_leader->bIsLeader = true;
+ m_leader->RegisterReference((CEntity**)&m_leader);
+ }
+}
+
+bool
+CPed::CanPedJumpThis(CEntity *unused, CVector *damageNormal)
+{
+ if (m_nSurfaceTouched == SURFACE_WATER)
+ return true;
+
+ CVector pos = GetPosition();
+ CVector forwardOffset = GetForward();
+ if (damageNormal && damageNormal->z > 0.17f) {
+ if (damageNormal->z > 0.9f)
+ return false;
+
+ CColModel *ourCol = 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) {
+ 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 {
+ forwardOffset += collPower * ourCol->spheres->radius * forwardOffset;
+ }
+ } else {
+ pos.z -= 0.15f;
+ }
+
+ CVector forwardPos = pos + forwardOffset;
+ return CWorld::GetIsLineOfSightClear(pos, forwardPos, true, false, false, true, false, false, false);
+}
+
+void
+CPed::SetJump(void)
+{
+ if (!bInVehicle && m_nPedState != PED_JUMP && !RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_JUMP_LAUNCH) &&
+ (m_nSurfaceTouched != SURFACE_STEEP_CLIFF || DotProduct(GetForward(), m_vecDamageNormal) >= 0.0f)) {
+
+ SetStoredState();
+ SetPedState(PED_JUMP);
+ CAnimBlendAssociation *jumpAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_JUMP_LAUNCH, 8.0f);
+ jumpAssoc->SetFinishCallback(FinishLaunchCB, this);
+ m_fRotationDest = m_fRotationCur;
+ }
+}
+
+void
+CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ if (ped->m_nPedState != PED_JUMP)
+ return;
+
+ CVector forward(0.09f * ped->GetForward() + ped->GetPosition());
+ forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres[2].center.z + 0.35f;
+
+ 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 && CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer())
+ obstacle = ped;
+
+ if (obstacle) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_WALL, 8.0f);
+ handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
+ handsCoverAssoc->SetFinishCallback(FinishHitHeadCB, ped);
+ ped->bIsLanding = true;
+ return;
+ }
+
+ float velocityFromAnim = 0.1f;
+ CAnimBlendAssociation *sprintAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_STD_RUNFAST);
+
+ if (sprintAssoc) {
+ velocityFromAnim = 0.05f * sprintAssoc->blendAmount + 0.17f;
+ } else {
+ CAnimBlendAssociation *runAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_STD_RUN);
+ if (runAssoc) {
+ velocityFromAnim = 0.07f * runAssoc->blendAmount + 0.1f;
+ }
+ }
+
+ if (ped->IsPlayer() || ped->m_pedInObjective && ped->m_pedInObjective->IsPlayer())
+ ped->ApplyMoveForce(0.0f, 0.0f, 8.5f);
+ else
+ ped->ApplyMoveForce(0.0f, 0.0f, 4.5f);
+
+ if (sq(velocityFromAnim) > ped->m_vecMoveSpeed.MagnitudeSqr2D() || ped->m_pCurrentPhysSurface) {
+
+#ifdef FREE_CAM
+ if (TheCamera.Cams[0].Using3rdPersonMouseCam() && !CCamera::bFreeCam) {
+#else
+ if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
+#endif
+ 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);
+ }
+
+ if (ped->m_pCurrentPhysSurface) {
+ ped->m_vecMoveSpeed.x += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.x;
+ ped->m_vecMoveSpeed.y += ped->m_pCurrentPhysSurface->m_vecMoveSpeed.y;
+ }
+ }
+
+ ped->bIsStanding = false;
+ ped->bIsInTheAir = true;
+ animAssoc->blendDelta = -1000.0f;
+ CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_JUMP_GLIDE);
+
+ if (ped->bDoBloodyFootprints) {
+ CVector bloodPos(0.0f, 0.0f, 0.0f);
+ ped->TransformToNode(bloodPos, PED_FOOTL);
+
+ 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);
+ ped->TransformToNode(bloodPos, PED_FOOTR);
+
+ 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_bloodyFootprintCountOrDeathTime <= 40) {
+ ped->m_bloodyFootprintCountOrDeathTime = 0;
+ ped->bDoBloodyFootprints = false;
+ } else {
+ ped->m_bloodyFootprintCountOrDeathTime -= 40;
+ }
+ }
+}
+
+void
+CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ ped->bResetWalkAnims = true;
+ ped->bIsLanding = false;
+
+ 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;
+}
+
+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;
+}
+void
+CPed::SetRadioStation(void)
+{
+ CPedModelInfo* modelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
+
+ if (IsPlayer() || !m_pMyVehicle || m_pMyVehicle->pDriver != this)
+ return;
+
+ if (GetModelIndex() != MI_PGA && GetModelIndex() != MI_PGB) {
+ if (m_pMyVehicle->m_nRadioStation != modelInfo->radio1 && m_pMyVehicle->m_nRadioStation != modelInfo->radio2) {
+ if (CGeneral::GetRandomTrueFalse())
+ m_pMyVehicle->m_nRadioStation = modelInfo->radio1;
+ else
+ m_pMyVehicle->m_nRadioStation = modelInfo->radio2;
+ }
+ } else {
+ m_pMyVehicle->m_nRadioStation = DMAudio.GetFavouriteRadioStation();
+ }
+}
+
+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);
+ SetPedState(PED_DRIVING);
+ bUsesCollision = false;
+ bIsInTheAir = false;
+ bVehExitWillBeInstant = 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) {
+ if (car->IsBike() && !car->pPassengers[0]) {
+ car->pPassengers[0] = this;
+ car->pPassengers[0]->RegisterReference((CEntity**) &car->pPassengers[0]);
+ }
+ 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->SetStatus(STATUS_PLAYER);
+ AudioManager.PlayerJustGotInCar();
+ CCarCtrl::RegisterVehicleOfInterest(car);
+ } else {
+ car->SetStatus(STATUS_PHYSICS);
+ }
+
+ CWorld::Remove(this);
+ SetPosition(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);
+ }
+
+ RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f);
+
+ AddInCarAnims(car, car->pDriver == this);
+ RemoveWeaponWhenEnteringVehicle();
+
+ if (car->bIsBus)
+ bRenderPedInCar = false;
+
+ bChangedSeat = true;
+}
+
+bool
+CPed::HasAttractor(void)
+{
+ return m_attractor != nil;
+}
+
+void
+CPed::SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float heading, float time, int32 qid)
+{
+ if (!m_attractor)
+ m_attractor = pAttractor;
+ if (m_attractor != pAttractor)
+ return;
+ switch (pAttractor->GetEffect()->pedattr.type) {
+ case ATTRACTOR_ATM: SetObjective(OBJECTIVE_GOTO_ATM_ON_FOOT, heading, pos); break;
+ case ATTRACTOR_SEAT: SetObjective(OBJECTIVE_GOTO_SEAT_ON_FOOT, heading, pos); break;
+ case ATTRACTOR_STOP: SetObjective(OBJECTIVE_GOTO_BUS_STOP_ON_FOOT, heading, pos); break;
+ case ATTRACTOR_PIZZA: SetObjective(OBJECTIVE_GOTO_PIZZA_ON_FOOT, heading, pos); break;
+ case ATTRACTOR_SHELTER: SetObjective(OBJECTIVE_GOTO_SHELTER_ON_FOOT, heading, pos); break;
+ case ATTRACTOR_ICECREAM: SetObjective(OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT, heading, pos); break;
+ default: return;
+ }
+ SetObjectiveTimer(time);
+ m_positionInQueue = qid;
+}
+
+void
+CPed::AttachPedToEntity(CEntity *ent, CVector offset, uint16 type, float rot, eWeaponType weapon)
+{
+ if (!ent || bInVehicle)
+ return;
+
+ m_attachedTo = ent;
+ m_attachedTo->RegisterReference(&m_attachedTo);
+ m_vecAttachOffset = offset;
+ m_attachType = type;
+ m_attachRotStep = rot;
+ if (IsPlayer()) {
+ bUsesCollision = false;
+ } else if (ent->IsVehicle()) {
+ m_pCollidingEntity = ent;
+ }
+
+ if (IsPlayer()) {
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+ }
+ SetStoredState();
+ SetPedState(PED_IDLE);
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 1000.0f);
+
+ if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED) {
+ m_storedWeapon = GetWeapon()->m_eWeaponType;
+ m_attachWepAmmo = GetWeapon()->m_nAmmoTotal;
+ }
+ if (IsPlayer()) {
+ GiveWeapon(weapon, 30000, 1);
+#ifndef FIX_BUGS
+ ((CPlayerPed*)this)->m_nSelectedWepSlot = weapon;
+#else
+ ((CPlayerPed*)this)->m_nSelectedWepSlot = GetWeaponSlot(weapon);
+#endif
+ ((CPlayerPed*)this)->MakeChangesForNewWeapon(weapon);
+ TheCamera.SetNewPlayerWeaponMode(CCam::MODE_HELICANNON_1STPERSON, 0, 0);
+ SetPedState(PED_SNIPER_MODE);
+ } else {
+ GiveWeapon(weapon, 30000, true);
+ SetCurrentWeapon(weapon);
+ }
+
+ PositionAttachedPed();
+}
+
+void
+CPed::DettachPedFromEntity(void)
+{
+ CEntity* pVehicleAttachedTo = m_attachedTo;
+ m_attachedTo = nil;
+ if (m_nPedState == PED_DIE) {
+ m_pCollidingEntity = pVehicleAttachedTo;
+ ApplyMoveForce(pVehicleAttachedTo->GetForward() * -4.0f + CVector(0.0f, 0.0f, 4.0f));
+ bIsStanding = false;
+ } else if (m_nPedState != PED_DEAD) {
+ RestorePreviousState();
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 1000.0f);
+ bUsesCollision = true;
+ if (m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
+ GetWeapon()->m_nAmmoInClip = 0;
+ GetWeapon()->m_nAmmoTotal = 0;
+ SetCurrentWeapon(m_storedWeapon);
+ GetWeapon()->m_nAmmoTotal = m_attachWepAmmo;
+ m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
+ }
+ }
+}
+
+void
+CPed::PositionAttachedPed()
+{
+ if(!m_attachedTo)
+ return;
+
+ CMatrix rotMatrix, targetMat;
+ targetMat = m_attachedTo->GetMatrix();
+ targetMat.GetPosition() += Multiply3x3(m_attachedTo->GetMatrix(), m_vecAttachOffset);
+ float objAngle = m_attachedTo->GetForward().Heading();
+
+ if (!IsPlayer()) {
+ float targetAngle = objAngle;
+ switch (m_attachType) {
+ case 1:
+ targetAngle += HALFPI;
+ break;
+ case 2:
+ targetAngle += PI;
+ break;
+ case 3:
+ targetAngle -= HALFPI;
+ break;
+ default:
+ break;
+ }
+ targetAngle = CGeneral::LimitRadianAngle(targetAngle);
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ float neededTurn = m_fRotationCur - targetAngle;
+
+ if (neededTurn > PI)
+ neededTurn -= TWOPI;
+ else if (neededTurn < -PI)
+ neededTurn += TWOPI;
+
+ if (neededTurn > m_attachRotStep)
+ m_fRotationCur = CGeneral::LimitRadianAngle(targetAngle + m_attachRotStep);
+ else if (-m_attachRotStep > neededTurn)
+ m_fRotationCur = CGeneral::LimitRadianAngle(targetAngle - m_attachRotStep);
+ else
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ }
+ rotMatrix.SetRotateZ(m_fRotationCur - objAngle);
+ targetMat = targetMat * rotMatrix;
+ GetMatrix() = targetMat;
+ if (m_attachedTo->IsVehicle() || m_attachedTo->IsObject()) {
+ m_vecMoveSpeed = ((CPhysical*)m_attachedTo)->m_vecMoveSpeed;
+ m_vecTurnSpeed = ((CPhysical*)m_attachedTo)->m_vecTurnSpeed;
+ }
+}
+
+void
+CPed::Undress(const char* name)
+{
+ int mi = GetModelIndex();
+ CAnimBlendAssociation* pAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_PHONE_OUT);
+ if (pAnim)
+ FinishTalkingOnMobileCB(pAnim, this);
+
+ DeleteRwObject();
+ if (IsPlayer())
+ mi = MI_PLAYER;
+ CStreaming::RequestSpecialModel(mi, name, STREAMFLAGS_DEPENDENCY | STREAMFLAGS_SCRIPTOWNED);
+ CWorld::Remove(this);
+}
+
+void
+CPed::Dress(void)
+{
+ int mi = GetModelIndex();
+ m_modelIndex = -1;
+ SetModelIndex(mi);
+ m_nPedState = PED_IDLE;
+ m_nLastPedState = PED_NONE;
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+ m_nWaitState = WAITSTATE_FALSE;
+ CWorld::Add(this);
+ RestoreHeadingRate();
+}
+
+void
+CPed::Say(uint16 audio, int32 time)
+{
+ if (m_delayedSoundID == -1) {
+ m_delayedSoundID = audio;
+ m_delayedSoundTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+}
+
+#ifdef COMPATIBLE_SAVES
+#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
+#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
+void
+CPed::Save(uint8*& buf)
+{
+ SkipSaveBuf(buf, 52);
+ CopyToBuf(buf, GetPosition().x);
+ CopyToBuf(buf, GetPosition().y);
+ CopyToBuf(buf, GetPosition().z);
+ SkipSaveBuf(buf, 288);
+ CopyToBuf(buf, CharCreatedBy);
+ SkipSaveBuf(buf, 499);
+ CopyToBuf(buf, m_fHealth);
+ CopyToBuf(buf, m_fArmour);
+ SkipSaveBuf(buf, 172);
+ for (int i = 0; i < 10; i++) // has to be hardcoded
+ m_weapons[i].Save(buf);
+ SkipSaveBuf(buf, 252);
+}
+
+void
+CPed::Load(uint8*& buf)
+{
+ SkipSaveBuf(buf, 52);
+ CopyFromBuf(buf, GetMatrix().GetPosition().x);
+ CopyFromBuf(buf, GetMatrix().GetPosition().y);
+ CopyFromBuf(buf, GetMatrix().GetPosition().z);
+ SkipSaveBuf(buf, 288);
+ CopyFromBuf(buf, CharCreatedBy);
+ SkipSaveBuf(buf, 499);
+ CopyFromBuf(buf, m_fHealth);
+ CopyFromBuf(buf, m_fArmour);
+ SkipSaveBuf(buf, 172);
+ m_currentWeapon = WEAPONTYPE_UNARMED;
+
+ CWeapon bufWeapon;
+ for (int i = 0; i < 10; i++) { // has to be hardcoded
+ bufWeapon.Load(buf);
+
+ if (bufWeapon.m_eWeaponType != WEAPONTYPE_UNARMED) {
+ int modelId = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModelId;
+ if (modelId != -1) {
+ CStreaming::RequestModel(modelId, STREAMFLAGS_DEPENDENCY);
+ int modelId2 = CWeaponInfo::GetWeaponInfo(bufWeapon.m_eWeaponType)->m_nModel2Id;
+ if (modelId2 != -1)
+ CStreaming::RequestModel(modelId2, STREAMFLAGS_DEPENDENCY);
+
+ CStreaming::LoadAllRequestedModels(false);
+ }
+ GiveWeapon(bufWeapon.m_eWeaponType, bufWeapon.m_nAmmoTotal, false);
+ }
+ }
+ SkipSaveBuf(buf, 252);
+}
+#undef CopyFromBuf
+#undef CopyToBuf
+#endif
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
new file mode 100644
index 0000000..c94cd32
--- /dev/null
+++ b/src/peds/Ped.h
@@ -0,0 +1,1190 @@
+#pragma once
+
+#include "RwHelper.h"
+#include "AnimManager.h"
+#include "Crime.h"
+#include "EventList.h"
+#include "PedIK.h"
+#include "PedType.h"
+#include "Physical.h"
+#include "Weapon.h"
+#include "WeaponInfo.h"
+#include "PathFind.h"
+#include "Collision.h"
+
+#define FEET_OFFSET 1.04f
+#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
+#define ENTER_CAR_MAX_DIST 30.0f
+#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
+
+class CAccident;
+class CObject;
+class CFire;
+struct AnimBlendFrameData;
+class CAnimBlendAssociation;
+class CPedAttractor;
+
+struct PedAudioData
+{
+ int m_nFixedDelayTime;
+ int m_nOverrideFixedDelayTime;
+ int m_nOverrideMaxRandomDelayTime;
+ int m_nMaxRandomDelayTime;
+};
+
+enum
+{
+ ATTACK_IN_PROGRESS,
+ CANT_ATTACK,
+ WATCH_UNTIL_HE_DISAPPEARS,
+};
+
+enum eFormation
+{
+ FORMATION_UNDEFINED,
+ FORMATION_REAR,
+ FORMATION_REAR_LEFT,
+ FORMATION_REAR_RIGHT,
+ FORMATION_FRONT_LEFT,
+ FORMATION_FRONT_RIGHT,
+ FORMATION_LEFT,
+ FORMATION_RIGHT,
+ FORMATION_FRONT
+};
+
+enum FightState {
+ FIGHTSTATE_MOVE_FINISHED = -2,
+ FIGHTSTATE_JUST_ATTACKED,
+ FIGHTSTATE_NO_MOVE,
+ FIGHTSTATE_1
+};
+
+enum
+{
+ ENDFIGHT_NORMAL,
+ ENDFIGHT_WITH_A_STEP,
+ ENDFIGHT_FAST
+};
+
+enum PedRouteType
+{
+ PEDROUTE_STOP_WHEN_DONE = 1,
+ PEDROUTE_GO_BACKWARD_WHEN_DONE,
+ PEDROUTE_GO_TO_START_WHEN_DONE
+};
+
+enum FightMoveHitLevel
+{
+ HITLEVEL_NULL,
+ HITLEVEL_GROUND,
+ HITLEVEL_LOW,
+ HITLEVEL_MEDIUM,
+ HITLEVEL_HIGH
+};
+
+struct FightMove
+{
+ AnimationId animId;
+ float startFireTime;
+ float endFireTime;
+ float comboFollowOnTime;
+ float strikeRadius;
+ float extendReachMultiplier;
+ uint8 hitLevel; // FightMoveHitLevel
+ uint8 damage;
+ uint8 flags;
+};
+
+// TODO: This is eFightState on mobile.
+enum PedFightMoves
+{
+ FIGHTMOVE_NULL,
+ // Attacker
+ FIGHTMOVE_STDPUNCH,
+ FIGHTMOVE_IDLE,
+ FIGHTMOVE_SHUFFLE_F,
+ FIGHTMOVE_KNEE,
+ FIGHTMOVE_PUNCHHOOK,
+ FIGHTMOVE_PUNCHJAB,
+ FIGHTMOVE_PUNCH,
+ FIGHTMOVE_LONGKICK,
+ FIGHTMOVE_ROUNDHOUSE,
+ // Directionals
+ FIGHTMOVE_FWDLEFT,
+ FIGHTMOVE_FWDRIGHT,
+ FIGHTMOVE_BACKKICK,
+ FIGHTMOVE_BACKFLIP,
+ FIGHTMOVE_BACKLEFT,
+ FIGHTMOVE_BACKRIGHT,
+ FIGHTMOVE_RIGHTSWEEP,
+ // Special
+ FIGHTMOVE_GROUNDKICK,
+ // Opponent
+ FIGHTMOVE_HITFRONT,
+ FIGHTMOVE_HITBACK,
+ FIGHTMOVE_HITRIGHT,
+ FIGHTMOVE_HITLEFT,
+ FIGHTMOVE_HITBODY,
+ FIGHTMOVE_HITCHEST,
+ FIGHTMOVE_HITHEAD,
+ FIGHTMOVE_HITBIGSTEP,
+ FIGHTMOVE_HITONFLOOR,
+ FIGHTMOVE_HITBEHIND,
+ FIGHTMOVE_MELEE1,
+ FIGHTMOVE_MELEE2,
+ FIGHTMOVE_MELEE3,
+ FIGHTMOVE_IDLE2NORM,
+ NUM_FIGHTMOVES
+};
+
+enum ePedPieceTypes
+{
+ PEDPIECE_TORSO,
+ PEDPIECE_MID,
+ PEDPIECE_LEFTARM,
+ PEDPIECE_RIGHTARM,
+ PEDPIECE_LEFTLEG,
+ PEDPIECE_RIGHTLEG,
+ PEDPIECE_HEAD,
+};
+
+enum eWaitState {
+ WAITSTATE_FALSE,
+ WAITSTATE_TRAFFIC_LIGHTS,
+ WAITSTATE_CROSS_ROAD,
+ WAITSTATE_CROSS_ROAD_LOOK,
+ WAITSTATE_LOOK_PED,
+ WAITSTATE_LOOK_SHOP,
+ WAITSTATE_LOOK_ACCIDENT,
+ WAITSTATE_FACEOFF_GANG,
+ WAITSTATE_DOUBLEBACK,
+ WAITSTATE_HITWALL,
+ WAITSTATE_TURN180,
+ WAITSTATE_SURPRISE,
+ WAITSTATE_STUCK,
+ WAITSTATE_LOOK_ABOUT,
+ WAITSTATE_PLAYANIM_DUCK,
+ WAITSTATE_PLAYANIM_COWER,
+ WAITSTATE_PLAYANIM_TAXI,
+ WAITSTATE_PLAYANIM_HANDSUP,
+ WAITSTATE_PLAYANIM_HANDSCOWER,
+ WAITSTATE_PLAYANIM_CHAT,
+ WAITSTATE_FINISH_FLEE,
+ WAITSTATE_SIT_DOWN,
+ WAITSTATE_SIT_DOWN_RVRS,
+ WAITSTATE_SIT_UP,
+ WAITSTATE_SIT_IDLE,
+ WAITSTATE_USE_ATM,
+ WAITSTATE_SUN_BATHE_PRE,
+ WAITSTATE_SUN_BATHE_DOWN,
+ WAITSTATE_SUN_BATHE_IDLE,
+ WAITSTATE_RIOT,
+ WAITSTATE_FAST_FALL,
+ WAITSTATE_BOMBER,
+ WAITSTATE_STRIPPER,
+ WAITSTATE_GROUND_ATTACK,
+ WAITSTATE_LANCESITTING,
+ WAITSTATE_PLAYANIM_HANDSUP_SIMPLE,
+};
+
+enum eObjective {
+ OBJECTIVE_NONE,
+ OBJECTIVE_WAIT_ON_FOOT,
+ OBJECTIVE_WAIT_ON_FOOT_FOR_COP,
+ OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE,
+ OBJECTIVE_GUARD_SPOT,
+ OBJECTIVE_GUARD_AREA,
+ OBJECTIVE_WAIT_IN_CAR,
+ OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT,
+ OBJECTIVE_KILL_CHAR_ON_FOOT,
+ OBJECTIVE_KILL_CHAR_ANY_MEANS,
+ OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
+ OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
+ OBJECTIVE_GOTO_CHAR_ON_FOOT,
+ OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING,
+ OBJECTIVE_HASSLE_CHAR,
+ OBJECTIVE_FOLLOW_CHAR_IN_FORMATION,
+ OBJECTIVE_LEAVE_CAR,
+ OBJECTIVE_ENTER_CAR_AS_PASSENGER,
+ OBJECTIVE_ENTER_CAR_AS_DRIVER,
+ OBJECTIVE_FOLLOW_CAR_IN_CAR,
+ OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE,
+ OBJECTIVE_DESTROY_OBJECT,
+ OBJECTIVE_DESTROY_CAR,
+ OBJECTIVE_GOTO_AREA_ANY_MEANS,
+ OBJECTIVE_GOTO_AREA_ON_FOOT,
+ OBJECTIVE_RUN_TO_AREA,
+ OBJECTIVE_GOTO_AREA_IN_CAR,
+ OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET,
+ OBJECTIVE_GUARD_ATTACK,
+ OBJECTIVE_SET_LEADER,
+ OBJECTIVE_FOLLOW_ROUTE,
+ OBJECTIVE_SOLICIT_VEHICLE,
+ OBJECTIVE_HAIL_TAXI,
+ OBJECTIVE_CATCH_TRAIN,
+ OBJECTIVE_BUY_ICE_CREAM,
+ OBJECTIVE_STEAL_ANY_CAR,
+ OBJECTIVE_STEAL_ANY_MISSION_CAR,
+ OBJECTIVE_MUG_CHAR,
+ OBJECTIVE_LEAVE_CAR_AND_DIE,
+ OBJECTIVE_GOTO_SEAT_ON_FOOT,
+ OBJECTIVE_GOTO_ATM_ON_FOOT,
+ OBJECTIVE_FLEE_CAR,
+ OBJECTIVE_SUN_BATHE,
+ OBJECTIVE_GOTO_BUS_STOP_ON_FOOT,
+ OBJECTIVE_GOTO_PIZZA_ON_FOOT,
+ OBJECTIVE_GOTO_SHELTER_ON_FOOT,
+ OBJECTIVE_AIM_GUN_AT,
+ OBJECTIVE_WANDER,
+ OBJECTIVE_WAIT_ON_FOOT_AT_SHELTER,
+ OBJECTIVE_SPRINT_TO_AREA,
+ OBJECTIVE_KILL_CHAR_ON_BOAT,
+ OBJECTIVE_SOLICIT_FOOT,
+ OBJECTIVE_WAIT_ON_FOOT_AT_BUS_STOP,
+ OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT,
+ OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN,
+ OBJ_55,
+ OBJ_56,
+ OBJ_57,
+ OBJ_58,
+ OBJ_59
+
+};
+
+enum {
+ RANDOM_CHAR = 1,
+ MISSION_CHAR,
+ UNK_CHAR,
+};
+
+enum PedLineUpPhase {
+ LINE_UP_TO_CAR_START,
+ LINE_UP_TO_CAR_END,
+ LINE_UP_TO_CAR_2, // Buggy. Used for cops arresting you from passenger door
+ LINE_UP_TO_CAR_FALL
+};
+
+enum PedOnGroundState {
+ NO_PED,
+ PED_IN_FRONT_OF_ATTACKER,
+ PED_ON_THE_FLOOR,
+ PED_DEAD_ON_THE_FLOOR
+};
+
+enum PointBlankNecessity {
+ NO_POINT_BLANK_PED,
+ POINT_BLANK_FOR_WANTED_PED,
+ POINT_BLANK_FOR_SOMEONE_ELSE
+};
+
+enum PedState
+{
+ PED_NONE,
+ PED_IDLE,
+ PED_LOOK_ENTITY,
+ PED_LOOK_HEADING,
+ PED_WANDER_RANGE,
+ PED_WANDER_PATH,
+ PED_SEEK_POS,
+ PED_SEEK_ENTITY,
+ PED_FLEE_POS,
+ PED_FLEE_ENTITY,
+ PED_PURSUE,
+ PED_FOLLOW_PATH,
+ PED_SNIPER_MODE,
+ PED_ROCKET_MODE,
+ PED_DUMMY,
+ PED_PAUSE,
+ PED_ATTACK,
+ PED_FIGHT,
+ PED_FACE_PHONE,
+ PED_MAKE_CALL,
+ PED_CHAT,
+ PED_MUG,
+ PED_AIM_GUN,
+ PED_AI_CONTROL,
+ PED_SEEK_CAR,
+ PED_SEEK_IN_BOAT,
+ PED_FOLLOW_ROUTE,
+ PED_CPR,
+ PED_SOLICIT,
+ PED_BUY_ICECREAM,
+ PED_INVESTIGATE,
+ PED_STEP_AWAY,
+ PED_ON_FIRE,
+ PED_SUN_BATHE,
+ PED_FLASH,
+ PED_JOG,
+ PED_ANSWER_MOBILE,
+
+ PED_UNKNOWN, // Same with IDLE, but also infects up to 5 peds with same pedType and WANDER_PATH, so they become stone too. HANG_OUT in Fire_Head's idb
+
+ PED_STATES_NO_AI,
+
+ PED_ABSEIL,
+ PED_SIT,
+ PED_JUMP,
+ PED_FALL,
+ PED_GETUP,
+ PED_STAGGER,
+ PED_DIVE_AWAY,
+
+ PED_STATES_NO_ST,
+ PED_ENTER_TRAIN,
+ PED_EXIT_TRAIN,
+ PED_ARREST_PLAYER,
+
+ PED_DRIVING,
+ PED_PASSENGER,
+ PED_TAXI_PASSENGER,
+ PED_OPEN_DOOR,
+ PED_DIE,
+ PED_DEAD,
+ PED_CARJACK,
+ PED_DRAG_FROM_CAR,
+ PED_ENTER_CAR,
+ PED_STEAL_CAR,
+ PED_EXIT_CAR,
+ PED_HANDS_UP,
+ PED_ARRESTED,
+ PED_DEPLOY_STINGER
+};
+
+enum eMoveState {
+ PEDMOVE_NONE,
+ PEDMOVE_STILL,
+ PEDMOVE_WALK,
+ PEDMOVE_JOG,
+ PEDMOVE_RUN,
+ PEDMOVE_SPRINT,
+ PEDMOVE_THROWN
+};
+
+extern float gfTommyFatness;
+
+class CVehicle;
+
+class CPed : public CPhysical
+{
+public:
+#ifdef USE_CUTSCENE_SHADOW_FOR_PED
+ class CCutsceneShadow *m_pRTShadow;
+#endif
+ // 0x128
+ CStoredCollPoly m_collPoly;
+ float m_fCollisionSpeed;
+
+ // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
+ uint32 bIsStanding : 1;
+ uint32 bWasStanding : 1;
+ uint32 bIsAttacking : 1; // doesn't reset after fist fight
+ uint32 bIsPointingGunAt : 1;
+ uint32 bIsLooking : 1;
+ uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
+ uint32 bIsRestoringLook : 1;
+ uint32 bIsAimingGun : 1;
+
+ uint32 bIsRestoringGun : 1;
+ uint32 bCanPointGunAtTarget : 1;
+ uint32 bIsTalking : 1;
+ uint32 bIsInTheAir : 1;
+ uint32 bIsLanding : 1;
+ uint32 bIsRunning : 1; // on some conditions
+ uint32 bHitSomethingLastFrame : 1;
+ uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
+
+ uint32 bCanPedEnterSeekedCar : 1;
+ uint32 bRespondsToThreats : 1;
+ uint32 bRenderPedInCar : 1;
+ uint32 bChangedSeat : 1;
+ uint32 bUpdateAnimHeading : 1;
+ uint32 bBodyPartJustCameOff : 1;
+ uint32 bIsShooting : 1;
+ uint32 bFindNewNodeAfterStateRestore : 1;
+
+ uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
+ uint32 bGonnaInvestigateEvent : 1;
+ uint32 bPedIsBleeding : 1;
+ uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
+ uint32 bIsPedDieAnimPlaying : 1;
+ uint32 bUsePedNodeSeek : 1;
+ uint32 bObjectiveCompleted : 1;
+ uint32 bScriptObjectiveCompleted : 1;
+
+ uint32 bKindaStayInSamePlace : 1;
+ uint32 bBeingChasedByPolice : 1;
+ uint32 bNotAllowedToDuck : 1;
+ uint32 bCrouchWhenShooting : 1;
+ uint32 bIsDucking : 1;
+ uint32 bGetUpAnimStarted : 1;
+ uint32 bDoBloodyFootprints : 1;
+ uint32 bFleeAfterExitingCar : 1;
+
+ uint32 bWanderPathAfterExitingCar : 1;
+ uint32 bIsLeader : 1;
+ uint32 bDontDragMeOutCar : 1; // unfinished feature
+ uint32 m_ped_flagF8 : 1;
+ uint32 bWillBeQuickJacked : 1;
+ uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
+ uint32 bObstacleShowedUpDuringKillObjective : 1;
+ uint32 bDuckAndCover : 1;
+
+ uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
+ uint32 bAllowMedicsToReviveMe : 1;
+ uint32 bResetWalkAnims : 1;
+ uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
+ uint32 bOnBoat : 1; // not just driver, may be just standing
+ uint32 bBusJacked : 1;
+ uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
+ uint32 bFadeOut : 1;
+
+ uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
+ uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
+ uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
+ uint32 bClearObjective : 1;
+ uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
+ uint32 bCollidedWithMyVehicle : 1;
+ uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
+ uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
+
+ uint32 bShakeFist : 1; // test shake hand at look entity
+ uint32 bNoCriticalHits : 1; // if set, limbs won't came off
+ uint32 bVehExitWillBeInstant : 1;
+ uint32 bHasAlreadyBeenRecorded : 1;
+ uint32 bFallenDown : 1;
+ uint32 bDontAcceptIKLookAts : 1;
+ uint32 bReachedAttractorHeadingTarget : 1;
+ uint32 bTurnedAroundOnAttractor : 1;
+
+ uint32 bHasAlreadyUsedAttractor : 1;
+ uint32 bHasAlreadyStoleACar : 1;
+ uint32 bCarPassenger : 1;
+ uint32 bFleeWhenStanding : 1;
+ uint32 bGotUpOfMyOwnAccord : 1;
+ uint32 bMiamiViceCop : 1;
+ uint32 bMoneyHasBeenGivenByScript : 1; //
+ uint32 bHasBeenPhotographed : 1; //
+
+ uint32 bIsDrowning : 1;
+ uint32 bDrownsInWater : 1;
+ uint32 bWaitForLeaderToComeCloser : 1;
+ uint32 bHeldHostageInCar : 1;
+ uint32 bIsPlayerFriend : 1;
+ uint32 bHeadStuckInCollision : 1;
+ uint32 bDeadPedInFrontOfCar : 1;
+ uint32 bStayInCarOnJack : 1;
+
+ uint32 bDontFight : 1;
+ uint32 bDoomAim : 1;
+ uint32 bCanBeShotInVehicle : 1;
+ uint32 bCanGiveUpSunbathing : 1;
+ uint32 bMakeFleeScream : 1;
+ uint32 bPushedAlongByCar : 1;
+ uint32 bRemoveMeWhenIGotIntoCar : 1;
+ uint32 bIgnoreThreatsBehindObjects : 1;
+
+ uint32 bNeverEverTargetThisPed : 1;
+ uint32 bCrouchWhenScared : 1;
+ uint32 bKnockedOffBike : 1;
+ uint32 b158_8 : 1;
+ uint32 bCollectBusFare : 1;
+ uint32 bBoughtIceCream : 1;
+ uint32 bDonePositionOutOfCollision : 1;
+ uint32 bCanAttackPlayerWithCops : 1;
+
+#ifdef KANGAROO_CHEAT
+ // our own flags
+ uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
+#endif
+
+ uint8 m_gangFlags;
+ uint8 m_unused15D; // these 3 can't be padding but had to actually have been members ...
+ uint8 m_unused15E;
+ uint8 m_unused15F;
+ uint8 CharCreatedBy;
+ eObjective m_objective;
+ eObjective m_prevObjective;
+ CPed *m_pedInObjective;
+ CVehicle *m_carInObjective;
+ CVector m_nextRoutePointPos;
+ float m_attractorHeading;
+ CPed *m_leader;
+ eFormation m_pedFormation;
+ uint32 m_fearFlags;
+ CEntity *m_threatEntity;
+ CVector2D m_eventOrThreat;
+ uint32 m_eventType;
+ CEntity* m_pEventEntity;
+ float m_fAngleToEvent;
+ AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
+ RpAtomic *m_pWeaponModel;
+ AssocGroupId m_animGroup;
+ CAnimBlendAssociation *m_pVehicleAnim;
+ CVector2D m_vecAnimMoveDelta;
+ CVector m_vecOffsetSeek;
+ CPedIK m_pedIK;
+ float m_actionX;
+ float m_actionY;
+ uint32 m_nPedStateTimer;
+ PedState m_nPedState;
+ PedState m_nLastPedState;
+ eMoveState m_nMoveState;
+ int32 m_nStoredMoveState;
+ int32 m_nPrevMoveState;
+ eWaitState m_nWaitState;
+ uint32 m_nWaitTimer;
+ CPathNode* m_pathNodesToGo[8];
+ int16 m_nNumPathNodes;
+ int16 m_nCurPathNodeId;
+ CEntity* m_followPathWalkAroundEnt;
+ CEntity* m_followPathTargetEnt;
+ uint32 m_pathNodeTimer;
+ CPathNode m_pathNodeObjPool[8];
+ CPathNode* m_pCurPathNode;
+ int8 m_nPathDir;
+ CPathNode* m_pLastPathNode;
+ CPathNode* m_pNextPathNode;
+ CVector m_followPathDestPos;
+ float m_followPathAbortDist;
+ eMoveState m_followPathMoveState;
+ float m_fHealth;
+ float m_fArmour;
+ uint32 m_nExtendedRangeTimer;
+ int16 m_routeLastPoint;
+ uint16 m_routeStartPoint;
+ int16 m_routePointsPassed;
+ int16 m_routeType; // See PedRouteType
+ int16 m_routePointsBeingPassed;
+ CVector2D m_moved;
+ float m_fRotationCur;
+ float m_fRotationDest;
+ float m_headingRate;
+ uint16 m_vehDoor;
+ int16 m_walkAroundType;
+ CPhysical *m_pCurrentPhysSurface;
+ CVector m_vecOffsetFromPhysSurface;
+ CEntity *m_pCurSurface;
+ CVector m_vecSeekPos;
+ CEntity *m_pSeekTarget;
+ CVehicle *m_pMyVehicle;
+ bool bInVehicle;
+ float m_distanceToCountSeekDone;
+ float m_acceptableHeadingOffset;
+ CVehicle* m_vehicleInAccident;
+ CPedAttractor* m_attractor;
+ int32 m_positionInQueue;
+ bool bRunningToPhone;
+ int16 m_phoneId;
+ eCrimeType m_crimeToReportOnPhone;
+ uint32 m_phoneTalkTimer;
+ CAccident *m_lastAccident;
+ uint32 m_nPedType;
+ CPedStats *m_pedStats;
+ CVector2D m_fleeFromPos;
+ CEntity *m_fleeFrom;
+ uint32 m_fleeTimer;
+ CEntity* m_threatEx; // TODO(Miami): What is this?
+ CEntity* m_collidingEntityWhileFleeing;
+ uint32 m_collidingThingTimer;
+ CEntity *m_pCollidingEntity;
+ uint8 m_stateUnused;
+ uint32 m_timerUnused;
+ class CRange2D *m_wanderRangeBounds;
+ CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
+ eWeaponType m_storedWeapon;
+ eWeaponType m_delayedWeapon;
+ uint32 m_delayedWeaponAmmo;
+ uint8 m_currentWeapon; // eWeaponType
+ uint8 m_maxWeaponTypeAllowed; // eWeaponType
+ uint8 m_wepSkills;
+ uint8 m_wepAccuracy;
+ CEntity *m_pPointGunAt;
+ CVector m_vecHitLastPos;
+ uint32 m_curFightMove;
+ uint32 m_lastFightMove;
+ uint8 m_fightButtonPressure;
+ int8 m_fightState;
+ bool m_takeAStepAfterAttack;
+ uint8 m_bleedCounter;
+ CFire *m_pFire;
+ CEntity *m_pLookTarget;
+ float m_fLookDirection;
+ int32 m_wepModelID;
+ uint32 m_leaveCarTimer;
+ uint32 m_getUpTimer;
+ uint32 m_lookTimer;
+ uint32 m_chatTimer;
+ uint32 m_attackTimer;
+ uint32 m_shootTimer; // shooting is a part of attack
+ uint32 m_carJackTimer;
+ uint32 m_objectiveTimer;
+ uint32 m_duckTimer;
+ uint32 m_duckAndCoverTimer;
+ uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision
+ uint32 m_shotTime;
+ uint32 m_ceaseAttackTimer;
+ uint8 m_panicCounter;
+ bool m_deadBleeding;
+ int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
+ CPed *m_nearPeds[10];
+ uint16 m_numNearPeds;
+ uint16 m_nPedMoney;
+ int8 m_lastWepDam;
+ CEntity *m_lastDamEntity;
+ CEntity *m_attachedTo;
+ CVector m_vecAttachOffset;
+ uint16 m_attachType;
+ float m_attachRotStep;
+ uint32 m_attachWepAmmo;
+ uint32 m_threatFlags;
+ uint32 m_threatCheckTimer;
+ uint32 m_threatCheckInterval;
+ int32 m_delayedSoundID;
+ uint32 m_delayedSoundTimer;
+ uint32 m_lastSoundStart;
+ uint32 m_soundStart;
+ uint16 m_lastQueuedSound;
+ uint16 m_queuedSound;
+ bool m_canTalk;
+ uint32 m_lastComment;
+ CVector m_vecSpotToGuard;
+ float m_radiusToGuard;
+
+ static void *operator new(size_t);
+ static void *operator new(size_t, int);
+ static void operator delete(void*, size_t);
+ static void operator delete(void*, int);
+
+ CPed(uint32 pedType);
+ ~CPed(void);
+
+ void DeleteRwObject();
+ void SetModelIndex(uint32 mi);
+ void ProcessControl(void);
+ void Teleport(CVector);
+ void PreRender(void);
+ void Render(void);
+ bool SetupLighting(void);
+ void RemoveLighting(bool);
+ void FlagToDestroyWhenNextProcessed(void);
+ int32 ProcessEntityCollision(CEntity*, CColPoint*);
+
+ virtual void SetMoveAnim(void);
+
+ void AddWeaponModel(int id);
+ void AimGun(void);
+ void KillPedWithCar(CVehicle *veh, float impulse);
+ void Say(uint16 audio);
+ void Say(uint16 audio, int32 time);
+ void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false);
+ void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false);
+ void SetLookTimer(int time);
+ void SetDie(AnimationId anim = ANIM_STD_KO_FRONT, float arg1 = 4.0f, float arg2 = 0.0f);
+ void SetDead(void);
+ void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
+ void RemoveBodyPart(PedNode nodeId, int8 direction);
+ bool OurPedCanSeeThisOne(CEntity *target, bool shootablesDoBlock = false);
+ void Avoid(void);
+ void Attack(void);
+ void ClearAimFlag(void);
+ void ClearLookFlag(void);
+ void RestorePreviousState(void);
+ void ClearAttack(void);
+ bool IsPedHeadAbovePos(float zOffset);
+ void RemoveWeaponModel(int modelId);
+ void SetCurrentWeapon(eWeaponType weaponType);
+ void SetCurrentWeapon(int weapon);
+ void Duck(void);
+ void ClearDuck(bool = false);
+ void ClearPointGunAt(void);
+ void BeingDraggedFromCar(void);
+ void RestartNonPartialAnims(void);
+ void LineUpPedWithCar(PedLineUpPhase phase);
+ void SetPedPositionInCar(void);
+ void PlayFootSteps(void);
+ void QuitEnteringCar(void);
+ void BuildPedLists(void);
+ int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = true);
+ void CalculateNewOrientation(void);
+ float WorkOutHeadingForMovingFirstPerson(float);
+ void CalculateNewVelocity(void);
+ bool CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD);
+ void RestorePreviousObjective(void);
+ void SetIdle(void);
+#ifdef _MSC_VER
+ __declspec(noinline) // workaround for a compiler bug, hooray MS :P
+#endif
+ void SetObjective(eObjective, void*);
+ void SetObjective(eObjective);
+ void SetObjective(eObjective, int16, int16);
+ void SetObjective(eObjective, CVector);
+ void SetObjective(eObjective, float, const CVector&);
+ void ClearChat(void);
+ void InformMyGangOfAttack(CEntity*);
+ void ReactToAttack(CEntity*);
+ void SetDuck(uint32, bool = false);
+ void RegisterThreatWithGangPeds(CEntity*);
+ bool TurnBody(void);
+ void Chat(void);
+ void CheckAroundForPossibleCollisions(void);
+ void SetSeek(CVector, float);
+ void SetSeek(CEntity*, float);
+ bool MakePhonecall(void);
+ bool FacePhone(void);
+ CPed *CheckForDeadPeds(void);
+ bool CheckForExplosions(CVector2D &area);
+ CPed *CheckForGunShots(void);
+ uint8 CheckForPointBlankPeds(CPed*);
+ bool CheckIfInTheAir(void);
+ void ClearAll(void);
+ void SetPointGunAt(CEntity*);
+ bool Seek(void);
+ bool SetWanderPath(int8);
+ bool SetFollowPath(CVector dest, float radius, eMoveState state, CEntity*, CEntity*, int);
+ bool SetFollowPathStatic(void);
+ bool SetFollowPathDynamic(void);
+ void ClearAttackByRemovingAnim(void);
+ void SetStoredState(void);
+ void StopNonPartialAnims(void);
+ bool InflictDamage(CEntity*, eWeaponType, float, ePedPieceTypes, uint8);
+ void ClearFlee(void);
+ void ClearFall(void);
+ void SetGetUp(void);
+ void ClearInvestigateEvent(void);
+ void ClearLeader(void);
+ void ClearLook(void);
+ void ClearObjective(void);
+ void ClearPause(void);
+ void ClearSeek(void);
+ void ClearWeapons(void);
+ void RestoreGunPosition(void);
+ void RestoreHeadingRate(void);
+ void SetAimFlag(CEntity* to);
+ void SetAimFlag(float angle);
+ void SetAmmo(eWeaponType weaponType, uint32 ammo);
+ void SetEvasiveStep(CEntity*, uint8);
+ void GrantAmmo(eWeaponType, uint32);
+ void SetEvasiveDive(CPhysical*, uint8);
+ void SetAttack(CEntity*);
+ void StartFightAttack(uint8);
+ void SetWaitState(eWaitState, void*);
+ bool FightStrike(CVector&, bool);
+ void FightHitPed(CPed*, CVector&, CVector&, int16);
+ int32 ChooseAttackPlayer(uint8, bool);
+ int32 ChooseAttackAI(uint8, bool);
+ int GetLocalDirection(const CVector2D &);
+ void StartFightDefend(uint8, uint8, uint8);
+ void PlayHitSound(CPed*);
+ void SetFall(int, AnimationId, uint8);
+ void SetFlee(CEntity*, int);
+ void SetFlee(CVector2D const &, int);
+ void RemoveDrivebyAnims(void);
+ void RemoveInCarAnims(void);
+ void CollideWithPed(CPed*);
+ void SetDirectionToWalkAroundObject(CEntity*);
+ bool SetDirectionToWalkAroundVehicle(CVehicle*);
+ void RemoveWeaponAnims(int, float);
+ void CreateDeadPedMoney(void);
+ void CreateDeadPedWeaponPickups(void);
+ void CreateDeadPedPickupCoors(float *x, float *y, float *z);
+ void SetAttackTimer(uint32);
+ void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
+ void SetRadioStation(void);
+ void SetBuyIceCream(void);
+ void SetChat(CEntity*, uint32);
+ void DeadPedMakesTyresBloody(void);
+ void MakeTyresMuddySectorList(CPtrList&);
+ bool DuckAndCover(void);
+ void EndFight(uint8);
+ void EnterCar(void);
+ uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
+ uint8 GetNearestTrainDoor(CVehicle*, CVector&);
+ void ExitCar(void);
+ void Fight(void);
+ bool FindBestCoordsFromNodes(CVector, CVector*);
+ void Wait(void);
+ void ProcessObjective(void);
+ CVector *SeekFollowingPath(void);
+ void Flee(void);
+ void FollowPath(void);
+ CVector GetFormationPosition(void);
+ void GetNearestDoor(CVehicle*, CVector&);
+ bool GetNearestPassengerDoor(CVehicle*, CVector&);
+ int GetNextPointOnRoute(void);
+ int GetWeaponSlot(eWeaponType);
+ bool CanWeRunAndFireWithWeapon(void);
+ void GoToNearestDoor(CVehicle*);
+ bool HaveReachedNextPointOnRoute(float);
+ void Idle(void);
+ void InTheAir(void);
+ void SetLanding(void);
+ void InvestigateEvent(void);
+ bool IsPedDoingDriveByShooting(void);
+ bool IsRoomToBeCarJacked(void);
+ void SetInvestigateEvent(eEventType, CVector2D, float, uint16, float);
+ bool LookForInterestingNodes(void);
+ void LookForSexyCars(void);
+ void LookForSexyPeds(void);
+ void Mug(void);
+ void MoveHeadToLook(void);
+ void Pause(void);
+ void ProcessBuoyancy(void);
+ void ServiceTalking(void);
+ void SetJump(void);
+ void WanderPath(void);
+ void ReactToPointGun(CEntity*);
+ void SeekCar(void);
+ bool PositionPedOutOfCollision(void);
+ bool PositionAnyPedOutOfCollision(void);
+ bool RunToReportCrime(eCrimeType);
+ bool PlacePedOnDryLand(void);
+ bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*);
+ void UpdateFromLeader(void);
+ uint32 ScanForThreats(void);
+ void SetEnterCar(CVehicle*, uint32);
+ bool WarpPedToNearEntityOffScreen(CEntity*);
+ void SetExitCar(CVehicle*, uint32);
+ void SetFormation(eFormation);
+ bool WillChat(CPed*);
+ void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
+ void SetSolicit(uint32 time);
+ void ScanForInterestingStuff(void);
+ void WarpPedIntoCar(CVehicle*);
+ void SetCarJack(CVehicle*);
+ bool WarpPedToNearLeaderOffScreen(void);
+ void Solicit(void);
+ void SetExitBoat(CVehicle*);
+ void ClearFollowPath();
+ void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
+ void RequestDelayedWeapon();
+ void AddInCarAnims(CVehicle* car, bool isDriver);
+ bool CanBeDamagedByThisGangMember(CPed*);
+ void AnswerMobile(void);
+ void BuyIceCream(void);
+ void CheckThreatValidity(void);
+ void ClearAnswerMobile(void);
+ void SetAnswerMobile(void);
+ void AttachPedToEntity(CEntity*, CVector, uint16, float, eWeaponType);
+ void DettachPedFromEntity();
+ void PedShuffle();
+ void DriveVehicle();
+ void PositionAttachedPed();
+ bool CanUseTorsoWhenLooking();
+ void ScanForDelayedResponseThreats();
+
+ // Static methods
+ static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
+ static CVector GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult);
+ static CVector GetPositionToOpenCarDoor(CVehicle* veh, uint32 component);
+ static void Initialise(void);
+ static void SetAnimOffsetForEnterOrExitVehicle(void);
+ static void LoadFightData(void);
+
+ // Callbacks
+ static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetInCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
+#ifdef GTA_TRAIN
+ static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
+#endif
+ static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishedReloadCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedLandCB(CAnimBlendAssociation *assoc, void *arg);
+ static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
+ static void DeleteSunbatheIdleAnimCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetPreviousStateCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedAnimShuffleCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetGetInCarPositionCB(CAnimBlendAssociation* assoc, void* arg);
+
+ bool IsPlayer(void) const;
+ bool IsFemale(void) { return m_nPedType == PEDTYPE_CIVFEMALE || m_nPedType == PEDTYPE_PROSTITUTE; }
+ bool UseGroundColModel(void);
+ bool CanSetPedState(void);
+ bool IsPedInControl(void);
+ bool CanPedDriveOff(void);
+ bool CanBeDeleted(void);
+ bool CanBeDeletedEvenInVehicle(void);
+ bool CanStrafeOrMouseControl(void);
+ bool CanPedReturnToState(void);
+ void SetMoveState(eMoveState);
+ bool IsTemporaryObjective(eObjective objective);
+ void SetObjectiveTimer(int);
+ bool SelectGunIfArmed(void);
+ bool IsPointerValid(void);
+ void SortPeds(CPed**, int, int);
+ void ForceStoredObjective(eObjective);
+ void SetStoredObjective(void);
+ void SetLeader(CEntity* leader);
+ void SetPedStats(ePedStats);
+ bool IsGangMember(void) const;
+ void Die(void);
+#ifdef GTA_TRAIN
+ void EnterTrain(void);
+ void ExitTrain(void);
+ void SetExitTrain(CVehicle*);
+ void SetPedPositionInTrain(void);
+ void LineUpPedWithTrain(void);
+ void SetEnterTrain(CVehicle*, uint32);
+#endif
+ void Fall(void);
+ bool IsPedShootable(void);
+ void Look(void);
+ void SetInTheAir(void);
+ void RestoreHeadPosition(void);
+ void PointGunAt(void);
+ bool ServiceTalkingWhenDead(void);
+ void SetShootTimer(uint32);
+ void SetSeekCar(CVehicle*, uint32);
+ void SetSeekBoatPosition(CVehicle*);
+ void WanderRange(void);
+ void SetFollowRoute(int16, int16);
+ void SeekBoatPosition(void);
+ void UpdatePosition(void);
+ CObject *SpawnFlyingComponent(int, int8);
+ void SetCarJack_AllClear(CVehicle*, uint32, uint32);
+ bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil);
+ void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int);
+ void ClearWaitState(void);
+ void Undress(const char*);
+ void Dress(void);
+ int32 KillCharOnFootMelee(CVector&, CVector&, CVector&);
+ int32 KillCharOnFootArmed(CVector&, CVector&, CVector&);
+ void SetLook(CEntity* to);
+ void SetLook(float direction);
+
+ bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; }
+ CWeapon& GetWeapon(uint8 slot) { return m_weapons[slot]; }
+ CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
+
+ PedState GetPedState(void) { return m_nPedState; }
+ void SetPedState(PedState state)
+ {
+ if (GetPedState() == PED_FOLLOW_PATH && state != PED_FOLLOW_PATH)
+ ClearFollowPath();
+ m_nPedState = state;
+ }
+ bool Dead(void) { return m_nPedState == PED_DEAD; }
+ bool Dying(void) { return m_nPedState == PED_DIE; }
+ bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
+ bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
+ bool OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; }
+
+ bool Driving(void) { return m_nPedState == PED_DRIVING; }
+ bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
+ bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
+ bool HasAttractor(void);
+ bool IsUseAttractorObjective(eObjective obj) {
+ return obj == OBJECTIVE_GOTO_ATM_ON_FOOT || obj == OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT ||
+ obj == OBJECTIVE_GOTO_PIZZA_ON_FOOT || obj == OBJECTIVE_GOTO_SEAT_ON_FOOT ||
+ obj == OBJECTIVE_GOTO_SHELTER_ON_FOOT || obj == OBJECTIVE_GOTO_BUS_STOP_ON_FOOT;
+ }
+
+ void ReplaceWeaponWhenExitingVehicle(void);
+ void RemoveWeaponWhenEnteringVehicle(void);
+ bool IsNotInWreckedVehicle()
+ {
+ return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED;
+ }
+
+ // My names. Inlined in VC
+ AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
+ if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
+ return Get3rdFireAnim(weapon);
+ else
+ return GetPrimaryFireAnim(weapon);
+ }
+
+ static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
+ return ANIM_WEAPON_FIRE_3RD;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
+ if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
+ return ANIM_WEAPON_CROUCHFIRE;
+ else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
+ return ANIM_WEAPON_FIRE_3RD;
+ else if (kickFloorIfNone)
+ return ANIM_STD_KICKGROUND;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
+ return ANIM_STD_DETONATE;
+ else
+ return ANIM_WEAPON_FIRE;
+ }
+
+ static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
+ return ANIM_WEAPON_CROUCHRELOAD;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
+ return ANIM_WEAPON_CROUCHFIRE;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
+ return ANIM_WEAPON_RELOAD;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_FIGHTMODE))
+ return ANIM_MELEE_IDLE_FIGHTMODE;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_FINISH_3RD))
+ return ANIM_MELEE_ATTACK_FINISH;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
+ return ANIM_WEAPON_FIRE_2ND;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) {
+ if (weapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))
+ return ANIM_MELEE_ATTACK_START;
+ else
+ return (AnimationId)0;
+ }
+
+ static AnimationId GetThrowAnim(CWeaponInfo *weapon)
+ {
+ if (weapon->IsFlagSet(WEAPONFLAG_THROW))
+ return ANIM_THROWABLE_START_THROW;
+ else
+ return (AnimationId)0;
+ }
+ // --
+
+ // My additions, because there were many, many instances of that.
+ inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
+ {
+ SetFlee(fleeFrom, time);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ if (walk)
+ SetMoveState(PEDMOVE_WALK);
+ }
+
+ inline void SetFindPathAndFlee(CVector2D const &from, int time, bool walk = false)
+ {
+ SetFlee(from, time);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ if (walk)
+ SetMoveState(PEDMOVE_WALK);
+ }
+ // --
+
+ inline void SetWeaponLockOnTarget(CEntity *target)
+ {
+ if (m_pPointGunAt)
+ m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
+
+ m_pPointGunAt = (CPed*)target;
+ if (target)
+ ((CEntity*)target)->RegisterReference(&m_pPointGunAt);
+ }
+
+ // Using this to abstract nodes of skinned and non-skinned meshes
+ CVector GetNodePosition(int32 node)
+ {
+ RwV3d pos = { 0.0f, 0.0f, 0.0f };
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
+ RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
+ pos = mats[idx].pos;
+ return pos;
+ }
+ void TransformToNode(CVector &pos, int32 node)
+ {
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
+ int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
+ RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
+ RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
+ }
+
+ // set by 0482:set_threat_reaction_range_multiplier opcode
+ static uint16 nThreatReactionRangeMultiplier;
+
+ // set by 0481:set_enter_car_range_multiplier opcode
+ static uint16 nEnterCarRangeMultiplier;
+
+ static bool bNastyLimbsCheat;
+ static bool bFannyMagnetCheat;
+ static bool bPedCheat3;
+ static CVector2D ms_vec2DFleePosition;
+
+#ifndef MASTER
+ // Mobile things
+ void DebugDrawPedDestination(CPed *, int, int);
+ void DebugDrawPedDesiredHeading(CPed *, int, int);
+ void DebugDrawCollisionRadius(float, float, float, float, int);
+ void DebugDrawVisionRange(CVector, float);
+ void DebugDrawVisionSimple(CVector, float);
+ void DebugDrawLook();
+ void DebugDrawPedPsyche();
+ void DebugDrawDebugLines();
+
+ static void SwitchDebugDisplay(void);
+ static int GetDebugDisplay(void);
+
+ void DebugDrawLookAtPoints();
+ void DebugRenderOnePedText(void);
+ void DebugRenderClosePedText();
+#endif
+
+#ifdef COMPATIBLE_SAVES
+ virtual void Save(uint8*& buf);
+ virtual void Load(uint8*& buf);
+#endif
+};
+
+void FinishTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
+void StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
+void PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount);
+
+VALIDATE_SIZE(CPed, 0x5F4);
+
+bool IsPedPointerValid(CPed*);
+bool IsPedPointerValid_NotInWorld(CPed*);
diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp
new file mode 100644
index 0000000..cd8b06f
--- /dev/null
+++ b/src/peds/PedAI.cpp
@@ -0,0 +1,6859 @@
+#include "common.h"
+
+#include "main.h"
+#include "Particle.h"
+#include "RpAnimBlend.h"
+#include "Ped.h"
+#include "Wanted.h"
+#include "AnimBlendAssociation.h"
+#include "DMAudio.h"
+#include "General.h"
+#include "HandlingMgr.h"
+#include "Replay.h"
+#include "Camera.h"
+#include "PedPlacement.h"
+#include "ZoneCull.h"
+#include "Pad.h"
+#include "Pickups.h"
+#include "Train.h"
+#include "PedRoutes.h"
+#include "CopPed.h"
+#include "Script.h"
+#include "CarCtrl.h"
+#include "WaterLevel.h"
+#include "CarAI.h"
+#include "Zones.h"
+#include "Cranes.h"
+#include "PedAttractor.h"
+#include "Bike.h"
+#include "Weather.h"
+#include "GameLogic.h"
+#include "Streaming.h"
+
+CVector vecPedCarDoorAnimOffset;
+CVector vecPedCarDoorLoAnimOffset;
+CVector vecPedVanRearDoorAnimOffset;
+CVector vecPedQuickDraggedOutCarAnimOffset;
+CVector vecPedDraggedOutCarAnimOffset;
+CVector vecPedTrainDoorAnimOffset;
+CVector vecPedStdBikeJumpRhsAnimOffset;
+CVector vecPedVespaBikeJumpRhsAnimOffset;
+CVector vecPedHarleyBikeJumpRhsAnimOffset;
+CVector vecPedDirtBikeJumpRhsAnimOffset;
+CVector vecPedBikeKickAnimOffset;
+
+void
+CPed::SetObjectiveTimer(int time)
+{
+ if (time == 0) {
+ m_objectiveTimer = 0;
+ } else if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+}
+
+void
+CPed::SetStoredObjective(void)
+{
+ if (m_objective == m_prevObjective)
+ return;
+
+ switch (m_objective) {
+ case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING:
+ case OBJECTIVE_HASSLE_CHAR:
+ case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
+ case OBJECTIVE_LEAVE_CAR:
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_RUN_TO_AREA:
+ case OBJECTIVE_GOTO_SEAT_ON_FOOT:
+ case OBJECTIVE_GOTO_ATM_ON_FOOT:
+ case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
+ case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
+ case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
+ case OBJECTIVE_SPRINT_TO_AREA:
+ case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
+ return;
+ default:
+ m_prevObjective = m_objective;
+ }
+}
+
+void
+CPed::ForceStoredObjective(eObjective objective)
+{
+ if (objective != OBJECTIVE_ENTER_CAR_AS_DRIVER && objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
+ m_prevObjective = m_objective;
+ return;
+ }
+
+ switch (m_objective) {
+ case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING:
+ case OBJECTIVE_HASSLE_CHAR:
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_RUN_TO_AREA:
+ case OBJECTIVE_GOTO_SEAT_ON_FOOT:
+ case OBJECTIVE_GOTO_ATM_ON_FOOT:
+ case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
+ case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
+ case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
+ case OBJECTIVE_SPRINT_TO_AREA:
+ case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
+ return;
+ default:
+ m_prevObjective = m_objective;
+ }
+}
+
+bool
+CPed::IsTemporaryObjective(eObjective objective)
+{
+ return objective == OBJECTIVE_LEAVE_CAR || objective == OBJECTIVE_SET_LEADER ||
+ objective == OBJECTIVE_LEAVE_CAR_AND_DIE || objective == OBJECTIVE_ENTER_CAR_AS_DRIVER ||
+ objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER;
+}
+
+void
+CPed::SetObjective(eObjective newObj)
+{
+ if (DyingOrDead() || m_attachedTo)
+ return;
+
+ if (newObj == OBJECTIVE_NONE) {
+ if ((m_objective == OBJECTIVE_LEAVE_CAR || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER
+ || m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) && !IsPlayer() && !IsPedInControl()) {
+
+ bStartWanderPathOnFoot = true;
+ } else {
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+ }
+ } else if (m_prevObjective != newObj || m_prevObjective == OBJECTIVE_NONE) {
+ SetObjectiveTimer(0);
+
+ if (m_objective == newObj)
+ return;
+
+ if (IsTemporaryObjective(m_objective)) {
+ m_prevObjective = newObj;
+ } else {
+ if (m_objective != newObj)
+ SetStoredObjective();
+
+ m_objective = newObj;
+ }
+ bObjectiveCompleted = false;
+
+ switch (newObj) {
+ case OBJECTIVE_NONE:
+ m_prevObjective = OBJECTIVE_NONE;
+ break;
+ case OBJECTIVE_HAIL_TAXI:
+ m_nWaitTimer = 0;
+ SetIdle();
+ SetMoveState(PEDMOVE_STILL);
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+void
+CPed::SetObjective(eObjective newObj, void *entity)
+{
+ if (DyingOrDead())
+ return;
+
+ if (m_prevObjective == newObj && m_prevObjective != OBJECTIVE_NONE)
+ return;
+
+ if (entity == this)
+ return;
+
+ if (m_attachedTo && newObj != OBJECTIVE_KILL_CHAR_ON_FOOT && newObj != OBJECTIVE_KILL_CHAR_ANY_MEANS && newObj != OBJECTIVE_DESTROY_OBJECT && newObj != OBJECTIVE_DESTROY_CAR)
+ return;
+
+ 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_GOTO_CHAR_ON_FOOT_WALKING:
+ case OBJECTIVE_HASSLE_CHAR:
+ case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
+ case OBJECTIVE_GOTO_AREA_ANY_MEANS:
+ case OBJECTIVE_GUARD_ATTACK:
+ case OBJECTIVE_KILL_CHAR_ON_BOAT:
+ case OBJECTIVE_SOLICIT_FOOT:
+ if (m_pedInObjective == entity)
+ return;
+ break;
+ case OBJECTIVE_LEAVE_CAR:
+ case OBJECTIVE_FLEE_CAR:
+ case OBJECTIVE_LEAVE_CAR_AND_DIE:
+ return;
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ case OBJECTIVE_DESTROY_CAR:
+ case OBJECTIVE_SOLICIT_VEHICLE:
+ case OBJECTIVE_BUY_ICE_CREAM:
+ if (m_carInObjective == entity)
+ return;
+
+ if (newObj == OBJECTIVE_BUY_ICE_CREAM && bBoughtIceCream)
+ return;
+
+ break;
+ case OBJECTIVE_SET_LEADER:
+ if (m_leader == entity)
+ return;
+ break;
+ case OBJECTIVE_AIM_GUN_AT:
+ if (m_pedInObjective == entity)
+ return;
+ break;
+ default:
+ break;
+ }
+ } else {
+ if (newObj != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT && (newObj == OBJECTIVE_LEAVE_CAR || newObj == OBJECTIVE_LEAVE_CAR_AND_DIE)
+ && !bInVehicle)
+ return;
+ }
+
+ bObjectiveCompleted = false;
+ ClearPointGunAt();
+ m_objectiveTimer = 0;
+ if (IsTemporaryObjective(m_objective) && !IsTemporaryObjective(newObj)) {
+ m_prevObjective = newObj;
+ } else {
+ if (m_objective != newObj) {
+ if (IsTemporaryObjective(newObj))
+ ForceStoredObjective(newObj);
+ else
+ SetStoredObjective();
+ }
+ m_objective = newObj;
+ }
+
+ switch (newObj) {
+ case OBJECTIVE_WAIT_ON_FOOT_FOR_COP:
+ m_pedInObjective = (CPed*)entity;
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ SetIdle();
+ SetLook(m_pedInObjective);
+ break;
+ case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT:
+
+ // In this special case, entity parameter isn't CEntity, but int.
+ SetObjectiveTimer((uintptr)entity);
+ break;
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ case OBJECTIVE_MUG_CHAR:
+ case OBJECTIVE_KILL_CHAR_ON_BOAT:
+ m_pNextPathNode = nil;
+ bUsePedNodeSeek = false;
+
+ if (m_pedInObjective)
+ m_pedInObjective->CleanUpOldReference((CEntity**)&m_pedInObjective);
+ if (m_pLookTarget)
+ m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
+
+ m_pLookTarget = (CEntity*)entity;
+ m_pedInObjective = (CPed*)entity;
+ m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ // m_pLookTarget = (CEntity*)entity; // duplicate
+ 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_GOTO_CHAR_ON_FOOT_WALKING:
+ case OBJECTIVE_HASSLE_CHAR:
+ case OBJECTIVE_GUARD_ATTACK:
+
+ if (m_pedInObjective)
+ m_pedInObjective->CleanUpOldReference((CEntity**)&m_pedInObjective);
+ m_pedInObjective = (CPed*)entity;
+ m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ break;
+ case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
+ m_pedInObjective = (CPed*)entity;
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ m_pedFormation = FORMATION_REAR;
+ break;
+ case OBJECTIVE_LEAVE_CAR:
+ case OBJECTIVE_LEAVE_CAR_AND_DIE:
+ case OBJECTIVE_FLEE_CAR:
+ m_carInObjective = (CVehicle*)entity;
+ m_carInObjective->RegisterReference((CEntity **)&m_carInObjective);
+ if (m_carInObjective->bIsBus && m_leaveCarTimer == 0) {
+ for (int i = 0; i < m_carInObjective->m_nNumMaxPassengers; i++) {
+ if (m_carInObjective->pPassengers[i] == this) {
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 1200 * i;
+ break;
+ }
+ }
+ }
+
+ break;
+ case OBJECTIVE_DESTROY_OBJECT:
+ SetWeaponLockOnTarget((CEntity*)entity);
+ break;
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ if (m_nMoveState == PEDMOVE_STILL)
+ SetMoveState(PEDMOVE_RUN);
+
+ if (((CVehicle*)entity)->IsBoat() && !IsPlayer() && m_pCurrentPhysSurface != entity) {
+ RestorePreviousObjective();
+ break;
+ }
+ // fall through
+ case OBJECTIVE_DESTROY_CAR:
+ case OBJECTIVE_SOLICIT_VEHICLE:
+ case OBJECTIVE_BUY_ICE_CREAM:
+ m_carInObjective = (CVehicle*)entity;
+ m_carInObjective->RegisterReference((CEntity**)&m_carInObjective);
+ m_pSeekTarget = m_carInObjective;
+ m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
+ m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
+ if (newObj == OBJECTIVE_SOLICIT_VEHICLE) {
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ } else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
+ (m_carInObjective->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
+ SetObjectiveTimer(14000);
+ } else {
+ m_objectiveTimer = 0;
+ }
+ break;
+ case OBJECTIVE_SET_LEADER:
+ SetLeader((CEntity*)entity);
+ RestorePreviousObjective();
+ break;
+ case OBJECTIVE_AIM_GUN_AT:
+ m_pedInObjective = (CPed*)entity;
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ break;
+ case OBJECTIVE_SOLICIT_FOOT:
+ m_pedInObjective = (CPed*)entity;
+ m_pedInObjective->RegisterReference((CEntity**)&m_pedInObjective);
+ 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;
+
+ if (m_objective == newObj && newObj == OBJECTIVE_FOLLOW_ROUTE && m_routeLastPoint == routePoint && m_routeType == routeType)
+ return;
+
+ ClearPointGunAt();
+ SetObjectiveTimer(0);
+
+ bObjectiveCompleted = false;
+ if (IsTemporaryObjective(m_objective)) {
+ m_prevObjective = newObj;
+ } else {
+ if (m_objective != newObj)
+ SetStoredObjective();
+
+ m_objective = newObj;
+ }
+
+ if (newObj == OBJECTIVE_FOLLOW_ROUTE) {
+ SetFollowRoute(routePoint, routeType);
+ }
+}
+
+void
+CPed::SetObjective(eObjective newObj, CVector dest)
+{
+ if (DyingOrDead())
+ return;
+
+ if (m_prevObjective != OBJECTIVE_NONE && m_prevObjective == newObj)
+ return;
+
+ if (m_objective == newObj) {
+ if (newObj == OBJECTIVE_GOTO_AREA_ANY_MEANS || newObj == OBJECTIVE_GOTO_AREA_ON_FOOT || newObj == OBJECTIVE_RUN_TO_AREA || newObj == OBJECTIVE_SPRINT_TO_AREA) {
+ if (m_nextRoutePointPos == dest)
+ return;
+ } else if (newObj == OBJECTIVE_GUARD_SPOT) {
+ if (m_vecSpotToGuard == dest)
+ return;
+ }
+ }
+
+ ClearPointGunAt();
+ m_objectiveTimer = 0;
+ bObjectiveCompleted = false;
+ switch (newObj) {
+ case OBJECTIVE_GUARD_SPOT:
+ m_vecSpotToGuard = dest;
+ m_radiusToGuard = 5.0f;
+ SetMoveState(PEDMOVE_STILL);
+ break;
+ case OBJECTIVE_GUARD_AREA:
+ case OBJECTIVE_WAIT_IN_CAR:
+ case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT:
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING:
+ case OBJECTIVE_HASSLE_CHAR:
+ case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
+ case OBJECTIVE_LEAVE_CAR:
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ case OBJECTIVE_FOLLOW_CAR_IN_CAR:
+ case OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE:
+ case OBJECTIVE_DESTROY_OBJECT:
+ case OBJECTIVE_DESTROY_CAR:
+ case OBJECTIVE_GOTO_AREA_IN_CAR:
+ case OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET:
+ case OBJECTIVE_GUARD_ATTACK:
+ case OBJECTIVE_SET_LEADER:
+ case OBJECTIVE_FOLLOW_ROUTE:
+ case OBJECTIVE_SOLICIT_VEHICLE:
+ case OBJECTIVE_HAIL_TAXI:
+ case OBJECTIVE_CATCH_TRAIN:
+ case OBJECTIVE_BUY_ICE_CREAM:
+ case OBJECTIVE_STEAL_ANY_CAR:
+ case OBJECTIVE_STEAL_ANY_MISSION_CAR:
+ case OBJECTIVE_MUG_CHAR:
+ case OBJECTIVE_LEAVE_CAR_AND_DIE:
+ case OBJECTIVE_FLEE_CAR:
+ case OBJECTIVE_SUN_BATHE:
+ case OBJECTIVE_AIM_GUN_AT:
+ case OBJECTIVE_WANDER:
+ case OBJECTIVE_WAIT_ON_FOOT_AT_SHELTER:
+ case OBJECTIVE_KILL_CHAR_ON_BOAT:
+ case OBJECTIVE_SOLICIT_FOOT:
+ case OBJECTIVE_WAIT_ON_FOOT_AT_BUS_STOP:
+ break;
+ case OBJECTIVE_GOTO_AREA_ANY_MEANS:
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_GOTO_SEAT_ON_FOOT:
+ case OBJECTIVE_GOTO_ATM_ON_FOOT:
+ case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
+ case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
+ case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
+ case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
+ bIsRunning = false;
+ m_pNextPathNode = nil;
+ m_nextRoutePointPos = dest;
+ m_vecSeekPos = m_nextRoutePointPos;
+ m_distanceToCountSeekDone = 0.5f;
+ if (newObj == OBJECTIVE_GOTO_ATM_ON_FOOT) {
+ m_distanceToCountSeekDone = m_attractor->GetDistanceToCountSeekDone();
+ m_acceptableHeadingOffset = m_attractor->GetAcceptableHeading();
+ }
+ if (newObj == OBJECTIVE_GOTO_SEAT_ON_FOOT) {
+ m_distanceToCountSeekDone = m_attractor->GetDistanceToCountSeekDone();
+ m_acceptableHeadingOffset = m_attractor->GetAcceptableHeading();
+ }
+ if (newObj == OBJECTIVE_GOTO_BUS_STOP_ON_FOOT) {
+ m_distanceToCountSeekDone = m_attractor->GetDistanceToCountSeekDone();
+ m_acceptableHeadingOffset = m_attractor->GetAcceptableHeading();
+ }
+ if (newObj == OBJECTIVE_GOTO_PIZZA_ON_FOOT) {
+ m_distanceToCountSeekDone = m_attractor->GetDistanceToCountSeekDone();
+ m_acceptableHeadingOffset = m_attractor->GetAcceptableHeading();
+ }
+ if (newObj == OBJECTIVE_GOTO_SHELTER_ON_FOOT) {
+ bIsRunning = true;
+ m_distanceToCountSeekDone = m_attractor->GetDistanceToCountSeekDone();
+ m_acceptableHeadingOffset = m_attractor->GetAcceptableHeading();
+ }
+ if (newObj == OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT) {
+ bIsRunning = true;
+ m_distanceToCountSeekDone = m_attractor->GetDistanceToCountSeekDone();
+ m_acceptableHeadingOffset = m_attractor->GetAcceptableHeading();
+ }
+ bUsePedNodeSeek = false;
+ if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D()) {
+ if (!IsUseAttractorObjective(m_objective))
+ return;
+ if (Abs(m_fRotationCur - m_attractorHeading) < m_acceptableHeadingOffset)
+ return;
+ }
+ break;
+ case OBJECTIVE_RUN_TO_AREA:
+ case OBJECTIVE_SPRINT_TO_AREA:
+ bIsRunning = true;
+ m_pNextPathNode = nil;
+ m_nextRoutePointPos = dest;
+ m_vecSeekPos = m_nextRoutePointPos;
+ m_distanceToCountSeekDone = 0.5f;
+ bUsePedNodeSeek = true;
+ if (sq(m_distanceToCountSeekDone) > (m_nextRoutePointPos - GetPosition()).MagnitudeSqr2D())
+ return;
+ break;
+ default: break;
+ }
+
+ if (IsTemporaryObjective(m_objective)) {
+ m_prevObjective = newObj;
+ } else {
+ if (m_objective != newObj)
+ SetStoredObjective();
+
+ m_objective = newObj;
+ }
+}
+
+void
+CPed::SetObjective(eObjective newObj, float heading, const CVector& pos)
+{
+ switch (newObj) {
+ case OBJECTIVE_GOTO_SEAT_ON_FOOT:
+ case OBJECTIVE_GOTO_ATM_ON_FOOT:
+ case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
+ case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
+ case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
+ case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
+ ClearPointGunAt();
+ SetObjective(newObj, pos);
+ m_attractorHeading = heading;
+ }
+}
+
+void
+CPed::ClearObjective(void)
+{
+ if (IsPedInControl() || m_nPedState == PED_DRIVING) {
+ m_objective = OBJECTIVE_NONE;
+ m_pedInObjective = nil;
+ m_carInObjective = nil;
+
+ if (m_nPedState == PED_DRIVING && m_pMyVehicle) {
+ if (m_pMyVehicle->pDriver != this) {
+ if(!IsPlayer())
+ bWanderPathAfterExitingCar = true;
+
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ }
+ m_nLastPedState = PED_NONE;
+ } else {
+ SetIdle();
+ SetMoveState(PEDMOVE_STILL);
+ }
+ } else {
+ bClearObjective = true;
+ }
+}
+
+void
+CPed::ClearLeader(void)
+{
+ if (!m_leader)
+ return;
+
+ m_leader = nil;
+ if (IsPedInControl()) {
+ SetObjective(OBJECTIVE_NONE);
+ if (CharCreatedBy == MISSION_CHAR) {
+ SetIdle();
+ } else {
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0,8));
+ }
+ } else if (m_objective != OBJECTIVE_NONE) {
+ bClearObjective = true;
+ }
+}
+
+void
+CPed::UpdateFromLeader(void)
+{
+ if (CTimer::GetTimeInMilliseconds() <= m_objectiveTimer)
+ return;
+
+ if (!m_leader)
+ return;
+
+ CVector leaderDist;
+ if (m_leader->InVehicle())
+ leaderDist = m_leader->m_pMyVehicle->GetPosition() - GetPosition();
+ else
+ leaderDist = m_leader->GetPosition() - GetPosition();
+
+ if (leaderDist.Magnitude() > 30.0f) {
+ if (bWaitForLeaderToComeCloser) {
+ if (IsPedInControl()) {
+ SetObjective(OBJECTIVE_NONE);
+ SetIdle();
+ SetMoveState(PEDMOVE_STILL);
+ }
+ return;
+ }
+ bWaitForLeaderToComeCloser = true;
+ } else
+ bWaitForLeaderToComeCloser = false;
+
+ if (IsPedInControl()) {
+ if (m_nWaitState == WAITSTATE_PLAYANIM_TAXI)
+ WarpPedToNearLeaderOffScreen();
+
+ if (m_leader->m_nPedState == PED_DEAD) {
+ SetLeader(nil);
+ SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
+ return;
+ }
+ if (!m_leader->bInVehicle) {
+ if (m_leader->m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ if (bInVehicle) {
+ if (m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT && m_objective != OBJECTIVE_LEAVE_CAR)
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+
+ return;
+ }
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ }
+ }
+ if (m_nPedType == PEDTYPE_PROSTITUTE && CharCreatedBy == RANDOM_CHAR) {
+ SetLeader(nil);
+ return;
+ }
+ }
+ if (!bInVehicle && m_leader->bInVehicle && m_leader->m_nPedState == PED_DRIVING) {
+ if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ if (m_leader->m_pMyVehicle->m_nNumPassengers < m_leader->m_pMyVehicle->m_nNumMaxPassengers)
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_pMyVehicle);
+ }
+ } else if (m_leader->m_objective == OBJECTIVE_NONE || (m_leader->IsPlayer() && m_leader->m_objective == OBJECTIVE_WAIT_ON_FOOT)
+ || m_objective == m_leader->m_objective) {
+
+ if (m_leader->m_nPedState == PED_ATTACK && !bDontFight) {
+ 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) {
+ if (m_leader->m_objective == OBJECTIVE_NONE && m_objective == OBJECTIVE_NONE && m_leader->m_nPedState == PED_CHAT && m_nPedState == PED_CHAT) {
+ SetObjective(OBJECTIVE_NONE);
+ } else {
+ SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
+ SetObjectiveTimer(0);
+ }
+ }
+ if (m_nPedState == PED_IDLE && m_leader->IsPlayer() && !bDontFight) {
+ if (ScanForThreats() && m_threatEntity) {
+ m_pLookTarget = m_threatEntity;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ TurnBody();
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds() && !GetWeapon()->IsTypeMelee()) {
+ SetWeaponLockOnTarget(m_threatEntity);
+ SetAttack(m_threatEntity);
+ }
+ }
+ }
+ }
+ } else {
+ switch (m_leader->m_objective) {
+ case OBJECTIVE_WAIT_ON_FOOT:
+ case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_WAIT_IN_CAR:
+ case OBJECTIVE_FOLLOW_ROUTE:
+ SetObjective(m_leader->m_objective);
+ m_objectiveTimer = m_leader->m_objectiveTimer;
+ break;
+ case OBJECTIVE_GUARD_SPOT:
+ SetObjective(OBJECTIVE_GUARD_SPOT, m_leader->m_vecSpotToGuard);
+ 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:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING:
+ case OBJECTIVE_HASSLE_CHAR:
+ 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) {
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 150;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_leader->m_carInObjective);
+ return;
+ }
+ break;
+ case OBJECTIVE_GUARD_ATTACK:
+ return;
+ case OBJECTIVE_HAIL_TAXI:
+ m_leader = nil;
+ SetObjective(OBJECTIVE_NONE);
+ break;
+ default:
+ SetObjective(OBJECTIVE_GOTO_CHAR_ON_FOOT, m_leader);
+ SetObjectiveTimer(0);
+ break;
+ }
+ }
+ } else if (bInVehicle) {
+ if ((!m_leader->bInVehicle || m_leader->m_nPedState == PED_EXIT_CAR) && m_objective != OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) {
+
+ switch (m_leader->m_objective) {
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ if (m_pMyVehicle == m_leader->m_pMyVehicle || m_pMyVehicle == m_leader->m_carInObjective)
+ break;
+
+ // fall through
+ default:
+ if (m_pMyVehicle && m_objective != OBJECTIVE_LEAVE_CAR) {
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 250;
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ }
+
+ break;
+ }
+ }
+ }
+}
+
+void
+CPed::RestorePreviousObjective(void)
+{
+ if (m_objective == OBJECTIVE_NONE)
+ return;
+
+ if (m_objective != OBJECTIVE_LEAVE_CAR && m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER && m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER
+ && m_nPedState != PED_CARJACK)
+ m_pedInObjective = nil;
+
+ if (m_objective == OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT) {
+ m_objective = OBJECTIVE_NONE;
+ if (m_pMyVehicle)
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+
+ } else {
+ m_objective = m_prevObjective;
+ m_prevObjective = OBJECTIVE_NONE;
+ }
+ bObjectiveCompleted = false;
+}
+
+void
+CPed::ProcessObjective(void)
+{
+ if (bClearObjective && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
+ ClearObjective();
+ bClearObjective = false;
+ }
+ UpdateFromLeader();
+
+ CVector carOrOurPos;
+ CVector targetCarOrHisPos;
+ CVector distWithTarget;
+
+ if (m_objective != OBJECTIVE_NONE && (IsPedInControl() || m_nPedState == PED_DRIVING)) {
+ if (bInVehicle) {
+ if (!m_pMyVehicle) {
+ bInVehicle = false;
+ return;
+ }
+ carOrOurPos = m_pMyVehicle->GetPosition();
+ } else {
+ carOrOurPos = GetPosition();
+ }
+
+ if (m_pedInObjective) {
+ if (m_pedInObjective->InVehicle() && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
+ targetCarOrHisPos = m_pedInObjective->m_pMyVehicle->GetPosition();
+ } else {
+ targetCarOrHisPos = m_pedInObjective->GetPosition();
+ }
+ distWithTarget = targetCarOrHisPos - carOrOurPos;
+ } else if (m_carInObjective) {
+ targetCarOrHisPos = m_carInObjective->GetPosition();
+ distWithTarget = targetCarOrHisPos - carOrOurPos;
+ }
+
+ switch (m_objective) {
+ case OBJECTIVE_WAIT_ON_FOOT:
+ if (GetPedState() == PED_DRIVING)
+ m_objective = OBJECTIVE_NONE;
+ else {
+ SetIdle();
+ if (m_attractor) {
+ if (m_objectiveTimer && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ GetPedAttractorManager()->BroadcastDeparture(this, m_attractor);
+ m_objectiveTimer = 0;
+ }
+ } else {
+ m_objective = OBJECTIVE_NONE;
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ break;
+ case OBJECTIVE_WAIT_ON_FOOT_FOR_COP:
+ if (!m_pedInObjective) {
+ m_objective = OBJECTIVE_NONE;
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0.f, 8.f));
+ } else if (m_pedInObjective->m_nPedType == PEDTYPE_COP && m_pedInObjective->m_nPedState == PED_DEAD) {
+ m_objective = OBJECTIVE_NONE;
+ SetWanderPath(CGeneral::GetRandomNumberInRange(0.f, 8.f));
+ m_pedInObjective = nil;
+ }
+ break;
+ case OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE:
+ if (m_leaveCarTimer >= CTimer::GetTimeInMilliseconds())
+ break;
+
+ if (InVehicle()) {
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ bFleeAfterExitingCar = true;
+ } else if (m_nPedState != PED_FLEE_POS) {
+ CVector2D fleePos = GetPosition();
+ SetFlee(fleePos, 10000);
+ bUsePedNodeSeek = true;
+ m_pNextPathNode = nil;
+ }
+ break;
+ case OBJECTIVE_GUARD_SPOT:
+ {
+ distWithTarget = m_vecSpotToGuard - 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_radiusToGuard >= distWithTargetSc) {
+ if (m_pedInObjective && m_pedInObjective->m_nPedState != PED_DEAD) {
+ if (distWithTargetSc <= m_radiusToGuard)
+ SetIdle();
+ else {
+ CVector seekPos = m_vecSpotToGuard;
+ SetSeek(seekPos, m_radiusToGuard);
+ }
+ } 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 {
+ CVector seekPos = m_vecSpotToGuard;
+ SetSeek(seekPos, m_radiusToGuard);
+ }
+ break;
+ }
+ case OBJECTIVE_WAIT_IN_CAR:
+ SetPedState(PED_DRIVING);
+ break;
+ case OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT:
+ SetPedState(PED_DRIVING);
+ break;
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ {
+ if (m_pedInObjective) {
+ if (m_pedInObjective->IsPlayer() && CharCreatedBy != MISSION_CHAR
+ && m_nPedType != PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops != 0
+ && !bKindaStayInSamePlace) {
+
+ SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
+ break;
+ }
+ if (InVehicle()) {
+ if (distWithTarget.Magnitude() >= 20.0f || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) {
+
+ if (((m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE) || m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE)
+ && !m_pMyVehicle->m_nGettingInFlags) {
+ m_pMyVehicle->SetStatus(STATUS_PHYSICS);
+ m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
+ if (m_nPedType == PEDTYPE_COP) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->GetWantedLevel() * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
+ m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
+ } else {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
+ }
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ }
+ } else {
+ bool targetHasVeh = m_pedInObjective->bInVehicle;
+ if (!targetHasVeh || targetHasVeh && m_pedInObjective->m_pMyVehicle->CanPedExitCar(false)) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ }
+ }
+ break;
+ }
+ if (distWithTarget.Magnitude() > 30.0f && !bKindaStayInSamePlace) {
+ if (m_pMyVehicle) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ } else {
+ float closestVehDist = 60.0f;
+ int16 lastVehicle;
+ CEntity* vehicles[8];
+ CWorld::FindObjectsInRange(GetPosition(), ENTER_CAR_MAX_DIST, 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) && nearVeh->m_fHealth > 250.f) {
+
+ foundVeh = nearVeh;
+ closestVehDist = vehDistVec.Magnitude();
+ }
+ }
+ m_pMyVehicle = foundVeh;
+ if (m_pMyVehicle) {
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ } else if (!GetIsOnScreen()) {
+ CVector ourPos = GetPosition();
+ int closestNode = ThePaths.FindNodeClosestToCoors(ourPos, PATH_CAR, 20.0f);
+ if (closestNode >= 0) {
+ int16 colliding;
+ CWorld::FindObjectsKindaColliding(
+ ThePaths.m_pathNodes[closestNode].GetPosition(), 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
+ if (!colliding) {
+ CZoneInfo zoneInfo;
+ int chosenCarClass;
+ CTheZones::GetZoneInfoForTimeOfDay(&ourPos, &zoneInfo);
+ int chosenModel = CCarCtrl::ChooseModel(&zoneInfo, &chosenCarClass);
+ CVehicle *newVeh = nil;
+ if (chosenModel != -1) {
+ if (CModelInfo::IsBikeModel(chosenModel)) {
+ newVeh = new CBike(chosenModel, RANDOM_VEHICLE);
+ } else {
+ newVeh = new CAutomobile(chosenModel, RANDOM_VEHICLE);
+ }
+ }
+ if (newVeh) {
+ newVeh->GetMatrix().GetPosition() = ThePaths.m_pathNodes[closestNode].GetPosition();
+ newVeh->GetMatrix().GetPosition().z += 4.0f;
+ newVeh->SetHeading(DEGTORAD(200.0f));
+ newVeh->SetStatus(STATUS_ABANDONED);
+ newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
+ CWorld::Add(newVeh);
+ m_pMyVehicle = newVeh;
+ if (m_pMyVehicle) {
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+ }
+ }
+ }
+ }
+ break;
+ }
+ } else {
+ ClearLookFlag();
+ bObjectiveCompleted = true;
+ }
+ }
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ {
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && InVehicle()) {
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ break;
+ }
+ if (!m_pedInObjective || m_pedInObjective->DyingOrDead()) {
+ bObjectiveCompleted = true;
+ ClearLookFlag();
+ SetMoveAnim();
+ break;
+ }
+ if (m_pedInObjective) {
+ int status;
+ if (GetWeapon()->IsTypeMelee())
+ status = KillCharOnFootMelee(carOrOurPos, targetCarOrHisPos, distWithTarget);
+ else
+ status = KillCharOnFootArmed(carOrOurPos, targetCarOrHisPos, distWithTarget);
+
+ if (status == WATCH_UNTIL_HE_DISAPPEARS)
+ return;
+ if (status == CANT_ATTACK)
+ break;
+ }
+ SetMoveAnim();
+ break;
+ }
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE:
+ case OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS:
+ {
+ if (InVehicle()) {
+ if (m_nPedState == PED_DRIVING)
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ } else if (m_nPedState != PED_FLEE_ENTITY) {
+ int time;
+ if (m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS)
+ time = 0;
+ else
+ time = 6000;
+
+ SetFindPathAndFlee(m_pedInObjective, time);
+ if (m_pedStats == CPedStats::ms_apPedStats[PEDSTAT_FIREMAN])
+ bMakeFleeScream = true;
+ }
+ break;
+ }
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT:
+ case OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING:
+ case OBJECTIVE_HASSLE_CHAR:
+ {
+ if (m_pedInObjective) {
+ float safeDistance = 2.0f;
+ if (m_pedInObjective->bInVehicle)
+ safeDistance = 3.0f;
+ if (m_objective == OBJECTIVE_HASSLE_CHAR)
+ safeDistance = 1.0f;
+
+ float distWithTargetSc = distWithTarget.Magnitude();
+ if (m_nPedStateTimer < CTimer::GetTimeInMilliseconds()) {
+ if (distWithTargetSc <= safeDistance) {
+ bScriptObjectiveCompleted = true;
+ if (m_nPedState != PED_ATTACK) {
+ SetIdle();
+ if (m_pLookTarget)
+ m_pLookTarget->CleanUpOldReference(&m_pLookTarget);
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ TurnBody();
+ }
+ if (distWithTargetSc > 2.0f)
+ SetMoveState(m_pedInObjective->m_nMoveState);
+ else
+ SetMoveState(PEDMOVE_STILL);
+
+ if (m_objective == OBJECTIVE_HASSLE_CHAR) {
+ Say(SOUND_PED_COP_REACTION);
+ m_pedInObjective->Say(SOUND_PED_UNK_126);
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ m_pedInObjective->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ SetObjective(OBJECTIVE_WANDER);
+ m_pedInObjective->SetObjective(OBJECTIVE_WANDER);
+ CVector2D dist = GetPosition() - m_pedInObjective->GetPosition();
+ m_nPathDir = CGeneral::GetNodeHeadingFromVector(dist.x, dist.y);
+ m_pedInObjective->m_nPathDir = CGeneral::GetNodeHeadingFromVector(-dist.x, -dist.y);
+ }
+ } 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);
+ }
+ }
+ }
+ if (m_objective == OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING && m_nMoveState > PEDMOVE_STILL)
+ SetMoveState(PEDMOVE_WALK);
+ }
+ } else {
+ SetObjective(OBJECTIVE_NONE);
+ }
+ break;
+ }
+ case OBJECTIVE_FOLLOW_CHAR_IN_FORMATION:
+ {
+ if (m_pedInObjective) {
+ CVector posToGo = GetFormationPosition();
+ distWithTarget = posToGo - carOrOurPos;
+ SetSeek(posToGo, 1.0f);
+ if (distWithTarget.Magnitude() <= 3.0f) {
+ SetSeek(posToGo, 1.0f);
+ if (m_pedInObjective && m_pedInObjective->m_nMoveState != PEDMOVE_STILL)
+ SetMoveState(m_pedInObjective->m_nMoveState);
+ } else {
+ SetSeek(posToGo, 1.0f);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ } else {
+ SetObjective(OBJECTIVE_NONE);
+ }
+ break;
+ }
+ case OBJECTIVE_ENTER_CAR_AS_PASSENGER:
+ {
+ if (m_carInObjective) {
+ if (!bInVehicle && m_carInObjective->m_nNumPassengers >= m_carInObjective->m_nNumMaxPassengers) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+
+ break;
+ }
+
+ if (m_prevObjective == OBJECTIVE_HAIL_TAXI && !((CAutomobile*)m_carInObjective)->bTaxiLight) {
+ RestorePreviousObjective();
+ ClearObjective();
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ bIsRunning = false;
+ break;
+ }
+ if (m_objectiveTimer && m_objectiveTimer < CTimer::GetTimeInMilliseconds()) {
+ if (!EnteringCar()) {
+ bool foundSeat = false;
+ if (m_carInObjective->IsBike()) {
+ if (!m_carInObjective->pPassengers[0] && !(m_carInObjective->m_nGettingInFlags & (CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR))) {
+ m_vehDoor = CAR_DOOR_RR;
+ foundSeat = true;
+ }
+ } else {
+ if (m_carInObjective->pPassengers[0] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF) {
+ if (m_carInObjective->pPassengers[1] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_LR) {
+ if (m_carInObjective->pPassengers[2] || m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RR) {
+ foundSeat = false;
+ } else {
+ m_vehDoor = CAR_DOOR_RR;
+ foundSeat = true;
+ }
+ } else {
+ m_vehDoor = CAR_DOOR_LR;
+ foundSeat = true;
+ }
+ } else {
+ m_vehDoor = CAR_DOOR_RF;
+ foundSeat = true;
+ }
+ }
+ for (int i = 2; i < m_carInObjective->m_nNumMaxPassengers; ++i) {
+ if (!m_carInObjective->pPassengers[i] && !(m_carInObjective->m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
+ m_vehDoor = CAR_DOOR_RF;
+ foundSeat = true;
+ }
+ }
+ if (foundSeat) {
+ SetPosition(GetPositionToOpenCarDoor(m_carInObjective, m_vehDoor));
+ SetEnterCar(m_carInObjective, m_vehDoor);
+ }
+ }
+ m_objectiveTimer = 0;
+ }
+ }
+ // fall through
+ }
+ case OBJECTIVE_ENTER_CAR_AS_DRIVER:
+ {
+ if (!m_carInObjective || bInVehicle) {
+ if (bInVehicle && m_pMyVehicle != m_carInObjective) {
+ SetExitCar(m_pMyVehicle, 0);
+ } else {
+ 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 && !IsPlayer()) {
+ 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
+ && (CharCreatedBy != MISSION_CHAR || m_carInObjective->pDriver->CharCreatedBy != RANDOM_CHAR)
+ ) {
+ if (m_carInObjective->pDriver->m_nPedType == m_nPedType) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
+ m_carInObjective->bIsBeingCarJacked = false;
+ }
+ }
+ }
+ if (m_carInObjective->IsUpsideDown() && m_carInObjective->m_vehType != VEHICLE_TYPE_BIKE) {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ return;
+ }
+ if (!m_carInObjective->IsBoat() || m_nPedState == PED_SEEK_IN_BOAT) {
+ if (m_nPedState != PED_SEEK_CAR)
+ SetSeekCar(m_carInObjective, 0);
+ } else {
+ SetSeekBoatPosition(m_carInObjective);
+ }
+ if (m_nMoveState == PEDMOVE_STILL && !bVehEnterDoorIsBlocked)
+ SetMoveState(PEDMOVE_RUN);
+
+ if (m_carInObjective && m_carInObjective->m_fHealth > 0.0f) {
+ distWithTarget = m_carInObjective->GetPosition() - GetPosition();
+ if (!bInVehicle) {
+ if (nEnterCarRangeMultiplier * ENTER_CAR_MAX_DIST < distWithTarget.Magnitude()) {
+ if (!m_carInObjective->pDriver && !m_carInObjective->GetIsOnScreen() && !GetIsOnScreen())
+ WarpPedToNearEntityOffScreen(m_carInObjective);
+
+ if (CharCreatedBy != MISSION_CHAR || m_prevObjective == OBJECTIVE_KILL_CHAR_ANY_MEANS
+ || IsPlayer() && !CPad::GetPad(0)->ArePlayerControlsDisabled()) {
+ 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_OBJECT:
+ if (m_pPointGunAt) {
+ if (m_nPedState != PED_ATTACK)
+ SetAttack(m_pPointGunAt);
+ } else {
+ bScriptObjectiveCompleted = true;
+ RestorePreviousObjective();
+ }
+ 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() && distWithTargetSc < wepRange) {
+ // I hope so
+ CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
+ CVector maxShotPos = m_carInObjective->GetPosition() - ourHead;
+ maxShotPos *= wepInfo->m_fRange / maxShotPos.Magnitude();
+ maxShotPos += ourHead;
+
+ CColPoint foundCol;
+ CEntity *foundEnt;
+
+ CWorld::bIncludeDeadPeds = true;
+ CWorld::ProcessLineOfSight(ourHead, maxShotPos, foundCol, foundEnt, true, true, true, true, false, true, false);
+ CWorld::bIncludeDeadPeds = false;
+ if (foundEnt == m_carInObjective) {
+ SetAttack(m_carInObjective);
+ SetWeaponLockOnTarget(m_carInObjective);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
+ if (distWithTargetSc > 10.0f && !bKindaStayInSamePlace) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
+ } else {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(50, 300));
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ } else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace) {
+ if (wepRange <= 5.0f) {
+ if (Abs(distWithTarget.x) > wepRange || Abs(distWithTarget.y) > wepRange ||
+ (distWithTarget.z > -1.0f && distWithTarget.z < 0.3)) {
+ SetSeek(m_carInObjective, 3.0f);
+ SetMoveState(PEDMOVE_RUN);
+ } else {
+ SetIdle();
+ }
+ } else {
+ float safeDistance = wepRange * 0.25f;
+
+ SetSeek(m_carInObjective, safeDistance);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ }
+ SetLookFlag(m_carInObjective, false);
+ TurnBody();
+ break;
+ }
+ case OBJECTIVE_GOTO_AREA_ON_FOOT:
+ case OBJECTIVE_RUN_TO_AREA:
+ case OBJECTIVE_SPRINT_TO_AREA:
+ {
+ if (InVehicle()) {
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ } else {
+ distWithTarget = m_nextRoutePointPos - GetPosition();
+ distWithTarget.z = 0.0f;
+ if (sq(m_distanceToCountSeekDone) >= distWithTarget.MagnitudeSqr()) {
+ bObjectiveCompleted = true;
+ bScriptObjectiveCompleted = true;
+ SetMoveState(PEDMOVE_STILL);
+ } else if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || m_nPedState != PED_SEEK_POS) {
+ if (bUsePedNodeSeek) {
+ CVector bestCoords(0.0f, 0.0f, 0.0f);
+ m_vecSeekPos = m_nextRoutePointPos;
+
+ if (!m_pNextPathNode) {
+ bool found = FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
+ if (m_pNextPathNode) {
+ // Because it already does that if it finds better coords.
+ if (!found) {
+ bestCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ }
+ if ((bestCoords - GetPosition()).Magnitude2D() < m_distanceToCountSeekDone) {
+ m_pNextPathNode = nil;
+ bUsePedNodeSeek = false;
+ }
+ }
+ }
+ if (m_pNextPathNode)
+ m_vecSeekPos = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ }
+ CVector seekPos = m_vecSeekPos;
+ SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
+ }
+ }
+
+ break;
+ }
+ case OBJECTIVE_GUARD_ATTACK:
+ {
+ if (m_pedInObjective) {
+ SetLookFlag(m_pedInObjective, true);
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ m_lookTimer = m_attackTimer;
+ TurnBody();
+ float distWithTargetSc = distWithTarget.Magnitude();
+ if (distWithTargetSc >= 20.0f) {
+ RestorePreviousObjective();
+ } else if (m_attackTimer < CTimer::GetTimeInMilliseconds()) {
+ if (m_nPedState != PED_SEEK_ENTITY && distWithTargetSc >= 2.0f) {
+ SetSeek(m_pedInObjective, 1.0f);
+ } else {
+ SetAttack(m_pedInObjective);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1500.0f));
+ }
+ SetAttackTimer(1000);
+ }
+ } else {
+ RestorePreviousObjective();
+ }
+ break;
+ }
+ case OBJECTIVE_FOLLOW_ROUTE:
+ if (HaveReachedNextPointOnRoute(1.0f)) {
+ int nextPoint = GetNextPointOnRoute();
+ m_nextRoutePointPos = CRouteNode::GetPointPosition(nextPoint);
+ } else {
+ CVector seekPos = m_nextRoutePointPos;
+ SetSeek(seekPos, 0.8f);
+ }
+ break;
+ case OBJECTIVE_SOLICIT_VEHICLE:
+ if (m_carInObjective) {
+ if (m_objectiveTimer <= CTimer::GetTimeInMilliseconds()) {
+ if (!bInVehicle) {
+ SetObjective(OBJECTIVE_NONE);
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+ }
+ } else {
+ if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_SOLICIT)
+ SetSeekCar(m_carInObjective, 0);
+ }
+ } else {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ if (IsPedInControl())
+ m_pMyVehicle = nil;
+ }
+ break;
+ case OBJECTIVE_HAIL_TAXI:
+ if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_HAILTAXI) && CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ Say(SOUND_PED_TAXI_WAIT);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HAILTAXI, 4.0f);
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+ break;
+ case OBJECTIVE_CATCH_TRAIN:
+ {
+ if (m_carInObjective) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_carInObjective);
+ } else {
+ CVehicle* trainToEnter = nil;
+ float closestCarDist = CHECK_NEARBY_THINGS_MAX_DIST;
+ CVector pos = GetPosition();
+ int16 lastVehicle;
+ CEntity* vehicles[8];
+
+ CWorld::FindObjectsInRange(pos, 10.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ for (int i = 0; i < lastVehicle; i++) {
+ CVehicle* nearVeh = (CVehicle*)vehicles[i];
+ if (nearVeh->IsTrain()) {
+ CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
+ float vehDist = vehDistVec.Magnitude();
+ if (vehDist < closestCarDist && m_pedInObjective->m_pMyVehicle != nearVeh)
+ {
+ trainToEnter = nearVeh;
+ closestCarDist = vehDist;
+ }
+ }
+ }
+ if (trainToEnter) {
+ m_carInObjective = trainToEnter;
+ m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
+ }
+ }
+ break;
+ }
+ case OBJECTIVE_BUY_ICE_CREAM:
+ if (m_carInObjective) {
+ if (m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_BUY_ICECREAM && m_nPedState != PED_CHAT)
+ SetSeekCar(m_carInObjective, 0);
+ }
+ break;
+ case OBJECTIVE_STEAL_ANY_CAR:
+ case OBJECTIVE_STEAL_ANY_MISSION_CAR:
+ {
+ if (bInVehicle) {
+ bScriptObjectiveCompleted = true;
+ RestorePreviousObjective();
+ } else if (m_carJackTimer < CTimer::GetTimeInMilliseconds()) {
+ CVehicle *carToSteal = nil;
+ float closestCarDist = nEnterCarRangeMultiplier * ENTER_CAR_MAX_DIST;
+ CVector pos = GetPosition();
+ int16 lastVehicle;
+ CEntity *vehicles[8];
+
+ CWorld::FindObjectsInRange(pos, closestCarDist, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ for(int i = 0; i < lastVehicle; i++) {
+ CVehicle *nearVeh = (CVehicle*)vehicles[i];
+ if (m_objective == OBJECTIVE_STEAL_ANY_MISSION_CAR || nearVeh->VehicleCreatedBy != MISSION_VEHICLE) {
+ if (nearVeh->m_vecMoveSpeed.Magnitude() <= 0.1f) {
+ if (nearVeh->CanPedOpenLocks(this)) {
+ CVector vehDistVec = GetPosition() - nearVeh->GetPosition();
+ float vehDist = vehDistVec.Magnitude();
+ if (vehDist < closestCarDist) {
+ carToSteal = nearVeh;
+ closestCarDist = vehDist;
+ }
+ }
+ }
+ }
+ }
+ if (carToSteal) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carToSteal);
+ m_carJackTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ } else {
+ RestorePreviousObjective();
+ RestorePreviousState();
+ }
+ }
+ break;
+ }
+ case OBJECTIVE_MUG_CHAR:
+ {
+ if (m_pedInObjective) {
+ if (m_pedInObjective->IsPlayer() || m_pedInObjective->bInVehicle || m_pedInObjective->m_fHealth <= 0.0f) {
+ ClearObjective();
+ return;
+ }
+ if (m_pedInObjective->m_nMoveState > PEDMOVE_WALK) {
+ ClearObjective();
+ return;
+ }
+ if (m_pedInObjective->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_pedInObjective->m_pedInObjective == this) {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, m_pedInObjective);
+ SetMoveState(PEDMOVE_SPRINT);
+ return;
+ }
+ if (m_pedInObjective->m_nPedState == PED_FLEE_ENTITY && m_fleeFrom == this
+ || m_pedInObjective->m_objective == OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE && m_pedInObjective->m_pedInObjective == this) {
+ ClearObjective();
+ SetFindPathAndFlee(m_pedInObjective, 15000, true);
+ return;
+ }
+ float distWithTargetScSqr = distWithTarget.MagnitudeSqr();
+ if (distWithTargetScSqr <= sq(10.0f)) {
+ if (distWithTargetScSqr <= sq(1.4f)) {
+ CAnimBlendAssociation *reloadAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_PARTIAL_FUCKU);
+ 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->GetProgress() > 0.8f)) {
+ CAnimBlendAssociation *punchAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PARTIAL_PUNCH, 8.0f);
+ punchAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ punchAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ CVector2D offset(distWithTarget.x, distWithTarget.y);
+ int dir = m_pedInObjective->GetLocalDirection(offset);
+ m_pedInObjective->StartFightDefend(dir, HITLEVEL_HIGH, 5);
+ m_pedInObjective->ReactToAttack(this);
+ m_pedInObjective->Say(SOUND_PED_ROBBED);
+ Say(SOUND_PED_MUGGING);
+ bRichFromMugging = true;
+
+ // FIX: ClearObjective() clears m_pedInObjective, so get it before call
+ CPed *victim = m_pedInObjective;
+ ClearObjective();
+ if (victim->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
+ || victim->m_pedInObjective != this) {
+ SetFindPathAndFlee(victim, 15000, true);
+ m_nLastPedState = PED_WANDER_PATH;
+ } else {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, victim);
+ SetMoveState(PEDMOVE_SPRINT);
+ m_nLastPedState = PED_WANDER_PATH;
+ }
+ }
+ } else {
+ eWeaponType weaponType = GetWeapon()->m_eWeaponType;
+ if (weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BASEBALLBAT)
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
+
+ CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PARTIAL_FUCKU, 8.0f);
+ newReloadAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ newReloadAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ }
+ } else {
+ SetSeek(m_pedInObjective, 1.0f);
+ CAnimBlendAssociation *walkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_WALK);
+
+ if (walkAssoc)
+ walkAssoc->speed = 1.3f;
+ }
+ } else {
+ ClearObjective();
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ }
+ } else {
+ m_objective = OBJECTIVE_NONE;
+ ClearObjective();
+ }
+ }
+ // fall through
+ case OBJECTIVE_WANDER:
+ if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer && !bInVehicle) {
+ m_leaveCarTimer = 0;
+ m_objective = OBJECTIVE_NONE;
+ SetWanderPath(m_nPathDir);
+ }
+ break;
+ 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;
+ }
+ case OBJECTIVE_GOTO_AREA_ANY_MEANS:
+ {
+ distWithTarget = m_nextRoutePointPos - GetPosition();
+ distWithTarget.z = 0.0f;
+ if (InVehicle()) {
+ CCarAI::GetCarToGoToCoors(m_pMyVehicle, &m_nextRoutePointPos);
+ CCarCtrl::RegisterVehicleOfInterest(m_pMyVehicle);
+ if (distWithTarget.MagnitudeSqr() < sq(20.0f)) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ ForceStoredObjective(OBJECTIVE_GOTO_AREA_ANY_MEANS);
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ }
+ break;
+ }
+ if (distWithTarget.Magnitude() > 30.0f) {
+ if (m_pMyVehicle) {
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ } else {
+ float closestVehDist = SQR(60.0f);
+ int16 lastVehicle;
+ CEntity* vehicles[8];
+ // NB: 25.0f in here is prolly a forgotten setting, all other places now use 30.0f (ENTER_CAR_MAX_DIST)
+ CWorld::FindObjectsInRange(GetPosition(), 25.0f, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ CVehicle* foundVeh = nil;
+ for (int i = 0; i < lastVehicle; i++) {
+ CVehicle* nearVeh = (CVehicle*)vehicles[i];
+ /*
+ Not used.
+ CVector vehSpeed = nearVeh->GetSpeed();
+ CVector ourSpeed = GetSpeed();
+ */
+ CVector vehDistVec = nearVeh->GetPosition() - GetPosition();
+ if (vehDistVec.MagnitudeSqr() < closestVehDist && m_pedInObjective->m_pMyVehicle != nearVeh) {
+ foundVeh = nearVeh;
+ closestVehDist = vehDistVec.MagnitudeSqr();
+ }
+ }
+ m_pMyVehicle = foundVeh;
+ if (m_pMyVehicle) {
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+ break;
+ }
+ // Falls to different objectives in III and VC
+#ifdef FIX_BUGS
+ break;
+#else
+ // fall through
+#endif
+ }
+ case OBJECTIVE_GOTO_SEAT_ON_FOOT:
+ case OBJECTIVE_GOTO_ATM_ON_FOOT:
+ case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
+ case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
+ case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
+ case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
+ if (CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
+ m_objectiveTimer = 0;
+ if (m_attractor)
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ } else {
+ CVector distance = m_nextRoutePointPos - GetPosition();
+ distance.z = 0.0f;
+ if (m_objective == OBJECTIVE_GOTO_SHELTER_ON_FOOT) {
+ if (m_nMoveState == PEDMOVE_RUN && distance.MagnitudeSqr() < SQR(2.0f)) {
+ SetMoveState(PEDMOVE_WALK);
+ bIsRunning = false;
+ }
+ if (CWeather::Rain < 0.2f && m_attractor) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ return;
+ }
+ }
+ else if (m_objective == OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT) {
+ if (m_nMoveState == PEDMOVE_RUN && distance.MagnitudeSqr() < SQR(4.0f)) {
+ SetMoveState(PEDMOVE_WALK);
+ bIsRunning = false;
+ }
+ CVehicle* pIceCreamVan = GetPedAttractorManager()->GetIceCreamVanForEffect(m_attractor->GetEffect());
+ if (0.01f * CTimer::GetTimeStep() * 5.0f < pIceCreamVan->m_fDistanceTravelled) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ return;
+ }
+ if (!pIceCreamVan->pDriver ||
+ !pIceCreamVan->pDriver->IsPlayer() ||
+ pIceCreamVan->pDriver->GetPedState() == PED_ARRESTED ||
+ pIceCreamVan->pDriver->GetPedState() == PED_DEAD) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ return;
+ }
+ if (!pIceCreamVan->m_bSirenOrAlarm) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ return;
+ }
+ if (pIceCreamVan->GetStatus() == STATUS_WRECKED) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ return;
+ }
+ }
+ if (sq(m_distanceToCountSeekDone) < distance.MagnitudeSqr()) {
+ if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer || GetPedState() != PED_SEEK_POS) {
+ m_vecSeekPos = m_nextRoutePointPos;
+ SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
+ }
+ }
+ else {
+ if (!bReachedAttractorHeadingTarget) {
+ float fHeadingDistance = m_fRotationCur - m_attractorHeading;
+ float fSinHeading = Sin(fHeadingDistance);
+ float fCosHeading = Cos(fHeadingDistance);
+ if (fSinHeading > 0.0f) {
+ if (fCosHeading > 0.0f)
+ m_attractorHeading = m_fRotationCur - Asin(fSinHeading);
+ else
+ m_attractorHeading = m_fRotationCur - Acos(fCosHeading);
+ }
+ else {
+ if (fCosHeading > 0.0f)
+ m_attractorHeading = m_fRotationCur - Asin(fSinHeading);
+ else
+ m_attractorHeading = m_fRotationCur + Acos(fCosHeading);
+ }
+ m_fRotationDest = m_attractorHeading;
+ m_headingRate = 3.5f;
+ bReachedAttractorHeadingTarget = true;
+ bTurnedAroundOnAttractor = false;
+ }
+ if (Abs(m_fRotationCur - m_attractorHeading) >= m_acceptableHeadingOffset &&
+ Abs(m_fRotationCur - m_attractorHeading + TWOPI) >= m_acceptableHeadingOffset &&
+ Abs(m_fRotationCur - m_attractorHeading - TWOPI) >= m_acceptableHeadingOffset)
+ SetMoveState(PEDMOVE_STILL);
+ else {
+ m_fRotationDest = m_fRotationCur;
+ bReachedAttractorHeadingTarget = false;
+ bObjectiveCompleted = true;
+ bScriptObjectiveCompleted = true;
+ RestoreHeadingRate();
+ GetPedAttractorManager()->BroadcastArrival(this, m_attractor);
+ if (GetPedAttractorManager()->IsAtHeadOfQueue(this, m_attractor)) {
+ switch (m_objective) {
+ case OBJECTIVE_GOTO_SEAT_ON_FOOT:
+ if (!bTurnedAroundOnAttractor) {
+ ClearObjective();
+ SetWaitState(WAITSTATE_SIT_DOWN, 0);
+ }
+ else {
+ ClearObjective();
+ SetWaitState(WAITSTATE_SIT_DOWN_RVRS, 0);
+ }
+ break;
+ case OBJECTIVE_GOTO_ATM_ON_FOOT:
+ ClearObjective();
+ SetWaitState(WAITSTATE_USE_ATM, 0);
+ break;
+ case OBJECTIVE_GOTO_BUS_STOP_ON_FOOT:
+ ClearObjective();
+ SetObjective(OBJECTIVE_WAIT_ON_FOOT_AT_BUS_STOP);
+ break;
+ case OBJECTIVE_GOTO_PIZZA_ON_FOOT:
+ ClearObjective();
+ m_prevObjective = OBJECTIVE_NONE;
+ SetObjective(OBJECTIVE_WAIT_ON_FOOT);
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() + m_attractor->GetHeadOfQueueWaitTime();
+ break;
+ case OBJECTIVE_GOTO_SHELTER_ON_FOOT:
+ m_prevObjective = OBJECTIVE_NONE;
+ SetObjective(OBJECTIVE_WAIT_ON_FOOT_AT_SHELTER);
+ break;
+ case OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT:
+ m_prevObjective = OBJECTIVE_NONE;
+ SetObjective(OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN);
+ break;
+ }
+ } else {
+ m_prevObjective = OBJECTIVE_NONE;
+ SetObjective(OBJECTIVE_WAIT_ON_FOOT);
+ m_objectiveTimer = 0;
+ }
+ }
+ }
+ }
+ return;
+ case OBJECTIVE_FLEE_CAR:
+ if (!bInVehicle && m_nPedState != PED_FLEE_ENTITY && m_pMyVehicle) {
+ RestorePreviousObjective();
+ SetFlee(m_pMyVehicle, 6000);
+ break;
+ }
+ // fall through
+ case OBJECTIVE_LEAVE_CAR:
+ if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
+ if (InVehicle() &&
+ (FindPlayerPed() != this || !CPad::GetPad(0)->GetAccelerate() || bBusJacked)) {
+
+ if (m_nPedState != PED_EXIT_CAR && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_EXIT_TRAIN
+ && (m_nPedType != PEDTYPE_COP
+ || m_pMyVehicle->IsBoat()
+ || m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.005f))) {
+#ifdef GTA_TRAIN
+ if (m_pMyVehicle->IsTrain())
+ SetExitTrain(m_pMyVehicle);
+ else
+#endif
+ if (m_pMyVehicle->IsBoat())
+ SetExitBoat(m_pMyVehicle);
+ else
+ SetExitCar(m_pMyVehicle, 0);
+ }
+ } else {
+ RestorePreviousObjective();
+ }
+ }
+ if (bHeldHostageInCar) {
+ if (CTheScripts::IsPlayerOnAMission()) {
+ CVehicle *playerVeh = FindPlayerVehicle();
+ if (playerVeh && playerVeh->IsPassenger(this)) {
+ if (m_leaveCarTimer != 0)
+ m_leaveCarTimer = 0;
+ }
+ }
+ }
+ break;
+ case OBJECTIVE_AIM_GUN_AT:
+ if (m_pedInObjective) {
+ if (!bObstacleShowedUpDuringKillObjective)
+ SetPointGunAt(m_pedInObjective);
+
+ if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) {
+ SetLookFlag(m_pedInObjective, false);
+ TurnBody();
+ }
+ } else {
+ ClearObjective();
+ }
+ break;
+ case OBJECTIVE_WAIT_ON_FOOT_AT_SHELTER:
+ SetIdle();
+ if (m_attractor && CWeather::Rain < 0.2f)
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ break;
+ case OBJECTIVE_KILL_CHAR_ON_BOAT:
+ SetPedStats(PEDSTAT_TOUGH_GUY);
+ if (bInVehicle) {
+ if (m_pedInObjective && m_pedInObjective->m_pCurrentPhysSurface != m_pMyVehicle) {
+ bObjectiveCompleted = true;
+ ClearObjective();
+ CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity;
+ m_pMyVehicle->SetStatus(STATUS_PHYSICS);
+ } else {
+ SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
+ }
+ } else if (m_pedInObjective && !m_pedInObjective->DyingOrDead() &&
+ (!m_pCurrentPhysSurface || !m_pedInObjective->m_pCurrentPhysSurface ||
+ m_pedInObjective->m_pCurrentPhysSurface == m_pCurrentPhysSurface)) {
+
+ CBoat *boatWeAreOn = nil;
+ if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat())
+ boatWeAreOn = (CBoat*)m_pCurrentPhysSurface;
+
+ if (boatWeAreOn) {
+ SetObjective(OBJECTIVE_RUN_TO_AREA, boatWeAreOn->GetPosition() - (boatWeAreOn->GetForward() * 10.f));
+ } else if (m_pedInObjective) {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, m_pedInObjective);
+ }
+ SetMoveAnim();
+ } else {
+ ClearLookFlag();
+ SetMoveAnim();
+ if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle())
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pCurrentPhysSurface);
+ }
+ break;
+ case OBJECTIVE_SOLICIT_FOOT:
+ if (m_pedInObjective) {
+ if (m_objectiveTimer < CTimer::GetTimeInMilliseconds())
+ bScriptObjectiveCompleted = true;
+ } else {
+ bScriptObjectiveCompleted = true;
+ }
+ break;
+ case OBJECTIVE_WAIT_ON_FOOT_AT_BUS_STOP:
+ SetIdle();
+ if (m_attractor) {
+ float left = GetPosition().x - 10.0f;
+ float right = GetPosition().x + 10.0f;
+ float top = GetPosition().y - 10.0f;
+ float bottom = GetPosition().y + 10.0f;
+ int xstart = Max(0, CWorld::GetSectorIndexX(left));
+ int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
+ int ystart = Max(0, CWorld::GetSectorIndexY(top));
+ int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
+ assert(xstart <= xend);
+ assert(ystart <= yend);
+
+ float minDistance = SQR(10.0f);
+ CVehicle* pBus = nil;
+
+ for (int y = ystart; y <= yend; y++) {
+ for (int x = xstart; x <= xend; x++) {
+ CSector* s = CWorld::GetSector(x, y);
+ for (CPtrNode* pNode = s->m_lists[ENTITYLIST_VEHICLES].first; pNode != nil; pNode = pNode->next) {
+ CEntity* pEntity = (CEntity*)pNode->item;
+ if (!pEntity->IsVehicle())
+ continue;
+ CVehicle* pVehicle = (CVehicle*)pEntity;
+ if (!pVehicle->bIsBus)
+ continue;
+ if (pVehicle->GetMoveSpeed().MagnitudeSqr() >= SQR(0.005f))
+ continue;
+ float distanceSq = (GetPosition() - pVehicle->GetPosition()).MagnitudeSqr();
+ if (distanceSq < minDistance) {
+ minDistance = distanceSq;
+ pBus = pVehicle;
+ }
+ }
+ }
+ }
+
+ if (pBus) {
+ if (pBus->m_nNumPassengers >= pBus->m_nNumMaxPassengers - 1)
+ SetObjective(OBJECTIVE_WAIT_ON_FOOT);
+ else {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, pBus);
+ bDontDragMeOutCar = true;
+ bRemoveMeWhenIGotIntoCar = true;
+ CPlayerPed *player = FindPlayerPed();
+ if (pBus->IsPassenger(player) || pBus->IsDriver(player)) {
+ bCollectBusFare = true;
+ }
+ }
+ }
+ }
+ break;
+ case OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN:
+ {
+ SetIdle();
+ CVehicle* pIceCreamVan = GetPedAttractorManager()->GetIceCreamVanForEffect(m_attractor->GetEffect());
+ if (m_attractor && m_nWaitState != WAITSTATE_PLAYANIM_CHAT && pIceCreamVan && pIceCreamVan->pDriver && pIceCreamVan->pDriver->IsPlayer()) {
+ int time = 5000;
+ SetWaitState(WAITSTATE_PLAYANIM_CHAT, &time);
+ break;
+ }
+ if (!m_attractor)
+ break;
+ CVehicle* pVan = GetPedAttractorManager()->GetIceCreamVanForEffect(m_attractor->GetEffect());
+ if (!pVan)
+ break;
+ if (0.01f * CTimer::GetTimeStep() * 5.0f < pVan->m_fDistanceTravelled) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ break;
+ }
+ if (!pVan->pDriver || !pVan->pDriver->IsPlayer() || pVan->pDriver->GetPedState() == PED_ARRESTED || pVan->pDriver->GetPedState() == PED_DEAD) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ break;
+ }
+ if (!pVan->m_bSirenOrAlarm) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ return; // Why?
+ }
+ if (pVan->GetStatus() == STATUS_WRECKED) {
+ GetPedAttractorManager()->DeRegisterPed(this, m_attractor);
+ return; // Why?
+ }
+ break;
+ }
+ }
+ if (bObjectiveCompleted
+ || m_objectiveTimer > 0 && CTimer::GetTimeInMilliseconds() > m_objectiveTimer) {
+ RestorePreviousObjective();
+ if (m_objectiveTimer > CTimer::GetTimeInMilliseconds() || !m_objectiveTimer)
+ m_objectiveTimer = CTimer::GetTimeInMilliseconds() - 1;
+
+ if (CharCreatedBy != RANDOM_CHAR || bInVehicle) {
+ if (IsPedInControl())
+ RestorePreviousState();
+ } else {
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ }
+ ClearAimFlag();
+ ClearLookFlag();
+ }
+ }
+}
+
+void
+CPed::SetFollowRoute(int16 currentPoint, int16 routeType)
+{
+ m_routeLastPoint = currentPoint;
+ m_routeType = routeType;
+ m_routePointsBeingPassed = 1;
+ m_routePointsPassed = 0;
+ m_objective = OBJECTIVE_FOLLOW_ROUTE;
+ m_routeStartPoint = CRouteNode::GetRouteStart(currentPoint);
+ m_nextRoutePointPos = CRouteNode::GetPointPosition(GetNextPointOnRoute());
+}
+
+int
+CPed::GetNextPointOnRoute(void)
+{
+ int16 nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
+
+ // Route is complete
+ if (nextPoint < 0 || nextPoint > NUMPEDROUTES || m_routeLastPoint != CRouteNode::GetRouteThisPointIsOn(nextPoint)) {
+
+ switch (m_routeType) {
+ case PEDROUTE_STOP_WHEN_DONE:
+ nextPoint = -1;
+ break;
+ case PEDROUTE_GO_BACKWARD_WHEN_DONE:
+ m_routePointsBeingPassed = -m_routePointsBeingPassed;
+ nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
+ break;
+ case PEDROUTE_GO_TO_START_WHEN_DONE:
+ m_routePointsPassed = -1;
+ nextPoint = m_routePointsBeingPassed + m_routePointsPassed + m_routeStartPoint;
+ break;
+ default:
+ break;
+ }
+ }
+ return nextPoint;
+}
+
+bool
+CPed::HaveReachedNextPointOnRoute(float distToCountReached)
+{
+ if ((m_nextRoutePointPos - GetPosition()).Magnitude2D() < distToCountReached) {
+ m_routePointsPassed += m_routePointsBeingPassed;
+ return true;
+ }
+ return false;
+}
+
+bool
+CPed::CanSeeEntity(CEntity *entity, float threshold)
+{
+ float neededAngle = CGeneral::GetRadianAngleBetweenPoints(
+ entity->GetPosition().x,
+ entity->GetPosition().y,
+ GetPosition().x,
+ GetPosition().y);
+
+ if (neededAngle < 0.0f)
+ neededAngle += TWOPI;
+ else if (neededAngle > TWOPI)
+ neededAngle -= TWOPI;
+
+ float ourAngle = m_fRotationCur;
+ if (ourAngle < 0.0f)
+ ourAngle += TWOPI;
+ else if (ourAngle > TWOPI)
+ ourAngle -= TWOPI;
+
+ float neededTurn = Abs(neededAngle - ourAngle);
+
+ return neededTurn < threshold || TWOPI - threshold < neededTurn;
+}
+
+// Only used while deciding which gun ped should switch to, if no ammo left.
+bool
+CPed::SelectGunIfArmed(void)
+{
+ for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
+ if (GetWeapon(i).m_nAmmoTotal > 0) {
+ eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
+
+ if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_M4 ||
+ weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
+ weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN ||
+ weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_FLAMETHROWER) {
+ SetCurrentWeapon(i);
+ return true;
+ }
+ }
+ }
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
+ return false;
+}
+void
+CPed::ReactToPointGun(CEntity *entWithGun)
+{
+ CPed *pedWithGun = (CPed*)entWithGun;
+ int waitTime;
+
+ if (IsPlayer() || !IsPedInControl() || (CharCreatedBy == MISSION_CHAR && !bCrouchWhenScared))
+ return;
+
+ if (m_leader == pedWithGun)
+ return;
+
+ if (m_nWaitState == WAITSTATE_PLAYANIM_HANDSUP || m_nWaitState == WAITSTATE_PLAYANIM_HANDSCOWER ||
+ (GetPosition() - pedWithGun->GetPosition()).MagnitudeSqr2D() > 225.0f || (m_nPedType == PEDTYPE_GANG7 && pedWithGun == FindPlayerPed()))
+ return;
+
+ if (m_leader) {
+ if (FindPlayerPed() == m_leader)
+ return;
+
+ ClearLeader();
+ }
+ if (m_pedStats->m_flags & STAT_GUN_PANIC
+ && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
+ && m_nPedState != PED_FLEE_ENTITY && m_nPedState != PED_AIM_GUN) {
+
+ waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
+ SetWaitState(WAITSTATE_PLAYANIM_HANDSCOWER, &waitTime);
+ Say(SOUND_PED_HANDS_COWER);
+ m_pLookTarget = pedWithGun;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ SetMoveState(PEDMOVE_NONE);
+
+ } else if (m_nPedType != pedWithGun->m_nPedType) {
+ if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
+ RegisterThreatWithGangPeds(pedWithGun);
+ }
+
+ if (m_nPedType == PEDTYPE_COP) {
+ if (pedWithGun->IsPlayer()) {
+ ((CPlayerPed*)pedWithGun)->m_pWanted->SetWantedLevelNoDrop(2);
+ if (bCrouchWhenShooting || bKindaStayInSamePlace) {
+ SetDuck(CGeneral::GetRandomNumberInRange(1000, 3000));
+ return;
+ }
+ }
+ }
+
+ if (m_nPedType != PEDTYPE_COP
+ && (m_nPedState != PED_ATTACK || GetWeapon()->IsTypeMelee())
+ && (m_nPedState != PED_FLEE_ENTITY || pedWithGun->IsPlayer() && m_fleeFrom != pedWithGun)
+ && m_nPedState != PED_AIM_GUN && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT) {
+
+ waitTime = CGeneral::GetRandomNumberInRange(3000, 6000);
+ SetWaitState(WAITSTATE_PLAYANIM_HANDSUP, &waitTime);
+ Say(SOUND_PED_HANDS_UP);
+ m_pLookTarget = pedWithGun;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ SetMoveState(PEDMOVE_NONE);
+ if (m_nPedState == PED_FLEE_ENTITY) {
+ m_fleeFrom = pedWithGun;
+ m_fleeFrom->RegisterReference((CEntity **) &m_fleeFrom);
+ }
+
+ if (FindPlayerPed() == pedWithGun && bRichFromMugging) {
+ int money = CGeneral::GetRandomNumberInRange(100, 300);
+ int pickupCount = money / 40 + 1;
+ int moneyPerPickup = money / pickupCount;
+
+ for (int i = 0; i < pickupCount; i++) {
+ float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().x;
+ float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256)/256.0f * TWOPI) + GetPosition().y;
+ bool found = false;
+ float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
+ if (found) {
+ CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
+ }
+ }
+ bRichFromMugging = false;
+ }
+ }
+ }
+}
+
+void
+CPed::ReactToAttack(CEntity *attacker)
+{
+ if (IsPlayer() && attacker->IsPed()) {
+ InformMyGangOfAttack(attacker);
+ SetLookFlag(attacker, true);
+ SetLookTimer(700);
+ return;
+ }
+
+ if (m_nPedType == PEDTYPE_GANG7 && attacker->IsPed() && ((CPed*)attacker)->IsPlayer()) {
+ if (m_nPedState != PED_FALL) {
+ SetFall(15000, (AnimationId)(ANIM_STD_KO_FRONT + CGeneral::GetRandomNumberInRange(0, 5)), 0);
+ }
+
+ } else if (m_nPedState == PED_DRIVING && InVehicle()
+ && (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING && m_pMyVehicle->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE)) {
+
+ if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
+ && (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS)
+ && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) {
+
+ CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity;
+ m_pMyVehicle->SetStatus(STATUS_PHYSICS);
+ }
+
+ } else if ((IsPedInControl() || m_nPedState == PED_DRIVING) && (CharCreatedBy != MISSION_CHAR || bRespondsToThreats)) {
+ if (m_leader != attacker && (!m_leader || FindPlayerPed() != m_leader) && 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_nWaitState == WAITSTATE_STRIPPER) {
+ ClearWaitState();
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker);
+ SetObjectiveTimer(20000);
+
+ } else {
+ if (m_pedStats->m_fear <= 100 - attackerPed->m_pedStats->m_temper) {
+ if (m_pedStats != attackerPed->m_pedStats) {
+ if (IsGangMember() || m_nPedType == PEDTYPE_EMERGENCY || m_nPedType == PEDTYPE_FIREMAN) {
+ RegisterThreatWithGangPeds(attackerPed);
+ }
+ if (!attackerPed->GetWeapon()->IsTypeMelee() && GetWeapon()->IsTypeMelee()) {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attacker);
+ SetMoveState(PEDMOVE_RUN);
+ } else {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attacker);
+ SetObjectiveTimer(20000);
+ }
+ }
+ } else {
+ SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, attackerPed);
+ SetMoveState(PEDMOVE_RUN);
+ if (attackerPed->GetWeapon()->IsTypeMelee())
+ Say(SOUND_PED_FLEE_RUN);
+ }
+ }
+ }
+ }
+}
+
+void
+CPed::PedAnimAlignCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (!ped->IsNotInWreckedVehicle())
+ return;
+
+ if (!ped->EnteringCar()) {
+ if (ped->m_nPedState != PED_DRIVING)
+ ped->QuitEnteringCar();
+
+ return;
+ }
+
+ if (!ped->m_vehDoor) {
+ ped->QuitEnteringCar();
+ return;
+ }
+
+ if (ped->m_fHealth == 0.0f) {
+ ped->QuitEnteringCar();
+ return;
+ }
+ bool itsVan = !!veh->bIsVan;
+ bool itsBus = !!veh->bIsBus;
+ bool itsLow = !!veh->bLowVehicle;
+ eDoors enterDoor;
+
+ switch (ped->m_vehDoor) {
+ case CAR_DOOR_RF:
+ itsVan = false;
+ enterDoor = DOOR_FRONT_RIGHT;
+ break;
+ case CAR_DOOR_RR:
+ enterDoor = DOOR_REAR_RIGHT;
+ break;
+ case CAR_DOOR_LF:
+ itsVan = false;
+ enterDoor = DOOR_FRONT_LEFT;
+ break;
+ case CAR_DOOR_LR:
+ enterDoor = DOOR_REAR_LEFT;
+ break;
+ default:
+ break;
+ }
+
+ if (veh->IsBike()) {
+ CPed *pedToDragOut = nil;
+ if (veh->GetStatus() == STATUS_ABANDONED) {
+ if (ped->m_vehDoor == CAR_WINDSCREEN) {
+ ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_KICK, 6.0f);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+
+ } else if (veh->GetRight().z >= 0.5f || veh->GetRight().z <= -0.5f || veh->GetUp().z <= 0.0f) {
+ if (enterDoor == DOOR_FRONT_LEFT || enterDoor == DOOR_REAR_LEFT) {
+ if (veh->GetRight().z > 0.0f)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_BIKE_PICKUP_LHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_BIKE_PULLUP_LHS);
+
+ } else {
+ if (veh->GetRight().z < 0.0f)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_BIKE_PICKUP_RHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_BIKE_PULLUP_RHS);
+ }
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
+
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType,
+ enterDoor == DOOR_FRONT_LEFT || enterDoor == DOOR_REAR_LEFT ? ANIM_BIKE_JUMPON_LHS : ANIM_BIKE_JUMPON_RHS);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+ }
+ } else if (ped->m_vehDoor == CAR_WINDSCREEN) {
+ if (veh->pDriver->m_nPedState != PED_DRIVING || veh->pDriver->bDontDragMeOutCar) {
+ ped->QuitEnteringCar();
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::BlendAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_KICK, 6.0f);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ pedToDragOut = veh->pDriver;
+ }
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+ } else {
+ if (enterDoor == DOOR_FRONT_LEFT || enterDoor == DOOR_FRONT_RIGHT) {
+ if (veh->pDriver) {
+ if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) {
+ ped->QuitEnteringCar();
+ ped->SetFall(1000, ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_LR ? ANIM_STD_HIGHIMPACT_RIGHT : ANIM_STD_HIGHIMPACT_LEFT, false);
+ return;
+ }
+ if (veh->pDriver->m_nPedState != PED_DRIVING || veh->pDriver->bDontDragMeOutCar) {
+ ped->QuitEnteringCar();
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, enterDoor == DOOR_FRONT_LEFT ? ANIM_STD_BIKE_ELBOW_LHS : ANIM_STD_BIKE_ELBOW_RHS);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
+ pedToDragOut = veh->pDriver;
+ }
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, enterDoor == DOOR_FRONT_LEFT ? ANIM_BIKE_JUMPON_LHS : ANIM_BIKE_JUMPON_RHS);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+ }
+ } else {
+ if (veh->pPassengers[0]) {
+ if (veh->m_vecMoveSpeed.Magnitude() > 0.2f) {
+ ped->QuitEnteringCar();
+ ped->SetFall(1000, ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_LR ? ANIM_STD_HIGHIMPACT_RIGHT : ANIM_STD_HIGHIMPACT_LEFT, false);
+ return;
+ }
+ if (veh->pPassengers[0]->m_nPedState != PED_DRIVING || veh->pPassengers[0]->bDontDragMeOutCar) {
+ ped->QuitEnteringCar();
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD,
+ enterDoor == DOOR_REAR_LEFT ? ANIM_STD_BIKE_ELBOW_LHS : ANIM_STD_BIKE_ELBOW_RHS);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
+ pedToDragOut = veh->pPassengers[0];
+ }
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(),
+ ((CBike*)veh)->m_bikeAnimType, enterDoor == DOOR_REAR_LEFT ? ANIM_BIKE_JUMPON_LHS : ANIM_BIKE_JUMPON_RHS);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+ }
+ }
+ }
+
+ if (pedToDragOut) {
+ pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehDoor, false);
+ if (pedToDragOut->IsGangMember())
+ pedToDragOut->RegisterThreatWithGangPeds(ped);
+
+ if (ped->m_nPedType == PEDTYPE_COP && pedToDragOut == FindPlayerPed() && veh->IsBike())
+ ((CCopPed*)ped)->m_bDragsPlayerFromCar = 1;
+
+ if (pedToDragOut == veh->pDriver) {
+ if (veh->pPassengers[0])
+ veh->pPassengers[0]->SetBeingDraggedFromCar(veh, CAR_DOOR_LR, false);
+ }
+ }
+ return;
+ }
+
+ if (veh->IsDoorMissing(enterDoor) || veh->IsDoorFullyOpen(enterDoor)) {
+
+ veh->AutoPilot.m_nCruiseSpeed = 0;
+ if (ped->m_nPedState == PED_CARJACK || veh->m_nNumMaxPassengers == 0 && veh->pDriver && enterDoor == DOOR_FRONT_RIGHT) {
+ ped->PedAnimDoorOpenCB(nil, ped);
+ return;
+ }
+ if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
+ if (itsVan) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_GET_IN_REAR_RHS);
+ } else if (itsBus) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_GET_IN_RHS);
+ } else if (itsLow) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_RHS);
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_RHS);
+ }
+ } else if (itsVan) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_GET_IN_REAR_LHS);
+ } else if (itsBus) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_GET_IN_LHS);
+ } else if (itsLow) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS);
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS);
+ }
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+
+ } else if (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_VAN, ANIM_STD_VAN_OPEN_DOOR_REAR_RHS);
+ } else if (itsBus) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_OPEN_RHS);
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_OPEN_DOOR_RHS);
+ }
+ } else if (itsVan) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_OPEN_DOOR_REAR_LHS);
+ } else if (itsBus) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_OPEN_LHS);
+ } else {
+
+ if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && veh->pDriver) {
+
+ if (!veh->bLowVehicle
+ && veh->pDriver->CharCreatedBy != MISSION_CHAR
+ && veh->pDriver->m_nPedState == PED_DRIVING) {
+
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_QUICKJACK);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+
+ CPlayerPed *player = nil;
+ CCopPed *cop = nil;
+ veh->MakeNonDraggedPedsLeaveVehicle(veh->pDriver, ped, player, cop);
+ if (player && cop) {
+ cop->QuitEnteringCar();
+ cop->SetArrestPlayer(player);
+ }
+
+ if (player != veh->pDriver) {
+ veh->pDriver->SetBeingDraggedFromCar(veh, ped->m_vehDoor, true);
+ if (veh->pDriver->IsGangMember())
+ veh->pDriver->RegisterThreatWithGangPeds(ped);
+ }
+ return;
+ }
+ }
+ if (veh->IsOpenTopCar() && !veh->pDriver && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_JUMP_IN_LO_LHS);
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ return;
+ }
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_OPEN_DOOR_LHS);
+ }
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
+
+ } else {
+ if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CARDOOR_LOCKED_RHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CARDOOR_LOCKED_LHS);
+
+ ped->bCancelEnteringCar = true;
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorOpenCB, ped);
+ }
+}
+
+void
+CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ CPed* ped = (CPed*)arg;
+
+ CVehicle* veh = ped->m_pMyVehicle;
+
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (!ped->IsNotInWreckedVehicle())
+ return;
+
+ if (!ped->EnteringCar()) {
+ if(ped->m_nPedState != PED_DRIVING)
+ ped->QuitEnteringCar();
+
+ return;
+ }
+
+ eDoors door;
+ CPed *pedInSeat = nil;
+ switch (ped->m_vehDoor) {
+ case CAR_DOOR_RF:
+ door = DOOR_FRONT_RIGHT;
+ pedInSeat = veh->pPassengers[0];
+ if (!veh->pPassengers[0] && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
+ pedInSeat = veh->pDriver;
+ 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;
+ if (veh->bIsBus && ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
+ pedInSeat = nil;
+ break;
+ case CAR_DOOR_LR:
+ door = DOOR_REAR_LEFT;
+ pedInSeat = veh->pPassengers[1];
+ break;
+ default: assert(0);
+ }
+
+ if (ped->m_fHealth == 0.0f || CPad::GetPad(0)->ArePlayerControlsDisabled() && pedInSeat && pedInSeat->IsPlayer()) {
+ ped->QuitEnteringCar();
+ return;
+ }
+
+ bool isVan = veh->bIsVan;
+ bool isBus = veh->bIsBus;
+ bool isLow = veh->bLowVehicle;
+ bool vehUpsideDown = veh->IsUpsideDown();
+ if (ped->bCancelEnteringCar) {
+ if (ped->IsPlayer()) {
+ if (veh->pDriver) {
+ if (veh->pDriver->m_nPedType == PEDTYPE_COP) {
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+ }
+ }
+ }
+#ifdef CANCELLABLE_CAR_ENTER
+ if (!veh->IsDoorMissing(door) && veh->CanPedOpenLocks(ped) && veh->IsCar()) {
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
+ }
+#endif
+ ped->QuitEnteringCar();
+ ped->RestorePreviousObjective();
+ ped->bCancelEnteringCar = false;
+ return;
+ }
+ if (!veh->IsDoorMissing(door) && veh->IsCar()) {
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
+ }
+
+ if (veh->m_vecMoveSpeed.Magnitude() > 0.2f ||
+ veh->IsCar() && veh->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI && ((CAutomobile*)veh)->m_nWheelsOnGround == 0) {
+ ped->QuitEnteringCar();
+ if (ped->m_vehDoor != CAR_DOOR_LF && ped->m_vehDoor != CAR_DOOR_LR)
+ ped->SetFall(1000, ANIM_STD_HIGHIMPACT_LEFT, false);
+ else
+ ped->SetFall(1000, ANIM_STD_HIGHIMPACT_RIGHT, false);
+
+ return;
+ }
+ veh->ProcessOpenDoor(ped->m_vehDoor, ANIM_STD_CAR_OPEN_DOOR_LHS, 1.0f);
+
+ if (ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_RF)
+ isVan = false;
+
+ if (ped->m_nPedState != PED_CARJACK || isBus) {
+
+ if (ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_LR) {
+ if (veh->IsBike()) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_LHS);
+ } else if (isVan) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_GET_IN_REAR_LHS);
+ } else if (isBus) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_GET_IN_LHS);
+ } else if (isLow) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS);
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS);
+ }
+ } else {
+ if (veh->IsBike()) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_RHS);
+ } else if (isVan) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_GET_IN_REAR_RHS);
+ } else if (isBus) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_GET_IN_RHS);
+ } else if (isLow) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_RHS);
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_RHS);
+ }
+
+ if (ped->m_vehDoor == CAR_DOOR_RF && pedInSeat && veh->IsCar())
+ pedInSeat->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
+ }
+
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ } else {
+ CPed *pedToDragOut = nil;
+ switch (ped->m_vehDoor) {
+ case CAR_DOOR_RF: pedToDragOut = veh->pPassengers[0]; break;
+ case CAR_DOOR_RR: pedToDragOut = veh->pPassengers[2]; break;
+ case CAR_DOOR_LF: pedToDragOut = veh->pDriver; break;
+ case CAR_DOOR_LR: pedToDragOut = veh->pPassengers[1]; break;
+ default: assert(0);
+ }
+
+ if (vehUpsideDown) {
+ ped->QuitEnteringCar();
+ if (ped->m_nPedType == PEDTYPE_COP)
+ ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
+ }
+
+ if (ped->m_vehDoor != CAR_DOOR_LF && ped->m_vehDoor != CAR_DOOR_LR) {
+
+ if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) {
+ if (pedToDragOut->m_nPedState != PED_DRIVING) {
+ ped->QuitEnteringCar();
+ pedToDragOut = nil;
+ } else {
+ if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_LO_RHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_RHS);
+
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
+ }
+ } else if (ped->m_nPedType == PEDTYPE_COP) {
+ ped->QuitEnteringCar();
+ if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) {
+ veh->SetStatus(STATUS_PLAYER_DISABLED);
+
+ if (ped->m_pedInObjective->IsPlayer()) {
+ ((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
+ } else {
+ ped->ClearObjective();
+ ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.f, 8.f));
+ }
+
+ } else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) {
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING);
+ }
+ } else {
+ if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_RHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_RHS);
+
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ }
+ } else if (pedToDragOut) {
+
+ if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) {
+ ped->QuitEnteringCar();
+ pedToDragOut = nil;
+ } else {
+ if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_LO_LHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_PULL_OUT_PED_LHS);
+
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimPullPedOutCB, ped);
+ }
+ } else {
+ if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS);
+
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ }
+
+ if (pedToDragOut) {
+ CPlayerPed* player = nil;
+ CCopPed* cop = nil;
+ veh->MakeNonDraggedPedsLeaveVehicle(pedToDragOut, ped, player, cop);
+ if (player && cop) {
+ cop->QuitEnteringCar();
+ veh->SetStatus(STATUS_PLAYER_DISABLED);
+ cop->SetArrestPlayer(player);
+ }
+
+ if (player != pedToDragOut) {
+ pedToDragOut->SetBeingDraggedFromCar(veh, ped->m_vehDoor, false);
+ if (pedToDragOut->IsGangMember())
+ pedToDragOut->RegisterThreatWithGangPeds(ped);
+ }
+ }
+ }
+ return;
+}
+
+void
+CPed::PedAnimPullPedOutCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ CPed* ped = (CPed*)arg;
+
+ CVehicle* veh = ped->m_pMyVehicle;
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (ped->EnteringCar()) {
+ if (!ped->IsNotInWreckedVehicle())
+ return;
+
+#ifdef CANCELLABLE_CAR_ENTER
+ if (ped->bCancelEnteringCar) {
+ ped->QuitEnteringCar();
+ ped->RestorePreviousObjective();
+ ped->bCancelEnteringCar = false;
+ return;
+ }
+#endif
+
+ bool isLow = !!veh->bLowVehicle;
+
+ int padNo;
+ if (ped->IsPlayer()) {
+
+ // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
+ switch (ped->m_nPedType) {
+ case PEDTYPE_PLAYER1:
+ padNo = 0;
+ break;
+ case PEDTYPE_PLAYER2:
+ padNo = 1;
+ break;
+ case PEDTYPE_PLAYER3:
+ padNo = 2;
+ break;
+ case PEDTYPE_PLAYER4:
+ padNo = 3;
+ break;
+ }
+ CPad *pad = CPad::GetPad(padNo);
+
+ if (!pad->ArePlayerControlsDisabled()) {
+
+ if (pad->GetTarget()
+ || pad->NewState.LeftStickX
+ || pad->NewState.LeftStickY
+ || pad->NewState.DPadUp
+ || pad->NewState.DPadDown
+ || pad->NewState.DPadLeft
+ || pad->NewState.DPadRight) {
+ ped->QuitEnteringCar();
+ ped->RestorePreviousObjective();
+ return;
+ }
+ }
+ }
+
+ if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ if (ped->m_vehDoor == CAR_DOOR_LF || ped->m_vehDoor == CAR_DOOR_LR) {
+ if (veh->IsBike())
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_LHS);
+ else if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS);
+ } else {
+ if (veh->IsBike())
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ((CBike*)veh)->m_bikeAnimType, ANIM_BIKE_JUMPON_RHS);
+ else if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_RHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_RHS);
+ }
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimGetInCB, ped);
+ } else {
+ ped->QuitEnteringCar();
+ }
+ } else if(ped->m_nPedState != PED_DRIVING) {
+ ped->QuitEnteringCar();
+ }
+}
+
+void
+CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*) arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
+ return;
+
+ if (!ped->EnteringCar()) {
+ if(ped->m_nPedState != PED_DRIVING)
+ ped->QuitEnteringCar();
+ return;
+ }
+
+ ped->RemoveWeaponWhenEnteringVehicle();
+ if (ped->IsPlayer() && ped->bGonnaKillTheCarJacker && ((CPlayerPed*)ped)->m_pArrestingCop) {
+ PedSetInCarCB(nil, ped);
+ ped->m_nLastPedState = ped->m_nPedState;
+ ped->SetPedState(PED_ARRESTED);
+ ped->bGonnaKillTheCarJacker = false;
+ if (veh) {
+ veh->m_nNumGettingIn = 0;
+ veh->m_nGettingInFlags = 0;
+ veh->bIsHandbrakeOn = true;
+ veh->SetStatus(STATUS_PLAYER_DISABLED);
+ }
+ return;
+ }
+ if (ped->IsPlayer() && ped->m_vehDoor == CAR_DOOR_LF
+ && (Pads[0].GetAccelerate() >= 255.0f || Pads[0].GetBrake() >= 255.0f)
+ && veh->IsCar() && !veh->pDriver) {
+
+ if (!animAssoc || animAssoc->animId != ANIM_STD_CAR_JUMP_IN_LO_LHS)
+ 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;
+ }
+ if (veh->IsBike()) {
+ ped->PedSetInCarCB(nil, ped);
+ return;
+ }
+ bool isVan = !!veh->bIsVan;
+ bool isBus = !!veh->bIsBus;
+ bool isLow = !!veh->bLowVehicle;
+ eDoors enterDoor;
+ switch (ped->m_vehDoor) {
+ case CAR_DOOR_RF:
+ isVan = false;
+ enterDoor = DOOR_FRONT_RIGHT;
+ break;
+ case CAR_DOOR_RR:
+ enterDoor = DOOR_REAR_RIGHT;
+ break;
+ case CAR_DOOR_LF:
+ isVan = false;
+ enterDoor = DOOR_FRONT_LEFT;
+ break;
+ case CAR_DOOR_LR:
+ enterDoor = DOOR_REAR_LEFT;
+ break;
+ default:
+ break;
+ }
+ bool doorClosed = true;
+ if (veh->IsOpenTopCar() && enterDoor == DOOR_FRONT_LEFT && veh->IsDoorClosed(DOOR_FRONT_LEFT)) {
+ doorClosed = false;
+
+ } else if (!veh->IsDoorMissing(enterDoor)) {
+ if (veh->IsCar())
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(enterDoor, DOOR_STATUS_SWINGING);
+ }
+
+ CPed *driver = veh->pDriver;
+ if (driver && (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)) {
+ if (veh->bIsBus) {
+ driver->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
+ if (driver->IsPlayer()) {
+ veh->bIsHandbrakeOn = true;
+ veh->SetStatus(STATUS_PLAYER_DISABLED);
+ }
+ driver->bBusJacked = true;
+ veh->bIsBeingCarJacked = false;
+ PedSetInCarCB(nil, ped);
+ if (ped->m_nPedType == PEDTYPE_COP
+ || ped->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT
+ || ped->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS) {
+ ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
+ }
+ ped->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 400;
+ return;
+ }
+ if (driver != ped && ped->m_vehDoor != CAR_DOOR_LF) {
+ if (!driver->IsPlayer()) {
+ driver->bUsePedNodeSeek = true;
+ driver->m_pLastPathNode = nil;
+ if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear
+ || driver->CharCreatedBy == MISSION_CHAR
+ || veh->VehicleCreatedBy == MISSION_VEHICLE) {
+ driver->bFleeAfterExitingCar = true;
+ } else {
+ driver->bGonnaKillTheCarJacker = true;
+ veh->pDriver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped);
+
+ if (veh->pDriver->m_nPedType == PEDTYPE_COP && ped->IsPlayer()) {
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+ }
+ }
+ }
+ if ((ped->m_nPedType != PEDTYPE_EMERGENCY || veh->pDriver->m_nPedType != PEDTYPE_EMERGENCY)
+ && (ped->m_nPedType != PEDTYPE_COP || veh->pDriver->m_nPedType != PEDTYPE_COP)) {
+ veh->pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
+ veh->pDriver->Say(SOUND_PED_CAR_JACKED);
+ veh->pDriver->SetRadioStation();
+ if (veh->m_nDoorLock == CARLOCK_UNLOCKED)
+ ped->Say(SOUND_PED_CAR_JACKING);
+
+ } else {
+ ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
+ }
+ }
+ }
+ if (veh->IsDoorMissing(enterDoor) || !doorClosed || isBus) {
+ PedAnimDoorCloseCB(nil, ped);
+ } else {
+ if (enterDoor != DOOR_FRONT_LEFT && enterDoor != DOOR_REAR_LEFT) {
+ if (isVan) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS);
+ } else if (isLow) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_LO_RHS);
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_RHS);
+ }
+ } else if (isVan) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS);
+ } else if (isLow) {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_LO_LHS);
+ } else {
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_LHS);
+ }
+ ped->m_pVehicleAnim->SetFinishCallback(PedAnimDoorCloseCB, ped);
+ }
+}
+
+void
+CPed::PedShuffle(void)
+{
+ if (m_pMyVehicle->pPassengers[0] == this) {
+ CPed *driver = m_pMyVehicle->pDriver;
+ if (!driver || driver->m_objective == OBJECTIVE_LEAVE_CAR) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, m_pMyVehicle->bLowVehicle ? ANIM_STD_CAR_SHUFFLE_LO_RHS : ANIM_STD_CAR_SHUFFLE_RHS);
+ m_objective = OBJECTIVE_ENTER_CAR_AS_DRIVER;
+ m_pMyVehicle->RemovePassenger(this);
+ bInVehicle = false;
+ m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, this);
+ }
+ }
+}
+
+void
+CPed::PedAnimDoorCloseCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CAutomobile *veh = (CAutomobile*)(ped->m_pMyVehicle);
+
+ if (!ped->IsNotInWreckedVehicle() || ped->DyingOrDead())
+ return;
+
+ if (ped->EnteringCar()) {
+ bool isLow = !!veh->bLowVehicle;
+
+ if (!veh->bIsBus)
+ veh->ProcessOpenDoor(ped->m_vehDoor, ANIM_STD_CAR_CLOSE_DOOR_LHS, 1.0f);
+
+ eDoors door;
+ switch (ped->m_vehDoor) {
+ case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break;
+ case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break;
+ case CAR_DOOR_LF: door = DOOR_FRONT_LEFT; break;
+ case CAR_DOOR_LR: door = DOOR_REAR_LEFT; break;
+ default: assert(0);
+ }
+
+ if (veh->Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING)
+ veh->Damage.SetDoorStatus(door, DOOR_STATUS_OK);
+
+ if (door == DOOR_FRONT_LEFT || ped->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || veh->bIsBus || veh->m_nNumMaxPassengers == 0) {
+ PedSetInCarCB(nil, ped);
+ } else if (ped->m_vehDoor == CAR_DOOR_RF
+ && (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF ||
+ (veh->pDriver != nil &&
+ (veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR
+ && veh->pDriver->m_objective != OBJECTIVE_LEAVE_CAR_AND_DIE
+ || !veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil))))) {
+
+ if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || ped->m_nPedState == PED_CARJACK)
+ veh->bIsBeingCarJacked = false;
+
+ ped->m_objective = OBJECTIVE_ENTER_CAR_AS_PASSENGER;
+ PedSetInCarCB(nil, ped);
+
+ ped->SetObjective(OBJECTIVE_LEAVE_CAR, veh);
+ if (!ped->IsPlayer())
+ ped->bFleeAfterExitingCar = true;
+
+ ped->bUsePedNodeSeek = true;
+ ped->m_pNextPathNode = nil;
+
+ } else {
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (isLow)
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SHUFFLE_LO_RHS);
+ else
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SHUFFLE_RHS);
+
+ ped->m_pVehicleAnim->SetFinishCallback(PedSetInCarCB, ped);
+ }
+ } else if (ped->m_nPedState != PED_DRIVING) {
+ ped->QuitEnteringCar();
+ }
+}
+
+void
+CPed::PedAnimShuffleCB(CAnimBlendAssociation* assoc, void* arg)
+{
+ CPed *ped = (CPed*)arg;
+ if (ped->EnteringCar()) {
+ PedSetInCarCB(nil, ped);
+ } else if (ped->m_nPedState != PED_DRIVING) {
+ ped->QuitEnteringCar();
+ }
+}
+
+void
+CPed::SetFormation(eFormation type)
+{
+ // FIX: Formations in GetFormationPosition were in range 1-8, whereas in here it's 0-7.
+ // To not change the behaviour, range in here tweaked by 1 with the use of enum.
+
+ switch (m_pedFormation) {
+ case FORMATION_REAR:
+ case FORMATION_REAR_LEFT:
+ case FORMATION_REAR_RIGHT:
+ case FORMATION_FRONT_LEFT:
+ case FORMATION_FRONT_RIGHT:
+ case FORMATION_LEFT:
+ case FORMATION_RIGHT:
+ case FORMATION_FRONT:
+ break;
+ default:
+ Error("Unknown formation type, PedAI.cpp");
+ break;
+ }
+ m_pedFormation = type;
+}
+
+CVector
+CPed::GetFormationPosition(void)
+{
+ if (!m_pedInObjective)
+ return GetPosition();
+
+ if (m_pedInObjective->m_nPedState == PED_DEAD) {
+ if (!m_pedInObjective->m_pedInObjective) {
+ m_pedInObjective = nil;
+ return GetPosition();
+ }
+ m_pedInObjective = m_pedInObjective->m_pedInObjective;
+ }
+
+ CVector formationOffset;
+ float offset = CGeneral::GetRandomNumberInRange(1.f, 1.25f) * 1.75f;
+ switch (m_pedFormation) {
+ case FORMATION_REAR:
+ formationOffset = CVector(0.0f, -offset, 0.0f);
+ break;
+ case FORMATION_REAR_LEFT:
+ formationOffset = CVector(-offset, -offset, 0.0f);
+ break;
+ case FORMATION_REAR_RIGHT:
+ formationOffset = CVector(offset, -offset, 0.0f);
+ break;
+ case FORMATION_FRONT_LEFT:
+ formationOffset = CVector(-offset, offset, 0.0f);
+ break;
+ case FORMATION_FRONT_RIGHT:
+ formationOffset = CVector(offset, offset, 0.0f);
+ break;
+ case FORMATION_LEFT:
+ formationOffset = CVector(-offset, 0.0f, 0.0f);
+ break;
+ case FORMATION_RIGHT:
+ formationOffset = CVector(offset, 0.0f, 0.0f);
+ break;
+ case FORMATION_FRONT:
+ formationOffset = CVector(0.0f, offset, 0.0f);
+ break;
+ default:
+ formationOffset = CVector(0.0f, 0.0f, 0.0f);
+ break;
+ }
+ return m_pedInObjective->GetMatrix() * formationOffset;
+}
+
+void
+CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ CPed* ped = (CPed*)arg;
+
+ CVehicle* veh = ped->m_pMyVehicle;
+ if (animAssoc) {
+ if ((animAssoc->animId == ANIM_STD_ROLLOUT_LHS || animAssoc->animId == ANIM_STD_ROLLOUT_RHS) && ped && ped->m_nPedState == PED_FALL) {
+ ped->RestoreHeadingRate();
+ return;
+ }
+ animAssoc->blendDelta = -1000.0f;
+ if (animAssoc->animId == ANIM_BIKE_GETOFF_BACK)
+ ped->RestoreHeadingRate();
+ }
+
+ if (!veh) {
+ PedSetOutCarCB(nil, ped);
+ return;
+ }
+ CVector posForZ = ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&posForZ);
+ if (ped->GetPosition().z - 0.5f > posForZ.z) {
+ PedSetOutCarCB(nil, ped);
+ return;
+ }
+
+ veh->m_nStaticFrames = 0;
+ veh->m_vecMoveSpeed += CVector(0.001f, 0.001f, 0.001f);
+ veh->m_vecTurnSpeed += CVector(0.001f, 0.001f, 0.001f);
+ if (!veh->bIsBus)
+ veh->ProcessOpenDoor(ped->m_vehDoor, ANIM_STD_GETOUT_LHS, 1.0f);
+
+ /*
+ // Duplicate and only in PC for some reason
+ if (!veh) {
+ PedSetOutCarCB(nil, ped);
+ return;
+ }
+ */
+ eDoors door;
+ switch (ped->m_vehDoor) {
+ case CAR_DOOR_RF:
+ door = DOOR_FRONT_RIGHT;
+ break;
+ case CAR_DOOR_RR:
+ door = DOOR_REAR_RIGHT;
+ break;
+ case CAR_DOOR_LF:
+ door = DOOR_FRONT_LEFT;
+ break;
+ case CAR_DOOR_LR:
+ door = DOOR_REAR_LEFT;
+ break;
+ default:
+ break;
+ }
+ bool closeDoor = !veh->IsDoorMissing(door);
+
+ int padNo;
+ if (ped->IsPlayer()) {
+
+ // BUG? This will cause crash if m_nPedType is bigger then 1, there are only 2 pads
+ switch (ped->m_nPedType) {
+ case PEDTYPE_PLAYER1:
+ padNo = 0;
+ break;
+ case PEDTYPE_PLAYER2:
+ padNo = 1;
+ break;
+ case PEDTYPE_PLAYER3:
+ padNo = 2;
+ break;
+ case PEDTYPE_PLAYER4:
+ padNo = 3;
+ break;
+ }
+ CPad* pad = CPad::GetPad(padNo);
+ bool engineIsIntact = veh->IsCar() && ((CAutomobile*)veh)->Damage.GetEngineStatus() >= 225;
+ if (!pad->ArePlayerControlsDisabled() && veh->m_nDoorLock != CARLOCK_FORCE_SHUT_DOORS
+ && (pad->GetTarget()
+ || pad->NewState.LeftStickX
+ || pad->NewState.LeftStickY
+ || pad->NewState.DPadUp
+ || pad->NewState.DPadDown
+ || pad->NewState.DPadLeft
+ || pad->NewState.DPadRight)
+ || veh->bIsBus
+ || veh->m_pCarFire
+ || engineIsIntact) {
+ closeDoor = false;
+ }
+ }
+
+ if (ped->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE)
+ closeDoor = false;
+
+ if (!closeDoor) {
+ if (!veh->IsDoorMissing(door) && !veh->bIsBus) {
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
+ }
+ PedSetOutCarCB(nil, ped);
+ return;
+ }
+
+ if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
+#ifdef FIX_BUGS
+ if (!veh->IsDoorMissing(door))
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
+ PedSetOutCarCB(nil, ped);
+ return;
+#else
+ if (!veh->IsDoorMissing(door))
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
+#endif
+ } else {
+ switch (door) {
+ case DOOR_FRONT_LEFT:
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_LHS);
+ break;
+ case DOOR_FRONT_RIGHT:
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_RHS);
+ break;
+ case DOOR_REAR_LEFT:
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_LHS);
+ break;
+ case DOOR_REAR_RIGHT:
+ ped->m_pVehicleAnim = CAnimManager::AddAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_RHS);
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (ped->m_pVehicleAnim)
+ ped->m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, ped);
+ return;
+}
+
+void
+CPed::LineUpPedWithCar(PedLineUpPhase phase)
+{
+ bool vehIsUpsideDown = false;
+ bool stillGettingInOut = false;
+ int vehAnim;
+ float seatPosMult = 0.0f;
+ float currentZ;
+ float adjustedTimeStep;
+ CVector autoZPos;
+
+ if (CReplay::IsPlayingBack())
+ return;
+
+ if (!bChangedSeat && phase != LINE_UP_TO_CAR_2) {
+ if (m_pMyVehicle->IsBike()) {
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_RIDE) ||
+ RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_RIDE_P)) {
+ SetPedPositionInCar();
+ return;
+ }
+ } else {
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_LO)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_P)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_P_LO)) {
+ SetPedPositionInCar();
+ return;
+ }
+ }
+ bChangedSeat = true;
+ }
+ if (phase == LINE_UP_TO_CAR_FALL) {
+ SetPedPositionInCar();
+ autoZPos = GetPosition();
+ CPedPlacement::FindZCoorForPed(&autoZPos);
+ if (m_pVehicleAnim && (m_pVehicleAnim->animId == ANIM_STD_ROLLOUT_LHS || m_pVehicleAnim->animId == ANIM_STD_ROLLOUT_RHS)
+ && autoZPos.z > GetPosition().z) {
+ m_matrix.GetPosition().z = autoZPos.z;
+ }
+ if (m_pVehicleAnim && m_pVehicleAnim->animId == ANIM_BIKE_HIT) {
+ if (autoZPos.z > GetPosition().z)
+ m_matrix.GetPosition().z += m_pVehicleAnim->GetProgress() * (autoZPos.z - GetPosition().z);
+
+ } else if (m_pVehicleAnim) {
+ if (m_pVehicleAnim->animId == ANIM_BIKE_GETOFF_BACK) {
+ if (autoZPos.z > GetPosition().z) {
+ m_matrix.GetPosition().z += (m_pVehicleAnim->currentTime * (20.f / 7.f)) * (autoZPos.z - GetPosition().z);
+ }
+ }
+ }
+ return;
+ }
+ if (phase == LINE_UP_TO_CAR_START) {
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ CVehicle *veh = m_pMyVehicle;
+
+ // Not quite right, IsUpsideDown func. checks for <= -0.9f.
+ if (veh->GetUp().z <= -0.8f)
+ vehIsUpsideDown = true;
+
+ if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) {
+ if (vehIsUpsideDown) {
+ m_fRotationDest = -PI + veh->GetForward().Heading();
+ } else if (veh->bIsBus) {
+ m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
+ } else {
+ m_fRotationDest = veh->GetForward().Heading();
+ }
+ } else if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR) {
+ if (vehIsUpsideDown) {
+ m_fRotationDest = veh->GetForward().Heading();
+ } else if (veh->bIsBus) {
+ m_fRotationDest = -0.5f * PI + veh->GetForward().Heading();
+ } else {
+ m_fRotationDest = veh->GetForward().Heading();
+ }
+ } else {
+ // I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional.
+
+ if (vehIsUpsideDown) {
+ m_fRotationDest = veh->GetForward().Heading();
+ } else if (veh->bIsBus) {
+ m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
+ } else if (m_vehDoor == CAR_WINDSCREEN) {
+ m_fRotationDest = veh->GetForward().Heading() + PI;
+ } else {
+ m_fRotationDest = veh->GetForward().Heading();
+ }
+ }
+
+ bool multExtractedFromAnim = false;
+ bool multExtractedFromAnimBus = false;
+ float zBlend;
+ if (m_pVehicleAnim) {
+ vehAnim = m_pVehicleAnim->animId;
+
+ switch (vehAnim) {
+ case ANIM_STD_JACKEDCAR_RHS:
+ case ANIM_STD_JACKEDCAR_LO_RHS:
+ case ANIM_STD_JACKEDCAR_LHS:
+ case ANIM_STD_JACKEDCAR_LO_LHS:
+ case ANIM_STD_VAN_GET_IN_REAR_LHS:
+ case ANIM_STD_VAN_GET_IN_REAR_RHS:
+ multExtractedFromAnim = true;
+ zBlend = Max(m_pVehicleAnim->GetProgress() - 0.3f, 0.0f) / (1.0f - 0.3f);
+ // fall through
+
+ case ANIM_STD_QUICKJACKED:
+ case ANIM_STD_GETOUT_LHS:
+ case ANIM_STD_GETOUT_LO_LHS:
+ case ANIM_STD_GETOUT_RHS:
+ case ANIM_STD_GETOUT_LO_RHS:
+
+ if (!multExtractedFromAnim) {
+ multExtractedFromAnim = true;
+ zBlend = Max(m_pVehicleAnim->GetProgress() - 0.5f, 0.0f) / (1.0f - 0.5f);
+ }
+ // fall through
+
+ case ANIM_STD_CRAWLOUT_LHS:
+ case ANIM_STD_CRAWLOUT_RHS:
+ case ANIM_STD_VAN_GET_OUT_REAR_LHS:
+ case ANIM_STD_VAN_GET_OUT_REAR_RHS:
+ case ANIM_BIKE_GETOFF_LHS:
+ case ANIM_BIKE_GETOFF_RHS:
+ seatPosMult = m_pVehicleAnim->GetProgress();
+ break;
+ case ANIM_STD_CAR_GET_IN_RHS:
+ case ANIM_STD_CAR_GET_IN_LHS:
+ if (veh && veh->IsCar() && veh->bIsBus) {
+ multExtractedFromAnimBus = true;
+ zBlend = Min(m_pVehicleAnim->GetProgress(), 0.5f) / 0.5f;
+ }
+ // fall through
+
+ case ANIM_STD_QUICKJACK:
+ case ANIM_STD_CAR_GET_IN_LO_LHS:
+ case ANIM_STD_CAR_GET_IN_LO_RHS:
+ case ANIM_STD_BOAT_DRIVE:
+ seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
+ break;
+ case ANIM_STD_CAR_CLOSE_DOOR_LHS:
+ case ANIM_STD_CAR_CLOSE_DOOR_LO_LHS:
+ case ANIM_STD_CAR_CLOSE_DOOR_RHS:
+ case ANIM_STD_CAR_CLOSE_DOOR_LO_RHS:
+ case ANIM_STD_CAR_SHUFFLE_RHS:
+ case ANIM_STD_CAR_SHUFFLE_LO_RHS:
+ seatPosMult = 0.0f;
+ break;
+ case ANIM_STD_CAR_JUMP_IN_LO_LHS:
+ {
+ float animLength = m_pVehicleAnim->hierarchy->totalLength;
+ seatPosMult = Max(0.0f, 0.5f * animLength - m_pVehicleAnim->currentTime) / animLength;
+ break;
+ }
+ case ANIM_STD_CAR_CLOSE_LHS:
+ case ANIM_STD_CAR_CLOSE_RHS:
+ case ANIM_STD_COACH_OPEN_LHS:
+ case ANIM_STD_COACH_OPEN_RHS:
+ case ANIM_STD_COACH_GET_IN_LHS:
+ case ANIM_STD_COACH_GET_IN_RHS:
+ case ANIM_STD_COACH_GET_OUT_LHS:
+ seatPosMult = 1.0f;
+ break;
+ default:
+ if (veh->IsBike()) {
+ seatPosMult = 0.0f;
+ } else {
+ if (bInVehicle)
+ seatPosMult = 0.0f;
+ else
+ seatPosMult = 1.0f;
+ }
+ break;
+ }
+ } else {
+ if (veh->IsBike()) {
+ seatPosMult = 0.0f;
+ } else {
+ if (bInVehicle)
+ seatPosMult = 0.0f;
+ else
+ seatPosMult = 1.0f;
+ }
+ }
+
+ CVector neededPos;
+
+ if (phase == LINE_UP_TO_CAR_2) {
+ neededPos = GetPosition();
+ } else {
+ neededPos = GetPositionToOpenCarDoor(veh, m_vehDoor, seatPosMult);
+ }
+
+ 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) {
+ vehAnim = m_pVehicleAnim->animId;
+ if (veh->IsBike() && (m_pVehicleAnim && vehAnim != ANIM_BIKE_KICK)) {
+ float zBlend;
+ if (vehAnim != ANIM_BIKE_GETOFF_LHS && vehAnim != ANIM_BIKE_GETOFF_RHS) {
+ if (vehAnim != ANIM_BIKE_JUMPON_LHS && vehAnim != ANIM_BIKE_JUMPON_RHS) {
+ zBlend = 0.0f;
+ } else {
+ float animLength = m_pVehicleAnim->hierarchy->totalLength;
+ zBlend = Min(1.0f, 2.0f * m_pVehicleAnim->currentTime / animLength);
+ }
+ } else {
+ zBlend = 1.0f - seatPosMult;
+ }
+ float curZ = veh->GetPosition().z + FEET_OFFSET;
+ neededPos.z = ((curZ - autoZPos.z) - veh->GetHeightAboveRoad()) * zBlend + autoZPos.z;
+ } else if (multExtractedFromAnim) {
+ neededPos.z += (autoZPos.z - neededPos.z) * zBlend;
+ } else {
+ currentZ = GetPosition().z;
+ if (m_pVehicleAnim && vehAnim != ANIM_STD_VAN_GET_IN_REAR_LHS && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS && vehAnim != ANIM_STD_VAN_GET_IN_REAR_RHS) {
+ neededPos.z = autoZPos.z;
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ } else if (neededPos.z < currentZ && m_pVehicleAnim && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS && vehAnim != ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS) {
+ adjustedTimeStep = Max(m_pVehicleAnim->timeStep, 0.1f);
+
+ // Smoothly change ped position
+ neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
+ }
+ }
+ } else {
+ // We may need to raise up the ped
+ if (phase == LINE_UP_TO_CAR_START) {
+ currentZ = GetPosition().z;
+
+ if (neededPos.z > currentZ) {
+ if (multExtractedFromAnimBus) {
+ neededPos.z = (neededPos.z - currentZ) * zBlend + currentZ;
+ } else {
+ if (m_pVehicleAnim &&
+ (vehAnim == ANIM_STD_CAR_GET_IN_RHS || vehAnim == ANIM_STD_CAR_GET_IN_LO_RHS || vehAnim == ANIM_STD_CAR_GET_IN_LHS || vehAnim == ANIM_STD_CAR_GET_IN_LO_LHS
+ || vehAnim == ANIM_STD_QUICKJACK || vehAnim == ANIM_STD_VAN_GET_IN_REAR_LHS || vehAnim == ANIM_STD_VAN_GET_IN_REAR_RHS)) {
+ adjustedTimeStep = Max(m_pVehicleAnim->timeStep, 0.1f);
+
+ // Smoothly change ped position
+ neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
+ } else if (EnteringCar() || m_nPedState == PED_DRIVING && veh->IsBike()) {
+ neededPos.z = Max(currentZ, autoZPos.z);
+ }
+ }
+ }
+ }
+ }
+
+ if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
+ stillGettingInOut = veh->m_vehType != VEHICLE_TYPE_BOAT || bOnBoat;
+
+ if (!stillGettingInOut) {
+ m_fRotationCur = m_fRotationDest;
+ } else {
+ float limitedDest = CGeneral::LimitRadianAngle(m_fRotationDest);
+ float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds())/600.0f;
+
+ if (timeUntilStateChange <= 0.0f) {
+ m_vecOffsetSeek.x = 0.0f;
+ m_vecOffsetSeek.y = 0.0f;
+ }
+ m_vecOffsetSeek.z = 0.0f;
+
+ neededPos -= timeUntilStateChange * m_vecOffsetSeek;
+
+ if (PI + m_fRotationCur < limitedDest) {
+ limitedDest -= 2 * PI;
+ } else if (m_fRotationCur - PI > limitedDest) {
+ limitedDest += 2 * PI;
+ }
+ m_fRotationCur -= (m_fRotationCur - limitedDest) * (1.0f - timeUntilStateChange);
+ }
+
+ if (seatPosMult > 0.2f || vehIsUpsideDown || veh->IsBike()) {
+ SetPosition(neededPos);
+ SetHeading(m_fRotationCur);
+ } else {
+ CMatrix vehDoorMat(veh->GetMatrix());
+ vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehDoor, 0.0f));
+
+ if (m_vehDoor == CAR_WINDSCREEN || veh->bIsBus) {
+ CMatrix correctionMat;
+ if (veh->bIsBus && (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR))
+ correctionMat.SetRotateZ(-HALFPI);
+ else if (veh->bIsBus && (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR))
+ correctionMat.SetRotateZ(HALFPI);
+ else
+ correctionMat.SetRotateZ(PI);
+
+ vehDoorMat = vehDoorMat * correctionMat;
+ }
+ GetMatrix() = vehDoorMat;
+ }
+
+}
+
+void
+CPed::SetCarJack(CVehicle* car)
+{
+ uint8 doorFlag;
+ eDoors door;
+ CPed *pedInSeat = nil;
+
+ if (car->IsBoat())
+ return;
+
+ if (car->IsBike()) {
+ switch (m_vehDoor) {
+ case CAR_DOOR_RF:
+ doorFlag = CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_RF;
+ door = DOOR_FRONT_RIGHT;
+ pedInSeat = car->pDriver;
+ break;
+ case CAR_DOOR_RR:
+ doorFlag = CAR_DOOR_FLAG_LR | CAR_DOOR_FLAG_RR;
+ door = DOOR_REAR_RIGHT;
+ pedInSeat = car->pPassengers[0];
+ break;
+ case CAR_DOOR_LF:
+ case CAR_WINDSCREEN:
+ doorFlag = CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_RF;
+ door = DOOR_FRONT_LEFT;
+ pedInSeat = car->pDriver;
+ break;
+ case CAR_DOOR_LR:
+ doorFlag = CAR_DOOR_FLAG_LR | CAR_DOOR_FLAG_RR;
+ door = DOOR_REAR_LEFT;
+ pedInSeat = car->pPassengers[0];
+ break;
+ default:
+ doorFlag = CAR_DOOR_FLAG_UNKNOWN;
+ break;
+ }
+ } else {
+ switch (m_vehDoor) {
+ case CAR_DOOR_RF:
+ doorFlag = CAR_DOOR_FLAG_RF;
+ door = DOOR_FRONT_RIGHT;
+ if (car->pPassengers[0]) {
+ pedInSeat = car->pPassengers[0];
+ }
+ else if (m_nPedType == PEDTYPE_COP) {
+ pedInSeat = car->pDriver;
+ }
+ break;
+ case CAR_DOOR_RR:
+ doorFlag = CAR_DOOR_FLAG_RR;
+ door = DOOR_REAR_RIGHT;
+ pedInSeat = car->pPassengers[2];
+ break;
+ case CAR_DOOR_LF:
+ doorFlag = CAR_DOOR_FLAG_LF;
+ door = DOOR_FRONT_LEFT;
+ pedInSeat = car->pDriver;
+ break;
+ case CAR_DOOR_LR:
+ doorFlag = CAR_DOOR_FLAG_LR;
+ door = DOOR_REAR_LEFT;
+ pedInSeat = car->pPassengers[1];
+ break;
+ default:
+ doorFlag = CAR_DOOR_FLAG_UNKNOWN;
+ break;
+ }
+ }
+
+ if(car->bIsBus)
+ pedInSeat = car->pDriver;
+
+ if (m_fHealth > 0.0f && (IsPlayer() || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS ||
+ CharCreatedBy == MISSION_CHAR || (car->VehicleCreatedBy != MISSION_VEHICLE && car->GetModelIndex() != MI_DODO)))
+ if (pedInSeat && !pedInSeat->IsPedDoingDriveByShooting() && pedInSeat->m_nPedState == PED_DRIVING)
+ if (m_nPedState != PED_CARJACK && !m_pVehicleAnim)
+ if ((car->IsDoorReady(door) || car->IsDoorFullyOpen(door)))
+ if (!car->bIsBeingCarJacked && !(doorFlag & car->m_nGettingInFlags) && !(doorFlag & car->m_nGettingOutFlags))
+ SetCarJack_AllClear(car, m_vehDoor, doorFlag);
+}
+
+void
+CPed::SetCarJack_AllClear(CVehicle* car, uint32 doorNode, uint32 doorFlag)
+{
+ if (m_nPedState != PED_SEEK_CAR)
+ SetStoredState();
+
+ m_pSeekTarget = car;
+ m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
+ SetPedState(PED_CARJACK);
+ car->bIsBeingCarJacked = true;
+ m_pMyVehicle = (CVehicle*)m_pSeekTarget;
+ m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle);
+ ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
+
+ if (m_nPedType == PEDTYPE_COP)
+ Say(SOUND_PED_ARREST_COP);
+ else if (car->m_nDoorLock == CARLOCK_UNLOCKED)
+ Say(SOUND_PED_CAR_JACKING, 1000);
+
+ CVector carEnterPos;
+ carEnterPos = GetPositionToOpenCarDoor(car, m_vehDoor);
+
+ car->m_nGettingInFlags |= doorFlag;
+ m_vecOffsetSeek = carEnterPos - GetPosition();
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
+
+ if(car->IsBike()){
+ bUsesCollision = false;
+ PedAnimAlignCB(nil, this);
+ } else {
+ float zDiff = Max(0.0f, carEnterPos.z - GetPosition().z);
+ bUsesCollision = false;
+
+ if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_STD_CAR_ALIGNHI_DOOR_LHS : ANIM_STD_CAR_ALIGN_DOOR_LHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_STD_CAR_ALIGNHI_DOOR_RHS : ANIM_STD_CAR_ALIGN_DOOR_RHS, 4.0f);
+
+ m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
+ }
+}
+
+void
+CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
+{
+ if (m_nPedState == PED_DRAG_FROM_CAR)
+ return;
+
+ bUsesCollision = false;
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ m_nLastPedState = PED_IDLE;
+ SetMoveState(PEDMOVE_STILL);
+ m_pSeekTarget = veh;
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+
+ if (veh->IsBike()) {
+ ((CBike*)veh)->bIsBeingPickedUp = true;
+ if (veh->pPassengers[0] != this && (vehEnterType != CAR_WINDSCREEN || veh->pPassengers[0]))
+ m_vehDoor = CAR_DOOR_LF;
+ else
+ m_vehDoor = CAR_DOOR_LR;
+ } else {
+ m_vehDoor = vehEnterType;
+ }
+
+ if (m_vehDoor == CAR_DOOR_LF) {
+ if (veh->pDriver && veh->pDriver->IsPlayer())
+ veh->SetStatus(STATUS_PLAYER_DISABLED);
+ else
+ veh->SetStatus(STATUS_ABANDONED);
+ }
+ RemoveInCarAnims();
+ SetMoveState(PEDMOVE_NONE);
+ LineUpPedWithCar(veh->IsBike() ? LINE_UP_TO_CAR_FALL : LINE_UP_TO_CAR_START);
+ m_pVehicleAnim = nil;
+ SetPedState(PED_DRAG_FROM_CAR);
+ bChangedSeat = false;
+ bWillBeQuickJacked = quickJack;
+
+ SetHeading(m_fRotationCur);
+
+ Say(SOUND_PED_CAR_JACKED);
+ SetRadioStation();
+
+ if(veh->IsBike())
+ veh->m_nGettingOutFlags |= GetBikeDoorFlagInclJumpInFromFront(m_vehDoor);
+ else
+ veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehDoor);
+}
+
+void
+CPed::BeingDraggedFromCar(void)
+{
+ AnimationId enterAnim;
+ bool dontRunAnim = false;
+
+ if (!m_pVehicleAnim) {
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 1000.0f);
+
+ AssocGroupId assocGroup;
+ if (m_pMyVehicle && m_pMyVehicle->IsBike()) {
+ enterAnim = ANIM_BIKE_HIT;
+ assocGroup = ((CBike*)m_pMyVehicle)->m_bikeAnimType;
+
+ } else {
+ if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR) {
+ if (bWillBeQuickJacked && m_vehDoor == CAR_DOOR_LF) {
+ enterAnim = ANIM_STD_QUICKJACKED;
+ } else if (m_pMyVehicle->bLowVehicle) {
+ enterAnim = ANIM_STD_JACKEDCAR_LO_LHS;
+ } else {
+ enterAnim = ANIM_STD_JACKEDCAR_LHS;
+ }
+ } else if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) {
+ if (m_pMyVehicle->bLowVehicle)
+ enterAnim = ANIM_STD_JACKEDCAR_LO_RHS;
+ else
+ enterAnim = ANIM_STD_JACKEDCAR_RHS;
+ } else
+ dontRunAnim = true;
+
+ assocGroup = ASSOCGRP_STD;
+ }
+
+ if (!dontRunAnim)
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), assocGroup, enterAnim);
+
+ m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
+
+ if (m_pMyVehicle && m_pMyVehicle->IsBike()) {
+ LineUpPedWithCar(LINE_UP_TO_CAR_FALL);
+ } else {
+ LineUpPedWithCar(LINE_UP_TO_CAR_START);
+ }
+ return;
+
+ } else if (m_pVehicleAnim->animId == ANIM_BIKE_HIT) {
+ LineUpPedWithCar(LINE_UP_TO_CAR_FALL);
+
+ } else if (m_pVehicleAnim->currentTime <= 1.4f) {
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ LineUpPedWithCar(LINE_UP_TO_CAR_START);
+
+ } else {
+ LineUpPedWithCar(LINE_UP_TO_CAR_2);
+ }
+
+ static float mult = 5.f;
+ if (m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE) {
+ if (m_pMyVehicle) {
+ m_pMyVehicle->ProcessOpenDoor(m_vehDoor, ANIM_STD_NUM, m_pVehicleAnim->currentTime * mult);
+ }
+ }
+}
+
+void
+CPed::SetEnterCar(CVehicle *car, uint32 unused)
+{
+ if (CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
+ RestorePreviousState();
+ RestorePreviousObjective();
+ } else {
+ uint8 doorFlag;
+ eDoors door;
+ if (car->IsBike()) {
+ switch (m_vehDoor) {
+ case CAR_DOOR_RF:
+ doorFlag = CAR_DOOR_FLAG_RF | CAR_DOOR_FLAG_LF;
+ door = DOOR_FRONT_RIGHT;
+ break;
+ case CAR_DOOR_RR:
+ doorFlag = CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR;
+ door = DOOR_REAR_RIGHT;
+ break;
+ case CAR_WING_LF:
+ case CAR_WING_LR:
+ case CAR_BONNET:
+ case CAR_BOOT:
+ doorFlag = CAR_DOOR_FLAG_UNKNOWN;
+ break;
+ case CAR_DOOR_LF:
+ case CAR_WINDSCREEN:
+ doorFlag = CAR_DOOR_FLAG_RF | CAR_DOOR_FLAG_LF;
+ door = DOOR_FRONT_LEFT;
+ break;
+ case CAR_DOOR_LR:
+ doorFlag = CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR;
+ door = DOOR_REAR_LEFT;
+ break;
+ }
+ } else {
+ switch (m_vehDoor) {
+ case CAR_DOOR_RF:
+ doorFlag = CAR_DOOR_FLAG_RF;
+ door = DOOR_FRONT_RIGHT;
+ break;
+ case CAR_DOOR_RR:
+ doorFlag = CAR_DOOR_FLAG_RR;
+ door = DOOR_REAR_RIGHT;
+ break;
+ case CAR_DOOR_LF:
+ if(car->m_nNumMaxPassengers != 0)
+ doorFlag = CAR_DOOR_FLAG_LF;
+ else
+ doorFlag = CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_LR;
+
+ door = DOOR_FRONT_LEFT;
+ break;
+ case CAR_DOOR_LR:
+ if (car->m_nNumMaxPassengers != 0)
+ doorFlag = CAR_DOOR_FLAG_LR;
+ else
+ doorFlag = CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_LR;
+
+ door = DOOR_REAR_LEFT;
+ break;
+ default:
+ doorFlag = CAR_DOOR_FLAG_UNKNOWN;
+ break;
+ }
+ }
+ if (!IsPedInControl() || m_fHealth <= 0.0f
+ || doorFlag & car->m_nGettingInFlags || doorFlag & car->m_nGettingOutFlags
+ || car->bIsBeingCarJacked || m_pVehicleAnim
+ || doorFlag && !car->IsDoorReady(door) && !car->IsDoorFullyOpen(door))
+ SetMoveState(PEDMOVE_STILL);
+ else
+ SetEnterCar_AllClear(car, m_vehDoor, doorFlag);
+ }
+}
+
+void
+CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
+{
+ float zDiff = 0.0f;
+ car->m_nGettingInFlags |= doorFlag;
+ bVehEnterDoorIsBlocked = false;
+ if (m_nPedState != PED_SEEK_CAR && m_nPedState != PED_SEEK_IN_BOAT)
+ SetStoredState();
+
+ m_pSeekTarget = car;
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+ m_vehDoor = doorNode;
+ SetPedState(PED_ENTER_CAR);
+ if (m_vehDoor == CAR_DOOR_RF && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && !car->IsBike()) {
+ car->bIsBeingCarJacked = true;
+ }
+
+ m_pMyVehicle = (CVehicle*)m_pSeekTarget;
+ m_pMyVehicle->RegisterReference((CEntity**) &m_pMyVehicle);
+ ((CVehicle*)m_pSeekTarget)->m_nNumGettingIn++;
+ bUsesCollision = false;
+ CVector doorOpenPos = GetPositionToOpenCarDoor(car, m_vehDoor);
+
+ // Because buses have stairs
+ if (!m_pMyVehicle->bIsBus)
+ zDiff = Max(0.0f, doorOpenPos.z - GetPosition().z);
+
+ m_vecOffsetSeek = doorOpenPos - GetPosition();
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 600;
+
+ if (car->IsBoat()) {
+ if (car->pHandling->Flags & HANDLING_SIT_IN_BOAT)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT, 100.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE, 100.0f);
+
+ PedSetInCarCB(nil, this);
+ bVehExitWillBeInstant = true;
+
+ } else if (car->IsBike()) {
+ PedAnimAlignCB(0, this);
+ car->AutoPilot.m_nCruiseSpeed = 0;
+
+ } else {
+ if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR)
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_STD_CAR_ALIGNHI_DOOR_RHS : ANIM_STD_CAR_ALIGN_DOOR_RHS, 4.0f);
+ else
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, zDiff > 4.4f ? ANIM_STD_CAR_ALIGNHI_DOOR_LHS : ANIM_STD_CAR_ALIGN_DOOR_LHS, 4.0f);
+ m_pVehicleAnim->SetFinishCallback(PedAnimAlignCB, this);
+ }
+}
+
+void
+CPed::EnterCar(void)
+{
+ if (IsNotInWreckedVehicle() && m_fHealth > 0.0f) {
+ CVehicle *veh = m_pMyVehicle;
+
+ // Not used.
+ // CVector posForDoor = GetPositionToOpenCarDoor(veh, m_vehDoor);
+
+ if (veh->CanPedOpenLocks(this)) {
+ if (m_vehDoor && m_pVehicleAnim) {
+ veh->ProcessOpenDoor(m_vehDoor, m_pVehicleAnim->animId, m_pVehicleAnim->currentTime);
+ }
+ }
+ bIsInTheAir = false;
+ LineUpPedWithCar(LINE_UP_TO_CAR_START);
+ if (veh->IsBike()) {
+ CBike *bike = (CBike*)veh;
+ if (bike->GetStatus() == STATUS_ABANDONED && !bike->bIsBeingPickedUp && m_pVehicleAnim) {
+ int anim = m_pVehicleAnim->animId;
+
+ // One is pickup and other one is pullup, not same :p
+ if ((anim == ANIM_STD_BIKE_PICKUP_LHS || anim == ANIM_STD_BIKE_PICKUP_RHS) && m_pVehicleAnim->currentTime > 0.4667f)
+ bike->bIsBeingPickedUp = true;
+ else if ((anim == ANIM_STD_BIKE_PULLUP_LHS || anim == ANIM_STD_BIKE_PULLUP_RHS) && m_pVehicleAnim->currentTime > 0.4667f)
+ bike->bIsBeingPickedUp = true;
+ } else if (m_nPedState == PED_CARJACK && m_pVehicleAnim) {
+ if (m_pVehicleAnim->currentTime > 0.4f && m_pVehicleAnim->currentTime - m_pVehicleAnim->timeStep <= 0.4f) {
+ int anim = m_pVehicleAnim->animId;
+ if (anim == ANIM_BIKE_KICK) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_187, 3.0f);
+ } else if (anim == ANIM_STD_BIKE_ELBOW_LHS || anim == ANIM_STD_BIKE_ELBOW_RHS) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_186, 3.0f);
+ }
+ }
+ }
+ }
+ } else {
+ QuitEnteringCar();
+ SetDie();
+ }
+}
+
+void
+CPed::QuitEnteringCar(void)
+{
+ CVehicle *veh = m_pMyVehicle;
+ if (m_pVehicleAnim)
+ m_pVehicleAnim->blendDelta = -1000.0f;
+
+ RestartNonPartialAnims();
+
+ if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE))
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 100.0f);
+
+ if (veh) {
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_nPedState == PED_CARJACK)
+ veh->bIsBeingCarJacked = false;
+
+ if (veh->m_nNumGettingIn != 0)
+ veh->m_nNumGettingIn--;
+
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
+ RestorePreviousObjective();
+
+ if (veh->IsBike()) {
+ veh->m_nGettingInFlags &= ~GetBikeDoorFlag(m_vehDoor);
+ ((CBike*)veh)->bIsBeingPickedUp = false;
+ } else
+ veh->m_nGettingInFlags &= ~GetEnterCarDoorFlag(m_vehDoor, veh->m_nNumMaxPassengers);
+ }
+
+ bUsesCollision = true;
+
+ if (DyingOrDead()) {
+ if (m_pVehicleAnim) {
+ m_pVehicleAnim->blendDelta = -4.0f;
+ m_pVehicleAnim->flags |= ASSOC_DELETEFADEDOUT;
+ m_pVehicleAnim->flags &= ~ASSOC_RUNNING;
+ }
+ } else
+ SetIdle();
+
+ m_pVehicleAnim = nil;
+
+ if (veh) {
+ if (veh->AutoPilot.m_nCruiseSpeed == 0 && veh->VehicleCreatedBy == RANDOM_VEHICLE)
+ veh->AutoPilot.m_nCruiseSpeed = 17;
+ }
+}
+
+void
+CPed::SetExitBoat(CVehicle *boat)
+{
+ SetPedState(PED_IDLE);
+ CVector newPos = GetPosition();
+ RemoveInCarAnims();
+ CColModel* boatCol = boat->GetColModel();
+ if (boat->IsUpsideDown()) {
+ newPos = CVector(0.0f, 0.0f, boatCol->boundingBox.min.z);
+ newPos = boat->GetMatrix() * newPos;
+ newPos.z += 1.0f;
+ m_vehDoor = CAR_DOOR_RF;
+ PedSetOutCarCB(nil, this);
+ bIsStanding = true;
+ m_pCurSurface = boat;
+ m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
+ m_pCurrentPhysSurface = boat;
+ } else {
+ if (boat->m_modelIndex == MI_SKIMMER) {
+ if (!boat->bIsInWater) {
+ m_vehDoor = CAR_DOOR_RF;
+ PedSetOutCarCB(nil, this);
+ bIsStanding = true;
+ SetMoveState(PEDMOVE_STILL);
+ bTryingToReachDryLand = true;
+ float upMult = 1.04f + boatCol->boundingBox.min.z;
+ float rightMult = 0.6f * boatCol->boundingBox.max.x;
+ newPos = upMult * boat->GetUp() + rightMult * boat->GetRight() + boat->GetPosition();
+ SetPosition(newPos);
+ if (m_pMyVehicle) {
+ PositionPedOutOfCollision();
+ } else {
+ m_pMyVehicle = boat;
+ PositionPedOutOfCollision();
+ m_pMyVehicle = nil;
+ }
+ return;
+ }
+
+ newPos.z += 2.0f;
+ }
+ m_vehDoor = CAR_DOOR_RF;
+ PedSetOutCarCB(nil, this);
+ bIsStanding = true;
+ m_pCurSurface = boat;
+ m_pCurSurface->RegisterReference((CEntity**)&m_pCurSurface);
+ m_pCurrentPhysSurface = boat;
+ CColPoint foundCol;
+ CEntity *foundEnt = nil;
+ if (CWorld::ProcessVerticalLine(newPos, newPos.z - 1.4f, foundCol, foundEnt, false, true, false, false, false, false, nil))
+ newPos.z = FEET_OFFSET + foundCol.point.z;
+ }
+ SetPosition(newPos);
+ SetMoveState(PEDMOVE_STILL);
+ m_vecMoveSpeed = boat->m_vecMoveSpeed;
+}
+
+// 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;
+
+ bool canJumpOut = false;
+ if (!veh->CanPedExitCar(false) && !bBusJacked) {
+ if (IsPlayer()) {
+ canJumpOut = veh->IsBike() ? veh->CanPedJumpOffBike() : veh->CanPedJumpOutCar();
+ }
+ if (!canJumpOut) {
+ if (veh->pDriver) {
+ if (veh->pDriver->IsPlayer()) {
+ if (veh->pDriver != this) {
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 5000;
+ bHeldHostageInCar = true;
+ }
+ } else {
+ 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->IsBike()) {
+ if (canJumpOut) {
+ optedDoorNode = veh->pPassengers[0] == this ? CAR_BUMP_REAR : CAR_BOOT;
+ } else if (veh->pPassengers[0] == this) {
+ optedDoorNode = CAR_DOOR_LR;
+ } else {
+ optedDoorNode = CAR_DOOR_LF;
+ }
+ } else if (veh->bIsBus) {
+ optedDoorNode = CAR_DOOR_LF;
+ } else 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;
+ if (veh->IsBike()) {
+ switch (optedDoorNode) {
+ case CAR_BUMP_REAR:
+ case CAR_DOOR_RR:
+ case CAR_DOOR_LR:
+ if (veh->m_nGettingInFlags & (CAR_DOOR_FLAG_LR | CAR_DOOR_FLAG_RR))
+ someoneEntersFromOurExitDoor = true;
+ break;
+ case CAR_DOOR_RF:
+ case CAR_DOOR_LF:
+ case CAR_BOOT:
+ if (veh->m_nGettingInFlags & (CAR_DOOR_FLAG_LF | CAR_DOOR_FLAG_RF))
+ someoneEntersFromOurExitDoor = true;
+ break;
+ default:
+ break;
+ }
+ } else {
+ switch (optedDoorNode) {
+ case CAR_DOOR_RF:
+ if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
+ someoneEntersFromOurExitDoor = true;
+ if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RF)
+ someoneExitsFromOurExitDoor = true;
+ break;
+ case CAR_DOOR_RR:
+ if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
+ someoneEntersFromOurExitDoor = true;
+ if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_RR)
+ someoneExitsFromOurExitDoor = true;
+ break;
+ case CAR_DOOR_LF:
+ if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LF)
+ someoneEntersFromOurExitDoor = true;
+ if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LF)
+ someoneExitsFromOurExitDoor = true;
+ break;
+ case CAR_DOOR_LR:
+ if (veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
+ someoneEntersFromOurExitDoor = true;
+ if (veh->m_nGettingOutFlags & CAR_DOOR_FLAG_LR)
+ someoneExitsFromOurExitDoor = true;
+ break;
+ default:
+ break;
+ }
+ }
+ if (someoneEntersFromOurExitDoor && m_objective == OBJECTIVE_LEAVE_CAR) {
+ RestorePreviousObjective();
+ return;
+ }
+ if (!someoneExitsFromOurExitDoor || m_nPedType == PEDTYPE_COP && veh->bIsBus) {
+#if defined GTAVC_JP_PATCH || defined FIX_BUGS
+ if (veh->pDriver == this && !IsPlayer() && veh == CGameLogic::pShortCutTaxi) {
+ m_objective = OBJECTIVE_NONE;
+ return;
+ }
+#endif
+ bool thereIsRoom;
+ if (canJumpOut) {
+ thereIsRoom = 1;
+ } else {
+ // Again, unused...
+ // CVector exitPos = GetPositionToOpenCarDoor(veh, optedDoorNode);
+ thereIsRoom = veh->IsRoomForPedToLeaveCar(optedDoorNode, nil);
+ }
+
+ if (!thereIsRoom) {
+ bool trySideSeat = false;
+ CPed *pedOnSideSeat;
+ int firstOptedDoor = optedDoorNode;
+ if (veh->IsBike()) {
+ 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;
+ }
+ } else {
+ 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;
+
+ // needed for PositionPedOutOfCollision()
+ optedDoorNode = firstOptedDoor;
+ m_vehDoor = firstOptedDoor;
+ PositionPedOutOfCollision();
+ teleportNeeded = true;
+ }
+ }
+
+ if (!teleportNeeded && veh->IsOnItsSide()) {
+ m_vehDoor = optedDoorNode;
+ PositionPedOutOfCollision();
+ 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);
+ }
+
+ bUsesCollision = false;
+ m_pSeekTarget = veh;
+ m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
+ m_vehDoor = optedDoorNode;
+ SetPedState(PED_EXIT_CAR);
+ if (m_pVehicleAnim && m_pVehicleAnim->flags & ASSOC_PARTIAL)
+ m_pVehicleAnim->blendDelta = -1000.0f;
+ RemoveInCarAnims();
+ SetMoveState(PEDMOVE_NONE);
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 100.0f);
+ veh->AutoPilot.m_nCruiseSpeed = 0;
+
+ if (teleportNeeded) {
+ PedSetOutCarCB(nil, this);
+ } else {
+ if (veh->GetUp().z <= -0.8f && !veh->IsBike()) {
+ if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CRAWLOUT_RHS);
+ } else if (m_vehDoor == CAR_DOOR_LF || m_vehDoor == CAR_DOOR_LR) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CRAWLOUT_LHS);
+ }
+ m_pVehicleAnim->SetFinishCallback(PedSetOutCarCB, this);
+
+ } else if (veh->IsBike()) {
+ CBike* bike = (CBike*)veh;
+ switch (m_vehDoor) {
+ case CAR_BUMP_REAR:
+ case CAR_BOOT:
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_GETOFF_BACK);
+ break;
+ case CAR_DOOR_RF:
+ case CAR_DOOR_RR:
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_GETOFF_RHS);
+ break;
+ case CAR_DOOR_LF:
+ case CAR_DOOR_LR:
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_GETOFF_LHS);
+ break;
+ default:
+ break;
+ }
+ int8 exitFlags = 0;
+
+ // Bike door flags incl. passenger jump off
+ switch (m_vehDoor) {
+ case CAR_BUMP_REAR:
+ case CAR_DOOR_RR:
+ case CAR_DOOR_LR:
+ exitFlags = CAR_DOOR_FLAG_RR | CAR_DOOR_FLAG_LR;
+ break;
+ case CAR_DOOR_RF:
+ case CAR_DOOR_LF:
+ case CAR_BOOT:
+ exitFlags = CAR_DOOR_FLAG_RF | CAR_DOOR_FLAG_LF;
+ break;
+ }
+
+ // Passenger get off
+ if (m_vehDoor == CAR_BUMP_REAR || m_vehDoor == CAR_BOOT) {
+ m_pVehicleAnim->SetFinishCallback(RestoreHeadingRateCB, this);
+ m_headingRate = 0.0f;
+
+ } else {
+ veh->m_nGettingOutFlags |= exitFlags;
+ m_pVehicleAnim->SetFinishCallback(PedAnimStepOutCarCB, this);
+ }
+
+ } else {
+ switch (m_vehDoor) {
+ case CAR_DOOR_RF:
+ if (canJumpOut) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROLLOUT_RHS);
+ } else if (veh->bIsBus) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_GET_OUT_LHS);
+ } else {
+ if (isLow)
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_RHS);
+ else
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_RHS);
+ }
+ break;
+ case CAR_DOOR_RR:
+ if (canJumpOut) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROLLOUT_RHS);
+ } else if (veh->bIsVan) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_GET_OUT_REAR_RHS);
+ } else if (isLow) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_RHS);
+ } else {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_RHS);
+ }
+ break;
+ case CAR_DOOR_LF:
+ if (canJumpOut) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROLLOUT_LHS);
+ } else if (veh->bIsBus) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_COACH, ANIM_STD_COACH_GET_OUT_LHS);
+ } else {
+ if (isLow)
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_LHS);
+ else
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LHS);
+ }
+ break;
+ case CAR_DOOR_LR:
+ if (canJumpOut) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROLLOUT_LHS);
+ } else if (veh->bIsVan) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_VAN, ANIM_STD_VAN_GET_OUT_REAR_LHS);
+ } else if (isLow) {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LO_LHS);
+ } else {
+ m_pVehicleAnim = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_GETOUT_LHS);
+ }
+ break;
+ default:
+ break;
+ }
+ if (!bBusJacked && !canJumpOut) {
+ veh->m_nGettingOutFlags |= GetCarDoorFlag(m_vehDoor);
+ }
+ m_pVehicleAnim->SetFinishCallback(canJumpOut ? RestoreHeadingRateCB : PedAnimStepOutCarCB, this);
+ }
+ }
+ bChangedSeat = false;
+ if (veh->bIsBus)
+ bRenderPedInCar = true;
+
+ SetRadioStation();
+ if (veh->pDriver == this) {
+ if (IsPlayer())
+ veh->SetStatus(STATUS_PLAYER_DISABLED);
+ else
+ veh->SetStatus(STATUS_ABANDONED);
+ }
+ }
+}
+
+void
+CPed::ExitCar(void)
+{
+ if (!m_pVehicleAnim) {
+ if (InVehicle()) {
+ if (m_pMyVehicle->IsBike()) {
+ if (m_vehDoor == CAR_BOOT || m_vehDoor == CAR_BUMP_REAR) {
+ ((CBike*)m_pMyVehicle)->KnockOffRider(WEAPONTYPE_UNARMED, 0, this, false);
+ }
+ } else if (m_pMyVehicle->IsCar()) {
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROLLOUT_LHS)) {
+ ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_LF, this);
+ } else if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROLLOUT_RHS)) {
+ ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_RF, this);
+ }
+ }
+ }
+ return;
+ }
+
+ AnimationId exitAnim = (AnimationId) m_pVehicleAnim->animId;
+ float animTime = m_pVehicleAnim->currentTime;
+
+ if (exitAnim == ANIM_BIKE_GETOFF_BACK) {
+ if (animTime > 0.35f && m_pMyVehicle && m_pMyVehicle->IsBike())
+ ((CBike*)m_pMyVehicle)->KnockOffRider(WEAPONTYPE_UNARMED, 0, this, false);
+ else
+ LineUpPedWithCar(LINE_UP_TO_CAR_FALL);
+
+ } else if (exitAnim == ANIM_STD_ROLLOUT_LHS || exitAnim == ANIM_STD_ROLLOUT_RHS) {
+ if (animTime > 0.07f && m_pMyVehicle && m_pMyVehicle->IsCar()) {
+ if (exitAnim == ANIM_STD_ROLLOUT_LHS) {
+ ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_LF, this);
+ } else {
+ ((CAutomobile*)m_pMyVehicle)->KnockPedOutCar(WEAPONTYPE_UNIDENTIFIED, CAR_DOOR_RF, this);
+ }
+ } else {
+ LineUpPedWithCar(LINE_UP_TO_CAR_FALL);
+ }
+ } else {
+ m_pMyVehicle->ProcessOpenDoor(m_vehDoor, exitAnim, animTime);
+
+ if (m_pSeekTarget) {
+ // Car is upside down
+ if (m_pMyVehicle->GetUp().z > -0.8f) {
+ if (exitAnim == ANIM_STD_CAR_CLOSE_RHS || exitAnim == ANIM_STD_CAR_CLOSE_LHS || animTime > 0.3f)
+ LineUpPedWithCar(LINE_UP_TO_CAR_END);
+ else
+ LineUpPedWithCar((m_pMyVehicle->GetModelIndex() == MI_DODO ? LINE_UP_TO_CAR_END : LINE_UP_TO_CAR_START));
+ }
+ else {
+ LineUpPedWithCar(LINE_UP_TO_CAR_END);
+ }
+ }
+
+ // If there is someone in front of the door, make him fall while we exit.
+ if (m_nPedState == PED_EXIT_CAR) {
+ CPed* foundPed = nil;
+ for (int i = 0; i < m_numNearPeds; i++) {
+ if ((m_nearPeds[i]->GetPosition() - GetPosition()).MagnitudeSqr2D() < SQR(0.2f)) {
+ foundPed = m_nearPeds[i];
+ break;
+ }
+ }
+ if(foundPed && (!foundPed->IsPlayer() || m_nPedType == PEDTYPE_COP || m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS))
+ if (animTime > 0.4f && foundPed->IsPedInControl())
+ foundPed->SetFall(1000, ANIM_STD_HIGHIMPACT_FRONT, 1);
+ }
+ }
+}
+
+CVector
+CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
+{
+ CVector vehDoorPos = GetPositionToOpenCarDoor(veh, component, 1.0f);
+
+/*
+ // Unused
+ vehDoorPosWithoutOffset = veh->GetMatrix() * localVehDoorPos;
+*/
+ return vehDoorPos;
+}
+
+void
+CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
+{
+ CVector *enterOffset = nil;
+ if (veh->IsBike()) {
+ if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) {
+
+ // If bike didn't fall to ground
+ if (Abs(veh->GetRight().z) < 0.1f) {
+ float angleDiff = (GetPosition() - veh->GetPosition()).Heading() - veh->GetForward().Heading();
+
+ if (angleDiff > PI)
+ angleDiff -= TWOPI;
+ else if (angleDiff < -PI)
+ angleDiff += TWOPI;
+
+ if (Abs(angleDiff) < DEGTORAD(30.f)
+ && (IsPlayer() && ((CPlayerPed*)this)->m_fMoveSpeed > 1.5f && !m_vehDoor ||
+ !IsPlayer() && m_nPedType != PEDTYPE_COP && m_nMoveState == PEDMOVE_RUN
+ && m_pedStats->m_temper > 65
+ && !m_vehDoor || m_vehDoor == CAR_WINDSCREEN)) {
+ m_vehDoor = CAR_WINDSCREEN;
+ posToOpen = GetPositionToOpenCarDoor(veh, CAR_WINDSCREEN);
+ return;
+ }
+ }
+ }
+ } else if (m_vehDoor == CAR_DOOR_LF && veh->pDriver && !veh->bLowVehicle && !veh->bIsBus) {
+ enterOffset = &vecPedQuickDraggedOutCarAnimOffset;
+ }
+
+ CVector lfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LF);
+ CVector rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
+
+ // Left front door is closer
+ if ((lfPos - GetPosition()).MagnitudeSqr2D() < (rfPos - GetPosition()).MagnitudeSqr2D()) {
+
+ if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
+ m_vehDoor = CAR_DOOR_LF;
+ posToOpen = lfPos;
+ } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
+ m_vehDoor = CAR_DOOR_RF;
+ posToOpen = rfPos;
+ }
+ } else {
+
+ if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, enterOffset)) {
+
+ CPed *rfPassenger = veh->pPassengers[0];
+ if (rfPassenger && !veh->IsBike()
+ && (rfPassenger->m_leader == this || rfPassenger->bDontDragMeOutCar ||
+ veh->VehicleCreatedBy == MISSION_VEHICLE && m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
+ && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)
+ || (veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
+
+ m_vehDoor = CAR_DOOR_LF;
+ posToOpen = lfPos;
+ } else {
+ m_vehDoor = CAR_DOOR_RF;
+ posToOpen = rfPos;
+ }
+ } else if (veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset)) {
+ m_vehDoor = CAR_DOOR_LF;
+ posToOpen = lfPos;
+ }
+ }
+}
+
+bool
+CPed::GetNearestPassengerDoor(CVehicle *veh, CVector &posToOpen)
+{
+ CVector rfPos, lrPos, rrPos;
+ bool canEnter = false;
+
+ CVehicleModelInfo *vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
+
+ switch (veh->GetModelIndex()) {
+ case MI_BUS:
+ m_vehDoor = CAR_DOOR_RF;
+ posToOpen = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
+ return true;
+ case MI_RHINO:
+ default:
+ break;
+ }
+
+ CVector2D rfPosDist(999.0f, 999.0f);
+ CVector2D lrPosDist(999.0f, 999.0f);
+ CVector2D rrPosDist(999.0f, 999.0f);
+
+ if (veh->IsBike()) {
+ if (!veh->pPassengers[0]
+ && !(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[0]
+ && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
+ && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) {
+ rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR);
+ canEnter = true;
+ rrPosDist = rrPos - GetPosition();
+ }
+ } else if (!veh->pPassengers[0]
+ && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF)
+ && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RF, nil)) {
+
+ rfPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RF);
+ canEnter = true;
+ rfPosDist = rfPos - GetPosition();
+ }
+
+ if (vehModel->m_numDoors == 4) {
+ if (!veh->pPassengers[1]
+ && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_LR)
+ && veh->IsRoomForPedToLeaveCar(CAR_DOOR_LR, nil)) {
+ lrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_LR);
+ canEnter = true;
+ lrPosDist = lrPos - GetPosition();
+ }
+ if (!veh->pPassengers[2]
+ && !(veh->m_nGettingInFlags & CAR_DOOR_FLAG_RR)
+ && veh->IsRoomForPedToLeaveCar(CAR_DOOR_RR, nil)) {
+ rrPos = GetPositionToOpenCarDoor(veh, CAR_DOOR_RR);
+ canEnter = true;
+ rrPosDist = rrPos - GetPosition();
+ }
+
+ // When the door we should enter is blocked by some object.
+ if (!canEnter)
+ veh->ShufflePassengersToMakeSpace();
+ }
+
+ CVector2D nextToCompare = rfPosDist;
+ posToOpen = rfPos;
+ m_vehDoor = CAR_DOOR_RF;
+ if (lrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
+ m_vehDoor = CAR_DOOR_LR;
+ posToOpen = lrPos;
+ nextToCompare = lrPosDist;
+ }
+
+ if (rrPosDist.MagnitudeSqr() < nextToCompare.MagnitudeSqr()) {
+ m_vehDoor = CAR_DOOR_RR;
+ posToOpen = rrPos;
+ }
+ return canEnter;
+}
+
+void
+CPed::GoToNearestDoor(CVehicle *veh)
+{
+ CVector posToOpen;
+ GetNearestDoor(veh, posToOpen);
+ SetSeek(posToOpen, 0.5f);
+ SetMoveState(PEDMOVE_RUN);
+}
+
+// Unused
+void CPed::PedSetGetInCarPositionCB(CAnimBlendAssociation* assoc, void* arg)
+{
+ CPed* pPed = (CPed*)arg;
+ CMatrix mat(pPed->GetMatrix());
+ CVehicle* pVehicle = pPed->m_pMyVehicle;
+ const CVector& offset = (pVehicle->bIsVan && (pPed->m_vehDoor == CAR_DOOR_RR || pPed->m_vehDoor == CAR_DOOR_LR)) ? vecPedVanRearDoorAnimOffset : vecPedCarDoorAnimOffset;
+ CVector position = Multiply3x3(mat, offset) + pPed->GetPosition();
+ CPedPlacement::FindZCoorForPed(&position);
+ pPed->SetMoveSpeed(0.0f, 0.0f, 0.0f);
+ pPed->SetPosition(position);
+}
+
+void
+CPed::SetAnimOffsetForEnterOrExitVehicle(void)
+{
+ // FIX_BUGS: If there were no translations on enter anims, there were overflows all over this function.
+
+ int vanBlock = CAnimManager::GetAnimationBlockIndex("van");
+ int bikesBlock = CAnimManager::GetAnimationBlockIndex("bikes");
+ int bikevBlock = CAnimManager::GetAnimationBlockIndex("bikev");
+ int bikehBlock = CAnimManager::GetAnimationBlockIndex("bikeh");
+ int bikedBlock = CAnimManager::GetAnimationBlockIndex("biked");
+ CStreaming::RequestAnim(vanBlock, STREAMFLAGS_DEPENDENCY);
+ CStreaming::RequestAnim(bikesBlock, STREAMFLAGS_DEPENDENCY);
+ CStreaming::RequestAnim(bikevBlock, STREAMFLAGS_DEPENDENCY);
+ CStreaming::RequestAnim(bikehBlock, STREAMFLAGS_DEPENDENCY);
+ CStreaming::RequestAnim(bikedBlock, STREAMFLAGS_DEPENDENCY);
+ CStreaming::LoadAllRequestedModels(false);
+ CAnimManager::AddAnimBlockRef(vanBlock);
+ CAnimManager::AddAnimBlockRef(bikesBlock);
+ CAnimManager::AddAnimBlockRef(bikevBlock);
+ CAnimManager::AddAnimBlockRef(bikehBlock);
+ CAnimManager::AddAnimBlockRef(bikedBlock);
+
+ CAnimBlendHierarchy *enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_JACKEDCAR_LHS)->hierarchy;
+ CAnimBlendSequence *seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedDraggedOutCarAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LHS)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedCarDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedCarDoorAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_CAR_GET_IN_LO_LHS)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedCarDoorLoAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedCarDoorLoAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_QUICKJACKED)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedQuickDraggedOutCarAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedQuickDraggedOutCarAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_VAN, ANIM_STD_VAN_GET_IN_REAR_LHS)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedVanRearDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedVanRearDoorAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, ANIM_STD_TRAIN_GETOUT)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedTrainDoorAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans *lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedTrainDoorAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_BIKE_STANDARD, ANIM_BIKE_JUMPON_LHS)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedStdBikeJumpRhsAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedStdBikeJumpRhsAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_BIKE_VESPA, ANIM_BIKE_JUMPON_LHS)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedVespaBikeJumpRhsAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedVespaBikeJumpRhsAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_BIKE_HARLEY, ANIM_BIKE_JUMPON_LHS)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedHarleyBikeJumpRhsAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedHarleyBikeJumpRhsAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_BIKE_DIRT, ANIM_BIKE_JUMPON_LHS)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedDirtBikeJumpRhsAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedDirtBikeJumpRhsAnimOffset = lastFrame->translation;
+ }
+ }
+
+ enterAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_BIKE_HARLEY, ANIM_BIKE_KICK)->hierarchy;
+ seq = enterAssoc->sequences;
+ CAnimManager::UncompressAnimation(enterAssoc);
+ if (seq->numFrames > 0) {
+ if (!seq->HasTranslation())
+ vecPedBikeKickAnimOffset = CVector(0.0f, 0.0f, 0.0f);
+ else {
+ KeyFrameTrans* lastFrame = (KeyFrameTrans*)seq->GetKeyFrame(seq->numFrames - 1);
+ vecPedBikeKickAnimOffset = lastFrame->translation;
+ }
+ }
+
+ CAnimManager::RemoveAnimBlockRef(vanBlock);
+ CAnimManager::RemoveAnimBlockRef(bikesBlock);
+ CAnimManager::RemoveAnimBlockRef(bikevBlock);
+ CAnimManager::RemoveAnimBlockRef(bikehBlock);
+ CAnimManager::RemoveAnimBlockRef(bikedBlock);
+}
+
+void
+CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+
+ CVector finalPos;
+ CVector draggedOutOffset;
+
+ CMatrix pedMat(ped->GetMatrix());
+ ped->bUsesCollision = true;
+ ped->RestartNonPartialAnims();
+ draggedOutOffset = vecPedQuickDraggedOutCarAnimOffset;
+ if (ped->m_vehDoor == CAR_DOOR_RF || ped->m_vehDoor == CAR_DOOR_RR)
+ draggedOutOffset.x = -draggedOutOffset.x;
+
+ finalPos = Multiply3x3(pedMat, draggedOutOffset) + ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&finalPos);
+ ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ ped->SetPosition(finalPos);
+
+ if (veh) {
+ ped->m_fRotationDest = veh->GetForward().Heading() - HALFPI;
+ ped->m_fRotationCur = ped->m_fRotationDest;
+ ped->CalculateNewOrientation();
+
+ if (!veh->IsRoomForPedToLeaveCar(ped->m_vehDoor, &vecPedQuickDraggedOutCarAnimOffset))
+ ped->PositionPedOutOfCollision();
+ }
+
+ if (!ped->CanSetPedState())
+ return;
+
+ ped->SetIdle();
+ if (veh) {
+ if (ped->bFleeAfterExitingCar) {
+ ped->bFleeAfterExitingCar = false;
+ ped->SetFlee(veh->GetPosition(), 14000);
+
+ } else if (ped->bWanderPathAfterExitingCar) {
+ ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
+ ped->bWanderPathAfterExitingCar = false;
+
+ } else if (ped->bGonnaKillTheCarJacker) {
+ ped->bGonnaKillTheCarJacker = false;
+ if (ped->m_pedInObjective && CGeneral::GetRandomNumber() & 1) {
+ if (ped->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT)
+ ped->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, ped->m_pedInObjective);
+
+ } else {
+ CPed *driver = veh->pDriver;
+ if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
+ ped->SetFlee(veh->GetPosition(), 14000);
+ } else {
+ ped->ClearObjective();
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
+ }
+ ped->bUsePedNodeSeek = true;
+ ped->m_pNextPathNode = nil;
+ ped->Say(SOUND_PED_FLEE_RUN);
+ }
+ } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear
+ && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE
+ && veh->pDriver && veh->pDriver->IsPlayer()
+ && !CTheScripts::IsPlayerOnAMission()) {
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
+
+ } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear
+ && ped->CharCreatedBy != MISSION_CHAR && veh->VehicleCreatedBy != MISSION_VEHICLE
+ && !veh->pDriver && FindPlayerPed()->m_carInObjective == veh
+ && !CTheScripts::IsPlayerOnAMission()) {
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, veh);
+
+ } else {
+ ped->SetFindPathAndFlee(veh->GetPosition(), 10000);
+ if (CGeneral::GetRandomNumber() & 1 || ped->m_pedStats->m_fear > 70) {
+ ped->SetMoveState(PEDMOVE_SPRINT);
+ ped->Say(SOUND_PED_FLEE_SPRINT);
+ } else {
+ ped->Say(SOUND_PED_FLEE_RUN);
+ }
+ }
+ }
+ if (ped->m_nLastPedState == PED_IDLE)
+ ped->m_nLastPedState = PED_WANDER_PATH;
+}
+
+void
+CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ ped->bUsesCollision = true;
+ ped->RestartNonPartialAnims();
+
+ CMatrix pedMat(ped->GetMatrix());
+ CVector draggedOutOffset;
+ if (ped->m_pMyVehicle && ped->m_pMyVehicle->IsBike()) {
+ AssocGroupId animGroup = ((CBike*)ped->m_pMyVehicle)->m_bikeAnimType;
+ switch (animGroup) {
+ case ASSOCGRP_BIKE_VESPA:
+ draggedOutOffset = vecPedVespaBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_HARLEY:
+ draggedOutOffset = vecPedHarleyBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_DIRT:
+ draggedOutOffset = vecPedDirtBikeJumpRhsAnimOffset;
+ break;
+ default:
+ draggedOutOffset = vecPedStdBikeJumpRhsAnimOffset;
+ break;
+ }
+ } else {
+ draggedOutOffset = vecPedDraggedOutCarAnimOffset;
+ }
+ if (ped->m_vehDoor == CAR_DOOR_RF || ped->m_vehDoor == CAR_DOOR_RR)
+ draggedOutOffset.x = -draggedOutOffset.x;
+
+ CVector posAfterBeingDragged = Multiply3x3(pedMat, draggedOutOffset);
+ posAfterBeingDragged += ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&posAfterBeingDragged);
+ ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ ped->SetPosition(posAfterBeingDragged);
+
+ if (ped->m_pMyVehicle && !ped->m_pMyVehicle->IsBike() && !ped->m_pMyVehicle->IsRoomForPedToLeaveCar(ped->m_vehDoor, &vecPedDraggedOutCarAnimOffset)) {
+ ped->PositionPedOutOfCollision();
+ }
+
+ if (!ped->CanSetPedState())
+ return;
+
+ if (!ped->m_pMyVehicle) {
+ ped->SetIdle();
+ ped->SetGetUp();
+ return;
+ }
+
+ CPed *driver = ped->m_pMyVehicle->pDriver;
+
+ if (ped->IsPlayer()) {
+ ped->SetIdle();
+
+ } else if (ped->bFleeAfterExitingCar) {
+ ped->bFleeAfterExitingCar = false;
+ ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
+
+ } else if (ped->bWanderPathAfterExitingCar) {
+ ped->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
+ ped->bWanderPathAfterExitingCar = false;
+
+ } else if (ped->bGonnaKillTheCarJacker) {
+ // Kill objective is already set at this point.
+
+ ped->bGonnaKillTheCarJacker = false;
+ if (!ped->m_pedInObjective || !(CGeneral::GetRandomNumber() & 1)) {
+ if (!driver || driver == ped || driver->IsPlayer() && CTheScripts::IsPlayerOnAMission()) {
+ ped->SetPedState(PED_NONE);
+ ped->m_nLastPedState = PED_NONE;
+ ped->SetFlee(ped->m_pMyVehicle->GetPosition(), 4000);
+ } else {
+ ped->ClearObjective();
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
+ }
+ }
+
+ } else if (ped->m_pedStats->m_temper > ped->m_pedStats->m_fear && ped->CharCreatedBy != MISSION_CHAR
+ && ped->m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE && driver
+ && driver->IsPlayer() && !CTheScripts::IsPlayerOnAMission()) {
+ 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
+ && FindPlayerPed()->m_carInObjective == ped->m_pMyVehicle && !CTheScripts::IsPlayerOnAMission())
+ ped->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, ped->m_pMyVehicle);
+ else {
+ ped->SetPedState(PED_NONE);
+ ped->m_nLastPedState = PED_NONE;
+ ped->SetFindPathAndFlee(ped->m_pMyVehicle->GetPosition(), 10000);
+ }
+ ped->SetGetUp();
+}
+
+uint8
+CPed::GetNearestTrainDoor(CVehicle *train, CVector &doorPos)
+{
+ GetNearestTrainPedPosition(train, doorPos);
+/*
+ // Not used.
+ CVehicleModelInfo* trainModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(train->m_modelIndex);
+ CMatrix trainMat = CMatrix(train->GetMatrix());
+
+ doorPos = trainModel->m_positions[m_vehDoor];
+ doorPos.x -= 1.5f;
+ doorPos = Multiply3x3(trainMat, doorPos);
+ doorPos += train->GetPosition();
+*/
+ return 1;
+}
+
+uint8
+CPed::GetNearestTrainPedPosition(CVehicle *train, CVector &enterPos)
+{
+ CVector enterStepOffset;
+ CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(train->GetModelIndex());
+ CMatrix trainMat = CMatrix(train->GetMatrix());
+ CVector leftEntryPos, rightEntryPos, midEntryPos;
+ float distLeftEntry, distRightEntry, distMidEntry;
+
+ // enterStepOffset = vecPedCarDoorAnimOffset;
+ enterStepOffset = CVector(1.5f, 0.0f, 0.0f);
+
+ if (train->pPassengers[TRAIN_POS_LEFT_ENTRY]) {
+ distLeftEntry = 999.0f;
+ } else {
+ leftEntryPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterStepOffset;
+ leftEntryPos = Multiply3x3(trainMat, leftEntryPos);
+ leftEntryPos += train->GetPosition();
+ distLeftEntry = (leftEntryPos - GetPosition()).Magnitude();
+ }
+
+ if (train->pPassengers[TRAIN_POS_MID_ENTRY]) {
+ distMidEntry = 999.0f;
+ } else {
+ midEntryPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterStepOffset;
+ midEntryPos = Multiply3x3(trainMat, midEntryPos);
+ midEntryPos += train->GetPosition();
+ distMidEntry = (midEntryPos - GetPosition()).Magnitude();
+ }
+
+ if (train->pPassengers[TRAIN_POS_RIGHT_ENTRY]) {
+ distRightEntry = 999.0f;
+ } else {
+ rightEntryPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterStepOffset;
+ rightEntryPos = Multiply3x3(trainMat, rightEntryPos);
+ rightEntryPos += train->GetPosition();
+ distRightEntry = (rightEntryPos - GetPosition()).Magnitude();
+ }
+
+ if (distMidEntry < distLeftEntry) {
+ if (distMidEntry < distRightEntry) {
+ enterPos = midEntryPos;
+ m_vehDoor = TRAIN_POS_MID_ENTRY;
+ } else {
+ enterPos = rightEntryPos;
+ m_vehDoor = TRAIN_POS_RIGHT_ENTRY;
+ }
+ } else if (distRightEntry < distLeftEntry) {
+ enterPos = rightEntryPos;
+ m_vehDoor = TRAIN_POS_RIGHT_ENTRY;
+ } else {
+ enterPos = leftEntryPos;
+ m_vehDoor = TRAIN_POS_LEFT_ENTRY;
+ }
+
+ return 1;
+}
+
+void
+CPed::PedSetInTrainCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ CPed *ped = (CPed*)arg;
+ CTrain *veh = (CTrain*)ped->m_pMyVehicle;
+
+ if (!veh)
+ return;
+
+ ped->bInVehicle = true;
+ ped->SetPedState(PED_DRIVING);
+ ped->RestorePreviousObjective();
+ ped->SetMoveState(PEDMOVE_STILL);
+ veh->AddPassenger(ped);
+}
+
+#ifdef GTA_TRAIN
+void
+CPed::SetEnterTrain(CVehicle *train, uint32 unused)
+{
+ if (m_nPedState == PED_ENTER_TRAIN || !((CTrain*)train)->Doors[0].IsFullyOpen())
+ return;
+
+ /*
+ // Not used
+ CVector enterPos;
+ GetNearestTrainPedPosition(train, enterPos);
+ */
+ m_fRotationCur = train->GetForward().Heading() - HALFPI;
+ m_pMyVehicle = train;
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+
+ SetPedState(PED_ENTER_TRAIN);
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_TRAIN_GETIN, 4.0f);
+ m_pVehicleAnim->SetFinishCallback(PedSetInTrainCB, this);
+ bUsesCollision = false;
+ LineUpPedWithTrain();
+ if (IsPlayer()) {
+ if (((CPlayerPed*)this)->m_bAdrenalineActive)
+ ((CPlayerPed*)this)->ClearAdrenaline();
+ }
+}
+
+void
+CPed::EnterTrain(void)
+{
+ LineUpPedWithTrain();
+}
+
+void
+CPed::SetPedPositionInTrain(void)
+{
+ LineUpPedWithTrain();
+}
+
+void
+CPed::LineUpPedWithTrain(void)
+{
+ CVector lineUpPos;
+ CVehicleModelInfo *trainModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(m_pMyVehicle->GetModelIndex());
+ CVector enterOffset(1.5f, 0.0f, -0.2f);
+
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ m_fRotationCur = m_pMyVehicle->GetForward().Heading() - HALFPI;
+ m_fRotationDest = m_fRotationCur;
+
+ if (!bInVehicle) {
+ GetNearestTrainDoor(m_pMyVehicle, lineUpPos);
+ lineUpPos.z += 0.2f;
+ } else {
+ if (m_pMyVehicle->pPassengers[TRAIN_POS_LEFT_ENTRY] == this) {
+
+ lineUpPos = trainModel->m_positions[TRAIN_POS_LEFT_ENTRY] - enterOffset;
+
+ } else if (m_pMyVehicle->pPassengers[TRAIN_POS_MID_ENTRY] == this) {
+
+ lineUpPos = trainModel->m_positions[TRAIN_POS_MID_ENTRY] - enterOffset;
+
+ } else if (m_pMyVehicle->pPassengers[TRAIN_POS_RIGHT_ENTRY] == this) {
+
+ lineUpPos = trainModel->m_positions[TRAIN_POS_RIGHT_ENTRY] - enterOffset;
+ }
+ lineUpPos = Multiply3x3(m_pMyVehicle->GetMatrix(), lineUpPos);
+ lineUpPos += m_pMyVehicle->GetPosition();
+ }
+
+ if (m_pVehicleAnim) {
+ float percentageLeft = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
+ lineUpPos += (GetPosition() - lineUpPos) * percentageLeft;
+ }
+
+ SetPosition(lineUpPos);
+ SetHeading(m_fRotationCur);
+}
+
+void
+CPed::SetExitTrain(CVehicle* train)
+{
+ if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
+ return;
+
+ /*
+ // Not used
+ CVector exitPos;
+ GetNearestTrainPedPosition(train, exitPos);
+ */
+ SetPedState(PED_EXIT_TRAIN);
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_TRAIN_GETOUT, 4.0f);
+ m_pVehicleAnim->SetFinishCallback(PedSetOutTrainCB, this);
+ bUsesCollision = false;
+ LineUpPedWithTrain();
+}
+
+void
+CPed::ExitTrain(void)
+{
+ LineUpPedWithTrain();
+}
+
+void
+CPed::PedSetOutTrainCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ CVehicle *veh = ped->m_pMyVehicle;
+
+ if (ped->m_pVehicleAnim)
+ ped->m_pVehicleAnim->blendDelta = -1000.0f;
+
+ ped->bUsesCollision = true;
+ ped->m_pVehicleAnim = nil;
+ ped->bInVehicle = false;
+ ped->SetPedState(PED_IDLE);
+ ped->RestorePreviousObjective();
+ ped->SetMoveState(PEDMOVE_STILL);
+
+ CMatrix pedMat(ped->GetMatrix());
+ ped->m_fRotationCur = HALFPI + veh->GetForward().Heading();
+ ped->m_fRotationDest = ped->m_fRotationCur;
+ CVector posAfterExit = Multiply3x3(pedMat, vecPedTrainDoorAnimOffset);
+ posAfterExit += ped->GetPosition();
+ CPedPlacement::FindZCoorForPed(&posAfterExit);
+ ped->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ ped->SetPosition(posAfterExit);
+ ped->SetHeading(ped->m_fRotationCur);
+ veh->RemovePassenger(ped);
+}
+#endif
+
+void
+CPed::RegisterThreatWithGangPeds(CEntity *attacker)
+{
+ CPed *attackerPed = nil;
+ if ((CharCreatedBy == MISSION_CHAR && bIsPlayerFriend && (attacker == FindPlayerPed() || attacker == FindPlayerVehicle()))
+ || (attacker && m_leader == attacker)
+ || (m_nPedType == PEDTYPE_GANG7 && attacker == FindPlayerPed()))
+ return;
+
+ 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()) {
+ attackerPed = ((CVehicle*)attacker)->pDriver;
+ if (!attackerPed)
+ return;
+ } else
+ 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->CharCreatedBy == RANDOM_CHAR && nearPed != this && nearPed->m_nPedType == m_nPedType)
+ nearPed->m_fearFlags |= CPedType::GetFlag(attackerPed->m_nPedType);
+ }
+ }
+ }
+ }
+ }
+
+ if (attackerPed && attackerPed->IsPlayer() && (attackerPed->m_nPedState == PED_CARJACK || attackerPed->bInVehicle)) {
+ if (!attackerPed->m_pMyVehicle || attackerPed->m_pMyVehicle->GetModelIndex() != MI_TOPFUN) {
+ 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 && nearVehDriver->CharCreatedBy == RANDOM_CHAR) {
+
+ if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
+ nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
+ nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
+ nearVeh->SetStatus(STATUS_PHYSICS);
+ nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
+ nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+// Some helper function which doesn't exist in og game.
+inline void
+SelectClosestNodeForSeek(CPed *ped, CPathNode *node, CVector2D closeDist, CVector2D farDist, CPathNode *closeNode, CPathNode *closeNode2, int runCount = 3)
+{
+ for (int i = 0; i < node->numLinks; i++) {
+
+ CPathNode *testNode = &ThePaths.m_pathNodes[ThePaths.ConnectedNode(i + node->firstLink)];
+
+ if (testNode && testNode != closeNode && testNode != closeNode2) {
+ CVector2D posDiff(ped->m_vecSeekPos - testNode->GetPosition());
+ float dist = posDiff.MagnitudeSqr();
+
+ if (farDist.MagnitudeSqr() > dist) {
+
+ if (closeDist.MagnitudeSqr() > dist) {
+ ped->m_pNextPathNode = (closeNode2 ? closeNode2 : testNode);
+ farDist = posDiff;
+ } else {
+ ped->m_pNextPathNode = closeNode;
+ closeDist = 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;
+
+ const CVector &ourPos = GetPosition();
+
+ int closestNodeId = ThePaths.FindNodeClosestToCoors(GetPosition(), 1, 999999.9f);
+
+ CVector seekObjPos = m_vecSeekPos;
+ seekObjPos.z += 1.0f;
+
+ if (CWorld::GetIsLineOfSightClear(ourPos, seekObjPos, true, false, false, true, false, false, false))
+ return false;
+
+ m_pNextPathNode = nil;
+
+ CVector2D seekPosDist (m_vecSeekPos - ourPos);
+
+ CPathNode *closestNode = &ThePaths.m_pathNodes[closestNodeId];
+ CVector2D closeDist(m_vecSeekPos - closestNode->GetPosition());
+
+ SelectClosestNodeForSeek(this, closestNode, closeDist, seekPosDist, closestNode, nil);
+
+ if (m_pNextPathNode) {
+
+ // Function above decided that directly going to next node makes more sense then seeking the object.
+ CVector correctedCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+
+ if ((correctedCoords - ourPos).MagnitudeSqr2D() < seekPosDist.MagnitudeSqr()) {
+ *bestCoords = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+ return true;
+ }
+ m_pNextPathNode = nil;
+ }
+
+ return false;
+}
+
+bool
+CPed::DuckAndCover(void)
+{
+ if (!m_pedInObjective || CTimer::GetTimeInMilliseconds() <= m_duckAndCoverTimer)
+ return false;
+
+ if (bKindaStayInSamePlace){
+
+ if (CTimer::GetTimeInMilliseconds() <= m_leaveCarTimer) {
+ if (!m_pLookTarget || m_pLookTarget != m_pedInObjective) {
+ m_pLookTarget = m_pedInObjective;
+ m_pLookTarget->RegisterReference((CEntity **) &m_pLookTarget);
+ }
+ if (!bIsAimingGun)
+ SetAimFlag(m_pedInObjective);
+
+ } else {
+ bKindaStayInSamePlace = false;
+ if (bIsDucking)
+ ClearDuck(true);
+
+ bCrouchWhenShooting = 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;
+ }
+
+ int16 lastVehicle = 0;
+ CEntity* vehicles[8];
+
+ bool justDucked = false;
+ CVehicle *foundVeh = nil;
+ float maxDist = 225.0f;
+ if (bIsDucking)
+ ClearDuck(true);
+
+ bCrouchWhenShooting = false;
+ bool duckingWithoutVeh = false;
+ if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) {
+
+ for(int i = 0; i < 6; i++) {
+ CPlayerPed *player = (CPlayerPed*)m_pedInObjective;
+
+ if (player->m_pPedAtSafePos[i] == this) {
+ duckingWithoutVeh = true;
+ CVector &safePos = player->m_vecSafePos[i];
+ bool notRunningToSafePos = false;
+
+ if (m_vecSeekPos.x != safePos.x && m_vecSeekPos.y != safePos.y && m_vecSeekPos.z != safePos.z)
+ notRunningToSafePos = true;
+
+ if (!notRunningToSafePos) {
+ CVector target = player->m_vecSafePos[i];
+ SetSeek(target, 1.0f);
+ duckingWithoutVeh = true;
+ m_attackTimer = CTimer::GetTimeInMilliseconds() + 6000;
+ bDuckAndCover = true;
+ }
+ break;
+ }
+ }
+ if (!duckingWithoutVeh) {
+ for (int i = 0; i < 6; i++) {
+ CPlayerPed* player = (CPlayerPed*)m_pedInObjective;
+ if (!player->m_pPedAtSafePos[i] && player->m_vecSafePos[i].x != 0.0f) {
+ player->m_pPedAtSafePos[i] = this;
+ CVector target = player->m_vecSafePos[i];
+ SetSeek(target, 1.0f);
+ m_headingRate = 15.0f;
+ ClearPointGunAt();
+ duckingWithoutVeh = 1;
+ bIsRunning = true;
+ bDuckAndCover = true;
+ justDucked = true;
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 500;
+ break;
+ }
+ }
+ }
+ if (!duckingWithoutVeh) {
+ CVector pos = GetPosition();
+ CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+ }
+
+ for (int i = 0; i < lastVehicle; i++) {
+ CVehicle *veh = (CVehicle*) vehicles[i];
+ if (veh->IsCar() && 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)) {
+ 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;
+ m_carInObjective->RegisterReference((CEntity**)&m_carInObjective);
+ }
+ m_pSeekTarget = foundVeh;
+ m_pSeekTarget->RegisterReference((CEntity**)&m_pSeekTarget);
+ ClearPointGunAt();
+ } else {
+ m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(10000, 15000);
+ bDuckAndCover = false;
+ }
+ } else if (!duckingWithoutVeh) {
+ bDuckAndCover = false;
+ }
+ }
+
+ if (!justDucked && !bDuckAndCover)
+ return false;
+
+ if (!Seek()) {
+ if (m_nMoveState == PEDMOVE_STILL) {
+ bDuckAndCover = false;
+ return false;
+ } else
+ 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);
+ bCrouchWhenShooting = true;
+ SetDuck(CGeneral::GetRandomNumberInRange(2000, 5000), true);
+ return false;
+}
+
+CVector
+CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
+{
+ CVector doorPos;
+ CMatrix vehMat(veh->GetMatrix());
+
+ if (veh->IsBike()) {
+ CVehicleModelInfo* vehModel = (CVehicleModelInfo*)CModelInfo::GetModelInfo(veh->GetModelIndex());
+ CVector vehDoorOffset;
+ CBike* bike = (CBike*)veh;
+ doorPos = vehModel->GetFrontSeatPosn();
+
+ if (component == CAR_WINDSCREEN) {
+ return bike->GetMatrix() * (doorPos + vecPedBikeKickAnimOffset);
+ } else {
+ switch (bike->m_bikeAnimType) {
+ case ASSOCGRP_BIKE_VESPA:
+ vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_HARLEY:
+ vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_DIRT:
+ vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset;
+ break;
+ default:
+ vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset;
+ break;
+ }
+ vehDoorOffset.x += offset * bike->pHandling->fSeatOffsetDistance;
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) {
+ doorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ }
+
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_LF)
+ vehDoorOffset.x *= -1.f;
+
+ CVector correctedPos;
+ bike->GetCorrectedWorldDoorPosition(correctedPos, vehDoorOffset, doorPos);
+ return correctedPos;
+ }
+ }
+ doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));
+
+ return veh->GetPosition() + doorPos;
+}
+
+CVector
+CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
+{
+ CVehicleModelInfo *vehModel;
+ CVector vehDoorPos;
+ CVector vehDoorOffset;
+ float seatOffset;
+
+ vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(veh->GetModelIndex());
+
+ if (veh->IsBike()) {
+ CBike *bike = (CBike*)veh;
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+
+ if (component == CAR_WINDSCREEN) {
+ return bike->GetMatrix() * (vehDoorPos + vecPedBikeKickAnimOffset);
+ } else {
+ switch (bike->m_bikeAnimType) {
+ case ASSOCGRP_BIKE_VESPA:
+ vehDoorOffset = vecPedVespaBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_HARLEY:
+ vehDoorOffset = vecPedHarleyBikeJumpRhsAnimOffset;
+ break;
+ case ASSOCGRP_BIKE_DIRT:
+ vehDoorOffset = vecPedDirtBikeJumpRhsAnimOffset;
+ break;
+ default:
+ vehDoorOffset = vecPedStdBikeJumpRhsAnimOffset;
+ break;
+ }
+ float xOffsetFromAnim = vehDoorOffset.x + seatPosMult * bike->pHandling->fSeatOffsetDistance;
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_RR) {
+ vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ }
+
+ if (component == CAR_DOOR_LR || component == CAR_DOOR_LF)
+ xOffsetFromAnim *= -1.f;
+
+ return bike->GetMatrix() * (vehDoorPos + CVector(xOffsetFromAnim, vehDoorOffset.y, vehDoorOffset.z));
+ }
+ } else {
+ if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
+ seatOffset = 0.0f;
+ vehDoorOffset = vecPedVanRearDoorAnimOffset;
+ } else {
+ seatOffset = veh->pHandling->fSeatOffsetDistance * seatPosMult;
+ if (veh->bLowVehicle) {
+ vehDoorOffset = vecPedCarDoorLoAnimOffset;
+ } else {
+ vehDoorOffset = vecPedCarDoorAnimOffset;
+ }
+ }
+
+ switch (component) {
+ case CAR_DOOR_RF:
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
+
+ case CAR_DOOR_RR:
+ vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
+
+ case CAR_DOOR_LF:
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
+
+ case CAR_DOOR_LR:
+ vehDoorPos = vehModel->m_positions[CAR_POS_BACKSEAT];
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
+
+ default:
+ vehDoorPos = vehModel->GetFrontSeatPosn();
+ vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
+ }
+ return vehDoorPos - vehDoorOffset;
+ }
+}
+
+// TODO: what is this parameter for?
+void
+CPed::SetDuck(uint32 time, bool sth)
+{
+ if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer && !sth) {
+ if (sth && CTimer::GetTimeInMilliseconds() + time > m_duckTimer)
+ m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
+ return;
+ }
+
+ CAnimBlendAssociation *duckAssoc;
+ if (bCrouchWhenShooting) {
+ duckAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_WEAPON, 4.0f);
+ duckAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
+ bIsDucking = true;
+ m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
+ } else {
+ CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN);
+ if (!duckAssoc || duckAssoc->blendDelta < 0.0f) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_DOWN, 4.0f);
+ bIsDucking = true;
+ m_duckTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+ }
+}
+
+void
+CPed::Duck(void)
+{
+ if (CTimer::GetTimeInMilliseconds() > m_duckTimer)
+ ClearDuck();
+ else if (bIsDucking && bCrouchWhenShooting) {
+ CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_WEAPON);
+ if (!crouchAnim) {
+ if(GetCrouchFireAnim(weapon))
+ crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
+ }
+ if (!crouchAnim) {
+ if(GetCrouchReloadAnim(weapon))
+ crouchAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon));
+ }
+ if (!crouchAnim) {
+ bIsDucking = false;
+#if defined FIX_BUGS || defined FREE_CAM
+ if (IsPlayer())
+ bCrouchWhenShooting = false;
+#endif
+ }
+ }
+}
+
+void
+CPed::ClearDuck(bool clearTimer)
+{
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN);
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_LOW);
+ }
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_WEAPON);
+ }
+
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -4.0f;
+ }
+ bIsDucking = false;
+
+ if (clearTimer) {
+ m_duckTimer = 0;
+ }
+}
+
+void
+CPed::InformMyGangOfAttack(CEntity *attacker)
+{
+ CPed *attackerPed;
+
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)
+ return;
+
+ if (attacker->IsPed()) {
+ attackerPed = (CPed*)attacker;
+ } else {
+ if (!attacker->IsVehicle())
+ return;
+
+ attackerPed = ((CVehicle*)attacker)->pDriver;
+ if (!attackerPed)
+ return;
+ }
+
+ if (attackerPed->m_nPedType == PEDTYPE_COP)
+ return;
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed && nearPed != this) {
+ CPed *leader = nearPed->m_leader;
+ if (leader && leader == this && nearPed->m_pedStats->m_fear < nearPed->m_pedStats->m_temper) {
+ nearPed->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, attackerPed);
+ nearPed->SetObjectiveTimer(30000);
+ }
+ }
+ }
+}
+
+void
+CPed::PedAnimDoorCloseRollingCB(CAnimBlendAssociation* animAssoc, void* arg)
+{
+ CPed* ped = (CPed*)arg;
+
+ CAutomobile* veh = (CAutomobile*)(ped->m_pMyVehicle);
+
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (veh->bLowVehicle) {
+ veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS, 1.0f);
+ } else {
+ veh->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, 1.0f);
+ }
+
+ veh->m_nGettingOutFlags &= ~CAR_DOOR_FLAG_LF;
+
+ if (veh->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING)
+ veh->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_OK);
+}
+
+void
+CPed::SetSeekBoatPosition(CVehicle *boat)
+{
+ if (m_nPedState == PED_SEEK_IN_BOAT || boat->pDriver || !IsPedInControl())
+ return;
+
+ SetStoredState();
+ m_carInObjective = boat;
+ m_carInObjective->RegisterReference((CEntity **) &m_carInObjective);
+ m_pMyVehicle = boat;
+ m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle);
+ m_distanceToCountSeekDone = 0.5f;
+ SetPedState(PED_SEEK_IN_BOAT);
+}
+
+void
+CPed::SeekBoatPosition(void)
+{
+ if (m_carInObjective && !m_carInObjective->pDriver) {
+ CVehicleModelInfo *boatModel = m_carInObjective->GetModelInfo();
+
+ CVector enterOffset;
+ enterOffset = boatModel->GetFrontSeatPosn();
+ enterOffset.x = 0.0f;
+ CMatrix boatMat(m_carInObjective->GetMatrix());
+ SetMoveState(PEDMOVE_WALK);
+ m_vecSeekPos = boatMat * enterOffset;
+ if (Seek()) {
+ // We arrived to the boat
+ m_vehDoor = 0;
+ SetEnterCar(m_carInObjective, 0);
+ }
+ } else
+ RestorePreviousState();
+}
+
+bool
+CPed::IsRoomToBeCarJacked(void)
+{
+ if (!m_pMyVehicle)
+ return false;
+
+ CVector offset;
+ if (m_pMyVehicle->IsBike()) {
+ offset = vecPedStdBikeJumpRhsAnimOffset;
+ } else 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::AddInCarAnims(CVehicle* car, bool isDriver)
+{
+ if (car->IsBoat()) {
+ if (car->pHandling->Flags & HANDLING_SIT_IN_BOAT) {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT, 100.0f);
+ } else {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE, 100.0f);
+ }
+ } else if (car->IsBike()) {
+ if (isDriver) {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ((CBike*)car)->m_bikeAnimType, ANIM_BIKE_RIDE, 100.0f);
+ } else {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ((CBike*)car)->m_bikeAnimType, ANIM_BIKE_RIDE_P, 100.0f);
+ }
+ } else {
+ if (isDriver) {
+ if (car->bLowVehicle) {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT_LO, 100.0f);
+ } else {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT, 100.0f);
+ }
+ } else {
+ if (car->bLowVehicle) {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT_P_LO, 100.0f);
+ } else {
+ m_pVehicleAnim = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_SIT_P, 100.0f);
+ }
+ }
+ }
+
+ StopNonPartialAnims();
+}
+
+void
+CPed::RemoveDrivebyAnims()
+{
+ CAnimBlendAssociation *animAssoc;
+
+ AnimationId LeftAnim = ANIM_STD_CAR_DRIVEBY_LEFT;
+ AnimationId RightAnim = ANIM_STD_CAR_DRIVEBY_RIGHT;
+
+ if (m_pMyVehicle->pHandling->Flags & HANDLING_IS_BIKE) {
+ LeftAnim = ANIM_BIKE_DRIVEBY_RHS;
+ RightAnim = ANIM_BIKE_DRIVEBY_LHS;
+ } else if (m_pMyVehicle->bLowVehicle) {
+ LeftAnim = ANIM_STD_CAR_DRIVEBY_LEFT_LO;
+ RightAnim = ANIM_STD_CAR_DRIVEBY_RIGHT_LO;
+ }
+
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_BIKE_DRIVEBY_RHS);
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_BIKE_DRIVEBY_LHS);
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_BIKE_DRIVEBY_FORWARD);
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+}
+
+void
+CPed::RemoveInCarAnims(void)
+{
+ CAnimBlendAssociation* assoc;
+
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_DRIVING); assoc;
+ assoc = RpAnimBlendGetNextAssociation(assoc, ASSOC_DRIVING)) {
+ assoc->flags |= ASSOC_DELETEFADEDOUT;
+ assoc->blendDelta = -1000.0f;
+ }
+}
+
+bool
+CPed::PositionPedOutOfCollision(void)
+{
+ CVehicle *veh = m_pMyVehicle;
+ if (!veh)
+ return false;
+
+ if (bDonePositionOutOfCollision)
+ return true;
+
+ bool foundAPos = false;
+ CColModel *vehCol = veh->GetColModel();
+ CVector vehPos = veh->GetPosition();
+ CVector ourPos = GetPosition();
+ CVector newPos = ourPos;
+ CWorld::pIgnoreEntity = veh;
+ bUsesCollision = false;
+ bJustCheckCollision = true;
+ m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
+ if (veh->IsOnItsSide()) {
+ // Top of the veh.
+ newPos = vehPos;
+ newPos.z = FEET_OFFSET + vehCol->boundingBox.max.x + vehPos.z;
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+
+ } else if (m_vehDoor != 0) {
+ // Try the normal way
+ CVector pos = GetPositionToOpenCarDoor(m_pMyVehicle, m_vehDoor);
+ newPos = pos;
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+ }
+
+ float vehRelativeExitX = vehCol->boundingBox.min.x - 0.355f;
+ if (m_vehDoor == CAR_DOOR_RF || m_vehDoor == CAR_DOOR_RR)
+ vehRelativeExitX = 0.355f + vehCol->boundingBox.max.x;
+
+ if (!foundAPos) {
+ // Check sides of veh., respective to seat column-veh. center difference(why?)
+ float exitOffset = vehRelativeExitX - DotProduct(ourPos - vehPos, veh->GetRight());
+ newPos = exitOffset * veh->GetRight() + ourPos;
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+ }
+ if (!foundAPos) {
+ // Iterate through sections of veh. length + static offset on X
+ float minY = vehCol->boundingBox.min.y;
+ float ySection = (vehCol->boundingBox.max.y - minY) / 3.f;
+ for (int i = 0; i < 4; i++) {
+ float fwdMult = i * ySection + minY;
+ newPos = vehRelativeExitX * veh->GetRight() + fwdMult * veh->GetForward() + vehPos;
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false)) {
+ foundAPos = true;
+ break;
+ }
+ }
+ }
+ }
+ if (!foundAPos) {
+ // Back of veh.
+ newPos = (vehCol->boundingBox.min.y - 0.355f) * veh->GetForward() + vehPos;
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+ }
+ if (!foundAPos) {
+ // Front of veh.
+ newPos = (0.355f + vehCol->boundingBox.max.y) * veh->GetForward() + vehPos;
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+ }
+ if (!foundAPos) {
+ // Opposite X side + back
+ newPos = vehCol->boundingBox.min.y * veh->GetForward() + vehPos - vehRelativeExitX * veh->GetRight();
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+ }
+ if (!foundAPos) {
+ // Opposite X side + front
+ newPos = vehCol->boundingBox.max.y * veh->GetForward() + vehPos - vehRelativeExitX * veh->GetRight();
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+ }
+ if (!foundAPos) {
+ // Top of veh.
+ if (veh->m_vehType == 0) {
+ newPos = vehCol->boundingBox.max.z * veh->GetUp() + vehPos;
+ newPos.z += FEET_OFFSET;
+ GetMatrix().SetTranslate(newPos);
+ if (!CheckCollision()) {
+ if (CWorld::GetIsLineOfSightClear(vehPos, newPos, true, false, false, true, false, false, false))
+ foundAPos = true;
+ }
+ }
+ }
+ m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
+ m_vecTurnSpeed = CVector(0.f, 0.f, 0.f);
+ veh->m_vecMoveSpeed = CVector(0.f, 0.f, 0.f);
+ veh->m_vecTurnSpeed = CVector(0.f, 0.f, 0.f);
+ CWorld::pIgnoreEntity = nil;
+ bUsesCollision = true;
+ bJustCheckCollision = false;
+ bDonePositionOutOfCollision = true;
+ if (foundAPos)
+ return true;
+ int foundNode = ThePaths.FindNodeClosestToCoors(vehPos, PATH_PED, 999999.9f, true, false, false, false);
+ if (foundNode < 0)
+ return false;
+ newPos = ThePaths.m_pathNodes[foundNode].GetPosition();
+ CPedPlacement::FindZCoorForPed(&newPos);
+ GetMatrix().SetTranslate(newPos);
+ SetHeading(m_pMyVehicle->GetForward().Heading());
+ return true;
+}
+
+// "Any" means he shouldn't have to be in vehicle.
+bool
+CPed::PositionAnyPedOutOfCollision(void)
+{
+ CVehicle *veh;
+ CVector posNearVeh;
+ CVector posSomewhereClose;
+ bool putNearVeh = false;
+ bool putSomewhereClose = false;
+ int smallestDistNearVeh = 999;
+ int smallestDistSomewhereClose = 999;
+
+ 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);
+ if (!CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) {
+ float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr();
+ veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false);
+ if (veh) {
+ if (potentialChangeSqr < smallestDistNearVeh) {
+ posNearVeh = potentialPos;
+ putNearVeh = true;
+ smallestDistNearVeh = potentialChangeSqr;
+ }
+ } else if (potentialChangeSqr < smallestDistSomewhereClose) {
+ smallestDistSomewhereClose = potentialChangeSqr;
+ posSomewhereClose = potentialPos;
+ putSomewhereClose = true;
+ }
+ }
+ potentialPos.x += 0.5f;
+ }
+ potentialPos.y += 0.5f;
+ }
+
+ if (!putSomewhereClose && !putNearVeh)
+ return false;
+
+ // We refrain from using posNearVeh, probably because of it may be top of the vehicle.
+ if (putSomewhereClose) {
+ SetPosition(posSomewhereClose);
+ } else {
+ CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
+ posNearVeh.z += vehSize.z;
+ SetPosition(posNearVeh);
+ }
+ return true;
+}
+
+bool
+CPed::WarpPedToNearLeaderOffScreen(void)
+{
+ bool teleported = false;
+ if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
+ return false;
+
+ CVector warpToPos = m_leader->GetPosition();
+ CVector distVec = warpToPos - GetPosition();
+ float halfOfDist = distVec.Magnitude() * 0.5f;
+ CVector halfNormalizedDist = distVec / halfOfDist;
+
+ CVector appropriatePos = GetPosition();
+ int tryCount = Min(10, (int)halfOfDist);
+ for (int i = 0; i < tryCount; ++i) {
+ appropriatePos += halfNormalizedDist;
+ CVector zCorrectedPos = appropriatePos;
+ CPedPlacement::FindZCoorForPed(&zCorrectedPos);
+
+ if (Abs(zCorrectedPos.z - warpToPos.z) < 3.0f || Abs(zCorrectedPos.z - appropriatePos.z) < 3.0f) {
+ appropriatePos.z = zCorrectedPos.z;
+ if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f)
+ && CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
+ && !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
+ teleported = true;
+ Teleport(appropriatePos);
+ }
+ }
+ }
+ m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 3000;
+ return teleported;
+}
+
+bool
+CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
+{
+ bool teleported = false;
+ if (GetIsOnScreen() || m_leaveCarTimer > CTimer::GetTimeInMilliseconds())
+ return false;
+
+ CVector warpToPos = warpTo->GetPosition();
+ CVector distVec = warpToPos - GetPosition();
+ float halfOfDist = distVec.Magnitude() * 0.5f;
+ CVector halfNormalizedDist = distVec / halfOfDist;
+
+ CVector appropriatePos = GetPosition();
+ int tryCount = Min(10, (int)halfOfDist);
+ for (int i = 0; i < tryCount; ++i) {
+ appropriatePos += halfNormalizedDist;
+ CVector zCorrectedPos = appropriatePos;
+ CPedPlacement::FindZCoorForPed(&zCorrectedPos);
+
+ if (Abs(zCorrectedPos.z - warpToPos.z) < 3.0f || Abs(zCorrectedPos.z - appropriatePos.z) < 3.0f) {
+ 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;
+}
+
+int32
+CPed::KillCharOnFootArmed(CVector &ourPos, CVector &targetPos, CVector &distWithTarget)
+{
+ bool killPlayerInNoPoliceZone = false;
+ if (m_pedInObjective->IsPlayer() && CCullZones::NoPolice())
+ killPlayerInNoPoliceZone = true;
+
+ if (!bNotAllowedToDuck || killPlayerInNoPoliceZone) {
+ if (m_nPedType == PEDTYPE_COP && !m_pedInObjective->GetWeapon()->IsTypeMelee())
+ bNotAllowedToDuck = true;
+ } else {
+ if (!m_pedInObjective->bInVehicle) {
+ if (m_pedInObjective->GetWeapon()->IsTypeMelee()) {
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ } else if (DuckAndCover()) {
+ return CANT_ATTACK;
+ }
+ } else {
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ }
+ }
+ if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) {
+ SetMoveState(PEDMOVE_STILL);
+ return CANT_ATTACK;
+ }
+ 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();
+
+ return CANT_ATTACK;
+ }
+ }
+ if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP
+ && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops != 0) {
+ SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
+
+ return CANT_ATTACK;
+ }
+ if (m_pedInObjective->m_fHealth <= 0.0f) {
+ bObjectiveCompleted = true;
+ bScriptObjectiveCompleted = true;
+ return CANT_ATTACK;
+ }
+ CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float wepRange = wepInfo->m_fRange;
+ float wepRangeAdjusted = wepRange / 3.f;
+
+ float distWithTargetSc = distWithTarget.Magnitude();
+ if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
+ CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
+ if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED
+ || m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
+ SetIdle();
+ return WATCH_UNTIL_HE_DISAPPEARS;
+ }
+ SetLookFlag(vehOfTarget, false);
+ if (m_nMoveState == PEDMOVE_STILL && IsPedInControl())
+ TurnBody();
+
+ if (m_nPedState != PED_CARJACK) {
+ if (m_pedInObjective->m_nPedState != PED_ARRESTED) {
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds() && distWithTargetSc < wepRange && distWithTargetSc > 3.0f) {
+
+ SetAttack(vehOfTarget);
+ SetWeaponLockOnTarget(vehOfTarget);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500, 2000));
+
+ CVector2D dirVehGoing = vehOfTarget->m_vecMoveSpeed;
+ if (dirVehGoing.Magnitude() > 0.2f) {
+ CVector2D vehDist = GetPosition() - vehOfTarget->GetPosition();
+ vehDist.Normalise();
+ dirVehGoing.Normalise();
+ if (DotProduct2D(vehDist, dirVehGoing) > 0.8f) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500));
+ SetMoveState(PEDMOVE_STILL);
+ }
+ return ATTACK_IN_PROGRESS;
+ }
+ if (distWithTargetSc <= m_distanceToCountSeekDone) {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 500));
+ SetMoveState(PEDMOVE_STILL);
+ } else {
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
+ }
+ return ATTACK_IN_PROGRESS;
+ } else if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) {
+ if (vehOfTarget) {
+ if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) {
+ GoToNearestDoor(vehOfTarget);
+ } else {
+ m_vehDoor = 0;
+ if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) {
+ m_vehDoor = CAR_DOOR_LF;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[0]) {
+ m_vehDoor = CAR_DOOR_RF;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[1]) {
+ m_vehDoor = CAR_DOOR_LR;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[2]) {
+ m_vehDoor = CAR_DOOR_RR;
+ }
+ // Unused
+ // GetPositionToOpenCarDoor(vehOfTarget, m_vehDoor);
+ SetSeekCar(vehOfTarget, m_vehDoor);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ }
+ }
+ }
+ }
+ return ATTACK_IN_PROGRESS;
+ }
+ if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) {
+ SetLookFlag(m_pedInObjective, false);
+ TurnBody();
+ }
+ if (m_nPedType == PEDTYPE_COP && m_pedInObjective->IsPlayer()) {
+ float maxArrestDist = 1.5f;
+ if (((CCopPed*)this)->m_bDragsPlayerFromCar) {
+ if (m_nPedState == PED_FALL) {
+ maxArrestDist = 3.5f;
+ } else if (m_nPedState != PED_DRAG_FROM_CAR) {
+ ((CCopPed*)this)->m_bDragsPlayerFromCar = 0;
+ }
+ }
+
+ if (distWithTargetSc < maxArrestDist) {
+ if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
+ || m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) {
+
+ ((CCopPed*)this)->SetArrestPlayer(m_pedInObjective);
+ return WATCH_UNTIL_HE_DISAPPEARS;
+ }
+ }
+ }
+ /*
+ if (distWithTargetSc > 0.1f) {
+ junk code
+ } */
+
+ if (m_shotTime != 0 && m_ceaseAttackTimer != 0) {
+ if (CTimer::GetTimeInMilliseconds() > m_ceaseAttackTimer + m_shotTime) {
+ ClearLookFlag();
+ bObjectiveCompleted = true;
+ m_shotTime = 0;
+ return CANT_ATTACK;
+ }
+ }
+
+ if (!bKindaStayInSamePlace && !bStopAndShoot && m_nPedState != PED_ATTACK && !bDuckAndCover && !killPlayerInNoPoliceZone) {
+ if (distWithTargetSc > wepRange
+ || m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
+ || m_pedInObjective->m_nPedState == PED_ARRESTED
+ || m_pedInObjective->EnteringCar() && distWithTargetSc < 3.0f) {
+
+ if (m_pedInObjective->EnteringCar())
+ 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 = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+
+ SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
+ } else {
+ SetSeek(m_pedInObjective, wepRangeAdjusted);
+ }
+ if (m_pedInObjective->m_pCurrentPhysSurface && distWithTargetSc < 5.0f) {
+ bStopAndShoot = true;
+ b158_8 = true;
+ SetMoveState(PEDMOVE_STILL);
+ } else if (b158_8) {
+ bStopAndShoot = false;
+ b158_8 = false;
+ }
+ return ATTACK_IN_PROGRESS;
+ }
+ }
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds()
+ && distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
+
+ if (bIsDucking && !bCrouchWhenShooting) {
+ CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN);
+ if (!duckAnim)
+ duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_LOW);
+ if (!duckAnim)
+ duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_WEAPON);
+
+ if (duckAnim) {
+ duckAnim->flags |= ASSOC_DELETEFADEDOUT;
+ duckAnim->blendDelta = -4.0f;
+ }
+ bIsDucking = false;
+ return CANT_ATTACK;
+ }
+ bObstacleShowedUpDuringKillObjective = false;
+ SetAttack(m_pedInObjective);
+ SetWeaponLockOnTarget(m_pedInObjective);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(600.0f, 1500.0f));
+
+ int time;
+ if (distWithTargetSc <= wepRangeAdjusted)
+ time = CGeneral::GetRandomNumberInRange(100.0f, 500.0f);
+ else
+ time = CGeneral::GetRandomNumberInRange(1500.0f, 3000.0f);
+
+ SetAttackTimer(time);
+ } else {
+ if (!m_pedInObjective->m_pCurrentPhysSurface && b158_8) {
+ b158_8 = false;
+ bStopAndShoot = false;
+ }
+
+ if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
+ if (bNotAllowedToDuck && bKindaStayInSamePlace && !bIsDucking && bCrouchWhenShooting) {
+ SetDuck(CGeneral::GetRandomNumberInRange(1000, 5000), false);
+ return CANT_ATTACK;
+ }
+ 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 (m_nPedType == PEDTYPE_COP && FindPlayerPed()->m_pWanted->m_CurrentCops > 1) {
+ if (CGeneral::GetRandomNumber() & 1)
+ Say(SOUND_PED_GUNAIMEDAT3);
+ else
+ Say(SOUND_PED_GUNAIMEDAT2);
+ }
+ }
+ }
+ }
+ }
+
+ if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(m_pedInObjective->GetPosition().x, m_pedInObjective->GetPosition().y, GetPosition().x, GetPosition().y);
+
+ return ATTACK_IN_PROGRESS;
+}
+
+int32
+CPed::KillCharOnFootMelee(CVector &ourPos, CVector &targetPos, CVector &distWithTarget)
+{
+ bool killPlayerInNoPoliceZone = false;
+ float distWithTargetSc = distWithTarget.Magnitude();
+ CPlayerPed *victimPlayer = nil;
+ if (m_pedInObjective->IsPlayer())
+ victimPlayer = (CPlayerPed*)m_pedInObjective;
+
+ if (victimPlayer) {
+ if (CCullZones::NoPolice()
+ || m_pedInObjective->m_pCurrentPhysSurface
+ && m_pedInObjective->m_pCurrentPhysSurface != m_pCurrentPhysSurface
+ && distWithTargetSc < 5.f) {
+
+ if (victimPlayer && victimPlayer->m_bSpeedTimerFlag && (IsGangMember() || m_nPedType == PEDTYPE_COP)
+ && CharCreatedBy != MISSION_CHAR) {
+ GiveWeapon(WEAPONTYPE_COLT45, 1000, 1);
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ SetMoveState(PEDMOVE_STILL);
+ bStopAndShoot = true;
+ b158_8 = true;
+ return CANT_ATTACK;
+ }
+ killPlayerInNoPoliceZone = true;
+ }
+ }
+ bNotAllowedToDuck = false;
+ bStopAndShoot = false;
+ b158_8 = false;
+ if (m_leaveCarTimer > CTimer::GetTimeInMilliseconds() && !bKindaStayInSamePlace) {
+ SetMoveState(PEDMOVE_STILL);
+ return CANT_ATTACK;
+ }
+ if (victimPlayer) {
+ 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();
+
+ return CANT_ATTACK;
+ }
+ }
+ if (victimPlayer && m_nPedType != PEDTYPE_COP && CharCreatedBy != MISSION_CHAR
+ && FindPlayerPed()->m_pWanted->m_CurrentCops != 0) {
+ SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE);
+
+ return CANT_ATTACK;
+ }
+ if (m_pedInObjective->m_fHealth <= 0.0f) {
+ bObjectiveCompleted = true;
+ bScriptObjectiveCompleted = true;
+ return ATTACK_IN_PROGRESS;
+ }
+ bool canReachVictim = false;
+ uint32 endOfAttack = 0;
+ CWeaponInfo *wepInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+
+ // Already calculated at the start
+ // float distWithTargetSc = distWithTarget.Magnitude();
+ float maxDistToKeep = 0.3f;
+ float wepRange = wepInfo->m_fRange / 2.f;
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED && !IsPlayer() && !(m_pedStats->m_flags & STAT_CAN_KICK))
+ wepRange -= 0.3f;
+
+ if (distWithTargetSc <= 5.f && victimPlayer && !victimPlayer->m_bNoPosForMeleeAttack) {
+
+ if (m_pedInObjective->EnteringCar() && wepRange > 2.f) {
+ m_vecSeekPos = m_pedInObjective->GetPosition();
+ wepRange = 1.0f;
+ maxDistToKeep = 0.5f;
+ } else {
+ int8 attackDir = victimPlayer->FindMeleeAttackPoint(this, distWithTarget, endOfAttack);
+ if (attackDir == -1) {
+ m_vecSeekPos = victimPlayer->GetPosition();
+ maxDistToKeep = 4.0f;
+ } else {
+ victimPlayer->GetMeleeAttackCoords(m_vecSeekPos, attackDir, wepRange);
+ distWithTargetSc = (m_vecSeekPos - GetPosition()).Magnitude();
+ canReachVictim = true;
+ }
+ }
+ } else {
+ m_vecSeekPos = m_pedInObjective->GetPosition();
+ maxDistToKeep = Max(0.8f, 0.9f * wepRange);
+ wepRange *= 1.1f;
+ if (victimPlayer && victimPlayer->m_bNoPosForMeleeAttack)
+ victimPlayer = nil;
+ }
+
+ if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
+ CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
+
+ if (vehOfTarget){
+ if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED
+ || m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
+ SetIdle();
+ return WATCH_UNTIL_HE_DISAPPEARS;
+ }
+ SetLookFlag(vehOfTarget, false);
+
+ if (m_nPedState != PED_CARJACK) {
+ if (m_pedInObjective->m_nPedState != PED_ARRESTED) {
+ if (m_nPedState != PED_ATTACK && !bKindaStayInSamePlace && !killPlayerInNoPoliceZone) {
+
+ if (m_nPedType == PEDTYPE_COP || vehOfTarget->bIsBus) {
+ GoToNearestDoor(vehOfTarget);
+ } else {
+ m_vehDoor = 0;
+ if (m_pedInObjective == vehOfTarget->pDriver || vehOfTarget->bIsBus) {
+ m_vehDoor = CAR_DOOR_LF;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[0]) {
+ m_vehDoor = CAR_DOOR_RF;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[1]) {
+ m_vehDoor = CAR_DOOR_LR;
+ } else if (m_pedInObjective == vehOfTarget->pPassengers[2]) {
+ m_vehDoor = CAR_DOOR_RR;
+ }
+ // Unused
+ // GetPositionToOpenCarDoor(vehOfTarget, m_vehDoor);
+ SetSeekCar(vehOfTarget, m_vehDoor);
+ SetMoveState(PEDMOVE_RUN);
+ }
+ }
+ }
+ }
+ }
+ return ATTACK_IN_PROGRESS;
+ }
+ if (m_nMoveState == PEDMOVE_STILL && IsPedInControl()) {
+ SetLookFlag(m_pedInObjective, false);
+ if(m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK || m_nPedState == PED_FIGHT)
+ TurnBody();
+ }
+ if (m_nPedType == PEDTYPE_COP && m_pedInObjective->IsPlayer()) {
+ float maxArrestDist = 1.5f;
+ if (((CCopPed*)this)->m_bDragsPlayerFromCar) {
+ if (m_nPedState == PED_FALL) {
+ maxArrestDist = 3.5f;
+ } else if (m_nPedState != PED_DRAG_FROM_CAR) {
+ ((CCopPed*)this)->m_bDragsPlayerFromCar = 0;
+ }
+ }
+
+ if (distWithTargetSc < maxArrestDist) {
+ if (m_pedInObjective->m_getUpTimer > CTimer::GetTimeInMilliseconds()
+ || m_pedInObjective->m_nPedState == PED_DRAG_FROM_CAR) {
+
+ ((CCopPed*)this)->SetArrestPlayer(m_pedInObjective);
+ return WATCH_UNTIL_HE_DISAPPEARS;
+ }
+ }
+ }
+
+ if (distWithTargetSc > maxDistToKeep && !bKindaStayInSamePlace && m_nPedState != PED_ATTACK &&
+ (m_nPedState != PED_FIGHT || m_curFightMove == FIGHTMOVE_IDLE) && !killPlayerInNoPoliceZone) {
+
+ bool goForward = false;
+
+ if (m_nPedState == PED_FIGHT) {
+ if (canReachVictim) {
+ CVector attackAndVictimDist = m_vecSeekPos - m_pedInObjective->GetPosition();
+ CVector victimFarness = attackAndVictimDist / wepRange;
+ CVector distVec = GetPosition() - m_pedInObjective->GetPosition();
+ float distSqr = distVec.MagnitudeSqr();
+ if (sq(wepRange) > distSqr && distSqr > 0.05f) {
+ distVec.Normalise();
+ if (DotProduct2D(victimFarness, distVec) > Cos(DEGTORAD(30.f)))
+ goForward = true;
+ }
+ }
+ }
+ if (goForward) {
+ m_curFightMove = FIGHTMOVE_SHUFFLE_F;
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_SHUFFLE_B, 16.f)->SetFinishCallback(FinishFightMoveCB,this);
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ m_fightButtonPressure = 0;
+ m_takeAStepAfterAttack = false;
+
+ } else if (bUsePedNodeSeek && !canReachVictim) {
+ CVector bestCoords(0.0f, 0.0f, 0.0f);
+
+ if (!m_pNextPathNode)
+ FindBestCoordsFromNodes(m_vecSeekPos, &bestCoords);
+
+ if (m_pNextPathNode)
+ m_vecSeekPos = CPathFind::TakeWidthIntoAccountForWandering(m_pNextPathNode, m_randomSeed);
+
+ SetSeek(m_vecSeekPos, m_distanceToCountSeekDone);
+ } else {
+ if (canReachVictim)
+ SetSeek(m_vecSeekPos, maxDistToKeep);
+ else
+ SetSeek(m_pedInObjective, maxDistToKeep);
+ }
+ return ATTACK_IN_PROGRESS;
+ }
+
+ if (m_attackTimer < CTimer::GetTimeInMilliseconds()
+ && distWithTargetSc < wepRange && m_pedInObjective->m_nPedState != PED_GETUP && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
+
+ if (bIsDucking) {
+ CAnimBlendAssociation* duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_DOWN);
+ if (!duckAnim)
+ duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_LOW);
+ if (!duckAnim)
+ duckAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_DUCK_WEAPON);
+
+ if (duckAnim) {
+ duckAnim->flags |= ASSOC_DELETEFADEDOUT;
+ duckAnim->blendDelta = -4.0f;
+ }
+ bIsDucking = false;
+ return CANT_ATTACK;
+ }
+
+ if (canReachVictim || !victimPlayer) {
+ 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.f, 500.f));
+
+ int time;
+ if (endOfAttack <= CTimer::GetTimeInMilliseconds())
+ time = CGeneral::GetRandomNumberInRange(100.0f, 1500.0f);
+ else
+ time = endOfAttack - CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(400.0f, 1500.0f);
+
+ SetAttackTimer(time);
+ bObstacleShowedUpDuringKillObjective = false;
+ }
+ return ATTACK_IN_PROGRESS;
+ } else {
+ if (!m_pedInObjective->m_pCurrentPhysSurface && m_pCurrentPhysSurface && b158_8) {
+ b158_8 = false;
+ bStopAndShoot = false;
+ }
+
+ if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT) {
+ SetMoveState(PEDMOVE_STILL);
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
+ StartFightAttack(0);
+ }
+ return ATTACK_IN_PROGRESS;
+ }
+}
+
+bool
+CPed::CanBeDamagedByThisGangMember(CPed* who)
+{
+ return m_gangFlags & (1 << (who->m_nPedType - PEDTYPE_GANG1));
+}
diff --git a/src/peds/PedAttractor.cpp b/src/peds/PedAttractor.cpp
new file mode 100644
index 0000000..91139de
--- /dev/null
+++ b/src/peds/PedAttractor.cpp
@@ -0,0 +1,802 @@
+#include "common.h"
+#include "PedAttractor.h"
+
+#include "General.h"
+#include "Vehicle.h"
+#include "World.h"
+#include "MemoryHeap.h"
+
+const int gcMaxSizeOfAtmQueue = 1;
+const int gcMaxSizeOfSeatQueue = 1;
+const int gcMaxSizeOfStopQueue = 5;
+const int gcMaxSizeOfPizzaQueue = 5;
+const int gcMaxSizeOfShelterQueue = 5;
+const int gcMaxSizeOfIceCreamQueue = 1;
+
+std::vector<CVector> CPedShelterAttractor::ms_displacements;
+
+CPedAttractorManager* GetPedAttractorManager()
+{
+// mobile just has a static here:
+/*
+ static CPedAttractorManager pedAttrMgr;
+ return &pedAttrMgr;
+*/
+ static CPedAttractorManager *pedAttrMgr;
+ if(pedAttrMgr == nil){
+ PUSH_MEMID(MEMID_PED_ATTR);
+ pedAttrMgr = new CPedAttractorManager;
+ POP_MEMID();
+ }
+ return pedAttrMgr;
+}
+
+CVehicleToEffect::CVehicleToEffect(CVehicle* pVehicle) : m_pVehicle(pVehicle)
+{
+ m_effects[1].col = CRGBA(0, 0, 0, 0);
+ m_effects[1].type = EFFECT_PED_ATTRACTOR;
+ m_effects[1].pos = CVector(2.0f, 1.0f, 0.0f);
+ m_effects[1].pedattr.useDir = CVector(-1.0f, 0.0f, 0.0f);
+ m_effects[1].pedattr.queueDir = CVector(-1.0f, 0.0f, 0.0f);
+ m_effects[1].pedattr.type = ATTRACTOR_ICECREAM;
+
+ m_effects[3].col = CRGBA(0, 0, 0, 0);
+ m_effects[3].type = EFFECT_PED_ATTRACTOR;
+ m_effects[3].pos = CVector(2.0f, -0.5f, 0.0f);
+ m_effects[3].pedattr.useDir = CVector(-1.0f, 0.0f, 0.0f);
+ m_effects[3].pedattr.queueDir = CVector(-1.0f, 0.0f, 0.0f);
+ m_effects[3].pedattr.type = ATTRACTOR_ICECREAM;
+
+ m_effects[0].col = CRGBA(0, 0, 0, 0);
+ m_effects[0].type = EFFECT_PED_ATTRACTOR;
+ m_effects[0].pos = CVector(-2.0f, 1.0f, 0.0f);
+ m_effects[0].pedattr.useDir = CVector(1.0f, 0.0f, 0.0f);
+ m_effects[0].pedattr.queueDir = CVector(1.0f, 0.0f, 0.0f);
+ m_effects[0].pedattr.type = ATTRACTOR_ICECREAM;
+
+ m_effects[2].col = CRGBA(0, 0, 0, 0);
+ m_effects[2].type = EFFECT_PED_ATTRACTOR;
+ m_effects[2].pos = CVector(-2.0f, -0.5f, 0.0f);
+ m_effects[2].pedattr.useDir = CVector(1.0f, 0.0f, 0.0f);
+ m_effects[2].pedattr.queueDir = CVector(1.0f, 0.0f, 0.0f);
+ m_effects[2].pedattr.type = ATTRACTOR_ICECREAM;
+}
+
+CVehicleToEffect& CVehicleToEffect::From(const CVehicleToEffect& other)
+{
+ m_pVehicle = other.m_pVehicle;
+ for (int i = 0; i < NUM_ATTRACTORS_FOR_ICECREAM_VAN; i++) {
+ m_effects[i].col = other.m_effects[i].col;
+ m_effects[i].type = other.m_effects[i].type;
+ m_effects[i].pos = other.m_effects[i].pos;
+ m_effects[i].pedattr = other.m_effects[i].pedattr;
+ }
+ return *this;
+}
+
+const C2dEffect* CVehicleToEffect::ChooseEffect(const CVector& pos) const
+{
+ if (!m_pVehicle)
+ return nil;
+ if (DotProduct(pos - m_pVehicle->GetPosition(), m_pVehicle->GetRight()) > 0.0f) {
+ if (DotProduct(pos - m_pVehicle->GetPosition(), m_pVehicle->GetForward()) > 0.0f)
+ return &m_effects[1];
+ else
+ return &m_effects[3];
+ }
+ else {
+ if (DotProduct(pos - m_pVehicle->GetPosition(), m_pVehicle->GetForward()) > 0.0f)
+ return &m_effects[0];
+ else
+ return &m_effects[2];
+ }
+}
+
+bool CVehicleToEffect::HasThisEffect(C2dEffect* pEffect) const
+{
+ for (int i = 0; i < NUM_ATTRACTORS_FOR_ICECREAM_VAN; i++) {
+ if (pEffect == &m_effects[i])
+ return true;
+ }
+ return false;
+}
+
+const C2dEffect* CPedAttractorManager::GetEffectForIceCreamVan(CVehicle* pVehicle, const CVector& pos)
+{
+ if (!vVehicleToEffect.empty()) {
+ for (std::vector<CVehicleToEffect>::const_iterator assoc = vVehicleToEffect.begin(); assoc != vVehicleToEffect.end(); ++assoc) {
+ if (assoc->GetVehicle() == pVehicle)
+ return assoc->ChooseEffect(pos);
+ }
+ }
+ PUSH_MEMID(MEMID_PED_ATTR);
+ CVehicleToEffect effect(pVehicle);
+ vVehicleToEffect.push_back(effect);
+ POP_MEMID();
+#ifdef FIX_BUGS
+ return vVehicleToEffect.back().ChooseEffect(pos);
+#else
+ return effect.ChooseEffect(pos);
+#endif
+}
+
+CVehicle* CPedAttractorManager::GetIceCreamVanForEffect(C2dEffect* pEffect)
+{
+ if (vVehicleToEffect.empty())
+ return nil;
+ for (std::vector<CVehicleToEffect>::const_iterator assoc = vVehicleToEffect.begin(); assoc != vVehicleToEffect.end(); ++assoc) {
+ if (assoc->HasThisEffect(pEffect))
+ return assoc->GetVehicle();
+ }
+ return nil;
+}
+
+const CPedAttractor* CPedAttractorManager::FindAssociatedAttractor(const C2dEffect* pEffect, std::vector<CPedAttractor*>& vecAttractors)
+{
+ if (vecAttractors.empty())
+ return nil;
+ for (std::vector<CPedAttractor*>::const_iterator attractor = vecAttractors.begin(); attractor != vecAttractors.end(); ++attractor) {
+ if ((*attractor)->GetEffect() == pEffect)
+ return *attractor;
+ }
+ return nil;
+}
+
+void CPedAttractorManager::RemoveIceCreamVanEffects(C2dEffect* pEffect)
+{
+ CVehicle* pVehicle = GetIceCreamVanForEffect(pEffect);
+ if (!pVehicle)
+ return;
+ if (vVehicleToEffect.empty())
+ return;
+ for (std::vector<CVehicleToEffect>::iterator assoc = vVehicleToEffect.begin(); assoc != vVehicleToEffect.end();) {
+ if (assoc->GetVehicle() != pVehicle) {
+ ++assoc;
+ continue;
+ }
+ uint32 total = 0;
+ for (uint32 j = 0; j < NUM_ATTRACTORS_FOR_ICECREAM_VAN; j++) {
+ if (FindAssociatedAttractor(assoc->GetEffect(j), vIceCreamAttractors))
+ total++;
+ }
+ if (total > 0)
+ ++assoc;
+ else
+ assoc = vVehicleToEffect.erase(assoc);
+ }
+}
+
+CPedAttractor::CPedAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp) :
+ p2dEffect(pEffect),
+ m_nMaxPedsInAttractor(maxpeds),
+ m_fQueueDistance(qdist),
+ m_fTimeInWaitQueue(waitTime),
+ m_fTimeInApproachingQueue(approachTime),
+ m_fDistanceToUseAttractor(distance),
+ m_fAcceptableHeading(headingdiff),
+ m_fMaxPositionDisplacement(posdisp),
+ m_fMaxHeadingDisplacement(headdisp)
+{
+ CPedAttractorManager::ComputeEffectPos(pEffect, matrix, vecEffectPos);
+ CPedAttractorManager::ComputeEffectQueueDir(pEffect, matrix, vecQueueDir);
+ CPedAttractorManager::ComputeEffectUseDir(pEffect, matrix, vecUseDir);
+}
+
+void CPedPizzaAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
+{
+ if (pPed->m_nPedMoney > 10)
+ pPed->m_nPedMoney -= 10;
+ else
+ pPed->m_nPedMoney = 0;
+}
+
+void CPedAtmAttractor::UpdatePedStateOnDeparture(CPed* pPed) const
+{
+ pPed->m_nPedMoney += 20 * CGeneral::GetRandomNumberInRange(1, 51);
+};
+
+float CPedAttractor::ComputeDeltaHeading() const
+{
+ return CGeneral::GetRandomNumberInRange(-m_fMaxHeadingDisplacement, m_fMaxHeadingDisplacement);
+}
+
+float CPedAttractor::ComputeDeltaPos() const
+{
+ return CGeneral::GetRandomNumberInRange(-m_fMaxPositionDisplacement, m_fMaxPositionDisplacement);
+}
+
+void CPedAttractor::ComputeAttractTime(int32 id, bool approacher, float& time) const
+{
+ if (approacher)
+ time = m_fTimeInApproachingQueue;
+ else
+ time = m_fTimeInWaitQueue;
+}
+
+void CPedAttractor::ComputeAttractPos(int32 qid, CVector& pos) const
+{
+ if (!p2dEffect)
+ return;
+ pos = vecEffectPos - qid * vecQueueDir * m_fQueueDistance;
+ if (qid != 0) {
+ pos.x += ComputeDeltaPos();
+ pos.y += ComputeDeltaPos();
+ }
+}
+
+CVector CPedShelterAttractor::GetDisplacement(int32 qid) const
+{
+ if (ms_displacements.empty()) {
+ int i = 0;
+ while (i < gcMaxSizeOfShelterQueue) {
+ float fRandomAngle = CGeneral::GetRandomNumberInRange(0.0f, TWOPI);
+ float fRandomOffset = CGeneral::GetRandomNumberInRange(0.0f, 2.0f);
+ CVector vecDisplacement(fRandomOffset * Sin(fRandomAngle), fRandomOffset * Cos(fRandomAngle), 0.0f);
+ bool close = false;
+ for (std::vector<CVector>::const_iterator v = ms_displacements.begin(); v != ms_displacements.end(); ++v) {
+ if ((*v - vecDisplacement).Magnitude() < 1.0f) {
+ close = true;
+ break;
+ }
+ }
+ if (!close) {
+ ms_displacements.push_back(vecDisplacement);
+ i++;
+ }
+ }
+ }
+ return ms_displacements[qid];
+}
+
+void CPedShelterAttractor::ComputeAttractPos(int32 qid, CVector& pos) const
+{
+ if (!p2dEffect)
+ return;
+ pos = vecEffectPos + GetDisplacement(qid);
+}
+
+void CPedAttractor::ComputeAttractHeading(int32 qid, float& heading) const
+{
+ heading = CGeneral::GetRadianAngleBetweenPoints(qid != 0 ? vecQueueDir.x : vecUseDir.x, qid != 0 ? vecQueueDir.y : vecUseDir.y, 0.0f, 0.0f);
+ if (qid != 0)
+ heading += ComputeDeltaHeading();
+}
+
+void CPedShelterAttractor::ComputeAttractHeading(int32 qid, float& heading) const
+{
+ heading = CGeneral::GetRandomNumberInRange(0.0f, TWOPI);
+}
+
+bool CPedAttractor::RegisterPed(CPed* pPed)
+{
+ for (std::vector<CPed*>::iterator pPedIt = vApproachingQueue.begin(); pPedIt != vApproachingQueue.end(); ++pPedIt) {
+ if (*pPedIt == pPed) {
+ vApproachingQueue.erase(pPedIt);
+ return false;
+ }
+ }
+ if (GetNoOfRegisteredPeds() >= m_nMaxPedsInAttractor)
+ return 0;
+ vApproachingQueue.push_back(pPed);
+ CVector pos;
+ float heading;
+ float time;
+ int32 slot = ComputeFreeSlot();
+ ComputeAttractPos(slot, pos);
+ ComputeAttractHeading(slot, heading);
+ ComputeAttractTime(slot, false, time);
+ pPed->SetNewAttraction(this, pos, heading, time, slot);
+ return true;
+}
+
+static bool IsPedUsingAttractorOfThisType(int8 type, CPed* pPed)
+{
+ switch (type) {
+ case ATTRACTOR_ATM:
+ if (pPed->m_objective == OBJECTIVE_GOTO_ATM_ON_FOOT)
+ return true;
+ break;
+ case ATTRACTOR_SEAT:
+ if (pPed->m_objective == OBJECTIVE_GOTO_SEAT_ON_FOOT)
+ return true;
+ break;
+ case ATTRACTOR_STOP:
+ if (pPed->m_objective == OBJECTIVE_GOTO_BUS_STOP_ON_FOOT || pPed->m_objective == OBJECTIVE_WAIT_ON_FOOT_AT_BUS_STOP || pPed->m_objective == OBJECTIVE_WAIT_ON_FOOT)
+ return true;
+ break;
+ case ATTRACTOR_PIZZA:
+ if (pPed->m_objective == OBJECTIVE_GOTO_PIZZA_ON_FOOT || pPed->m_objective == OBJECTIVE_WAIT_ON_FOOT)
+ return true;
+ break;
+ case ATTRACTOR_SHELTER:
+ if (pPed->m_objective == OBJECTIVE_GOTO_SHELTER_ON_FOOT || pPed->m_objective == OBJECTIVE_WAIT_ON_FOOT_AT_SHELTER)
+ return true;
+ break;
+ case ATTRACTOR_ICECREAM:
+ if (pPed->m_objective == OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT || pPed->m_objective == OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN)
+ return true;
+ break;
+ }
+ return false;
+}
+
+bool CPedAttractor::DeRegisterPed(CPed* pPed)
+{
+ for (std::vector<CPed*>::iterator pPedIt = vApproachingQueue.begin(); pPedIt != vApproachingQueue.end(); ++pPedIt) {
+ if (*pPedIt != pPed)
+ continue;
+ pPed->m_attractor = nil;
+ pPed->m_positionInQueue = -1;
+ pPed->bHasAlreadyUsedAttractor = true;
+
+ if (IsPedUsingAttractorOfThisType(p2dEffect->pedattr.type, pPed))
+ pPed->SetObjective(OBJECTIVE_NONE);
+ else if (pPed->GetPedState() != PED_IDLE && pPed->GetPedState() != PED_NONE) {
+ vApproachingQueue.erase(pPedIt);
+ return true;
+ }
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(-vecQueueDir.x, -vecQueueDir.y));
+ vApproachingQueue.erase(pPedIt);
+ return true;
+ }
+ return BroadcastDeparture(pPed);
+}
+
+bool CPedAttractor::BroadcastArrival(CPed* pPed)
+{
+ for (std::vector<CPed*>::const_iterator pPedIt = vWaitingQueue.begin(); pPedIt != vWaitingQueue.end(); ++pPedIt) {
+ if (*pPedIt == pPed)
+ return false;
+ }
+ vWaitingQueue.push_back(pPed);
+ for (std::vector<CPed*>::iterator pPedIt = vApproachingQueue.begin(); pPedIt != vApproachingQueue.end(); ++pPedIt) {
+ if (*pPedIt == pPed) {
+ vApproachingQueue.erase(pPedIt);
+ break;
+ }
+ }
+ for (std::vector<CPed*>::iterator pPedIt = vApproachingQueue.begin(); pPedIt != vApproachingQueue.end(); ++pPedIt) {
+ CPed* pPed = *pPedIt;
+ CVector pos;
+ float heading;
+ float time;
+ int32 slot = ComputeFreeSlot();
+ ComputeAttractPos(slot, pos);
+ ComputeAttractHeading(slot, heading);
+ ComputeAttractTime(slot, false, time);
+ pPed->SetNewAttraction(this, pos, heading, time, slot);
+ }
+ return true;
+}
+
+bool CPedAttractor::BroadcastDeparture(CPed* pPed)
+{
+ int qid = -1;
+ for (uint32 i = 0; i < vWaitingQueue.size(); i++){
+ if (vWaitingQueue[i] == pPed)
+ qid = i;
+ }
+ if (qid < 0)
+ return false;
+ for (uint32 i = qid + 1; i < vWaitingQueue.size(); i++) {
+ CVector pos;
+ float heading;
+ float time;
+ ComputeAttractPos(i - 1, pos);
+ ComputeAttractHeading(i - 1, heading);
+ ComputeAttractTime(i - 1, true, time);
+ pPed->SetNewAttraction(this, pos, heading, time, i - 1);
+ }
+ pPed->m_attractor = nil;
+ pPed->m_positionInQueue = -1;
+ pPed->bHasAlreadyUsedAttractor = true;
+ if (!IsPedUsingAttractorOfThisType(p2dEffect->pedattr.type, pPed)) {
+ if (pPed->GetPedState() == PED_IDLE || pPed->GetPedState() == PED_NONE)
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(-vecQueueDir.x, -vecQueueDir.y));
+ }
+ else {
+ pPed->SetObjective(OBJECTIVE_NONE);
+ if (qid == 0)
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(vecQueueDir.x, vecQueueDir.y));
+ else if (qid == vWaitingQueue.size() - 1)
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(-vecQueueDir.x, -vecQueueDir.y));
+ else
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(-vecQueueDir.y, -vecQueueDir.x));
+ UpdatePedStateOnDeparture(pPed);
+ }
+ vWaitingQueue.erase(vWaitingQueue.begin() + qid);
+ for (std::vector<CPed*>::iterator pPedIt = vApproachingQueue.begin(); pPedIt != vApproachingQueue.end(); ++pPedIt) {
+ CPed* pPed = *pPedIt;
+ CVector pos;
+ float heading;
+ float time;
+ int32 slot = ComputeFreeSlot();
+ ComputeAttractPos(slot, pos);
+ ComputeAttractHeading(slot, heading);
+ ComputeAttractTime(slot, false, time);
+ pPed->SetNewAttraction(this, pos, heading, time, slot);
+ }
+ return true;
+}
+
+bool CPedShelterAttractor::BroadcastDeparture(CPed* pPed)
+{
+ int qid = -1;
+ for (uint32 i = 0; i < vWaitingQueue.size(); i++) {
+ if (vWaitingQueue[i] == pPed)
+ qid = i;
+ }
+ if (qid < 0)
+ return false;
+ pPed->m_attractor = nil;
+ pPed->m_positionInQueue = -1;
+ pPed->bHasAlreadyUsedAttractor = true;
+ if (!IsPedUsingAttractorOfThisType(p2dEffect->pedattr.type, pPed)) {
+ if (pPed->GetPedState() == PED_IDLE || pPed->GetPedState() == PED_NONE)
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(-vecQueueDir.x, -vecQueueDir.y));
+ }
+ else {
+ pPed->SetObjective(OBJECTIVE_NONE);
+ if (qid == 0)
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(vecQueueDir.x, vecQueueDir.y));
+ else if (qid == vWaitingQueue.size() - 1)
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(-vecQueueDir.x, -vecQueueDir.y));
+ else
+ pPed->SetWanderPath(CGeneral::GetNodeHeadingFromVector(-vecQueueDir.y, -vecQueueDir.x));
+ UpdatePedStateOnDeparture(pPed);
+ }
+ vWaitingQueue.erase(vWaitingQueue.begin() + qid);
+ for (std::vector<CPed*>::iterator pPedIt = vApproachingQueue.begin(); pPedIt != vApproachingQueue.end(); ++pPedIt) {
+ CPed* pPed = *pPedIt;
+ CVector pos;
+ float heading;
+ float time;
+ int32 slot = ComputeFreeSlot();
+ ComputeAttractPos(slot, pos);
+ ComputeAttractHeading(slot, heading);
+ ComputeAttractTime(slot, false, time);
+ pPed->SetNewAttraction(this, pos, heading, time, slot);
+ }
+ return true;
+}
+
+bool CPedAttractor::IsRegisteredWithPed(CPed* pPed) const
+{
+ for (std::vector<CPed*>::const_iterator pPedIt = vWaitingQueue.begin(); pPedIt != vWaitingQueue.end(); ++pPedIt) {
+ if (*pPedIt == pPed)
+ return true;
+ }
+ for (std::vector<CPed*>::const_iterator pPedIt = vApproachingQueue.begin(); pPedIt != vApproachingQueue.end(); ++pPedIt) {
+ if (*pPedIt == pPed) {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool CPedAttractor::IsInQueue(CPed* pPed) const
+{
+ for (std::vector<CPed*>::const_iterator pPedIt = vWaitingQueue.begin(); pPedIt != vWaitingQueue.end(); ++pPedIt) {
+ if (*pPedIt == pPed)
+ return true;
+ }
+ return false;
+}
+
+CPedAttractor* CPedAttractorManager::RegisterPedWithAttractor(CPed* pPed, C2dEffect* pEffect, const CMatrix& matrix)
+{
+ if (pEffect->type != EFFECT_PED_ATTRACTOR)
+ return nil;
+ if (IsPedRegisteredWithEffect(pPed))
+ return nil;
+ switch (pEffect->pedattr.type) {
+ case ATTRACTOR_ATM: return RegisterPed(pPed, pEffect, matrix, vAtmAttractors);
+ case ATTRACTOR_SEAT: return RegisterPed(pPed, pEffect, matrix, vSeatAttractors);
+ case ATTRACTOR_STOP: return RegisterPed(pPed, pEffect, matrix, vStopAttractors);
+ case ATTRACTOR_PIZZA: return RegisterPed(pPed, pEffect, matrix, vPizzaAttractors);
+ case ATTRACTOR_SHELTER: return RegisterPed(pPed, pEffect, matrix, vShelterAttractors);
+ case ATTRACTOR_ICECREAM: return RegisterPed(pPed, pEffect, matrix, vIceCreamAttractors);
+ }
+ return nil;
+}
+
+bool CPedAttractorManager::DeRegisterPed(CPed* pPed, CPedAttractor* pAttractor)
+{
+ if (!pAttractor)
+ return false;
+ if (pAttractor->GetEffect()->type != EFFECT_PED_ATTRACTOR)
+ return nil;
+ if (!IsPedRegisteredWithEffect(pPed))
+ return nil;
+ switch (pAttractor->GetEffect()->pedattr.type) {
+ case ATTRACTOR_ATM: return DeRegisterPed(pPed, pAttractor, vAtmAttractors);
+ case ATTRACTOR_SEAT: return DeRegisterPed(pPed, pAttractor, vSeatAttractors);
+ case ATTRACTOR_STOP: return DeRegisterPed(pPed, pAttractor, vStopAttractors);
+ case ATTRACTOR_PIZZA: return DeRegisterPed(pPed, pAttractor, vPizzaAttractors);
+ case ATTRACTOR_SHELTER: return DeRegisterPed(pPed, pAttractor, vShelterAttractors);
+ case ATTRACTOR_ICECREAM: return DeRegisterPed(pPed, pAttractor, vIceCreamAttractors);
+ }
+ return nil;
+}
+
+bool CPedAttractorManager::BroadcastArrival(CPed* pPed, CPedAttractor* pAttractor)
+{
+ if (!pAttractor)
+ return false;
+ if (pAttractor->GetEffect()->type != EFFECT_PED_ATTRACTOR)
+ return nil;
+ if (!IsPedRegisteredWithEffect(pPed))
+ return nil;
+ switch (pAttractor->GetEffect()->pedattr.type) {
+ case ATTRACTOR_ATM: return BroadcastArrival(pPed, pAttractor, vAtmAttractors);
+ case ATTRACTOR_SEAT: return BroadcastArrival(pPed, pAttractor, vSeatAttractors);
+ case ATTRACTOR_STOP: return BroadcastArrival(pPed, pAttractor, vStopAttractors);
+ case ATTRACTOR_PIZZA: return BroadcastArrival(pPed, pAttractor, vPizzaAttractors);
+ case ATTRACTOR_SHELTER: return BroadcastArrival(pPed, pAttractor, vShelterAttractors);
+ case ATTRACTOR_ICECREAM: return BroadcastArrival(pPed, pAttractor, vIceCreamAttractors);
+ }
+ return nil;
+}
+
+bool CPedAttractorManager::BroadcastDeparture(CPed* pPed, CPedAttractor* pAttractor)
+{
+ if (!pAttractor)
+ return false;
+ if (pAttractor->GetEffect()->type != EFFECT_PED_ATTRACTOR)
+ return nil;
+ if (!IsPedRegisteredWithEffect(pPed))
+ return nil;
+ switch (pAttractor->GetEffect()->pedattr.type) {
+ case ATTRACTOR_ATM: return BroadcastDeparture(pPed, pAttractor, vAtmAttractors);
+ case ATTRACTOR_SEAT: return BroadcastDeparture(pPed, pAttractor, vSeatAttractors);
+ case ATTRACTOR_STOP: return BroadcastDeparture(pPed, pAttractor, vStopAttractors);
+ case ATTRACTOR_PIZZA: return BroadcastDeparture(pPed, pAttractor, vPizzaAttractors);
+ case ATTRACTOR_SHELTER: return BroadcastDeparture(pPed, pAttractor, vShelterAttractors);
+ case ATTRACTOR_ICECREAM: return BroadcastDeparture(pPed, pAttractor, vIceCreamAttractors);
+ }
+ return nil;
+}
+
+bool CPedAttractorManager::IsAtHeadOfQueue(CPed* pPed, CPedAttractor* pAttractor)
+{
+ if (!pAttractor)
+ return false;
+ if (pAttractor->GetEffect()->type != EFFECT_PED_ATTRACTOR)
+ return nil;
+ if (!IsPedRegisteredWithEffect(pPed))
+ return nil;
+ switch (pAttractor->GetEffect()->pedattr.type) {
+ case ATTRACTOR_ATM: return IsAtHeadOfQueue(pPed, pAttractor, vAtmAttractors);
+ case ATTRACTOR_SEAT: return IsAtHeadOfQueue(pPed, pAttractor, vSeatAttractors);
+ case ATTRACTOR_STOP: return IsAtHeadOfQueue(pPed, pAttractor, vStopAttractors);
+ case ATTRACTOR_PIZZA: return IsAtHeadOfQueue(pPed, pAttractor, vPizzaAttractors);
+ case ATTRACTOR_SHELTER: return IsAtHeadOfQueue(pPed, pAttractor, vShelterAttractors);
+ case ATTRACTOR_ICECREAM: return IsAtHeadOfQueue(pPed, pAttractor, vIceCreamAttractors);
+ }
+ return nil;
+}
+
+bool CPedAttractorManager::IsInQueue(CPed* pPed, CPedAttractor* pAttractor)
+{
+ if (!pAttractor)
+ return false;
+ if (pAttractor->GetEffect()->type != EFFECT_PED_ATTRACTOR)
+ return nil;
+ if (!IsPedRegisteredWithEffect(pPed))
+ return nil;
+ switch (pAttractor->GetEffect()->pedattr.type) {
+ case ATTRACTOR_ATM: return IsInQueue(pPed, pAttractor, vAtmAttractors);
+ case ATTRACTOR_SEAT: return IsInQueue(pPed, pAttractor, vSeatAttractors);
+ case ATTRACTOR_STOP: return IsInQueue(pPed, pAttractor, vStopAttractors);
+ case ATTRACTOR_PIZZA: return IsInQueue(pPed, pAttractor, vPizzaAttractors);
+ case ATTRACTOR_SHELTER: return IsInQueue(pPed, pAttractor, vShelterAttractors);
+ case ATTRACTOR_ICECREAM: return IsInQueue(pPed, pAttractor, vIceCreamAttractors);
+ }
+ return nil;
+}
+
+bool CPedAttractorManager::HasEmptySlot(const C2dEffect* pEffect)
+{
+ if (!pEffect)
+ return false;
+ if (pEffect->type != EFFECT_PED_ATTRACTOR)
+ return nil;
+ const CPedAttractor* pAttractor;
+ switch (pEffect->pedattr.type) {
+ case ATTRACTOR_ATM: pAttractor = FindAssociatedAttractor(pEffect, vAtmAttractors); break;
+ case ATTRACTOR_SEAT: pAttractor = FindAssociatedAttractor(pEffect, vSeatAttractors); break;
+ case ATTRACTOR_STOP: pAttractor = FindAssociatedAttractor(pEffect, vStopAttractors); break;
+ case ATTRACTOR_PIZZA: pAttractor = FindAssociatedAttractor(pEffect, vPizzaAttractors); break;
+ case ATTRACTOR_SHELTER: pAttractor = FindAssociatedAttractor(pEffect, vShelterAttractors); break;
+ case ATTRACTOR_ICECREAM: pAttractor = FindAssociatedAttractor(pEffect, vIceCreamAttractors); break;
+ default: return true;
+ }
+ if (!pAttractor)
+ return true;
+ return pAttractor->GetNoOfRegisteredPeds() < pAttractor->GetMaxPedsInAttractor();
+}
+
+bool CPedAttractorManager::IsPedRegisteredWithEffect(CPed* pPed)
+{
+ return IsPedRegistered(pPed, vAtmAttractors) ||
+ IsPedRegistered(pPed, vSeatAttractors) ||
+ IsPedRegistered(pPed, vStopAttractors) ||
+ IsPedRegistered(pPed, vPizzaAttractors) ||
+ IsPedRegistered(pPed, vShelterAttractors) ||
+ IsPedRegistered(pPed, vIceCreamAttractors);
+}
+
+void CPedAttractorManager::ComputeEffectPos(const C2dEffect* pEffect, const CMatrix& matrix, CVector& pos)
+{
+ pos = matrix.GetPosition() + Multiply3x3(matrix, pEffect->pos);
+}
+
+void CPedAttractorManager::ComputeEffectQueueDir(const C2dEffect* pEffect, const CMatrix& matrix, CVector& pos)
+{
+ pos = Multiply3x3(matrix, pEffect->pedattr.queueDir);
+}
+
+void CPedAttractorManager::ComputeEffectUseDir(const C2dEffect* pEffect, const CMatrix& matrix, CVector& pos)
+{
+ pos = Multiply3x3(matrix, pEffect->pedattr.useDir);
+}
+
+CPedAttractor* CPedAttractorManager::RegisterPed(CPed* pPed, C2dEffect* pEffect, const CMatrix& matrix, std::vector<CPedAttractor*>& vecAttractors)
+{
+ CPedAttractor* pRegisteredAttractor = nil;
+ for (std::vector<CPedAttractor*>::const_iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ CPedAttractor* pAttractor = *pAttractorIt;
+ CVector vEffectPos;
+ ComputeEffectPos(pAttractor->GetEffect(), matrix, vEffectPos);
+ if (pAttractor->GetEffect() == pEffect && vEffectPos == pAttractor->GetEffectPos()) {
+ if (!IsApproachable(pEffect, matrix, pAttractor->ComputeFreeSlot(), pPed))
+ return nil;
+ pRegisteredAttractor = pAttractor;
+ break;
+ }
+ }
+ if (pRegisteredAttractor || !IsApproachable(pEffect, matrix, 0, pPed)) {
+ if (pRegisteredAttractor)
+ pRegisteredAttractor->RegisterPed(pPed);
+ return pRegisteredAttractor;
+ }
+ PUSH_MEMID(MEMID_PED_ATTR);
+ switch (pEffect->pedattr.type) {
+ case ATTRACTOR_ATM: pRegisteredAttractor = new CPedAtmAttractor(pEffect, matrix, gcMaxSizeOfAtmQueue, 1.0f, 30000.0f, 3000.0f, 0.2f, 0.15f, 0.1f, 0.1f); vecAttractors.push_back(pRegisteredAttractor); break;
+ case ATTRACTOR_SEAT: pRegisteredAttractor = new CPedSeatAttractor(pEffect, matrix, gcMaxSizeOfSeatQueue, 1.0f, 30000.0f, 3000.0f, 0.125f, 0.1f, 0.1f, 0.1f); vecAttractors.push_back(pRegisteredAttractor); break;
+ case ATTRACTOR_STOP: pRegisteredAttractor = new CPedStopAttractor(pEffect, matrix, gcMaxSizeOfStopQueue, 1.0f, 30000.0f, 3000.0f, 0.2f, 0.1f, 0.1f, 0.1f); vecAttractors.push_back(pRegisteredAttractor); break;
+ case ATTRACTOR_PIZZA: pRegisteredAttractor = new CPedPizzaAttractor(pEffect, matrix, gcMaxSizeOfPizzaQueue, 1.0f, 30000.0f, 3000.0f, 0.2f, 0.1f, 0.1f, 0.1f); vecAttractors.push_back(pRegisteredAttractor); break;
+ case ATTRACTOR_SHELTER: pRegisteredAttractor = new CPedShelterAttractor(pEffect, matrix, gcMaxSizeOfShelterQueue, 1.0f, 30000.0f, 3000.0f, 0.5f, 6.28f, 0.1f, 0.1f); vecAttractors.push_back(pRegisteredAttractor); break;
+ case ATTRACTOR_ICECREAM: pRegisteredAttractor = new CPedIceCreamAttractor(pEffect, matrix, gcMaxSizeOfIceCreamQueue, 1.0f, 30000.0f, 3000.0f, 0.2f, 0.3f, 0.1f, 0.1f); vecAttractors.push_back(pRegisteredAttractor); break;
+ }
+ POP_MEMID();
+ if (pRegisteredAttractor)
+ pRegisteredAttractor->RegisterPed(pPed);
+ return pRegisteredAttractor;
+}
+
+bool CPedAttractorManager::DeRegisterPed(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors)
+{
+ if (!pAttractor)
+ return false;
+ CPedAttractor* pFound = nil;
+ for (std::vector<CPedAttractor*>::const_iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if (*pAttractorIt == pAttractor) {
+ pFound = *pAttractorIt;
+ break;
+ }
+ }
+ if (!pFound)
+ return false;
+ pFound->DeRegisterPed(pPed);
+ if (pFound->GetNoOfRegisteredPeds() != 0)
+ return true;
+ for (std::vector<CPedAttractor*>::iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if (*pAttractorIt == pAttractor) {
+ vecAttractors.erase(pAttractorIt);
+ break;
+ }
+ }
+ delete pAttractor;
+ return true;
+}
+
+bool CPedAttractorManager::BroadcastArrival(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors)
+{
+ if (!pAttractor)
+ return false;
+ CPedAttractor* pFound = nil;
+ for (std::vector<CPedAttractor*>::const_iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if (*pAttractorIt == pAttractor) {
+ pFound = *pAttractorIt;
+ break;
+ }
+ }
+ if (!pFound)
+ return false;
+ pFound->BroadcastArrival(pPed);
+ return true;
+}
+
+bool CPedAttractorManager::BroadcastDeparture(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors)
+{
+ if (!pAttractor)
+ return false;
+ CPedAttractor* pFound = nil;
+ for (std::vector<CPedAttractor*>::const_iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if (*pAttractorIt == pAttractor) {
+ pFound = *pAttractorIt;
+ break;
+ }
+ }
+ if (!pFound)
+ return false;
+ pFound->DeRegisterPed(pPed);
+ if (pFound->GetNoOfRegisteredPeds() != 0)
+ return true;
+ for (std::vector<CPedAttractor*>::iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if (*pAttractorIt == pAttractor) {
+ vecAttractors.erase(pAttractorIt);
+ break;
+ }
+ }
+ delete pAttractor;
+ return true;
+}
+
+bool CPedAttractorManager::IsInQueue(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors)
+{
+ if (!pAttractor)
+ return false;
+ for (std::vector<CPedAttractor*>::const_iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if (*pAttractorIt == pAttractor) {
+ return (*pAttractorIt)->IsInQueue(pPed);
+ }
+ }
+ return false;
+}
+
+bool CPedAttractorManager::IsAtHeadOfQueue(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors)
+{
+ if (!pAttractor)
+ return false;
+ for (std::vector<CPedAttractor*>::const_iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if (*pAttractorIt == pAttractor) {
+ return (*pAttractorIt)->IsAtHeadOfQueue(pPed);
+ }
+ }
+ return false;
+}
+
+bool CPedAttractorManager::IsPedRegistered(CPed* pPed, std::vector<CPedAttractor*>& vecAttractors)
+{
+ for (std::vector<CPedAttractor*>::const_iterator pAttractorIt = vecAttractors.begin(); pAttractorIt != vecAttractors.end(); ++pAttractorIt) {
+ if ((*pAttractorIt)->IsRegisteredWithPed(pPed))
+ return true;
+ }
+ return false;
+}
+
+bool CPedAttractorManager::IsApproachable(C2dEffect* pEffect, const CMatrix& matrix, int32, CPed* pPed)
+{
+ if (pEffect->pedattr.type == ATTRACTOR_SHELTER) {
+ CVector pos;
+ ComputeEffectPos(pEffect, matrix, pos);
+ return CWorld::GetIsLineOfSightClear(pPed->GetPosition(), pos, true, false, false, false, false, false);
+ }
+ CVector vecUseDir, vecEffectPos;
+ ComputeEffectUseDir(pEffect, matrix, vecUseDir);
+ ComputeEffectPos(pEffect, matrix, vecEffectPos);
+ float dp = -DotProduct(vecUseDir, vecEffectPos);
+ if (pEffect->pedattr.type == ATTRACTOR_ATM || pEffect->pedattr.type == ATTRACTOR_PIZZA || pEffect->pedattr.type == ATTRACTOR_ICECREAM) {
+ vecUseDir = -vecUseDir;
+ dp = -dp;
+ }
+ if (dp + DotProduct(vecEffectPos, pPed->GetPosition()) > 0.0f) {
+ CVector vecPedToAttractor = pPed->GetPosition() - vecEffectPos;
+ vecPedToAttractor.Normalise();
+ if (DotProduct(vecPedToAttractor, vecUseDir) > 0.25f && CWorld::IsWanderPathClear(pPed->GetPosition(), vecEffectPos, 2.0f, 0))
+ return true;
+ }
+ return false;
+}
diff --git a/src/peds/PedAttractor.h b/src/peds/PedAttractor.h
new file mode 100644
index 0000000..c55e402
--- /dev/null
+++ b/src/peds/PedAttractor.h
@@ -0,0 +1,196 @@
+#pragma once
+#include "common.h"
+#include <vector>
+
+#include "2dEffect.h"
+#include "Ped.h"
+
+#define NUM_ATTRACTORS_FOR_ICECREAM_VAN 4
+
+class CPedAttractor;
+
+class CVehicleToEffect
+{
+ CVehicle* m_pVehicle;
+ C2dEffect m_effects[NUM_ATTRACTORS_FOR_ICECREAM_VAN];
+
+public:
+ CVehicleToEffect(CVehicle* pVehicle);
+ const C2dEffect* ChooseEffect(const CVector& pos) const;
+ CVehicleToEffect& From(const CVehicleToEffect& other);
+ CVehicleToEffect& operator=(const CVehicleToEffect& other) { return From(other); }
+ ~CVehicleToEffect() { m_pVehicle = nil; }
+ CVehicle* GetVehicle() const { return m_pVehicle; }
+ bool HasThisEffect(C2dEffect* pEffect) const;
+ const C2dEffect* GetEffect(int32 i) const { return &m_effects[i]; }
+};
+
+class CPedAttractorManager
+{
+ std::vector<CPedAttractor*> vAtmAttractors;
+ std::vector<CPedAttractor*> vSeatAttractors;
+ std::vector<CPedAttractor*> vStopAttractors;
+ std::vector<CPedAttractor*> vPizzaAttractors;
+ std::vector<CPedAttractor*> vShelterAttractors;
+ std::vector<CPedAttractor*> vIceCreamAttractors;
+ std::vector<CVehicleToEffect> vVehicleToEffect;
+
+public:
+ CPedAttractor* RegisterPedWithAttractor(CPed* pPed, C2dEffect* pEffect, const CMatrix& matrix);
+ CPedAttractor* RegisterPed(CPed* pPed, C2dEffect* pEffect, const CMatrix& matrix, std::vector<CPedAttractor*>& vecAttractors);
+ bool BroadcastArrival(CPed* pPed, CPedAttractor* pAttractor);
+ bool BroadcastArrival(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors);
+ const C2dEffect* GetEffectForIceCreamVan(CVehicle* pVehicle, const CVector& pos);
+ bool IsApproachable(C2dEffect* pEffect, const CMatrix& matrix, int32, CPed* pPed);
+ void RemoveIceCreamVanEffects(C2dEffect* pEffect);
+ bool HasEmptySlot(const C2dEffect* pEffect);
+ const CPedAttractor* FindAssociatedAttractor(const C2dEffect* pEffect, std::vector<CPedAttractor*>& vecAttractors);
+ bool IsInQueue(CPed* pPed, CPedAttractor* pAttractor);
+ bool IsInQueue(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors);
+ bool IsAtHeadOfQueue(CPed* pPed, CPedAttractor* pAttractor);
+ bool IsAtHeadOfQueue(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors);
+ bool BroadcastDeparture(CPed* pPed, CPedAttractor* pAttractor);
+ bool BroadcastDeparture(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors);
+ bool DeRegisterPed(CPed* pPed, CPedAttractor* pAttractor);
+ bool DeRegisterPed(CPed* pPed, CPedAttractor* pAttractor, std::vector<CPedAttractor*>& vecAttractors);
+ bool IsPedRegisteredWithEffect(CPed* pPed);
+ bool IsPedRegistered(CPed* pPed, std::vector<CPedAttractor*>& vecAttractors);
+ CVehicle* GetIceCreamVanForEffect(C2dEffect* pEffect);
+
+ static void ComputeEffectPos(const C2dEffect* pEffect, const CMatrix& matrix, CVector& pos);
+ static void ComputeEffectQueueDir(const C2dEffect* pEffect, const CMatrix& matrix, CVector& pos);
+ static void ComputeEffectUseDir(const C2dEffect* pEffect, const CMatrix& matrix, CVector& pos);
+
+};
+
+CPedAttractorManager* GetPedAttractorManager();
+
+enum ePedAttractorType
+{
+ ATTRACTOR_ATM = 0,
+ ATTRACTOR_SEAT,
+ ATTRACTOR_STOP,
+ ATTRACTOR_PIZZA,
+ ATTRACTOR_SHELTER,
+ ATTRACTOR_ICECREAM
+};
+
+class CPedAttractor
+{
+protected:
+ C2dEffect* p2dEffect;
+ std::vector<CPed*> vApproachingQueue;
+ std::vector<CPed*> vWaitingQueue;
+ int32 m_nMaxPedsInAttractor;
+ float m_fQueueDistance;
+ float m_fTimeInWaitQueue;
+ float m_fTimeInApproachingQueue;
+ float m_fDistanceToUseAttractor;
+ float m_fAcceptableHeading;
+ float m_fMaxPositionDisplacement;
+ float m_fMaxHeadingDisplacement;
+ CVector vecEffectPos;
+ CVector vecQueueDir;
+ CVector vecUseDir;
+
+public:
+ virtual float GetHeadOfQueueWaitTime() { return 0.0f; }
+ virtual ~CPedAttractor() {};
+ virtual ePedAttractorType GetType() const = 0;
+ virtual void UpdatePedStateOnDeparture(CPed* pPed) const = 0;
+ virtual bool IsAtHeadOfQueue(CPed* pPed) const { return vWaitingQueue.front() == pPed; }
+ virtual void ComputeAttractPos(int32 id, CVector& pos) const;
+ virtual void ComputeAttractHeading(int32 id, float& pHeading) const;
+ virtual bool BroadcastDeparture(CPed* pPed);
+
+ bool IsRegisteredWithPed(CPed* pPed) const;
+ bool DeRegisterPed(CPed* pPed);
+ float ComputeDeltaHeading() const;
+ float ComputeDeltaPos() const;
+ void ComputeAttractTime(int32 id, bool, float& time) const;
+ int32 GetNoOfRegisteredPeds() const { return (int32)(vWaitingQueue.size() + vApproachingQueue.size()); }
+ int32 ComputeFreeSlot() const { return (int32)vWaitingQueue.size(); }
+ bool IsInQueue(CPed*) const;
+ bool RegisterPed(CPed*);
+ bool BroadcastArrival(CPed*);
+
+ CPedAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp);
+
+ C2dEffect* GetEffect() const { return p2dEffect; }
+ const CVector& GetEffectPos() const { return vecEffectPos; }
+ int32 GetMaxPedsInAttractor() const { return m_nMaxPedsInAttractor; }
+ float GetDistanceToCountSeekDone() const { return m_fDistanceToUseAttractor; }
+ float GetAcceptableHeading() const { return m_fAcceptableHeading; }
+};
+
+class CPedAtmAttractor : public CPedAttractor
+{
+public:
+ virtual ePedAttractorType GetType() const { return ATTRACTOR_ATM; };
+ virtual void UpdatePedStateOnDeparture(CPed* pPed) const;
+ CPedAtmAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp) :
+ CPedAttractor(pEffect, matrix, maxpeds, qdist, waitTime, approachTime, distance, headingdiff, posdisp, headdisp)
+ {};
+};
+
+class CPedIceCreamAttractor : public CPedAttractor
+{
+public:
+ virtual ~CPedIceCreamAttractor() { GetPedAttractorManager()->RemoveIceCreamVanEffects(p2dEffect); }
+ virtual ePedAttractorType GetType() const { return ATTRACTOR_ICECREAM; }
+ virtual void UpdatePedStateOnDeparture(CPed* pPed) const {};
+ CPedIceCreamAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp) :
+ CPedAttractor(pEffect, matrix, maxpeds, qdist, waitTime, approachTime, distance, headingdiff, posdisp, headdisp)
+ {};
+};
+
+class CPedPizzaAttractor : public CPedAttractor
+{
+public:
+ virtual float GetHeadOfQueueWaitTime() { return 2000.0f; }
+ virtual ePedAttractorType GetType() const { return ATTRACTOR_PIZZA; }
+ virtual void UpdatePedStateOnDeparture(CPed* pPed) const;
+ CPedPizzaAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp) :
+ CPedAttractor(pEffect, matrix, maxpeds, qdist, waitTime, approachTime, distance, headingdiff, posdisp, headdisp)
+ {};
+};
+
+class CPedSeatAttractor : public CPedAttractor
+{
+public:
+ virtual ePedAttractorType GetType() const { return ATTRACTOR_SEAT; }
+ virtual void UpdatePedStateOnDeparture(CPed* pPed) const {};
+ CPedSeatAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp) :
+ CPedAttractor(pEffect, matrix, maxpeds, qdist, waitTime, approachTime, distance, headingdiff, posdisp, headdisp)
+ {};
+};
+
+class CPedShelterAttractor : public CPedAttractor
+{
+ static std::vector<CVector> ms_displacements;
+public:
+ virtual ePedAttractorType GetType() const { return ATTRACTOR_SHELTER; }
+ virtual bool BroadcastDeparture(CPed*);
+ virtual void UpdatePedStateOnDeparture(CPed* pPed) const {};
+ virtual bool IsAtHeadOfQueue(CPed* pPed) const { return true; }
+ virtual void ComputeAttractPos(int qid, CVector& pos) const;
+ virtual void ComputeAttractHeading(int qid, float& heading) const;
+
+ CPedShelterAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp) :
+ CPedAttractor(pEffect, matrix, maxpeds, qdist, waitTime, approachTime, distance, headingdiff, posdisp, headdisp)
+ {};
+
+
+ CVector GetDisplacement(int32 qid) const;
+};
+
+class CPedStopAttractor : public CPedAttractor
+{
+public:
+ virtual ePedAttractorType GetType() const { return ATTRACTOR_STOP; }
+ virtual void UpdatePedStateOnDeparture(CPed* pPed) const {};
+
+ CPedStopAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 maxpeds, float qdist, float waitTime, float approachTime, float distance, float headingdiff, float posdisp, float headdisp) :
+ CPedAttractor(pEffect, matrix, maxpeds, qdist, waitTime, approachTime, distance, headingdiff, posdisp, headdisp)
+ {};
+}; \ No newline at end of file
diff --git a/src/peds/PedChat.cpp b/src/peds/PedChat.cpp
new file mode 100644
index 0000000..ec6719c
--- /dev/null
+++ b/src/peds/PedChat.cpp
@@ -0,0 +1,153 @@
+#include "common.h"
+#include "Camera.h"
+#include "DMAudio.h"
+#include "General.h"
+#include "Ped.h"
+
+// Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL)
+PedAudioData CommentWaitTime[56] = {
+ { 500, 800, 500, 2 },
+ { 500, 800, 500, 2 },
+ { 500, 800, 500, 2 },
+ { 500, 800, 500, 2 },
+ { 100, 2, 100, 2 },
+ { 500, 500, 2000, 1000 },
+ { 2000, 50, 2050, 1000 },
+ { 5000, 2000, 7000, 3000 },
+ { 5000, 2000, 7000, 3000 },
+ { 300, 200, 500, 200 },
+ { 3000, 1000, 4000, 1000 },
+ { 6000, 6000, 6000, 6000 },
+ { 4000, 1000, 5000, 1000 },
+ { 3000, 1000, 4000, 1000 },
+ { 1000, 1000, 2000, 2000 },
+ { 1000, 500, 2000, 1500 },
+ { 1700, 1000, 3000, 1000 },
+ { 800, 200, 1000, 500 },
+ { 800, 200, 1000, 500 },
+ { 800, 400, 2000, 1000 },
+ { 800, 400, 2000, 1000 },
+ { 2000, 2000, 4000, 4000 },
+ { 2000, 2000, 4000, 1000 },
+ { 4000, 1000, 5000, 1000 },
+ { 800, 400, 1200, 500 },
+ { 5000, 1000, 6000, 2000 },
+ { 5000, 1000, 6000, 2000 },
+ { 5000, 1000, 6000, 2000 },
+ { 5000, 1000, 6000, 2000 },
+ { 5000, 1000, 6000, 2000 },
+ { 5000, 1000, 6000, 2000 },
+ { 5000, 1000, 6000, 2000 },
+ { 4000, 2000, 7000, 2000 },
+ { 1000, 300, 2000, 1000 },
+ { 1500, 1000, 2500, 1000 },
+ { 200, 200, 200, 200 },
+ { 2000, 1000, 4000, 1000 },
+ { 2000, 1000, 4000, 1000 },
+ { 1000, 500, 3000, 1000 },
+ { 1000, 500, 1000, 1000 },
+ { 3000, 2000, 5000, 1000 },
+ { 3000, 2000, 5000, 1000 },
+ { 3000, 2000, 3000, 2000 },
+ { 2000, 1000, 3000, 1000 },
+ { 2500, 1000, 5000, 5000 },
+ { 2000, 1000, 3000, 2000 },
+ { 4000, 1000, 5000, 1000 },
+ { 1000, 500, 2000, 4000 },
+ { 1000, 500, 2000, 5000 },
+ { 2000, 500, 2500, 500 },
+ { 1000, 500, 3000, 2000 },
+ { 1600, 1000, 2000, 2000 },
+ { 2000, 1000, 4000, 2000 },
+ { 1500, 1000, 2500, 1000 },
+ { 1000, 1000, 5000, 5000 },
+ { 0, 0, 0, 0 }
+};
+
+bool
+CPed::ServiceTalkingWhenDead(void)
+{
+ return m_queuedSound == SOUND_PED_DEATH;
+}
+
+void
+CPed::ServiceTalking(void)
+{
+ if (bBodyPartJustCameOff && m_bodyPartBleeding == PED_HEAD)
+ return;
+
+ if (!CGame::germanGame && m_pFire)
+ m_queuedSound = SOUND_PED_BURNING;
+
+ if (m_queuedSound != SOUND_NO_SOUND) {
+ 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);
+
+ if (m_queuedSound == SOUND_PED_PLAYER_BEFORESEX && IsPlayer())
+ m_soundStart += 2000;
+
+ m_lastQueuedSound = m_queuedSound;
+ m_queuedSound = SOUND_NO_SOUND;
+ }
+ }
+}
+
+void
+CPed::Say(uint16 audio)
+{
+ if (3.0f + TheCamera.GetPosition().z < GetPosition().z)
+ return;
+
+ if (TheCamera.m_CameraAverageSpeed > 1.65f) {
+ if (audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND)
+ return;
+
+ } else if (TheCamera.m_CameraAverageSpeed > 1.25f) {
+ if (audio != SOUND_PED_DEATH &&
+ audio != SOUND_PED_DAMAGE && audio != SOUND_PED_HIT && audio != SOUND_PED_LAND &&
+ audio != SOUND_PED_TAXI_WAIT && audio != SOUND_PED_EVADE)
+ return;
+
+ } else if (TheCamera.m_CameraAverageSpeed > 0.9f) {
+ switch (audio) {
+ case SOUND_PED_DEATH:
+ case SOUND_PED_DAMAGE:
+ case SOUND_PED_HIT:
+ case SOUND_PED_LAND:
+ case SOUND_PED_BURNING:
+ case SOUND_PED_FLEE_SPRINT:
+ case SOUND_PED_TAXI_WAIT:
+ case SOUND_PED_EVADE:
+ case SOUND_PED_CRASH_VEHICLE:
+ case SOUND_PED_CRASH_CAR:
+ case SOUND_PED_ANNOYED_DRIVER:
+ break;
+ default:
+ return;
+ }
+ }
+
+ if (audio < m_queuedSound) {
+ if (audio != m_lastQueuedSound || audio == SOUND_PED_DEATH
+
+ // See VC Ped Speech patch
+#ifdef FIX_BUGS
+ || CommentWaitTime[audio - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
+ + (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[audio - SOUND_PED_DEATH].m_nMaxRandomDelayTime)
+#else
+ || CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
+ + (uint32)CGeneral::GetRandomNumberInRange(0, CommentWaitTime[m_queuedSound - SOUND_PED_DEATH].m_nMaxRandomDelayTime)
+#endif
+ + m_lastSoundStart <= CTimer::GetTimeInMilliseconds()) {
+ m_queuedSound = audio;
+ }
+ }
+} \ No newline at end of file
diff --git a/src/peds/PedDebug.cpp b/src/peds/PedDebug.cpp
new file mode 100644
index 0000000..aed1135
--- /dev/null
+++ b/src/peds/PedDebug.cpp
@@ -0,0 +1,346 @@
+#include "common.h"
+#ifndef MASTER
+#include "main.h"
+#include "Camera.h"
+#include "Font.h"
+#include "Ped.h"
+#include "Sprite.h"
+#include "Text.h"
+
+static char ObjectiveText[][28] = {
+ "No Obj",
+ "Wait on Foot",
+ "Wait on Foot for cop",
+ "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",
+ "GoTo Char on Foot walking",
+ "Hassle char",
+ "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 vehicle",
+ "Take Taxi",
+ "Catch Train",
+ "Buy IceCream",
+ "Steal Any Car",
+ "Steal any mission car",
+ "Mug Char",
+ "Lv car die",
+ "Goto seat",
+ "Goto atm",
+ "Flee car",
+ "Sunbathe",
+ "Goto bus stop",
+ "Goto pizza",
+ "Goto shelter",
+ "Aim gun at",
+ "Wander",
+ "Wait on foot at shltr",
+ "Sprint to area",
+ "Kill char on boat",
+ "Solicit ped",
+ "Wait at bus stop",
+ "Goto ice cream van foot",
+ "Wait foot icecream van"
+};
+
+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",
+ "Bathe",
+ "Flash",
+ "Jog",
+ "Answer mobile",
+ "Hang out",
+ "STATES_NO_AI",
+ "Abseil",
+ "Sit",
+ "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",
+ "Deply stgr"
+};
+
+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",
+ "Sit down",
+ "Sit down rvrs",
+ "Sit up",
+ "Sit idle",
+ "Use atm",
+ "Sunbth pre",
+ "Sunbth down",
+ "Sunbth idle",
+ "Riot",
+ "Fast fall",
+ "Bomber",
+ "Stripper",
+ "Ground attack",
+ "Lance sitting",
+ "Handsup simple"
+};
+
+void
+CPed::DebugDrawPedDestination(CPed *, int, int)
+{
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+}
+
+void
+CPed::DebugDrawPedDesiredHeading(CPed *, int, int)
+{
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+}
+
+void
+CPed::DebugDrawCollisionRadius(float, float, float, float, int)
+{
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+}
+
+void
+CPed::DebugDrawVisionRange(CVector a1, float)
+{
+ for (int i = a1.x - 90; i < a1.x + 89; i += 30) {
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+ }
+}
+
+void
+CPed::DebugDrawVisionSimple(CVector, float)
+{
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+}
+
+void
+CPed::DebugDrawLook()
+{
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+}
+
+void
+CPed::DebugDrawPedPsyche()
+{
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+}
+
+void
+CPed::DebugDrawDebugLines()
+{
+#ifndef FINAL
+ // TODO: something was here
+#endif // !FINAL
+}
+
+int nDisplayDebugInfo = 0;
+
+void
+CPed::SwitchDebugDisplay(void)
+{
+ if (++nDisplayDebugInfo > 2)
+ nDisplayDebugInfo = 0;
+}
+
+int
+CPed::GetDebugDisplay(void)
+{
+ return nDisplayDebugInfo;
+}
+
+void
+CPed::DebugDrawLookAtPoints()
+{
+ // TODO: mobile code
+}
+
+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(1);
+ 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();
+ }
+ }
+}
+
+void
+CPed::DebugRenderClosePedText()
+{
+ // TODO: mobile code
+}
+#endif \ No newline at end of file
diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp
new file mode 100644
index 0000000..79e0121
--- /dev/null
+++ b/src/peds/PedFight.cpp
@@ -0,0 +1,4177 @@
+#include "common.h"
+
+#include "main.h"
+#include "RpAnimBlend.h"
+#include "AnimBlendClumpData.h"
+#include "AnimBlendAssociation.h"
+#include "Camera.h"
+#include "CarCtrl.h"
+#include "Darkel.h"
+#include "DMAudio.h"
+#include "FileMgr.h"
+#include "General.h"
+#include "Object.h"
+#include "Pad.h"
+#include "Particle.h"
+#include "Ped.h"
+#include "PlayerPed.h"
+#include "Stats.h"
+#include "TempColModels.h"
+#include "VisibilityPlugins.h"
+#include "Vehicle.h"
+#include "Automobile.h"
+#include "WaterLevel.h"
+#include "World.h"
+#include "Bike.h"
+#include "Glass.h"
+#include "SpecialFX.h"
+
+uint16 nPlayerInComboMove;
+RpClump* flyingClumpTemp;
+
+FightMove tFightMoves[NUM_FIGHTMOVES] =
+{
+ { ANIM_STD_NUM, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_PUNCH, 0.2f, 8.f/30.f, 0.0f, 0.3f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_STD_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_FIGHT_SHUFFLE_F, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_FIGHT_KNEE, 4.f/30.f, 0.2f, 0.0f, 0.6f, 1.0f, HITLEVEL_LOW, 2, 0 },
+ { ANIM_STD_FIGHT_LHOOK, 8.f/30.f, 10.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_HIGH, 3, 0 },
+ { ANIM_STD_FIGHT_JAB, 4.f/30.f, 0.2f, 0.0f, 0.7f, 1.0f, HITLEVEL_HIGH, 3, 0 },
+ { ANIM_STD_FIGHT_PUNCH, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_STD_FIGHT_LONGKICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
+ { ANIM_STD_FIGHT_ROUNDHOUSE, 8.f/30.f, 10.f/30.f, 0.0f, 0.6f, 1.0f, HITLEVEL_MEDIUM, 4, 0 },
+ { ANIM_STD_FIGHT_KICK, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
+ { ANIM_STD_FIGHT_HEAD, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
+ { ANIM_STD_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
+ { ANIM_STD_FIGHT_BKICK_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_LOW, 2, 0 },
+ { ANIM_STD_FIGHT_ELBOW_L, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
+ { ANIM_STD_FIGHT_BKICK_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_MEDIUM, 2, 0 },
+ { ANIM_STD_FIGHT_ELBOW_R, 8.f/30.f, 10.f/30.f, 0.0f, 0.5f, 1.0f, HITLEVEL_HIGH, 2, 0 },
+ { ANIM_STD_KICKGROUND, 10.f/30.f, 14.f/30.f, 0.0f, 0.4f, 1.0f, HITLEVEL_GROUND, 1, 0 },
+ { ANIM_STD_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_FLOOR, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_STD_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 },
+ { ANIM_ATTACK_1, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_ATTACK_2, 4.f/30.f, 7.f/30.f, 10.f/30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_ATTACK_3, 4.f / 30.f, 7.f / 30.f, 10.f / 30.f, 0.4f, 1.0f, HITLEVEL_HIGH, 1, 0 },
+ { ANIM_STD_FIGHT_2IDLE, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, HITLEVEL_NULL, 0, 0 }
+};
+
+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 (currentPed->OnGroundOrGettingUp()) {
+ 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;
+}
+
+void
+CPed::SetPointGunAt(CEntity *to)
+{
+ if (to) {
+ SetLookFlag(to, true, true);
+ SetAimFlag(to);
+ SetLookTimer(INT32_MAX);
+ }
+
+ CWeaponInfo* curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (m_nPedState == PED_AIM_GUN || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK || curWeapon->m_AnimToPlay == ASSOCGRP_STD)
+ return;
+
+ if (m_nPedState != PED_ATTACK)
+ SetStoredState();
+
+ SetPedState(PED_AIM_GUN);
+ bIsPointingGunAt = true;
+ SetMoveState(PEDMOVE_STILL);
+
+ CAnimBlendAssociation *aimAssoc;
+
+ if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) {
+ aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
+ } else {
+ aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ }
+
+ if (!aimAssoc || aimAssoc->blendDelta < 0.0f) {
+ if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(curWeapon)) {
+ aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f);
+ } else {
+ aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE);
+ }
+
+ aimAssoc->blendAmount = 0.0f;
+ aimAssoc->blendDelta = 8.0f;
+ }
+ if (to && !IsPlayer())
+ Say(SOUND_PED_ATTACK);
+}
+
+void
+CPed::PointGunAt(void)
+{
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float animLoopStart = weaponInfo->m_fAnimLoopStart;
+ CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
+ animLoopStart = weaponInfo->m_fAnim2LoopStart;
+ }
+ }
+
+ if (weaponAssoc && weaponAssoc->currentTime > animLoopStart * 0.4f) {
+ weaponAssoc->SetCurrentTime(animLoopStart);
+ weaponAssoc->flags &= ~ASSOC_RUNNING;
+
+ if (bIsDucking)
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
+ m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
+ else
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+ }
+}
+
+void
+CPed::ClearPointGunAt(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ CWeaponInfo *weaponInfo;
+
+ ClearLookFlag();
+ ClearAimFlag();
+ bIsPointingGunAt = false;
+ if (m_nPedState == PED_AIM_GUN || m_nPedState == PED_ATTACK) {
+ SetPedState(PED_IDLE);
+ RestorePreviousState();
+ }
+ weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ if (!animAssoc || animAssoc->blendDelta < 0.0f) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo));
+ }
+ }
+ if (animAssoc) {
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ animAssoc->blendDelta = -4.0f;
+ }
+}
+
+void
+CPed::SetAttack(CEntity *victim)
+{
+ CPed *victimPed = nil;
+ CWeaponInfo *curWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *animAssoc;
+
+ if (victim && victim->IsPed())
+ victimPed = (CPed*)victim;
+
+ if (m_attackTimer > CTimer::GetTimeInMilliseconds() || m_nWaitState == WAITSTATE_SURPRISE || (bIsDucking && !bCrouchWhenShooting))
+ return;
+
+ if (curWeapon->IsFlagSet(WEAPONFLAG_RELOAD) &&
+ (RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(curWeapon)) || RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(curWeapon)))) {
+ if (!IsPlayer() || m_nPedState != PED_ATTACK || ((CPlayerPed*)this)->m_bHaveTargetSelected)
+ bIsAttacking = false;
+ else
+ bIsAttacking = true;
+
+ return;
+ }
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->IsFlagSet(WEAPONFLAG_FIGHTMODE) || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
+ if (IsPlayer() ||
+ (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL
+ && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))) {
+
+ if (m_nPedState != PED_ATTACK) {
+ SetPedState(PED_ATTACK);
+ bIsAttacking = false;
+
+ CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
+ animAssoc->SetRun();
+ if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
+ animAssoc->SetCurrentTime(0.0f);
+
+ animAssoc->SetFinishCallback(FinishedAttackCB, this);
+ }
+ } else {
+ StartFightAttack(CGeneral::GetRandomNumber());
+ }
+ return;
+ }
+
+ if (curWeapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK) &&
+ (IsPlayer() && ((CPlayerPed*)this)->m_fMoveSpeed >= 1.0f ||
+ m_nMoveState == PEDMOVE_WALK || m_nMoveState == PEDMOVE_RUN)) {
+
+ if (m_nPedState != PED_ATTACK) {
+ SetPedState(PED_ATTACK);
+ bIsAttacking = false;
+ CAnimBlendAssociation* animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f);
+ animAssoc->SetRun();
+ if (animAssoc->currentTime == animAssoc->hierarchy->totalLength)
+ animAssoc->SetCurrentTime(0.0f);
+
+ animAssoc->SetFinishCallback(FinishedAttackCB, this);
+ }
+ return;
+ }
+
+ if (m_pSeekTarget)
+ m_pSeekTarget->CleanUpOldReference(&m_pSeekTarget);
+ m_pSeekTarget = victim;
+ if (m_pSeekTarget)
+ m_pSeekTarget->RegisterReference((CEntity **) &m_pSeekTarget);
+
+ if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM)) {
+ CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
+ aimPos += GetUp() * 0.35f;
+ CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
+ if (obstacle) {
+ if(gaTempSphereColPoints[0].surfaceB != SURFACE_TRANSPARENT_CLOTH && gaTempSphereColPoints[0].surfaceB != SURFACE_METAL_CHAIN_FENCE &&
+ gaTempSphereColPoints[0].surfaceB != SURFACE_WOOD_BENCH && gaTempSphereColPoints[0].surfaceB != SURFACE_SCAFFOLD_POLE) {
+ if (!IsPlayer()) {
+ bObstacleShowedUpDuringKillObjective = true;
+ m_shootTimer = 0;
+ SetAttackTimer(1500);
+ m_shotTime = CTimer::GetTimeInMilliseconds();
+ }
+ 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 if (this == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
+ SetAimFlag(m_fRotationCur);
+ ((CPlayerPed*)this)->m_fFPSMoveHeading = TheCamera.Find3rdPersonQuickAimPitch();
+ } else if (curWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM)) {
+ SetAimFlag(m_fRotationCur);
+ }
+ }
+ if (m_nPedState == PED_ATTACK) {
+ bIsAttacking = true;
+ return;
+ }
+
+ if (IsPlayer() || (!victimPed || victimPed->IsPedInControl())) {
+ if (IsPlayer())
+ CPad::GetPad(0)->ResetAverageWeapon();
+
+ uint8 pointBlankStatus;
+ 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
+ && (pointBlankStatus = CheckForPointBlankPeds(victimPed)) != NO_POINT_BLANK_PED) {
+ ClearAimFlag();
+
+ // This condition is pointless
+ if (pointBlankStatus == POINT_BLANK_FOR_WANTED_PED || !victimPed && (IsPlayer() || !m_carInObjective))
+ StartFightAttack(200);
+ } else {
+ if (!curWeapon->IsFlagSet(WEAPONFLAG_CANAIM))
+ m_pSeekTarget = nil;
+
+ if (m_nPedState != PED_AIM_GUN)
+ SetStoredState();
+
+ SetPedState(PED_ATTACK);
+ SetMoveState(PEDMOVE_NONE);
+ if (bCrouchWhenShooting && bIsDucking && curWeapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
+ CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon));
+ if (curMoveAssoc) {
+ if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
+ delete curMoveAssoc;
+ }
+ }
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f);
+ } else {
+ float animDelta = 8.0f;
+ if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE)
+ animDelta = 1000.0f;
+
+ AnimationId fireAnim;
+ if (curWeapon->IsFlagSet(WEAPONFLAG_THROW))
+ fireAnim = ANIM_THROWABLE_START_THROW;
+ else if (CGame::nastyGame && (curWeapon->IsFlagSet(WEAPONFLAG_GROUND_2ND) || curWeapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))) {
+ PedOnGroundState pedOnGround = CheckForPedsOnGroundToAttack(this, nil);
+ if (pedOnGround > PED_IN_FRONT_OF_ATTACKER || pedOnGround == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle()) {
+ fireAnim = GetFireAnimGround(curWeapon, false);
+ } else {
+ fireAnim = GetFireAnimNotDucking(curWeapon);
+ }
+ } else {
+ fireAnim = GetFireAnimNotDucking(curWeapon);
+ }
+
+ CAnimBlendAssociation* curFireAssoc = RpAnimBlendClumpGetAssociation(GetClump(), fireAnim);
+ if (curFireAssoc) {
+ if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, fireAnim)->hierarchy->name, curFireAssoc->hierarchy->name) != 0) {
+ delete curFireAssoc;
+ }
+ }
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, fireAnim, 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, true, true);
+ SetLookTimer(100);
+}
+
+void
+CPed::ClearAttack(void)
+{
+ if (m_nPedState != PED_ATTACK || (bIsDucking && !IsPlayer()) || m_nWaitState == WAITSTATE_PLAYANIM_DUCK)
+ return;
+
+ if (FindPlayerPed() == this && TheCamera.Using1stPersonWeaponMode()) {
+ SetPointGunAt(nil);
+ } else 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)
+ return;
+
+ CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(weapon));
+
+ if (!weaponAssoc) {
+ if (GetCrouchFireAnim(weapon))
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon));
+ }
+ if (!weaponAssoc) {
+ if(GetFinishingAttackAnim(weapon))
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFinishingAttackAnim(weapon));
+ }
+ if (!weaponAssoc) {
+ if(GetSecondFireAnim(weapon))
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(weapon));
+ }
+ if (!weaponAssoc) {
+ if(Get3rdFireAnim(weapon))
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(weapon));
+ }
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = -8.0f;
+ weaponAssoc->flags &= ~ASSOC_RUNNING;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ weaponAssoc->SetDeleteCallback(FinishedAttackCB, this);
+ } else {
+ ClearAttack();
+ }
+}
+
+void
+CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
+{
+ CAnimBlendAssociation *newAnim, *reloadAnimAssoc = nil;
+ CPed *ped = (CPed*)arg;
+ CWeaponInfo *currentWeapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
+
+ if (ped->m_nPedState != PED_ATTACK) {
+ if (ped->bIsDucking && ped->IsPedInControl()) {
+ if (GetCrouchReloadAnim(currentWeapon)) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
+ }
+ if (GetCrouchFireAnim(currentWeapon) && attackAssoc) {
+ if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
+ newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_WEAPON, 8.0f);
+ newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
+ newAnim->flags &= ~ASSOC_RUNNING;
+ }
+ }
+ }
+ } else if (attackAssoc && attackAssoc->animId == ANIM_THROWABLE_START_THROW && currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
+ if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->m_bHaveTargetSelected) && ped->IsPlayer()) {
+ attackAssoc->blendDelta = -1000.0f;
+ newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROWU);
+ } else {
+ attackAssoc->blendDelta = -1000.0;
+ newAnim = CAnimManager::AddAnimation(ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_THROWABLE_THROW);
+ }
+ newAnim->SetFinishCallback(FinishedAttackCB, ped);
+
+ } else if (ped->bIsDucking && ped->bCrouchWhenShooting) {
+ if (GetCrouchReloadAnim(currentWeapon)) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon));
+ }
+ if (GetCrouchFireAnim(currentWeapon) && attackAssoc) {
+ if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) {
+ newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_WEAPON, 8.0f);
+ newAnim->SetCurrentTime(newAnim->hierarchy->totalLength);
+ newAnim->flags &= ~ASSOC_RUNNING;
+ }
+ }
+
+ if (!ped->bIsAttacking)
+ ped->ClearAttack();
+
+ } else if (GetSecondFireAnim(currentWeapon) && ped->bIsAttacking && currentWeapon->m_AnimToPlay != ASSOCGRP_THROW) {
+ AnimationId groundAnim = GetFireAnimGround(currentWeapon);
+ CAnimBlendAssociation *groundAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), groundAnim);
+ if (!(groundAnimAssoc && (groundAnimAssoc->blendAmount > 0.95f || groundAnimAssoc->blendDelta > 0.0f))) {
+ if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK) {
+ newAnim = CAnimManager::BlendAnimation(
+ ped->GetClump(), currentWeapon->m_AnimToPlay, GetSecondFireAnim(currentWeapon), 8.0f);
+ } else {
+ newAnim = CAnimManager::BlendAnimation(
+ ped->GetClump(), currentWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK, 8.0f);
+ }
+ newAnim->SetFinishCallback(FinishedAttackCB, ped);
+ }
+ } else {
+ if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) {
+ attackAssoc->blendDelta = -8.0f;
+ attackAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ped->ClearAttack();
+ return;
+ }
+ if (attackAssoc) {
+ if (currentWeapon->m_AnimToPlay == ASSOCGRP_THROW) {
+ if ((attackAssoc->animId == ANIM_THROWABLE_THROW || attackAssoc->animId == ANIM_THROWABLE_THROWU) && ped->GetWeapon()->m_nAmmoTotal > 0) {
+ ped->RemoveWeaponModel(currentWeapon->m_nModelId);
+ ped->AddWeaponModel(currentWeapon->m_nModelId);
+ }
+ }
+ }
+
+ if (!ped->bIsAttacking)
+ ped->ClearAttack();
+ }
+}
+
+void
+CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+ CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(ped->GetWeapon()->m_eWeaponType);
+
+ if (ped->DyingOrDead())
+ return;
+
+ if (ped->bIsDucking && ped->bCrouchWhenShooting) {
+ CAnimBlendAssociation *crouchFireAssoc = nil;
+ if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) {
+ crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon));
+ }
+ if (weapon->IsFlagSet(WEAPONFLAG_RELOAD) && reloadAssoc) {
+ if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) {
+ CAnimBlendAssociation *crouchAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_STD_DUCK_WEAPON, 8.0f);
+ crouchAssoc->SetCurrentTime(crouchAssoc->hierarchy->totalLength);
+ crouchAssoc->flags &= ~ASSOC_RUNNING;
+ }
+ }
+ } else if (weapon->IsFlagSet(WEAPONFLAG_RELOAD_LOOP2START) && ped->bIsAttacking) {
+ CAnimBlendAssociation *fireAssoc =
+ CAnimManager::BlendAnimation(ped->GetClump(), weapon->m_AnimToPlay, GetPrimaryFireAnim(weapon), 8.0f);
+ fireAssoc->SetFinishCallback(FinishedAttackCB, ped);
+ fireAssoc->SetRun();
+ if (fireAssoc->currentTime == reloadAssoc->hierarchy->totalLength)
+ fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
+ else if (fireAssoc->currentTime < weapon->m_fAnimLoopStart)
+ fireAssoc->SetCurrentTime(Max(weapon->m_fAnimLoopStart - 0.04f, 0.0f));
+ }
+}
+
+uint8
+CPed::CheckForPointBlankPeds(CPed *pedToVerify)
+{
+ float pbDistance = 1.1f;
+ if (GetWeapon()->IsType2Handed())
+ pbDistance = 1.6f;
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ CPed *nearPed = m_nearPeds[i];
+
+ if (!pedToVerify || pedToVerify == nearPed) {
+
+ CVector diff = nearPed->GetPosition() - GetPosition();
+ if (diff.MagnitudeSqr() < SQR(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 NO_POINT_BLANK_PED;
+
+ if (neededTurn < CAN_SEE_ENTITY_ANGLE_THRESHOLD) {
+ if (pedToVerify == nearPed)
+ return POINT_BLANK_FOR_WANTED_PED;
+ else
+ return POINT_BLANK_FOR_SOMEONE_ELSE;
+ }
+ }
+ }
+ }
+ return NO_POINT_BLANK_PED;
+}
+
+void
+CPed::Attack(void)
+{
+ CAnimBlendAssociation *weaponAnimAssoc;
+ int32 weaponAnim;
+ float weaponAnimTime;
+ float animLoopEnd;
+ CWeaponInfo *ourWeapon;
+ bool attackShouldContinue;
+ CAnimBlendAssociation *reloadAnimAssoc;
+ CAnimBlendAssociation *throwAssoc;
+ float delayBetweenAnimAndFire;
+ float animLoopStart;
+ CVector firePos;
+
+ ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ weaponAnimAssoc = nil;
+ attackShouldContinue = !!bIsAttacking;
+ reloadAnimAssoc = nil;
+ throwAssoc = nil;
+ animLoopStart = ourWeapon->m_fAnimLoopStart;
+ animLoopEnd = ourWeapon->m_fAnimLoopEnd;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
+ weaponAnim = ourWeapon->m_AnimToPlay;
+
+ if (bIsDucking) {
+ if(GetCrouchFireAnim(ourWeapon) && bCrouchWhenShooting) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon));
+ if (weaponAnimAssoc) {
+ animLoopStart = ourWeapon->m_fAnim2LoopStart;
+ animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+ }
+ }
+ } else if (m_nPedType == PEDTYPE_COP && Get3rdFireAnim(ourWeapon)){
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(ourWeapon));
+ if (weaponAnimAssoc) {
+ animLoopStart = 11.f/30.f;
+ animLoopEnd = 19.f/30.f;
+ delayBetweenAnimAndFire = 14.f/30.f;
+ }
+ } else {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(ourWeapon));
+ }
+
+ if (GetReloadAnim(ourWeapon)) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetReloadAnim(ourWeapon));
+ }
+
+ if (GetCrouchReloadAnim(ourWeapon) && !reloadAnimAssoc) {
+ reloadAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(ourWeapon));
+ }
+
+ if ( reloadAnimAssoc && reloadAnimAssoc->IsRunning() ) {
+ if (!IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected)
+ ClearAttack();
+ return;
+ }
+
+ if ( reloadAnimAssoc ) {
+ reloadAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if ( reloadAnimAssoc->blendDelta >= 0.0f )
+ reloadAnimAssoc->blendDelta = -8.0f;
+ }
+
+ if (GetThrowAnim(ourWeapon)) {
+ throwAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetThrowAnim(ourWeapon));
+ }
+
+ if ( CTimer::GetTimeInMilliseconds() < m_shootTimer )
+ attackShouldContinue = true;
+
+ bool meleeAttackStarted = false;
+ if ( !weaponAnimAssoc ) {
+ if (GetMeleeStartAnim(ourWeapon)) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(ourWeapon));
+ if ( weaponAnimAssoc ) {
+ if ( IsPlayer() )
+ meleeAttackStarted = true;
+
+ switch ( ourWeapon->m_AnimToPlay ) {
+ case ASSOCGRP_UNARMED:
+ case ASSOCGRP_SCREWDRIVER:
+ case ASSOCGRP_KNIFE:
+ case ASSOCGRP_BASEBALLBAT:
+ case ASSOCGRP_GOLFCLUB:
+ case ASSOCGRP_CHAINSAW:
+ delayBetweenAnimAndFire = 0.2f;
+ animLoopStart = 0.1f;
+ break;
+ default:
+ break;
+ }
+ animLoopEnd = 99.9f;
+ }
+ }
+ }
+ if (!weaponAnimAssoc) {
+ if (GetSecondFireAnim(ourWeapon)) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetSecondFireAnim(ourWeapon));
+ if (weaponAnimAssoc) {
+ animLoopStart = ourWeapon->m_fAnim2LoopStart;
+ animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+ }
+ }
+ }
+ if (!weaponAnimAssoc) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(ourWeapon));
+ if (weaponAnimAssoc) {
+ animLoopStart = ourWeapon->m_fAnim2LoopStart;
+ animLoopEnd = ourWeapon->m_fAnim2LoopEnd;
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+ }
+ }
+
+ if (!weaponAnimAssoc) {
+ if (!throwAssoc) {
+ if (attackShouldContinue) {
+ if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
+ if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
+
+ } else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
+
+ } else if(!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE ||
+ !GetFireAnimGround(ourWeapon, false) ||
+ CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
+
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
+
+ } else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimGround(ourWeapon, false), 8.0f);
+ }
+
+ weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
+ weaponAnimAssoc->SetRun();
+
+ if (weaponAnimAssoc->currentTime == weaponAnimAssoc->hierarchy->totalLength)
+ weaponAnimAssoc->SetCurrentTime(0.0f);
+
+ if (IsPlayer()) {
+ ((CPlayerPed*)this)->m_fAttackButtonCounter = 0.0f;
+ ((CPlayerPed*)this)->m_bHaveTargetSelected = false;
+ }
+ }
+ } else
+ FinishedAttackCB(nil, this);
+
+ }
+ return;
+ }
+
+ if (meleeAttackStarted && IsPlayer()) {
+ if (((CPlayerPed*)this)->m_bHaveTargetSelected || ((CPlayerPed*)this)->m_fMoveSpeed < 0.5f) {
+ weaponAnimAssoc->SetRun();
+ } else {
+ if (weaponAnimAssoc->currentTime > animLoopStart && weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep <= animLoopStart)
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ }
+ }
+
+ float animStart = animLoopStart * 0.4f;
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+ if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
+ if (!bIsDucking && !GetFireAnimNotDucking(ourWeapon) && ourWeapon->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
+ m_pedIK.m_flags |= CPedIK::AIMS_WITH_ARM;
+ else
+ m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
+ }
+
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_CHAINSAW
+ || !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
+ || weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f);
+ } else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
+ if (weaponAnimAssoc->speed < 1.0f)
+ weaponAnimAssoc->speed = 1.0f;
+
+ } else {
+ firePos = ourWeapon->m_vecFireOffset;
+
+ if(ourWeapon->m_AnimToPlay != ASSOCGRP_BASEBALLBAT && ourWeapon->m_AnimToPlay != ASSOCGRP_GOLFCLUB) {
+ if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE) {
+ TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR);
+ } else {
+ firePos = GetMatrix() * firePos;
+ }
+ } else {
+ if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
+ firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
+
+ firePos = GetMatrix() * firePos;
+ }
+
+ GetWeapon()->Fire(this, &firePos);
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE || GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_TEARGAS) {
+ RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
+ }
+ if (GetWeapon()->m_nAmmoTotal == 0 && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
+ SelectGunIfArmed();
+ }
+
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
+ int damagerType = ENTITY_TYPE_NOTHING;
+ if (m_pDamageEntity && (m_fDamageImpulse == 0.0f || !m_pDamageEntity->IsBuilding())) {
+ damagerType = m_pDamageEntity->GetType();
+ }
+ switch (ourWeapon->m_AnimToPlay) {
+ case ASSOCGRP_UNARMED:
+ if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
+ break;
+ case ASSOCGRP_KNIFE:
+ case ASSOCGRP_BASEBALLBAT:
+ case ASSOCGRP_GOLFCLUB:
+ case ASSOCGRP_CHAINSAW:
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
+ break;
+ default:
+ break;
+ }
+
+ if (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer) {
+ weaponAnimAssoc->callbackType = 0;
+ }
+ }
+
+ attackShouldContinue = false;
+ }
+ } else {
+ CVector firePos = ourWeapon->m_vecFireOffset;
+
+ if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND)
+ firePos.z = 0.7f * ourWeapon->m_fRadius - 1.0f;
+
+ firePos = GetMatrix() * firePos;
+ GetWeapon()->Fire(this, &firePos);
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_MELEE_MADECONTACT) {
+ int damagerType = ENTITY_TYPE_PED;
+ if (m_pDamageEntity)
+ damagerType = m_pDamageEntity->GetType();
+
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_MADECONTACT, (float)damagerType);
+ if (IsPlayer()) {
+ CPad::GetPad(0)->StartShake(240, 180);
+ }
+ } else {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_IDLE, 0.0f);
+ if (IsPlayer()) {
+ CPad::GetPad(0)->StartShake(240, 90);
+ }
+ }
+ attackShouldContinue = false;
+ }
+
+ if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_INSTANT_HIT && ourWeapon->m_AnimToPlay == ASSOCGRP_SHOTGUN) {
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+
+ if (weaponAnimTime > 1.0f && weaponAnimTime - weaponAnimAssoc->timeStep <= 1.0f && weaponAnimAssoc->IsRunning()) {
+ firePos = ourWeapon->m_vecFireOffset;
+ TransformToNode(firePos, PED_HANDR);
+
+ 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);
+ }
+ }
+
+ if (IsPlayer()) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon()->m_eWeaponType == WEAPONTYPE_GOLFCLUB || GetWeapon()->m_eWeaponType == WEAPONTYPE_KATANA) {
+ float loopEndWithDelay = animLoopEnd;
+ if (loopEndWithDelay >= 98.0f)
+ loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire;
+ if (weaponAnimAssoc->flags & ASSOC_RUNNING) {
+ if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay)
+ CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
+ }
+ }
+ }
+
+ // Anim breakout on running
+ if (IsPlayer()) {
+ if (CPad::GetPad(0)->GetSprint()) {
+ if (!attackShouldContinue && weaponAnimAssoc->currentTime > ourWeapon->m_fAnimBreakout) {
+ weaponAnimAssoc->blendDelta = -4.0f;
+ FinishedAttackCB(nil, this);
+ return;
+ }
+ }
+ }
+
+ weaponAnimTime = weaponAnimAssoc->currentTime;
+
+ // Anim loop end, either start the loop again or finish the attack
+ if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) {
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
+ if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
+ if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
+ CAnimBlendAssociation *newReloadAssoc = CAnimManager::BlendAnimation(
+ GetClump(), ourWeapon->m_AnimToPlay,
+ bIsDucking && GetCrouchReloadAnim(ourWeapon) ? GetCrouchReloadAnim(ourWeapon) : GetReloadAnim(ourWeapon),
+ 8.0f);
+ newReloadAssoc->SetFinishCallback(FinishedReloadCB, this);
+ }
+ ClearLookFlag();
+ ClearAimFlag();
+ bIsAttacking = false;
+ bIsPointingGunAt = false;
+ m_shootTimer = CTimer::GetTimeInMilliseconds();
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
+ return;
+ }
+ }
+ if (weaponAnimTime - 2.0f * weaponAnimAssoc->timeStep <= animLoopEnd
+ && (bIsAttacking || CTimer::GetTimeInMilliseconds() < m_shootTimer)
+ && (GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING
+ || GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)) {
+
+ PedOnGroundState pedOnGroundState;
+ if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
+ (CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
+ || GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
+
+ AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
+ if (weaponAnimAssoc->animId == fireAnim)
+ weaponAnimAssoc->SetCurrentTime(0.1f);
+ else {
+ if (GetFireAnimGround(ourWeapon, false)) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, fireAnim, 8.0f);
+ } else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_KICKGROUND, 8.0f);
+ }
+ }
+ weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
+ } else if (GetSecondFireAnim(ourWeapon)) {
+ if (weaponAnimAssoc->animId == GetSecondFireAnim(ourWeapon)) {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE, 8.0f);
+ } else {
+ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
+ }
+ weaponAnimAssoc->SetFinishCallback(FinishedAttackCB, this);
+ } else {
+ weaponAnimAssoc->SetCurrentTime(animLoopStart);
+ weaponAnimAssoc->SetRun();
+ }
+ } else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
+ weaponAnimAssoc->SetCurrentTime(animLoopEnd);
+ weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
+ SetPointGunAt(m_pPointGunAt);
+ } else {
+ ClearAimFlag();
+
+ // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
+ if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
+
+ // Fun fact: removing this part leds to reloading flamethrower
+ if (GetWeapon()->m_eWeaponType == 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::StartFightAttack(uint8 buttonPressure)
+{
+ if (!IsPedInControl() || (m_attackTimer > CTimer::GetTimeInMilliseconds() && buttonPressure != 0))
+ return;
+
+ if (m_nPedState == PED_FIGHT) {
+ m_fightButtonPressure = buttonPressure;
+ return;
+ }
+
+ if (m_nPedState != PED_AIM_GUN)
+ SetStoredState();
+
+ if (m_nWaitState != WAITSTATE_FALSE) {
+ ClearWaitState();
+ RestoreHeadingRate();
+ }
+
+ CAnimBlendAssociation* animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2);
+
+ if (animAssoc) {
+ RestoreHeadingRate();
+ }
+ SetMoveState(PEDMOVE_NONE);
+ m_nStoredMoveState = PEDMOVE_NONE;
+ bool fightWithWeapon = false;
+ CAnimBlendAssociation *fightIdleAssoc;
+
+ CWeaponInfo* weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ if (GetFightIdleWithMeleeAnim(weaponInfo)) {
+ fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo), 1000.0f);
+ fightWithWeapon = true;
+ } else {
+ fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE, 1000.0f);
+ }
+ } else {
+ fightIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE, 1000.0f);
+ }
+ m_lastFightMove = FIGHTMOVE_IDLE;
+ m_curFightMove = IsPlayer() ? ChooseAttackPlayer(buttonPressure, fightWithWeapon) : ChooseAttackAI(buttonPressure, fightWithWeapon);
+
+ SetPedState(PED_FIGHT);
+ m_fightButtonPressure = 0;
+
+ if (m_curFightMove > FIGHTMOVE_NULL && m_curFightMove != FIGHTMOVE_IDLE) {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay,
+ tFightMoves[m_curFightMove].animId, 8.0f);
+
+ if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE && m_curFightMove >= FIGHTMOVE_MELEE1) {
+ switch (GetWeapon()->m_eWeaponType) {
+ case WEAPONTYPE_SCREWDRIVER:
+ case WEAPONTYPE_KNIFE:
+ animAssoc->speed = 1.05f;
+ break;
+ case WEAPONTYPE_GOLFCLUB:
+ case WEAPONTYPE_NIGHTSTICK:
+ case WEAPONTYPE_BASEBALLBAT:
+ case WEAPONTYPE_HAMMER:
+ case WEAPONTYPE_KATANA:
+ animAssoc->speed = 0.8f;
+ break;
+ case WEAPONTYPE_CLEAVER:
+ case WEAPONTYPE_MACHETE:
+ animAssoc->speed = 0.9f;
+ break;
+ }
+ } else {
+ if (m_curFightMove == FIGHTMOVE_BACKKICK)
+ animAssoc->speed = 1.15f;
+ else
+ animAssoc->speed = 0.8f;
+ }
+ if (IsPlayer())
+ animAssoc->SetCurrentTime(0.08f);
+
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ } else {
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ m_takeAStepAfterAttack = false;
+ bIsAttacking = true;
+
+ if (IsPlayer())
+ nPlayerInComboMove = 0;
+}
+
+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_FRONTAL)) {
+ floorHitAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 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) {
+ CVector headPos = GetNodePosition(PED_HEAD);
+ for(int i = 0; i < 4; ++i) {
+ CVector bloodDir(0.0f, 0.0f, 0.1f);
+ CVector bloodPos = headPos - 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_FRONTAL) ?
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 8.0f) :
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR, 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)) {
+
+ if (hitLevel != HITLEVEL_HIGH && hitLevel != HITLEVEL_LOW || (IsPlayer() || CGeneral::GetRandomNumber() & 1) && CGeneral::GetRandomNumber() & 7) {
+ if (IsPlayer() || CGeneral::GetRandomNumber() & 1) {
+ AnimationId shotAnim;
+ switch (direction) {
+ case 1:
+ shotAnim = ANIM_STD_HITBYGUN_LEFT;
+ break;
+ case 2:
+ shotAnim = ANIM_STD_HITBYGUN_BACK;
+ break;
+ case 3:
+ shotAnim = ANIM_STD_HITBYGUN_RIGHT;
+ break;
+ default:
+ shotAnim = ANIM_STD_HITBYGUN_FRONT;
+ 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 {
+ bool fall = true;
+ AnimationId hitAnim;
+ switch (direction) {
+ case 1:
+ hitAnim = ANIM_STD_HIGHIMPACT_LEFT;
+ break;
+ case 2:
+ if (CGeneral::GetRandomNumber() & 1) {
+ fall = false;
+ hitAnim = ANIM_STD_HIT_BACK;
+ } else {
+ hitAnim = ANIM_STD_HIGHIMPACT_BACK;
+ }
+ break;
+ case 3:
+ hitAnim = ANIM_STD_HIGHIMPACT_RIGHT;
+ break;
+ default:
+ if (hitLevel == HITLEVEL_LOW) {
+ hitAnim = ANIM_STD_KO_SHOT_STOMACH;
+ } else if (CGeneral::GetRandomNumber() & 1) {
+ fall = false;
+ hitAnim = ANIM_STD_HIT_WALK;
+ } else if (CGeneral::GetRandomNumber() & 1) {
+ fall = false;
+ hitAnim = ANIM_STD_HIT_HEAD;
+ } else {
+ hitAnim = ANIM_STD_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;
+ }
+ }
+ Say(SOUND_PED_DEFEND);
+ } else {
+ Say(SOUND_PED_DEFEND);
+ switch (hitLevel) {
+ case HITLEVEL_GROUND:
+ m_curFightMove = FIGHTMOVE_HITONFLOOR;
+ break;
+ case HITLEVEL_LOW:
+ if (direction == 2 && (!IsPlayer() || ((CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f))) {
+ SetFall(1000, ANIM_STD_HIGHIMPACT_BACK, false);
+ Say(SOUND_PED_DEFEND);
+ return;
+ } else if (direction != 2 && !IsPlayer() && (CGeneral::GetRandomNumber() & 1) && m_fHealth < 30.0f) {
+ SetFall(1000, ANIM_STD_KO_SHOT_STOMACH, false);
+ Say(SOUND_PED_DEFEND);
+ return;
+ }
+ m_curFightMove = FIGHTMOVE_HITBODY;
+ break;
+ case HITLEVEL_HIGH:
+ switch (direction) {
+ case 1:
+ m_curFightMove = FIGHTMOVE_HITLEFT;
+ break;
+ case 2:
+ m_curFightMove = FIGHTMOVE_HITBACK;
+ break;
+ case 3:
+ m_curFightMove = FIGHTMOVE_HITRIGHT;
+ break;
+ default:
+ if (unk <= 5)
+ m_curFightMove = FIGHTMOVE_HITHEAD;
+ else
+ m_curFightMove = FIGHTMOVE_HITBIGSTEP;
+ break;
+ }
+ break;
+ default:
+ switch (direction) {
+ case 1:
+ m_curFightMove = FIGHTMOVE_HITLEFT;
+ break;
+ case 2:
+ m_curFightMove = FIGHTMOVE_HITBACK;
+ break;
+ case 3:
+ m_curFightMove = FIGHTMOVE_HITRIGHT;
+ break;
+ default:
+ if (unk <= 5)
+ m_curFightMove = FIGHTMOVE_HITCHEST;
+ else
+ m_curFightMove = FIGHTMOVE_HITBIGSTEP;
+ break;
+ }
+ break;
+ }
+ if (m_nPedState == PED_GETUP && !IsPedHeadAbovePos(0.0f))
+ m_curFightMove = FIGHTMOVE_HITONFLOOR;
+
+ if (m_nPedState == PED_FIGHT) {
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
+ moveAssoc->SetCurrentTime(0.0f);
+ moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ if (IsPlayer())
+ moveAssoc->speed = 1.2f;
+
+ m_takeAStepAfterAttack = 0;
+ m_fightButtonPressure = 0;
+
+ } else if (IsPlayer() && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
+ !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 4.0f);
+ moveAssoc->SetCurrentTime(0.0f);
+ moveAssoc->speed = 1.2f;
+
+ } else {
+ if (m_nPedState != PED_AIM_GUN && m_nPedState != PED_ATTACK)
+ SetStoredState();
+
+ if (m_nWaitState != WAITSTATE_FALSE) {
+ ClearWaitState();
+ RestoreHeadingRate();
+ }
+ SetPedState(PED_FIGHT);
+ m_fightButtonPressure = 0;
+ m_lastFightMove = FIGHTMOVE_IDLE;
+ RpAnimBlendClumpRemoveAssociations(GetClump(), ASSOC_REPEAT);
+ CAnimBlendAssociation *walkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_STARTWALK);
+ if (walkStartAssoc) {
+ walkStartAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ walkStartAssoc->blendDelta = -1000.0f;
+ }
+ CAnimBlendAssociation *walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1);
+ if (!walkStopAssoc)
+ walkStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2);
+ if (walkStopAssoc) {
+ walkStopAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ walkStopAssoc->blendDelta = -1000.0f;
+ RestoreHeadingRate();
+ }
+ SetMoveState(PEDMOVE_NONE);
+ m_nStoredMoveState = PEDMOVE_NONE;
+ CAnimBlendAssociation *fightIdleAssoc;
+
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (GetFightIdleWithMeleeAnim(weaponInfo)) {
+ fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), weaponInfo->m_AnimToPlay, GetFightIdleWithMeleeAnim(weaponInfo));
+ } else {
+ fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE);
+ }
+ } else {
+ fightIdleAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_IDLE);
+ }
+ fightIdleAssoc->blendAmount = 1.0f;
+ CAnimBlendAssociation *moveAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].animId, 8.0f);
+ moveAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ m_takeAStepAfterAttack = false;
+ bIsAttacking = true;
+ }
+
+ if (m_pedInObjective && m_pedInObjective->IsPlayer() && !IsPlayer())
+ ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
+ }
+ }
+}
+
+void
+CPed::Fight(void)
+{
+ CAnimBlendAssociation *currentAssoc, *animAssoc;
+ bool fightWithWeapon = false;
+
+ eWeaponType weapon = GetWeapon()->m_eWeaponType;
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
+
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE) && weapon != WEAPONTYPE_UNARMED) {
+ fightWithWeapon = true;
+ tFightMoves[FIGHTMOVE_MELEE1].startFireTime = weaponInfo->m_fAnimFrameFire;
+ tFightMoves[FIGHTMOVE_MELEE1].endFireTime = weaponInfo->m_fAnimLoopEnd;
+ tFightMoves[FIGHTMOVE_MELEE2].startFireTime = weaponInfo->m_fAnim2FrameFire;
+ tFightMoves[FIGHTMOVE_MELEE2].endFireTime = weaponInfo->m_fAnim2LoopEnd;
+ tFightMoves[FIGHTMOVE_MELEE3].startFireTime = weaponInfo->m_fAnim2FrameFire;
+ tFightMoves[FIGHTMOVE_MELEE3].endFireTime = weaponInfo->m_fAnim2LoopEnd;
+ }
+
+ switch (m_curFightMove) {
+ case FIGHTMOVE_NULL:
+ return;
+ case FIGHTMOVE_IDLE2NORM:
+ m_curFightMove = FIGHTMOVE_NULL;
+ RestorePreviousState();
+
+ // FIX: Uninitialized
+ currentAssoc = nil;
+ break;
+ case FIGHTMOVE_IDLE:
+ currentAssoc = nil;
+ break;
+ default:
+ currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
+ break;
+ }
+
+ if (m_curFightMove == FIGHTMOVE_SHUFFLE_F && !currentAssoc)
+ currentAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_SHUFFLE_B);
+
+ if (IsPlayer() && currentAssoc && weapon == WEAPONTYPE_KATANA) {
+ if (m_curFightMove == FIGHTMOVE_MELEE1 || m_curFightMove == FIGHTMOVE_MELEE2) {
+ static float streakDelay = 0.2f;
+
+ if (tFightMoves[m_curFightMove].startFireTime - streakDelay < currentAssoc->currentTime &&
+ streakDelay + tFightMoves[m_curFightMove].endFireTime > currentAssoc->currentTime) {
+ CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
+ }
+ }
+ }
+
+ 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_curFightMove];
+ if (curMove.hitLevel != HITLEVEL_NULL && animTime > curMove.startFireTime && animTime <= curMove.endFireTime && m_fightState >= FIGHTSTATE_NO_MOVE) {
+
+ if (animTime > curMove.startFireTime && animTime - currentAssoc->timeStep < curMove.startFireTime &&
+ (IsPlayer() || weapon != WEAPONTYPE_UNARMED)) {
+
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_MELEE_ATTACK_START, weapon << 8);
+ }
+
+ CVector touchingNodePos(0.0f, 0.0f, 0.0f);
+
+ switch (m_curFightMove) {
+ case FIGHTMOVE_KNEE:
+ TransformToNode(touchingNodePos, PED_LOWERLEGR);
+ break;
+ case FIGHTMOVE_PUNCHHOOK:
+ case FIGHTMOVE_PUNCHJAB:
+ TransformToNode(touchingNodePos, PED_HANDL);
+ break;
+ case FIGHTMOVE_LONGKICK:
+ case FIGHTMOVE_ROUNDHOUSE:
+ case FIGHTMOVE_FWDLEFT:
+ case FIGHTMOVE_BACKRIGHT:
+ case FIGHTMOVE_GROUNDKICK:
+ TransformToNode(touchingNodePos, PED_FOOTR);
+ break;
+ case FIGHTMOVE_FWDRIGHT:
+ TransformToNode(touchingNodePos, PED_HEAD);
+ break;
+ case FIGHTMOVE_BACKKICK:
+ case FIGHTMOVE_BACKFLIP:
+ TransformToNode(touchingNodePos, PED_FOOTL);
+ break;
+ case FIGHTMOVE_BACKLEFT:
+ TransformToNode(touchingNodePos, PED_UPPERARML);
+ break;
+ default:
+ TransformToNode(touchingNodePos, PED_HANDR);
+ break;
+ }
+
+ FightStrike(touchingNodePos, fightWithWeapon);
+ m_fightButtonPressure = 0;
+ return;
+ }
+
+ if (curMove.hitLevel != HITLEVEL_NULL) {
+ if (animTime > curMove.endFireTime && weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE) {
+ if (IsPlayer())
+ currentAssoc->speed = 1.0f;
+ else
+ currentAssoc->speed = 0.8f;
+ }
+
+ if (IsPlayer() && !nPlayerInComboMove && !fightWithWeapon) {
+ if (curMove.comboFollowOnTime > 0.0f && m_fightButtonPressure != 0 && animTime > curMove.comboFollowOnTime) {
+
+ m_lastFightMove = m_curFightMove;
+ // Notice that it increases fight move index, because we're in combo!
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[++m_curFightMove].animId, 8.0f);
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ animAssoc->SetCurrentTime(0.1f * animAssoc->hierarchy->totalLength);
+ animAssoc->speed = 0.8f;
+ m_fightButtonPressure = 0;
+ nPlayerInComboMove = 1;
+ }
+ }
+ }
+
+ } else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && !fightWithWeapon) {
+ EndFight(ENDFIGHT_FAST);
+
+ } else if (m_fightButtonPressure != 0) {
+ if (!IsPlayer())
+ Say(SOUND_PED_ATTACK);
+
+ if (m_curFightMove != FIGHTMOVE_IDLE)
+ m_lastFightMove = m_curFightMove;
+
+ m_curFightMove = IsPlayer() ? ChooseAttackPlayer(m_fightButtonPressure, fightWithWeapon) : ChooseAttackAI(m_fightButtonPressure, fightWithWeapon);
+
+ if (m_curFightMove != FIGHTMOVE_IDLE) {
+
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), m_curFightMove < FIGHTMOVE_MELEE1 ? ASSOCGRP_STD : weaponInfo->m_AnimToPlay,
+ tFightMoves[m_curFightMove].animId, 8.0f);
+
+ if (weaponInfo->m_AnimToPlay != ASSOCGRP_KNIFE || m_curFightMove < FIGHTMOVE_MELEE1) {
+ if (m_curFightMove == FIGHTMOVE_BACKKICK)
+ animAssoc->speed = 1.15f;
+ else
+ animAssoc->speed = 0.8f;
+ } else {
+ switch (GetWeapon()->m_eWeaponType) {
+ case WEAPONTYPE_SCREWDRIVER:
+ case WEAPONTYPE_KNIFE:
+ animAssoc->speed = 1.05f;
+ break;
+ case WEAPONTYPE_GOLFCLUB:
+ case WEAPONTYPE_NIGHTSTICK:
+ case WEAPONTYPE_BASEBALLBAT:
+ case WEAPONTYPE_HAMMER:
+ case WEAPONTYPE_KATANA:
+ animAssoc->speed = 0.8f;
+ break;
+ case WEAPONTYPE_CLEAVER:
+ case WEAPONTYPE_MACHETE:
+ animAssoc->speed = 0.9f;
+ break;
+ }
+ }
+
+ if (m_fightState == FIGHTSTATE_MOVE_FINISHED && animAssoc->currentTime != 0.0f) {
+ animAssoc->SetRun();
+ if (!IsPlayer())
+ animAssoc->SetCurrentTime(0.0f);
+ }
+ if (IsPlayer())
+ animAssoc->SetCurrentTime(0.08f);
+
+ animAssoc->SetFinishCallback(FinishFightMoveCB, this);
+ m_fightButtonPressure = 0;
+ }
+ m_fightState = FIGHTSTATE_NO_MOVE;
+ } else if (m_takeAStepAfterAttack && m_curFightMove != FIGHTMOVE_SHUFFLE_F
+#ifndef FIX_BUGS
+ && CheckForPedsOnGroundToAttack(this, nil) == 4) {
+#else
+ && CheckForPedsOnGroundToAttack(this, nil) == PED_IN_FRONT_OF_ATTACKER) {
+#endif
+ m_lastFightMove = m_curFightMove;
+ m_curFightMove = FIGHTMOVE_SHUFFLE_F;
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId);
+
+ if (animAssoc) {
+ animAssoc->SetCurrentTime(0.0f);
+ animAssoc->blendDelta = 4.0f;
+ animAssoc->SetRun();
+ } else {
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, tFightMoves[m_curFightMove].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_curFightMove == FIGHTMOVE_IDLE) {
+ if (CTimer::GetTimeInMilliseconds() > m_nWaitTimer) {
+ EndFight(ENDFIGHT_NORMAL);
+ }
+
+ } else {
+ m_lastFightMove = m_curFightMove;
+ m_curFightMove = FIGHTMOVE_IDLE;
+ if (IsPlayer())
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 500;
+ else
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+}
+
+int32
+CPed::ChooseAttackAI(uint8 buttonPressure, bool fightWithWeapon)
+{
+ eWeaponType weapon = GetWeapon()->m_eWeaponType;
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
+ if (!fightWithWeapon && weapon != WEAPONTYPE_UNARMED && weapon != WEAPONTYPE_BRASSKNUCKLE) {
+ return FIGHTMOVE_PUNCH;
+ }
+
+ if (!m_pedInObjective)
+ return FIGHTMOVE_IDLE;
+ if (buttonPressure == 0)
+ return FIGHTMOVE_IDLE;
+
+ uint16 pedFeatures = m_pedStats->m_flags;
+ bool punchOnly = !!(pedFeatures & STAT_PUNCH_ONLY);
+ bool canRoundhouse = !!(pedFeatures & STAT_CAN_ROUNDHOUSE);
+ bool canKneeHead = !!(pedFeatures & STAT_CAN_KNEE_HEAD);
+ bool canKick = !!(pedFeatures & STAT_CAN_KICK);
+ bool hasShoppingBags = !!(pedFeatures & STAT_SHOPPING_BAGS);
+
+ CVector distVec(m_pedInObjective->GetPosition() - GetPosition());
+ float dist = distVec.Magnitude();
+ m_fRotationDest = CGeneral::LimitRadianAngle(distVec.Heading());
+ m_fRotationCur = m_fRotationDest;
+
+ if (fightWithWeapon) {
+ if (m_pedInObjective->OnGroundOrGettingUp()) {
+ if (CGame::nastyGame && dist < 1.2f && !m_pedInObjective->IsPlayer()
+ && (m_pedInObjective->m_nPedState == PED_DEAD || !m_pedInObjective->IsPedHeadAbovePos(-0.3f))) {
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND))
+ return FIGHTMOVE_MELEE2;
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD))
+ return FIGHTMOVE_MELEE3;
+
+ return FIGHTMOVE_GROUNDKICK;
+ } else {
+ return FIGHTMOVE_IDLE;
+ }
+ }
+ if (dist < 2.f) {
+ if (m_curFightMove == FIGHTMOVE_MELEE1) {
+ if (GetSecondFireAnim(weaponInfo))
+ return FIGHTMOVE_MELEE2;
+ }
+ if (m_curFightMove == FIGHTMOVE_MELEE2) {
+ if (GetFinishingAttackAnim(weaponInfo))
+ return FIGHTMOVE_MELEE3;
+ }
+ return FIGHTMOVE_MELEE1;
+ }
+ return FIGHTMOVE_SHUFFLE_F;
+ }
+ if (!hasShoppingBags) {
+ if (punchOnly) {
+ if (dist < 1.4f)
+ return FIGHTMOVE_PUNCH;
+ } else {
+ if (m_pedInObjective->OnGroundOrGettingUp()) {
+ if (CGame::nastyGame && dist < 1.2f && !m_pedInObjective->IsPlayer()
+ && (m_pedInObjective->m_nPedState == PED_DEAD || !m_pedInObjective->IsPedHeadAbovePos(-0.3f))) {
+
+ return FIGHTMOVE_GROUNDKICK;
+ } else {
+ return FIGHTMOVE_IDLE;
+ }
+ }
+ if (dist < 0.95f && canKneeHead)
+ return FIGHTMOVE_KNEE;
+ if (dist < 1.4f)
+ return FIGHTMOVE_PUNCH;
+ if (dist < 2.f && canKick) {
+ int nextMove = FIGHTMOVE_LONGKICK;
+ if (canRoundhouse && CGeneral::GetRandomNumber() & 1)
+ nextMove = FIGHTMOVE_ROUNDHOUSE;
+ return nextMove;
+ }
+ }
+ return FIGHTMOVE_SHUFFLE_F;
+ }
+ if (dist < 2.f)
+ return FIGHTMOVE_ROUNDHOUSE;
+ else
+ return FIGHTMOVE_SHUFFLE_F;
+}
+
+int32
+CPed::ChooseAttackPlayer(uint8 buttonPressure, bool fightWithWeapon)
+{
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ const float maxAttackDist = 2.7f;
+ float weaponAttackDist = 2.0f;
+ CPed *victimPed = nil;
+ CPed *walkUpTo = nil;
+ CPed *groundAttackDeadPed = nil;
+ CPed *groundAttackAlivePed = nil;
+ if (fightWithWeapon)
+ weaponAttackDist = weaponInfo->m_fRange;
+
+ bool willWalkUp = false;
+ PedFightMoves choosenMove = FIGHTMOVE_IDLE;
+ int numPedsWeCanReach = 0;
+ if (m_takeAStepAfterAttack)
+ willWalkUp = true;
+
+ float groundAttackDeadAngle, groundAttackAliveAngle, walkAngle, victimAngle, distToVictim;
+
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ CVector distVec(nearPed->GetPosition() - GetPosition());
+ float dist = distVec.Magnitude();
+ if (dist < maxAttackDist) {
+ float nearPedAngle = CGeneral::LimitRadianAngle(distVec.Heading());
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ float neededTurn = Abs(nearPedAngle - m_fRotationCur);
+ if (neededTurn > PI)
+ neededTurn = TWOPI - neededTurn;
+
+ if (!nearPed->OnGroundOrGettingUp() && nearPed->m_nWaitState != WAITSTATE_SUN_BATHE_IDLE) {
+ if (!willWalkUp || neededTurn <= DEGTORAD(45.0f)) {
+
+ if (neededTurn <= DEGTORAD(30.0f) || nearPed->m_pedInObjective == this
+ && (nearPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || nearPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
+
+ if (dist < weaponAttackDist) {
+ if (!victimPed
+ || nearPed->m_attackTimer < victimPed->m_attackTimer && nearPed->m_attackTimer > CTimer::GetTimeInMilliseconds() - 100) {
+ victimPed = nearPed;
+ victimAngle = nearPedAngle;
+ distToVictim = dist;
+ }
+ ++numPedsWeCanReach;
+
+ } else {
+ if (neededTurn < DEGTORAD(30.0f)) {
+ walkUpTo = nearPed;
+ walkAngle = nearPedAngle;
+ }
+ }
+ }
+ }
+ } else if (CGame::nastyGame && dist < 1.2f && neededTurn < DEGTORAD(55.0f)) {
+ if (!nearPed->DyingOrDead() || groundAttackDeadPed) {
+ if (!nearPed->IsPedHeadAbovePos(-0.3f)) {
+ groundAttackAlivePed = nearPed;
+ groundAttackAliveAngle = nearPedAngle;
+ }
+ } else {
+ groundAttackDeadPed = nearPed;
+ groundAttackDeadAngle = nearPedAngle;
+ }
+ ++numPedsWeCanReach;
+
+ } else if (dist > 1.4f && dist < maxAttackDist && neededTurn < DEGTORAD(30.0f)) {
+ if (!walkUpTo) {
+ walkUpTo = nearPed;
+ walkAngle = nearPedAngle;
+ }
+#ifdef FIX_BUGS
+ if(dist < 2.1f)
+#endif
+ ++numPedsWeCanReach;
+ }
+ }
+ }
+
+ if (victimPed) {
+ float adjustedAngleDiff = victimAngle - m_fRotationCur + DEGTORAD(30.0f);
+ if (adjustedAngleDiff < 0.0f)
+ adjustedAngleDiff += TWOPI;
+
+ int16 dir = Floor(adjustedAngleDiff / DEGTORAD(60.0f));
+
+ // Just focus on who we're fighting with, don't care peds on ground
+ if (numPedsWeCanReach < 2 || fightWithWeapon) {
+ float angleDiff = Abs(victimAngle - m_fRotationCur);
+ if (angleDiff > PI)
+ angleDiff = TWOPI - angleDiff;
+
+ if (angleDiff < DEGTORAD(60.0f))
+ dir = 0; // forward
+ }
+ int16 randVal = CGeneral::GetRandomNumber() & 3;
+ switch (dir) {
+ case 0: // forward
+ if (fightWithWeapon) {
+ if (distToVictim < 0.95f - 0.2f && m_nPedState == PED_FIGHT) {
+ choosenMove = FIGHTMOVE_KNEE;
+ } else {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CLEAVER) {
+ if (distToVictim < 0.85f * weaponInfo->m_fRange)
+ choosenMove = FIGHTMOVE_MELEE1;
+ else
+ choosenMove = FIGHTMOVE_SHUFFLE_F;
+ } else {
+ float weaponRange = weaponInfo->m_fRange;
+ if (distToVictim < 0.75f * weaponRange && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER) {
+ if (m_lastFightMove == FIGHTMOVE_MELEE1 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE2;
+ } else if (m_lastFightMove == FIGHTMOVE_MELEE2 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_MELEE1;
+ }
+ } else if (distToVictim < weaponRange && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_SHUFFLE_F;
+ }
+ }
+ }
+ } else if (distToVictim < 0.95f && m_nPedState == PED_FIGHT) {
+ choosenMove = FIGHTMOVE_KNEE;
+
+ } else if (distToVictim < 1.4f) {
+ if (m_curFightMove == FIGHTMOVE_PUNCHJAB) {
+ choosenMove = FIGHTMOVE_PUNCH;
+
+ } else if (m_curFightMove != FIGHTMOVE_PUNCH || randVal != 1) {
+ if (randVal == 2)
+ choosenMove = FIGHTMOVE_PUNCH;
+ else
+ choosenMove = FIGHTMOVE_PUNCHJAB;
+ } else {
+ choosenMove = FIGHTMOVE_LONGKICK;
+ }
+ } else {
+ choosenMove = FIGHTMOVE_LONGKICK;
+ }
+ break;
+ case 1:
+ choosenMove = FIGHTMOVE_FWDLEFT;
+ break;
+ case 2:
+ choosenMove = FIGHTMOVE_BACKLEFT;
+ break;
+ case 3:
+ choosenMove = FIGHTMOVE_BACKKICK;
+ break;
+ case 4:
+ choosenMove = FIGHTMOVE_BACKRIGHT;
+ break;
+ default:
+ choosenMove = FIGHTMOVE_FWDRIGHT;
+ break;
+ }
+
+ // forward
+ if (dir == 0) {
+ m_fRotationDest = CGeneral::LimitRadianAngle(victimAngle);
+ } else {
+ m_fRotationDest = victimAngle - dir * DEGTORAD(60.0f);
+ m_fRotationDest = CGeneral::LimitRadianAngle(m_fRotationDest);
+ }
+
+ m_fRotationCur = m_fRotationDest;
+ Say(SOUND_PED_ATTACK);
+
+ } else if (groundAttackAlivePed || groundAttackDeadPed) {
+ if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_2ND)) {
+ choosenMove = FIGHTMOVE_MELEE2;
+ } else if (fightWithWeapon && weaponInfo->IsFlagSet(WEAPONFLAG_GROUND_3RD)) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_GROUNDKICK;
+ }
+ if (groundAttackAlivePed)
+ m_fRotationDest = groundAttackAliveAngle;
+ else
+ m_fRotationDest = groundAttackDeadAngle;
+
+ m_fRotationCur = m_fRotationDest;
+ m_lookTimer = 0;
+ if (groundAttackAlivePed)
+ SetLookFlag(groundAttackAlivePed, 1, 0);
+ else
+ SetLookFlag(groundAttackDeadPed, 1, 0);
+
+ SetLookTimer(1500u);
+
+ } else if (walkUpTo) {
+ choosenMove = FIGHTMOVE_SHUFFLE_F;
+ m_fRotationCur = m_fRotationDest = walkAngle;
+ m_lookTimer = 0;
+ SetLookFlag(walkUpTo, true);
+ SetLookTimer(1500);
+
+ } else if (fightWithWeapon) {
+ // No enemy, fight with space
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SCREWDRIVER) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ if (m_lastFightMove == FIGHTMOVE_MELEE1 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE2;
+ } else if (m_lastFightMove == FIGHTMOVE_MELEE2 && GetFinishingAttackAnim(weaponInfo)) {
+ choosenMove = FIGHTMOVE_MELEE3;
+ } else {
+ choosenMove = FIGHTMOVE_MELEE1;
+ }
+ }
+ } else {
+ // Max number GetRandomNumberInRange returns is max-1
+#ifdef FIX_BUGS
+ switch (CGeneral::GetRandomNumberInRange(0,4)) {
+#else
+ switch (CGeneral::GetRandomNumberInRange(0,3)) {
+#endif
+ case 0:
+ choosenMove = FIGHTMOVE_PUNCHJAB;
+ break;
+ case 1:
+ choosenMove = FIGHTMOVE_PUNCH;
+ break;
+ case 2:
+ choosenMove = FIGHTMOVE_LONGKICK;
+ break;
+ case 3:
+ choosenMove = FIGHTMOVE_KNEE;
+ break;
+ default:
+ break;
+ }
+ }
+ return choosenMove;
+}
+
+void
+CPed::EndFight(uint8 endType)
+{
+ if (m_nPedState != PED_FIGHT)
+ return;
+
+ m_curFightMove = FIGHTMOVE_NULL;
+ RestorePreviousState();
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
+
+ if (animAssoc)
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+
+ switch (endType) {
+ case ENDFIGHT_NORMAL:
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_2IDLE, 8.0f);
+ break;
+ case ENDFIGHT_WITH_A_STEP:
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 1.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_STARTWALK, 8.0f);
+ break;
+ case ENDFIGHT_FAST:
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_FIGHT_2IDLE, 8.0f)->speed = 2.0f;
+ break;
+ default:
+ break;
+ }
+ m_nWaitTimer = 0;
+}
+
+void
+CPed::PlayHitSound(CPed *hitTo)
+{
+ // That was very complicated to reverse for me...
+ // First index is our fight move ID (from 1 to 17, total 17), second is the one of we fight with (from 18 to 27, total 10).
+ enum {
+ S37 = SOUND_FIGHT_37,
+ S38 = SOUND_FIGHT_38,
+ S39 = SOUND_FIGHT_39,
+ S40 = SOUND_FIGHT_40,
+ S41 = SOUND_FIGHT_41,
+ S42 = SOUND_FIGHT_42,
+ S43 = SOUND_FIGHT_43,
+ S44 = SOUND_FIGHT_44,
+ S45 = SOUND_FIGHT_45,
+ S46 = SOUND_FIGHT_46,
+ S47 = SOUND_FIGHT_47,
+ S48 = SOUND_FIGHT_48,
+ NO_SND = SOUND_NO_SOUND
+ };
+ const uint16 hitSoundsByFightMoves[17][10] = {
+ { S37, S46, S41, S41, S46, S46, S40, S41, S43, S40 },
+ { 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 },
+ { S46, S46, S46, S46, S37, S47, S37, S38, S43, S38 },
+ { S46, S46, S46, S46, S46, S46, S40, S41, S43, S46 },
+ { S46, S46, S46, S46, S46, S46, S40, S41, S43, S40 },
+ { S46, S46, S46, S46, S46, S46, S40, S41, S43, S40 },
+ { S46, S46, S37, S46, S37, S47, S40, S47, S43, S37 },
+ { S46, S46, S46, S46, S46, S46, S43, S44, S43, S43 },
+ { S37, S46, S46, S46, S38, S47, S40, S38, S43, S46 },
+ { S46, S37, S46, S37, S39, S46, S40, S39, S43, S37 },
+ { S46, S37, S46, S46, S38, S47, S40, S38, S43, S46 },
+ { S37, S37, S46, S46, S38, S47, S48, S38, S43, S37 },
+ { S46, S46, S46, S46, S37, S46, S40, S38, S43, S46 },
+ { S46, S46, S46, S37, S39, S46, S40, S39, S43, S46 },
+ { S37, S46, S46, S46, S37, S46, S40, S37, S43, S46 },
+ { S43, S43, S43, S43, S43, S43, S43, S43, S43, S43 }
+ };
+
+ eWeaponType weapon = GetWeapon()->m_eWeaponType;
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
+ if (weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE) {
+ if (m_curFightMove >= FIGHTMOVE_MELEE1) {
+ if (m_curFightMove == FIGHTMOVE_MELEE3) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
+ } else {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_KNIFE_ATTACK, (weapon << 8) | ENTITY_TYPE_PED);
+ }
+ return;
+ }
+ }
+
+ // This is why first dimension is between FightMove 1 and 17.
+ if (m_curFightMove <= FIGHTMOVE_NULL || m_curFightMove >= FIGHTMOVE_HITFRONT)
+ return;
+
+ uint16 soundId;
+
+ // And this is why second dimension is between 18 and 27.
+ if (hitTo->m_curFightMove > FIGHTMOVE_GROUNDKICK && hitTo->m_curFightMove < FIGHTMOVE_IDLE2NORM) {
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][hitTo->m_curFightMove - FIGHTMOVE_HITFRONT];
+
+ } else {
+ if (hitTo->m_nPedState == PED_DEAD || hitTo->UseGroundColModel()) {
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITONFLOOR - FIGHTMOVE_HITFRONT];
+ } else {
+ soundId = hitSoundsByFightMoves[m_curFightMove - FIGHTMOVE_STDPUNCH][FIGHTMOVE_HITFRONT - FIGHTMOVE_HITFRONT];
+ }
+ }
+
+ if (soundId != NO_SND)
+ DMAudio.PlayOneShot(m_audioEntityId, soundId, (weapon << 8) | ENTITY_TYPE_PED);
+}
+
+bool
+CPed::FightStrike(CVector &touchedNodePos, bool fightWithWeapon)
+{
+ CColModel *hisCol;
+ CVector attackDistance;
+ float maxDistanceToBeat;
+ CPed *nearPed;
+ CVector extendedTouchPoint;
+
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ float radius = tFightMoves[m_curFightMove].strikeRadius;
+ if (fightWithWeapon)
+ radius = weaponInfo->m_fRadius;
+
+ if (m_fightState == FIGHTSTATE_JUST_ATTACKED)
+ return false;
+
+ if (this == FindPlayerPed() && fightWithWeapon && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
+ CGlass::BreakGlassPhysically(touchedNodePos, radius);
+
+ for (int i = 0; i < m_numNearPeds; i++) {
+ int8 pedFound = 0;
+ nearPed = m_nearPeds[i];
+ if (!fightWithWeapon && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE)
+ maxDistanceToBeat = nearPed->GetBoundRadius() + radius + 0.1f;
+ else
+ maxDistanceToBeat = nearPed->GetBoundRadius() + radius;
+
+ if ((nearPed->bUsesCollision || nearPed->m_nPedState == PED_DEAD) && (m_pedInObjective != FindPlayerPed() || nearPed == FindPlayerPed())) {
+ CVector nearPedCentre;
+
+ // Have to animate a skinned clump because the initial col model is useless
+ hisCol = ((CPedModelInfo*)CModelInfo::GetModelInfo(nearPed->GetModelIndex()))->AnimatePedColModelSkinnedWorld(nearPed->GetClump());
+
+ nearPed->GetBoundCentre(nearPedCentre);
+ CVector potentialAttackDistance = nearPedCentre - touchedNodePos;
+
+ // He can beat us
+ if (sq(maxDistanceToBeat) > potentialAttackDistance.MagnitudeSqr()) {
+
+ for (int j = 0; j < hisCol->numSpheres; j++) {
+ attackDistance = hisCol->spheres[j].center;
+ attackDistance -= touchedNodePos;
+ CColSphere *hisPieces = hisCol->spheres;
+ maxDistanceToBeat = hisPieces[j].radius + radius;
+
+ // We can beat him too
+ if (sq(maxDistanceToBeat) > attackDistance.MagnitudeSqr()) {
+ FightHitPed(nearPed, touchedNodePos, attackDistance, hisPieces[j].piece);
+ pedFound = 1;
+ break;
+ }
+ }
+ }
+ if (!pedFound && !fightWithWeapon) {
+ extendedTouchPoint = touchedNodePos - GetPosition();
+ if (DotProduct(touchedNodePos - GetPosition(), nearPed->GetPosition() - GetPosition()) > 0.f) {
+ if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
+ extendedTouchPoint += tFightMoves[FIGHTMOVE_GROUNDKICK].extendReachMultiplier * GetForward();
+ } else {
+ extendedTouchPoint.x *= tFightMoves[m_curFightMove].extendReachMultiplier;
+ extendedTouchPoint.y *= tFightMoves[m_curFightMove].extendReachMultiplier;
+ }
+ pedFound = -1;
+ extendedTouchPoint += GetPosition();
+ }
+ }
+ if (pedFound == -1) {
+ CVector nearPedCentre = nearPed->GetBoundCentre();
+ if (sq(maxDistanceToBeat) > (nearPedCentre - extendedTouchPoint).MagnitudeSqr()) {
+
+ for (int j = 0; j < hisCol->numSpheres; j++) {
+ attackDistance = hisCol->spheres[j].center;
+ attackDistance -= extendedTouchPoint;
+ CColSphere* hisPieces = hisCol->spheres;
+ float maxDistanceToBeat2 = hisPieces[j].radius + tFightMoves[m_curFightMove].strikeRadius;
+
+ // We can beat him too
+ if (sq(maxDistanceToBeat2) > attackDistance.MagnitudeSqr()) {
+ FightHitPed(nearPed, extendedTouchPoint, attackDistance, hisPieces[j].piece);
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+
+
+ if (m_fightState == FIGHTSTATE_NO_MOVE)
+ m_fightState = FIGHTSTATE_1;
+
+ m_vecHitLastPos = touchedNodePos;
+ return false;
+}
+
+void
+CPed::FightHitPed(CPed *victim, CVector &touchPoint, CVector &dir, int16 piece)
+{
+ if (victim->IsPlayer() && victim->m_nPedState == PED_GETUP)
+ return;
+
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ bool fightingWithWeapon = false;
+ int damageMult = tFightMoves[m_curFightMove].damage * ((CGeneral::GetRandomNumber() & 1) + 2) + 1;
+
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
+ fightingWithWeapon = true;
+ if (m_curFightMove >= FIGHTMOVE_MELEE1) {
+ damageMult = weaponInfo->m_nDamage;
+ if (m_curFightMove == FIGHTMOVE_MELEE3 && GetWeapon()->m_eWeaponType != WEAPONTYPE_SCREWDRIVER)
+ damageMult *= 5;
+ }
+ }
+
+ if (IsPlayer()) {
+ if (((CPlayerPed*)this)->m_bAdrenalineActive)
+ damageMult = 20;
+ } else if (!fightingWithWeapon) {
+ damageMult *= m_pedStats->m_attackStrength;
+ }
+
+ float oldVictimHealth = victim->m_fHealth;
+ CVector bloodPos = 0.5f * dir + touchPoint;
+ CVector2D diff(GetPosition() - victim->GetPosition());
+ int direction = victim->GetLocalDirection(diff);
+
+ bool brassKnucklePunch = false;
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) {
+ if (m_curFightMove == FIGHTMOVE_PUNCHHOOK || m_curFightMove == FIGHTMOVE_PUNCHJAB || m_curFightMove == FIGHTMOVE_BACKLEFT ||
+ m_curFightMove == FIGHTMOVE_STDPUNCH || m_curFightMove == FIGHTMOVE_PUNCH) {
+ brassKnucklePunch = true;
+ damageMult *= 1.5f;
+ }
+ }
+ victim->ReactToAttack(this);
+
+ // Mostly unused. if > 5, ANIM_HIT_BIGSTEP will be run, that's it.
+ int unk2;
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
+ !victim->IsPlayer() && !fightingWithWeapon)
+ unk2 = 101;
+ else
+ unk2 = damageMult;
+
+ victim->StartFightDefend(direction, tFightMoves[m_curFightMove].hitLevel, unk2);
+ PlayHitSound(victim);
+ m_fightState = FIGHTSTATE_JUST_ATTACKED;
+ RpAnimBlendClumpGetAssociation(GetClump(), tFightMoves[m_curFightMove].animId)->speed = 0.6f;
+
+ if (!victim->DyingOrDead()) {
+ if(fightingWithWeapon)
+ victim->InflictDamage(this, GetWeapon()->m_eWeaponType, damageMult, (ePedPieceTypes)piece, direction);
+ else
+ victim->InflictDamage(this, WEAPONTYPE_UNARMED, damageMult * 3.0f, (ePedPieceTypes)piece, direction);
+ }
+
+ if (CGame::nastyGame && weaponInfo->m_AnimToPlay == ASSOCGRP_KNIFE && m_curFightMove >= FIGHTMOVE_MELEE1
+ && victim->GetIsOnScreen()) {
+
+ static float particleRightLen = 0.05f;
+ static float particleUpLen = 0.05f;
+
+ // Just for particles. We will restore it below.
+ dir /= (20.0f * dir.Magnitude());
+ if (m_curFightMove == FIGHTMOVE_MELEE1) {
+ float rightMult = -particleRightLen;
+ dir += particleUpLen * GetUp() + rightMult * GetRight();
+
+ } else if (m_curFightMove == FIGHTMOVE_MELEE2) {
+ float upMult = 2.0f * particleUpLen;
+ dir += particleRightLen * GetRight() + upMult * GetUp();
+ }
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ if (IsPlayer()) {
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ }
+ if (!(CGeneral::GetRandomNumber() & 3)) {
+ CParticle::AddParticle(PARTICLE_TEST, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ }
+ } else if (CGame::nastyGame && (tFightMoves[m_curFightMove].hitLevel > HITLEVEL_MEDIUM || fightingWithWeapon)
+ && victim->GetIsOnScreen()) {
+
+ // Just for particles. We will restore it below.
+ dir /= (10.0f * dir.Magnitude());
+ for (int i = 0; i < 4; i++) {
+ CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir, nil, 0.0f, 0, 0, 0, 0);
+ }
+ }
+
+ eWeaponType weaponType = GetWeapon()->m_eWeaponType;
+ if (!fightingWithWeapon) {
+ if (!victim->OnGround()) {
+ float curVictimHealth = victim->m_fHealth;
+ if (curVictimHealth > 0.0f
+ && (curVictimHealth < 30.0f && oldVictimHealth > 30.0f
+ || weaponType != WEAPONTYPE_UNARMED && weaponType != WEAPONTYPE_BRASSKNUCKLE && IsPlayer()
+ || victim->m_pedStats->m_flags & STAT_ONE_HIT_KNOCKDOWN || brassKnucklePunch)) {
+
+ victim->SetFall(0, (AnimationId)(direction + ANIM_STD_HIGHIMPACT_FRONT), 0);
+ if (victim->m_nPedState == PED_FALL)
+ victim->bIsStanding = false;
+ }
+ }
+ }
+
+ if (victim->m_nPedState == PED_DIE || !victim->bIsStanding) {
+ dir = victim->GetPosition() - GetPosition();
+ dir.Normalise();
+ dir.z = 1.0f;
+ victim->bIsStanding = false;
+
+ float moveMult;
+ if (fightingWithWeapon) {
+ moveMult = Min(damageMult * 0.02f, 1.0f);
+ } else if (m_curFightMove == FIGHTMOVE_GROUNDKICK) {
+ moveMult = Min(damageMult * 0.6f, 4.0f);
+ } else {
+ if (victim->m_nPedState != PED_DIE || damageMult >= 20) {
+ moveMult = damageMult;
+ } else {
+ moveMult = Min(damageMult * 2.0f, 14.0f);
+ }
+ }
+
+ victim->ApplyMoveForce(moveMult * 0.6 * dir);
+ }
+
+ if (weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_MACHETE
+ && weaponType != WEAPONTYPE_KATANA && weaponType != WEAPONTYPE_CHAINSAW) {
+
+ if (victim->m_nPedType == PEDTYPE_COP)
+ CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
+ else
+ CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victim, this, 2000);
+ } else {
+ if (victim->m_nPedType == PEDTYPE_COP)
+ CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victim, this, 2000);
+ else
+ CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victim, this, 2000);
+ }
+}
+
+void
+CPed::FinishFightMoveCB(CAnimBlendAssociation *animAssoc, void *arg)
+{
+ CPed *ped = (CPed*)arg;
+
+ if (tFightMoves[ped->m_curFightMove].animId == animAssoc->animId) {
+ ped->m_fightState = FIGHTSTATE_MOVE_FINISHED;
+ animAssoc->blendDelta = -1000.0f;
+ }
+}
+
+void
+CPed::LoadFightData(void)
+{
+ float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier;
+ int damage, flags;
+ char line[256], moveName[32], animName[32], hitLevel;
+ int moveId = 0;
+
+ CAnimBlendAssociation *animAssoc;
+
+ size_t 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] <= ' ' && line[lp] != '\0'; lp++);
+
+ if (line[lp] == '\0' ||
+ line[lp] == '#')
+ continue;
+
+ sscanf(
+ &line[lp],
+ "%s %f %f %f %f %f %c %s %d %d",
+ moveName,
+ &startFireTime,
+ &endFireTime,
+ &comboFollowOnTime,
+ &strikeRadius,
+ &extendReachMultiplier,
+ &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].extendReachMultiplier = extendReachMultiplier;
+ 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 (strcmp(animName, "default") != 0) {
+ if (strcmp(animName, "null") != 0) {
+ animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName);
+ tFightMoves[moveId].animId = (AnimationId)animAssoc->animId;
+ } else {
+ tFightMoves[moveId].animId = ANIM_STD_WALK;
+ }
+ }
+ moveId++;
+ }
+}
+
+void
+CPed::SetInvestigateEvent(eEventType event, CVector2D pos, float distanceToCountDone, uint16 time, float angle)
+{
+ if (!IsPedInControl() || CharCreatedBy == MISSION_CHAR)
+ return;
+
+ SetStoredState();
+ bFindNewNodeAfterStateRestore = false;
+ SetPedState(PED_INVESTIGATE);
+ m_chatTimer = 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_STD_HANDSCOWER, 4.0f);
+
+}
+
+void
+CPed::InvestigateEvent(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ AnimationId animToPlay;
+ AssocGroupId animGroup;
+
+ if (m_nWaitState == WAITSTATE_TURN180)
+ return;
+
+ if (CTimer::GetTimeInMilliseconds() > m_chatTimer) {
+
+ if (m_chatTimer) {
+ if (m_eventType < EVENT_UNK)
+ SetWaitState(WAITSTATE_TURN180, nil);
+
+ m_chatTimer = 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_STD_ROADCROSS);
+
+ 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_STD_ROADCROSS, 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_STD_IDLE_CAM);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
+
+ if (animAssoc && animAssoc->animId == ANIM_STD_IDLE_CAM) {
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+
+ } else if (CGeneral::GetRandomNumber() & 3) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_CAM, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(2500, 5000));
+ if (!CGame::germanGame)
+ Say(SOUND_PED_CHAT_EVENT);
+
+ } else {
+ m_chatTimer = 0;
+ }
+
+ } else if (CTimer::GetTimeInMilliseconds() > m_lookTimer) {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_HBHB);
+
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_XPRESS_SCRATCH);
+
+ if (animAssoc && animAssoc->animId == ANIM_STD_IDLE) {
+ if (CGeneral::GetRandomNumber() & 1)
+ animToPlay = ANIM_STD_IDLE_HBHB;
+ else
+ animToPlay = ANIM_STD_XPRESS_SCRATCH;
+
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1500, 4000));
+
+ } else if (animAssoc && animAssoc->animId == ANIM_STD_IDLE_HBHB) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if (CGeneral::GetRandomNumber() & 1) {
+ animToPlay = ANIM_STD_IDLE;
+ animGroup = m_animGroup;
+ } else {
+ animToPlay = ANIM_STD_XPRESS_SCRATCH;
+ animGroup = ASSOCGRP_STD;
+ }
+
+ CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+
+ } else {
+ if (CGeneral::GetRandomNumber() & 1) {
+ animToPlay = ANIM_STD_IDLE;
+ animGroup = m_animGroup;
+ } else {
+ animToPlay = ANIM_STD_IDLE_HBHB;
+ animGroup = ASSOCGRP_STD;
+ }
+
+ CAnimManager::BlendAnimation(GetClump(), animGroup, animToPlay, 4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(1000, 2500));
+ }
+ if (!CGame::germanGame)
+ 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_STD_ROADCROSS);
+
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if (m_eventType == EVENT_ICECREAM)
+ animToPlay = ANIM_STD_CHAT;
+ else
+ animToPlay = ANIM_STD_XPRESS_SCRATCH;
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, animToPlay,4.0f);
+ SetLookTimer(CGeneral::GetRandomNumberInRange(2000, 5000));
+
+ } else {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CHAT);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ ClearInvestigateEvent();
+ } else {
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_XPRESS_SCRATCH);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ ClearInvestigateEvent();
+ }
+ }
+ } else {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_ROADCROSS, 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 > sq(1.2f)) {
+ SetMoveState(PEDMOVE_WALK);
+ return;
+ }
+
+ bool willStandStill = false;
+ for (int i = 0; i < m_numNearPeds; i++) {
+ if ((m_eventOrThreat - m_nearPeds[i]->GetPosition()).MagnitudeSqr() < sq(0.4f)) {
+ SetMoveState(PEDMOVE_STILL);
+ willStandStill = true;
+ break;
+ }
+ }
+
+ if (!willStandStill)
+ SetMoveState(PEDMOVE_WALK);
+ }
+}
+
+void
+CPed::ClearInvestigateEvent(void)
+{
+ CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROADCROSS);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_XPRESS_SCRATCH);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_HBHB);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CHAT);
+ if (animAssoc) {
+ animAssoc->blendDelta = -8.0f;
+ animAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ if (m_eventType > EVENT_EXPLOSION)
+ m_chatTimer = CTimer::GetTimeInMilliseconds() + 15000;
+
+ bGonnaInvestigateEvent = false;
+ m_pEventEntity = nil;
+ ClearLookFlag();
+ RestorePreviousState();
+ if(m_nMoveState == PEDMOVE_NONE || m_nMoveState == PEDMOVE_STILL)
+ SetMoveState(PEDMOVE_WALK);
+}
+
+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_STD_KO_FRONT;
+ bool headShot = false;
+ bool willLinger = false;
+ int random;
+
+ if (damagedBy == FindPlayerPed() && damagedBy != this && damage > 3.0f)
+ ++CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel;
+
+ if (player == this) {
+ if (!player->m_bCanBeDamaged)
+ return false;
+
+ if (damagedBy && damagedBy->IsPed() && ((CPed*)damagedBy)->m_nPedType == PEDTYPE_GANG7)
+ return false;
+
+ if ((method == WEAPONTYPE_FLAMETHROWER || method == WEAPONTYPE_MOLOTOV) && CWorld::Players[CWorld::PlayerInFocus].m_bFireproof)
+ return false;
+
+ player->AnnoyPlayerPed(false);
+ }
+
+ if (DyingOrDead())
+ return false;
+
+ if (method == WEAPONTYPE_DROWNING && !bDrownsInWater)
+ return false;
+
+ if (!bUsesCollision && (!bInVehicle || m_nPedState != PED_DRIVING) && method != WEAPONTYPE_DROWNING)
+ return false;
+
+ if (bOnlyDamagedByPlayer && damagedBy != player && damagedBy != FindPlayerVehicle() &&
+ method != WEAPONTYPE_DROWNING && method != WEAPONTYPE_EXPLOSION)
+ return false;
+
+ float healthImpact;
+ if (IsPlayer())
+ healthImpact = damage * 0.33f;
+ else
+ healthImpact = damage * m_pedStats->m_defendWeakness;
+
+ if (!IsPlayer() &&
+ (method == WEAPONTYPE_SCREWDRIVER || method == WEAPONTYPE_KNIFE || (method >= WEAPONTYPE_CLEAVER && method <= WEAPONTYPE_CHAINSAW)))
+ m_bleedCounter = 200;
+
+ bool detectDieAnim = true;
+ if (m_nPedState == PED_GETUP) {
+ if (!IsPedHeadAbovePos(-0.3f)) {
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
+ dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
+ else
+ dieAnim = ANIM_STD_HIT_FLOOR;
+ dieDelta *= 2.0f;
+ dieSpeed = 0.5f;
+ detectDieAnim = false;
+ }
+ } else if (m_nPedState == PED_FALL) {
+ CAnimBlendAssociation *fallAssoc = RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_PARTIAL);
+ if (!fallAssoc || fallAssoc->IsRunning()) {
+ if (fallAssoc && fallAssoc->blendDelta >= 0.0f)
+ dieAnim = ANIM_STD_NUM;
+ else
+ dieAnim = ANIM_STD_KO_FRONT;
+ } else {
+ if (fallAssoc->flags & ASSOC_FRONTAL)
+ dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
+ else
+ dieAnim = ANIM_STD_HIT_FLOOR;
+
+ dieDelta *= 2.0f;
+ dieSpeed = 0.5f;
+ }
+ detectDieAnim = false;
+ }
+
+ if (detectDieAnim) {
+ switch (method) {
+ case WEAPONTYPE_UNARMED:
+ case WEAPONTYPE_BRASSKNUCKLE:
+ if (bMeleeProof)
+ return false;
+
+ if (m_nPedState == PED_FALL) {
+ if (IsPedHeadAbovePos(-0.3f)) {
+ dieAnim = ANIM_STD_NUM;
+ } else {
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
+ dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
+ else
+ dieAnim = ANIM_STD_HIT_FLOOR;
+ dieDelta = dieDelta * 2.0f;
+ dieSpeed = 0.5f;
+ }
+ } else {
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
+ break;
+ case 2:
+ dieAnim = ANIM_STD_HIGHIMPACT_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case WEAPONTYPE_SCREWDRIVER:
+ case WEAPONTYPE_GOLFCLUB:
+ case WEAPONTYPE_NIGHTSTICK:
+ case WEAPONTYPE_KNIFE:
+ case WEAPONTYPE_BASEBALLBAT:
+ case WEAPONTYPE_HAMMER:
+ case WEAPONTYPE_CLEAVER:
+ case WEAPONTYPE_MACHETE:
+ case WEAPONTYPE_KATANA:
+ case WEAPONTYPE_CHAINSAW:
+ if (bMeleeProof)
+ return false;
+
+ if (method != WEAPONTYPE_KATANA ||
+ damagedBy != FindPlayerPed()
+ || FindPlayerPed()->m_nPedState != PED_FIGHT
+ || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE1 && FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE2
+ || CGeneral::GetRandomNumber() & 3) {
+
+ if (m_nPedState == PED_FALL) {
+ if (IsPedHeadAbovePos(-0.3f)) {
+ dieAnim = ANIM_STD_NUM;
+ } else {
+ if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FRONTAL))
+ dieAnim = ANIM_STD_HIT_FLOOR_FRONT;
+ else
+ dieAnim = ANIM_STD_HIT_FLOOR;
+ dieDelta = dieDelta * 2.0f;
+ dieSpeed = 0.5f;
+ }
+ } else if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE2) {
+ if (damagedBy != FindPlayerPed() || FindPlayerPed()->m_curFightMove != FIGHTMOVE_MELEE3) {
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
+ break;
+ case 2:
+ dieAnim = ANIM_STD_HIGHIMPACT_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
+ break;
+ default:
+ break;
+ }
+ } else {
+ dieAnim = ANIM_STD_KO_SHOT_STOMACH;
+ }
+ } else {
+ dieAnim = ANIM_STD_KO_SHOT_FACE;
+ }
+ } else {
+ dieAnim = ANIM_STD_KO_SHOT_FACE;
+ RemoveBodyPart(PED_HEAD, direction);
+ headShot = true;
+ willLinger = true;
+ }
+ break;
+ case WEAPONTYPE_COLT45:
+ case WEAPONTYPE_SHOTGUN:
+ case WEAPONTYPE_STUBBY_SHOTGUN:
+ case WEAPONTYPE_SPAS12_SHOTGUN:
+ case WEAPONTYPE_TEC9:
+ case WEAPONTYPE_UZI:
+ case WEAPONTYPE_SILENCED_INGRAM:
+ case WEAPONTYPE_MP5:
+ case WEAPONTYPE_M4:
+ case WEAPONTYPE_RUGER:
+ case WEAPONTYPE_SNIPERRIFLE:
+ case WEAPONTYPE_LASERSCOPE:
+ case WEAPONTYPE_M60:
+ case WEAPONTYPE_MINIGUN:
+ case WEAPONTYPE_UZI_DRIVEBY:
+
+ if (bBulletProof)
+ return false;
+
+ bool dontRemoveLimb;
+ if (IsPlayer() || bNoCriticalHits)
+ dontRemoveLimb = true;
+ else if (method != WEAPONTYPE_M4 && method != WEAPONTYPE_RUGER && method != WEAPONTYPE_SNIPERRIFLE &&
+ method != WEAPONTYPE_LASERSCOPE) {
+ if (method == WEAPONTYPE_SHOTGUN)
+ dontRemoveLimb = CGeneral::GetRandomNumber() & 7;
+ else
+ dontRemoveLimb = CGeneral::GetRandomNumber() & 15;
+ } else
+ dontRemoveLimb = false;
+
+ if (dontRemoveLimb) {
+ if (method == WEAPONTYPE_SHOTGUN) {
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
+ break;
+ case 2:
+ dieAnim = ANIM_STD_HIGHIMPACT_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
+ break;
+ default:
+ break;
+ }
+ } else
+ dieAnim = ANIM_STD_KO_FRONT;
+
+ willLinger = false;
+ } else {
+ switch (pedPiece) {
+ case PEDPIECE_TORSO:
+ willLinger = false;
+ dieAnim = ANIM_STD_KO_FRONT;
+ break;
+ case PEDPIECE_MID:
+ willLinger = false;
+ dieAnim = ANIM_STD_KO_SHOT_STOMACH;
+ break;
+ case PEDPIECE_LEFTARM:
+ dieAnim = ANIM_STD_KO_SHOT_ARM_L;
+ RemoveBodyPart(PED_UPPERARML, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_RIGHTARM:
+ dieAnim = ANIM_STD_KO_SHOT_ARM_R;
+ RemoveBodyPart(PED_UPPERARMR, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_LEFTLEG:
+ dieAnim = ANIM_STD_KO_SHOT_LEG_L;
+ RemoveBodyPart(PED_UPPERLEGL, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_RIGHTLEG:
+ dieAnim = ANIM_STD_KO_SHOT_LEG_R;
+ RemoveBodyPart(PED_UPPERLEGR, direction);
+ willLinger = true;
+ break;
+ case PEDPIECE_HEAD:
+ dieAnim = ANIM_STD_KO_SHOT_FACE;
+ RemoveBodyPart(PED_HEAD, direction);
+ headShot = true;
+ willLinger = true;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case WEAPONTYPE_GRENADE:
+ case WEAPONTYPE_ROCKETLAUNCHER:
+ 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_STD_HIGHIMPACT_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
+ break;
+ case 2:
+ dieAnim = ANIM_STD_HIGHIMPACT_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
+ break;
+ default:
+ break;
+ }
+ break;
+ case WEAPONTYPE_FLAMETHROWER:
+ if (bFireProof)
+ return false;
+
+ dieAnim = ANIM_STD_KO_FRONT;
+ 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_STD_HIGHIMPACT_RIGHT;
+ else
+ dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
+ } else
+ dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
+
+ break;
+ case 1:
+ if (m_nPedState == PED_DIVE_AWAY)
+ dieAnim = ANIM_STD_SPINFORWARD_LEFT;
+ else
+ dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
+ 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_STD_HIGHIMPACT_BACK;
+ } else {
+ dieAnim = ANIM_STD_SPINFORWARD_RIGHT;
+ }
+ } else
+ dieAnim = ANIM_STD_SPINFORWARD_LEFT;
+ break;
+ case 3:
+ if (m_nPedState == PED_DIVE_AWAY)
+ dieAnim = ANIM_STD_SPINFORWARD_RIGHT;
+ else
+ dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
+ break;
+ default:
+ break;
+ }
+ if (damagedBy && pedPiece != PEDPIECE_TORSO) {
+ 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_DROWNING:
+ dieAnim = ANIM_STD_DROWN;
+ break;
+ case WEAPONTYPE_FALL:
+ if (bCollisionProof)
+ return false;
+
+ switch (direction) {
+ case 0:
+ dieAnim = ANIM_STD_HIGHIMPACT_FRONT;
+ break;
+ case 1:
+ dieAnim = ANIM_STD_HIGHIMPACT_LEFT;
+ break;
+ case 2:
+ dieAnim = ANIM_STD_HIGHIMPACT_BACK;
+ break;
+ case 3:
+ dieAnim = ANIM_STD_HIGHIMPACT_RIGHT;
+ break;
+ default:
+ break;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (m_fArmour != 0.0f && method != WEAPONTYPE_DROWNING) {
+ 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;
+ m_lastDamEntity = damagedBy;
+ }
+
+ if (method == WEAPONTYPE_FALL) {
+ if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_ROLLOUT_LHS)) {
+ if (m_fHealth >= 1.0 && m_fHealth - healthImpact < 5.0f) {
+ m_fHealth = Min(m_fHealth, 5.0f);
+ return false;
+ }
+ }
+ }
+
+ if (m_fHealth - healthImpact >= 1.0f && !willLinger) {
+ m_fHealth -= healthImpact;
+ return false;
+ }
+
+ if (bInVehicle) {
+ if (method != WEAPONTYPE_DROWNING) {
+ if (m_pMyVehicle) {
+ CVehicle* pVehicle = m_pMyVehicle;
+ bool bDone = false;
+ if (m_pMyVehicle->IsBike()) {
+ m_fHealth = 0.0f;
+ ((CBike*)m_pMyVehicle)->KnockOffRider(method, direction, this, false);
+ bDone = true;
+ } else {
+ if (m_pMyVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_CAR) {
+ if (m_pMyVehicle->pDriver == this) {
+ if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
+ m_pMyVehicle->SetStatus(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(true)) {
+ SetObjective(OBJECTIVE_LEAVE_CAR_AND_DIE, m_pMyVehicle);
+ } else {
+ m_fHealth = 0.0f;
+ if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
+ SetRadioStation();
+ m_pMyVehicle->SetStatus(STATUS_ABANDONED);
+ }
+ SetDie(dieAnim, dieDelta, dieSpeed);
+
+ if (damagedBy == FindPlayerPed() && damagedBy != this) {
+ CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 10;
+ CWorld::Players[CWorld::PlayerInFocus].m_fMediaAttention += 5.f;
+ }
+ }
+ }
+ for (int i = 0; i < ARRAY_SIZE(pVehicle->pPassengers); i++) {
+ CPed* passenger = pVehicle->pPassengers[i];
+ if (passenger && passenger != this && damagedBy)
+ passenger->ReactToAttack(damagedBy);
+ }
+
+ CPed *driverOfVeh = pVehicle->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);
+ }
+ if (bDone)
+ return true;
+ }
+ m_fHealth = 1.0f;
+ return false;
+ }
+ m_fHealth = 0.0f;
+ if (player == this)
+ m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
+
+ SetDie(ANIM_STD_NUM, 4.0f, 0.0f);
+ return true;
+ } else {
+ m_fHealth = 0.0f;
+ SetDie(dieAnim, dieDelta, dieSpeed);
+
+ if (damagedBy == player || damagedBy && damagedBy == FindPlayerVehicle()) {
+ CDarkel::RegisterKillByPlayer(this, method, headShot);
+ CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 10;
+ CWorld::Players[CWorld::PlayerInFocus].m_fMediaAttention += 5.f;
+ m_threatEntity = player;
+ } else {
+ CDarkel::RegisterKillNotByPlayer(this, method);
+ }
+ if (method == WEAPONTYPE_DROWNING) {
+ bIsInTheAir = false;
+ if (FindPlayerPed() == this)
+ CStats::TimesDrowned++;
+ }
+
+ return true;
+ }
+}
+
+static RwObject*
+SetPedAtomicVisibilityCB(RwObject* object, void* data)
+{
+ if (data == nil)
+ RpAtomicSetFlags((RpAtomic*)object, 0);
+ return object;
+}
+
+static RwFrame*
+RecurseFrameChildrenVisibilityCB(RwFrame* frame, void* data)
+{
+ RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
+ RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
+ return frame;
+}
+
+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;
+}
+
+void
+CPed::RemoveBodyPart(PedNode nodeId, int8 direction)
+{
+ RwFrame *frame;
+ CVector pos;
+
+ frame = m_pFrames[nodeId]->frame;
+ if (frame) {
+ if (CGame::nastyGame) {
+ if (CEntity::GetIsOnScreen()) {
+ m_pedIK.GetComponentPosition(pos, nodeId);
+ 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");
+ }
+}
+
+CObject*
+CPed::SpawnFlyingComponent(int pedNode, int8 direction)
+{
+ // VC doesn't have detachable limbs :shrug:
+ return nil;
+}
+
+// III leftover and unused
+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) {
+ SetDie();
+ // }
+
+ bBodyPartJustCameOff = true;
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
+
+ RemoveBodyPart(PED_HEAD, 0);
+ 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);
+ }
+ }
+ }
+}
+
+bool
+CPed::IsPedHeadAbovePos(float zOffset)
+{
+ return zOffset + GetPosition().z < GetNodePosition(PED_HEAD).z;
+}
+
+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 = gaTempSphereColPoints[0].point - GetPosition();
+ potentialGroundDist.z = 0.0f;
+ potentialGroundDist.Normalise();
+
+ CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point;
+ posToCheck.z = 3.0f + waterLevel;
+
+ if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, nil)) {
+ foundColZ = foundCol.point.z;
+ if (foundColZ >= waterLevel) {
+ posToCheck.z = 0.8f + foundColZ;
+ SetPosition(posToCheck);
+ bIsStanding = true;
+ bWasStanding = 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, nil))
+ return false;
+
+ foundColZ = foundCol.point.z;
+ if (foundColZ < waterLevel)
+ return false;
+
+ posToCheck.z = 0.8f + foundColZ;
+ SetPosition(posToCheck);
+ bIsStanding = true;
+ bWasStanding = true;
+ return true;
+}
+
+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) {
+ if (m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
+ SetGetUp();
+ return;
+ }
+ if (collideWith->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE) {
+ collideWith->SetGetUp();
+ return;
+ }
+
+ 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
+ || m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && m_pedInObjective == collideWith
+ || collideWith->m_objective == OBJECTIVE_FOLLOW_CHAR_IN_FORMATION && collideWith->m_pedInObjective == this
+ )) {
+
+ if (m_objective != OBJECTIVE_FOLLOW_CHAR_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 {
+ if (FindPlayerPed() != m_pedInObjective
+ || m_objective != OBJECTIVE_KILL_CHAR_ANY_MEANS && m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT
+ || collideWith == m_pedInObjective) {
+
+ 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);
+ }
+ } else if (collideWith->m_nMoveState != PEDMOVE_STILL && GetWeapon()->IsTypeMelee()
+ && collideWith->m_pedInObjective == m_pedInObjective) {
+
+ int colliderIndexAtPlayersKillList = -1;
+ int ourIndexAtPlayersKillList = -1;
+ for (int i = 0; i < ARRAY_SIZE(((CPlayerPed*)m_pedInObjective)->m_pMeleeList); i++) {
+ CPed *pedInKillList = ((CPlayerPed*)m_pedInObjective)->m_pMeleeList[i];
+ if (pedInKillList == this) {
+ ourIndexAtPlayersKillList = i;
+ } else if (pedInKillList == collideWith) {
+ colliderIndexAtPlayersKillList = i;
+ }
+ }
+ bool weAreCloserToTargetThenCollider = false;
+ if ((GetPosition() - m_vecSeekPos).MagnitudeSqr2D() < (collideWith->GetPosition() - m_vecSeekPos).MagnitudeSqr2D())
+ weAreCloserToTargetThenCollider = true;
+
+ if (ourIndexAtPlayersKillList > 0 && !weAreCloserToTargetThenCollider) {
+ if (colliderIndexAtPlayersKillList > 0) {
+ int time = 300;
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
+
+ } else if (collideWith->m_pedInObjective == FindPlayerPed()) {
+ ((CPlayerPed*)m_pedInObjective)->RemovePedFromMeleeList(this);
+ int time = 500;
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+ } else if (!weAreCloserToTargetThenCollider) {
+ int time = 300;
+ SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &time);
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + time;
+ }
+ } else {
+ SetDirectionToWalkAroundObject(collideWith);
+ }
+ }
+ } 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_fRotationCur = 0.3f + m_fRotationCur;
+ m_fRotationDest = m_fRotationCur;
+ }
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
+ }
+ }
+ } else {
+ if (m_pedInObjective && (collideWith == m_pedInObjective || collideWith->m_pedInObjective == 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 || collideWith->IsPlayer()
+ || CTimer::GetTimeInMilliseconds() < m_nPedStateTimer) {
+
+ 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, collideWith->GetRight()) <= 0.0f)
+ collideWith->m_fRotationCur -= collideWith->m_headingRate;
+ else
+ collideWith->m_fRotationCur += collideWith->m_headingRate;
+ }
+ } else {
+ SetLookFlag(collideWith, false);
+ TurnBody();
+ animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_PARTIAL_PUNCH, 8.0f);
+ animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
+ m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 2000;
+ 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 ||
+ m_pedStats->m_defendWeakness <= collideWith->m_pedStats->m_defendWeakness) {
+
+ // 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_STD_HIT_LEFT;
+ else
+ animToPlay = ANIM_STD_HITBYGUN_LEFT;
+ } 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_STD_HIT_RIGHT;
+ else
+ animToPlay = ANIM_STD_HITBYGUN_RIGHT;
+ } else {
+ if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
+ animToPlay = ANIM_STD_HIT_BACK;
+ else
+ animToPlay = ANIM_STD_HITBYGUN_BACK;
+ }
+
+ 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_49, 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_STD_HIGHIMPACT_RIGHT;
+ else
+ animToPlay = ANIM_STD_SPINFORWARD_RIGHT;
+ } else {
+ CVector moveForce = GetRight();
+ moveForce.z += 0.1f;
+ ApplyMoveForce(moveForce);
+ if (heLooksToUs)
+ animToPlay = ANIM_STD_HIGHIMPACT_LEFT;
+ else
+ animToPlay = ANIM_STD_SPINFORWARD_LEFT;
+ }
+
+ if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_49, 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 isRunning = m_nMoveState == PEDMOVE_RUN || m_nMoveState == PEDMOVE_SPRINT;
+ SetFindPathAndFlee(collideWith, 5000, !isRunning);
+ }
+}
+
+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 (!m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER)
+ m_pCollidingEntity = car;
+ return;
+ }
+
+ if (m_nPedState == PED_DEAD)
+ return;
+
+ if (m_pCurSurface) {
+ if (m_pCurSurface->IsVehicle() && (((CVehicle*)m_pCurSurface)->IsBoat()|| IsPlayer()))
+ return;
+ }
+
+ CVector distVec = GetPosition() - car->GetPosition();
+
+ if ((impulse > 12.0f || car->GetModelIndex() == 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 = GetLocalDirection(-m_vecMoveSpeed);
+ vehModel = (CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex());
+ vehColModel = vehModel->GetColModel();
+ float carRightAndDistDotProd = DotProduct(distVec, car->GetRight());
+
+ if (car->GetModelIndex() == 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) {
+ GetMatrix().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 really distVec.
+ 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->IsCar()) {
+ 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);
+ }
+
+ 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;
+ }
+ InflictDamage(car, killMethod, 1000.0f, pieceToDamage, damageDir);
+
+ if (DyingOrDead()
+ && bIsPedDieAnimPlaying && !m_pCollidingEntity) {
+ m_pCollidingEntity = car;
+ }
+ if (nodeToDamage == PED_MID)
+ bKnockedUpIntoAir = true;
+ else
+ bKnockedUpIntoAir = false;
+
+ distVec.Normalise();
+
+ distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
+ 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->GetModelIndex() == MI_TRAIN)
+ damage = 150.0f;
+ else
+ damage = 30.0f;
+
+ InflictDamage(car, WEAPONTYPE_RAMMEDBYCAR, damage, PEDPIECE_TORSO, fallDirection);
+ SetFall(1000, (AnimationId)(fallDirection + ANIM_STD_HIGHIMPACT_FRONT), true);
+
+ if (OnGround() && !m_pCollidingEntity &&
+ (!IsPlayer() || bHasHitWall || car->GetModelIndex() == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
+
+ m_pCollidingEntity = car;
+ }
+
+ bKnockedUpIntoAir = false;
+ if (car->GetModelIndex() != MI_TRAIN && !bHasHitWall) {
+ m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
+ }
+ m_vecMoveSpeed.z = 0.0f;
+ distVec.Normalise();
+ distVec *= Min(car->m_fMass / 1400.0f, 1.0f);
+ car->ApplyMoveForce(distVec * -60.0f);
+ Say(SOUND_PED_DEFEND);
+ }
+
+ 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);
+ }
+ }
+}
+
+void
+CPed::DriveVehicle(void)
+{
+ if (bOffscreen)
+ return;
+
+ CVehicle *veh = m_pMyVehicle;
+ if (veh->IsBike()) {
+ CBike *bike = (CBike*)veh;
+ float blendDelta = 1.0f;
+ float targetUDLean = 0.0f;
+ CAnimBlendAssociation *leftAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_LEFT);
+ CAnimBlendAssociation *rightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_RIGHT);
+ CAnimBlendAssociation *stillAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_READY);
+ CAnimBlendAssociation *fwdAssoc, *backAssoc;
+ if (IsPlayer()) {
+ fwdAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_LEANF);
+ backAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_LEANB);
+ }
+ CAnimBlendAssociation *walkbackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_WALKBACK);
+ CAnimBlendAssociation *drivebyAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_DRIVEBY_LHS);
+ if (!drivebyAssoc)
+ drivebyAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_DRIVEBY_RHS);
+ if (!drivebyAssoc)
+ drivebyAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_BIKE_DRIVEBY_FORWARD);
+
+ float velocityFwdDotProd = DotProduct(bike->m_vecMoveSpeed, bike->GetForward());
+ if (m_vecTurnSpeed.MagnitudeSqr() > 0.09f) {
+ bike->KnockOffRider(WEAPONTYPE_FALL, 2, this, false);
+ if (bike->pPassengers[0])
+ bike->KnockOffRider(WEAPONTYPE_FALL, 2, bike->pPassengers[0], false);
+ return;
+ }
+ if (!drivebyAssoc && Abs(velocityFwdDotProd) < 0.02f) {
+ if (!stillAssoc || stillAssoc->blendAmount < 1.0 && stillAssoc->blendDelta <= 0.0) {
+ stillAssoc = CAnimManager::BlendAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_READY, 2.0f);
+ }
+ } else {
+ if (velocityFwdDotProd >= 0.0f) {
+ if (stillAssoc && stillAssoc->blendDelta >= 0.0f)
+ stillAssoc->blendDelta = -4.0f;
+ if (walkbackAssoc && walkbackAssoc->blendDelta >= 0.0f)
+ walkbackAssoc->blendDelta = -4.0f;
+ } else {
+ float maxReverseSpeed = bike->pHandling->Transmission.fMaxReverseVelocity;
+ if (3.5f * maxReverseSpeed > velocityFwdDotProd && (bike->m_nWheelsOnGround || bike->GetUp().z < -0.5f)) {
+ bike->KnockOffRider(WEAPONTYPE_FALL, 2, this, false);
+ if (bike->pPassengers[0])
+ bike->KnockOffRider(WEAPONTYPE_FALL, 2, bike->pPassengers[0], false);
+ return;
+ }
+ if (bike->m_fGasPedal >= 0.0 || velocityFwdDotProd <= maxReverseSpeed * 1.5) {
+ if (IsPlayer() && velocityFwdDotProd < maxReverseSpeed * 1.5)
+ targetUDLean = -1.0f;
+
+ if (stillAssoc && stillAssoc->blendDelta >= 0.0f)
+ stillAssoc->blendDelta = -4.0f;
+
+ if (walkbackAssoc && walkbackAssoc->blendDelta >= 0.0f) {
+ walkbackAssoc->blendDelta = -4.0f;
+ }
+ } else if (!walkbackAssoc || walkbackAssoc->blendAmount < 1.0f && walkbackAssoc->blendDelta <= 0.0f) {
+ walkbackAssoc = CAnimManager::BlendAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_WALKBACK, 4.0f);
+ }
+ }
+ }
+ if (stillAssoc)
+ blendDelta -= Min(1.0f, CTimer::GetTimeStepNonClipped() * 0.02f * stillAssoc->blendDelta + stillAssoc->blendAmount);
+
+ if (drivebyAssoc)
+ blendDelta -= Min(blendDelta, CTimer::GetTimeStepNonClipped() * 0.02f * drivebyAssoc->blendDelta + drivebyAssoc->blendAmount);
+
+ if (walkbackAssoc)
+ blendDelta -= Min(blendDelta, CTimer::GetTimeStepNonClipped() * 0.02f * walkbackAssoc->blendDelta + walkbackAssoc->blendAmount);
+
+ float targetLRLean, timeBlend, neededAngForWheelie, stoppieAng;
+
+ // Smooth the lean amount
+ if (targetUDLean == -1.0f) {
+ targetLRLean = 0.0f;
+ timeBlend = Pow(0.86f, CTimer::GetTimeStep());
+ } else {
+ targetLRLean = clamp(bike->m_fLeanLRAngle / bike->pBikeHandling->fFullAnimLean, -1.0f, 1.0f);
+ timeBlend = Pow(0.86f, CTimer::GetTimeStep());
+ }
+
+ bike->m_fPedLeanAmountLR = bike->m_fPedLeanAmountLR * timeBlend + (1.0 - timeBlend) * targetLRLean;
+
+ if (!IsPlayer()) {
+ targetUDLean = 0.0f;
+
+ } else if (targetUDLean > -1.0f) {
+ targetUDLean = bike->m_fLeanInput;
+ bike->bWheelieCam = false;
+ neededAngForWheelie = 1.0f;
+ if (bike->m_aWheelTimer[0] != 0.0f || bike->m_aWheelTimer[1] != 0.0f || bike->GetForward().z <= 0.0f ||
+ (0.0f == bike->m_aWheelTimer[2] && 0.0f == bike->m_aWheelTimer[3])) {
+
+ if (0.0f == bike->m_aWheelTimer[2] && 0.0f == bike->m_aWheelTimer[3] &&
+ (bike->GetForward().z < 0.0f && (bike->m_aWheelTimer[0] != 0.0f || bike->m_aWheelTimer[1] != 0.0f))) {
+
+ stoppieAng = bike->pBikeHandling->fStoppieAng;
+ if (stoppieAng - bike->GetForward().z > 0.6f * stoppieAng)
+ bike->bWheelieCam = true;
+ }
+ } else {
+ float wheelieAng = bike->pBikeHandling->fWheelieAng;
+ neededAngForWheelie = wheelieAng - bike->GetForward().z;
+ if (neededAngForWheelie < wheelieAng / 2.f)
+ bike->bWheelieCam = true;
+ }
+ if (neededAngForWheelie >= 0.15f) {
+ if (bike->m_fBrakePedal <= 0.5f || velocityFwdDotProd <= 0.01f) {
+ if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fMaxCruiseVelocity > velocityFwdDotProd) {
+ targetUDLean = Min(0.1f, targetUDLean);
+ }
+ } else {
+ targetUDLean = Max(0.1f, targetUDLean);
+ }
+ } else {
+ targetUDLean = Max(0.25f, targetUDLean);
+ }
+ float targetLRLeanABS = Abs(targetLRLean);
+ if (targetLRLeanABS > 0.3f) {
+ // Yes, UD
+ targetUDLean *= Max(0.0f, 1.0f - (targetLRLeanABS - 0.3f) * 50.f / 13.f);
+ }
+ }
+ if (IsPlayer()) {
+ float timeBlend = Pow(0.89f, CTimer::GetTimeStep());
+ bike->m_fPedLeanAmountUD = (timeBlend * bike->m_fPedLeanAmountUD) + ((1.0f - timeBlend) * targetUDLean);
+ } else {
+ bike->m_fPedLeanAmountUD = 0.0f;
+ }
+
+ float fwdBackLeanAmount, leftRightLeanAmount;
+ if (Abs(bike->m_fPedLeanAmountLR) <= 0.56f && IsPlayer()) {
+
+ if (Abs(bike->m_fPedLeanAmountUD) <= 0.56f) {
+ CVector2D smoothedLean(bike->m_fPedLeanAmountLR, bike->m_fPedLeanAmountUD);
+ float smoothLeanMag = smoothedLean.Magnitude();
+ if (smoothLeanMag <= 0.01f) {
+ fwdBackLeanAmount = Abs(smoothedLean.y);
+ leftRightLeanAmount = Abs(smoothedLean.x);
+ } else {
+ fwdBackLeanAmount = Abs(smoothedLean.y / smoothLeanMag);
+ leftRightLeanAmount = Abs(smoothedLean.x / smoothLeanMag);
+ }
+ } else {
+ fwdBackLeanAmount = 1.0f;
+ leftRightLeanAmount = 0.0f;
+ }
+ } else {
+ fwdBackLeanAmount = 0.0f;
+ leftRightLeanAmount = 1.0f;
+ }
+ float fwdBackBlend = fwdBackLeanAmount * blendDelta;
+ float leftRightBlend = leftRightLeanAmount * blendDelta;
+ if (IsPlayer()) {
+ if (!fwdAssoc)
+ fwdAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_LEANF);
+ if (!backAssoc)
+ backAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_LEANB);
+
+ if (bike->m_fPedLeanAmountUD < 0.0f) {
+ backAssoc->blendAmount = fwdBackBlend;
+ backAssoc->SetCurrentTime(-(bike->m_fPedLeanAmountUD * backAssoc->hierarchy->totalLength));
+ backAssoc->flags &= ~ASSOC_RUNNING;
+ fwdAssoc->blendAmount = 0.0f;
+ } else {
+ fwdAssoc->blendAmount = fwdBackBlend;
+ fwdAssoc->SetCurrentTime(bike->m_fPedLeanAmountUD* fwdAssoc->hierarchy->totalLength);
+ fwdAssoc->flags &= ~ASSOC_RUNNING;
+ backAssoc->blendAmount = 0.0f;
+ }
+ }
+ if (!leftAssoc)
+ leftAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_LEFT);
+ if (!rightAssoc)
+ rightAssoc = CAnimManager::AddAnimation(GetClump(), bike->m_bikeAnimType, ANIM_BIKE_RIGHT);
+
+ if (bike->m_fPedLeanAmountLR < 0.0f) {
+ leftAssoc->blendAmount = leftRightBlend;
+ leftAssoc->SetCurrentTime(-(bike->m_fPedLeanAmountLR * leftAssoc->hierarchy->totalLength));
+ leftAssoc->flags &= ~ASSOC_RUNNING;
+ rightAssoc->blendAmount = 0.0f;
+ } else {
+ rightAssoc->blendAmount = leftRightBlend;
+ rightAssoc->SetCurrentTime(bike->m_fPedLeanAmountLR* rightAssoc->hierarchy->totalLength);
+ rightAssoc->flags &= ~ASSOC_RUNNING;
+ leftAssoc->blendAmount = 0.0f;
+ }
+ if (velocityFwdDotProd > 0.3f) {
+ RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
+ RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
+ RtQuatRotate(&m_pFrames[PED_HEAD]->hanimFrame->q, &Xaxis, CGeneral::GetRandomNumberInRange(-6.0f * velocityFwdDotProd, 6.0f * velocityFwdDotProd), rwCOMBINEPOSTCONCAT);
+ RtQuatRotate(&m_pFrames[PED_HEAD]->hanimFrame->q, &Yaxis, CGeneral::GetRandomNumberInRange(-6.0f * velocityFwdDotProd, 6.0f * velocityFwdDotProd), rwCOMBINEPOSTCONCAT);
+ bDontAcceptIKLookAts = true;
+ }
+ return;
+ }
+
+ if (!IsPlayer())
+ return;
+
+ float steerAngle = m_pMyVehicle->m_fSteerAngle;
+ CAnimBlendAssociation* lDriveAssoc;
+ CAnimBlendAssociation* rDriveAssoc;
+ CAnimBlendAssociation* lbAssoc;
+ CAnimBlendAssociation* sitAssoc;
+ if (m_pMyVehicle->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT)) {
+ sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_DRIVE);
+
+ if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
+ return;
+ }
+
+ lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_DRIVE_LEFT);
+ rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_DRIVE_RIGHT);
+ lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_BOAT_LOOKBEHIND);
+ } else if (m_pMyVehicle->bLowVehicle) {
+ sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT_LO);
+
+ if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
+ return;
+ }
+
+ lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_LEFT_LO);
+ lbAssoc = nil;
+ rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_RIGHT_LO);
+ } else {
+ sitAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_SIT);
+
+ if (!sitAssoc || sitAssoc->blendAmount < 1.0f) {
+ return;
+ }
+
+ lDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_LEFT);
+ rDriveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVE_RIGHT);
+ lbAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_LOOKBEHIND);
+ }
+
+ 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_STD_CAR_DRIVEBY_LEFT);
+ if (!driveByAssoc)
+ driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_RIGHT);
+ if (!driveByAssoc)
+ driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_LEFT_LO);
+ if (!driveByAssoc)
+ driveByAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_DRIVEBY_RIGHT_LO);
+
+ if (m_pMyVehicle->bLowVehicle || m_pMyVehicle->m_fGasPedal >= 0.0f || driveByAssoc ||
+ m_pMyVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI || m_pMyVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE) {
+ 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->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT))
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE_RIGHT);
+ else if (m_pMyVehicle->bLowVehicle)
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_RIGHT_LO);
+ else
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_RIGHT);
+
+ } 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->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT))
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_DRIVE_LEFT);
+ else if (m_pMyVehicle->bLowVehicle)
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_LEFT_LO);
+ else
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_DRIVE_LEFT);
+ }
+
+ 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 && lbAssoc->blendDelta <= 0.0f)) {
+
+ if (m_pMyVehicle->IsBoat() && !(m_pMyVehicle->pHandling->Flags & HANDLING_SIT_IN_BOAT))
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_BOAT_LOOKBEHIND, 4.0f);
+ else
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_LOOKBEHIND, 4.0f);
+ }
+ }
+}
+
+void
+CPed::RemoveWeaponAnims(int unused, float animDelta)
+{
+ CAnimBlendAssociation *weaponAssoc;
+ //CWeaponInfo::GetWeaponInfo(unused);
+
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_3RD);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_RELOAD);
+ if (weaponAssoc) {
+ weaponAssoc->blendDelta = animDelta;
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
+ if (weaponAssoc) {
+ weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ if (weaponAssoc->flags & ASSOC_PARTIAL)
+ weaponAssoc->blendDelta = animDelta;
+ else
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, -animDelta);
+ }
+}
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp
new file mode 100644
index 0000000..475e04f
--- /dev/null
+++ b/src/peds/PedIK.cpp
@@ -0,0 +1,367 @@
+#include "common.h"
+
+#include "Bones.h"
+#include "Camera.h"
+#include "PedIK.h"
+#include "Ped.h"
+#include "General.h"
+#include "RwHelper.h"
+
+LimbMovementInfo CPedIK::ms_torsoInfo = { DEGTORAD(50.0f), DEGTORAD(-50.0f), DEGTORAD(8.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
+LimbMovementInfo CPedIK::ms_headInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(15.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(8.0f) };
+LimbMovementInfo CPedIK::ms_headRestoreInfo = { DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f), DEGTORAD(45.0f), DEGTORAD(-45.0f), DEGTORAD(5.0f) };
+LimbMovementInfo CPedIK::ms_upperArmInfo = { DEGTORAD(5.0f), DEGTORAD(-120.0f), DEGTORAD(20.0f), DEGTORAD(70.0f), DEGTORAD(-70.0f), DEGTORAD(20.0f) };
+LimbMovementInfo CPedIK::ms_lowerArmInfo = { DEGTORAD(60.0f), DEGTORAD(0.0f), DEGTORAD(15.0f), DEGTORAD(90.0f), DEGTORAD(-90.0f), DEGTORAD(10.0f) };
+
+const RwV3d XaxisIK = { 1.0f, 0.0f, 0.0f};
+const RwV3d YaxisIK = { 0.0f, 1.0f, 0.0f};
+const RwV3d ZaxisIK = { 0.0f, 0.0f, 1.0f};
+
+CPedIK::CPedIK(CPed *ped)
+{
+ m_ped = ped;
+ m_flags = 0;
+ m_headOrient.yaw = 0.0f;
+ m_headOrient.pitch = 0.0f;
+ m_torsoOrient.yaw = 0.0f;
+ m_torsoOrient.pitch = 0.0f;
+ m_upperArmOrient.yaw = 0.0f;
+ m_upperArmOrient.pitch = 0.0f;
+ m_lowerArmOrient.yaw = 0.0f;
+ m_lowerArmOrient.pitch = 0.0f;
+}
+
+inline RwMatrix*
+GetBoneMatrix(CPed *ped, int32 bone)
+{
+ RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(ped->GetClump());
+ int idx = RpHAnimIDGetIndex(hier, bone);
+ RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
+ return &mats[idx];
+}
+inline RwMatrix*
+GetComponentMatrix(CPed *ped, int32 node)
+{
+ return GetBoneMatrix(ped, ped->m_pFrames[node]->nodeID);
+}
+
+void
+CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool changeRoll)
+{
+ RtQuat *q = &node->hanimFrame->q;
+ RtQuatRotate(q, &XaxisIK, RADTODEG(limb->yaw), rwCOMBINEREPLACE);
+ RtQuatRotate(q, &ZaxisIK, RADTODEG(limb->pitch), rwCOMBINEPRECONCAT);
+ m_ped->bDontAcceptIKLookAts = true;
+}
+
+void
+CPedIK::GetComponentPosition(RwV3d &pos, uint32 node)
+{
+ pos = GetComponentMatrix(m_ped, node)->pos;
+}
+
+LimbMoveStatus
+CPedIK::MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo)
+{
+ LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
+
+ // yaw
+
+ if(Abs(limb.yaw-targetYaw) < moveInfo.yawD){
+ limb.yaw = targetYaw;
+ result = ANGLES_SET_EXACTLY;
+ }else{
+ if (limb.yaw > targetYaw) {
+ limb.yaw -= moveInfo.yawD;
+ } else if (limb.yaw < targetYaw) {
+ limb.yaw += moveInfo.yawD;
+ }
+ }
+
+ if (limb.yaw > moveInfo.maxYaw || limb.yaw < moveInfo.minYaw) {
+ limb.yaw = clamp(limb.yaw, moveInfo.minYaw, moveInfo.maxYaw);
+ result = ANGLES_SET_TO_MAX;
+ }
+
+ // pitch
+
+ if (Abs(limb.pitch - targetPitch) < moveInfo.pitchD){
+ limb.pitch = targetPitch;
+ }else{
+ if (limb.pitch > targetPitch) {
+ limb.pitch -= moveInfo.pitchD;
+ } else if (limb.pitch < targetPitch) {
+ limb.pitch += moveInfo.pitchD;
+ }
+ result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
+ }
+
+ if (limb.pitch > moveInfo.maxPitch || limb.pitch < moveInfo.minPitch) {
+ limb.pitch = clamp(limb.pitch, moveInfo.minPitch, moveInfo.maxPitch);
+ result = ANGLES_SET_TO_MAX;
+ }
+ return result;
+}
+
+bool
+CPedIK::RestoreGunPosn(void)
+{
+ LimbMoveStatus limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
+ RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
+ return limbStatus == ANGLES_SET_EXACTLY;
+}
+
+bool
+CPedIK::LookInDirection(float targetYaw, float targetPitch)
+{
+ bool success = true;
+ float yaw, pitch;
+ if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
+ m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
+ RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK);
+ m_headOrient.yaw = Atan2(-m->at.y, -m->at.x);
+ m_headOrient.yaw -= m_ped->m_fRotationCur;
+ m_headOrient.yaw = CGeneral::LimitRadianAngle(m_headOrient.yaw);
+ float up = clamp(m->up.z, -1.0f, 1.0f);
+ m_headOrient.pitch = Atan2(-up, Sqrt(1.0f - SQR(-up)));
+ }
+
+ // parent of head is neck
+ RwMatrix *m = GetComponentMatrix(m_ped, PED_NECK);
+ yaw = CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x));
+ float up = clamp(m->up.z, -1.0f, 1.0f);
+ pitch = Atan2(-up, Sqrt(1.0f - SQR(-up)));
+ float headYaw = CGeneral::LimitRadianAngle(targetYaw - (yaw + m_torsoOrient.yaw));
+ float headPitch = CGeneral::LimitRadianAngle(targetPitch - pitch) * Cos(Min(Abs(headYaw), HALFPI));
+
+ LimbMoveStatus headStatus = MoveLimb(m_headOrient, headYaw, headPitch, ms_headInfo);
+ if (headStatus == ANGLES_SET_TO_MAX)
+ success = false;
+
+ if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKAROUND_HEAD_ONLY))
+ if (MoveLimb(m_torsoOrient, CGeneral::LimitRadianAngle(targetYaw-m_ped->m_fRotationCur), targetPitch, ms_torsoInfo))
+ success = true;
+
+ // This was RotateHead
+ RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
+ RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEREPLACE);
+ RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEPRECONCAT);
+ m_ped->bDontAcceptIKLookAts = true;
+
+ if (!(m_flags & LOOKAROUND_HEAD_ONLY))
+ RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
+ return success;
+}
+
+bool
+CPedIK::LookAtPosition(CVector const &pos)
+{
+ RwV3d *pedpos = &GetComponentMatrix(m_ped, PED_MID)->pos;
+ float yawToFace = CGeneral::GetRadianAngleBetweenPoints(
+ pos.x, pos.y,
+ pedpos->x, pedpos->y);
+
+ float pitchToFace = CGeneral::GetRadianAngleBetweenPoints(
+ // BUG? not using pedpos here
+ pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
+ pedpos->z, 0.0f);
+
+ return LookInDirection(yawToFace, pitchToFace);
+}
+
+bool
+CPedIK::PointGunInDirection(float targetYaw, float targetPitch)
+{
+ bool result = true;
+ bool armPointedToGun = false;
+ targetYaw = CGeneral::LimitRadianAngle(targetYaw - m_ped->GetForward().Heading());
+ m_flags &= ~GUN_POINTED_SUCCESSFULLY;
+ m_flags |= LOOKAROUND_HEAD_ONLY;
+ if (m_flags & AIMS_WITH_ARM) {
+ armPointedToGun = PointGunInDirectionUsingArm(targetYaw, targetPitch);
+ targetYaw = CGeneral::LimitRadianAngle(targetYaw - (m_upperArmOrient.yaw + m_lowerArmOrient.yaw));
+ }
+ if (armPointedToGun) {
+ if (m_flags & AIMS_WITH_ARM && m_torsoOrient.yaw * m_upperArmOrient.yaw < 0.0f)
+ MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.pitch, ms_torsoInfo);
+ } else {
+ // Unused code
+ RwMatrix *matrix;
+ float yaw, pitch;
+ matrix = RwMatrixCreate();
+ *matrix = *GetComponentMatrix(m_ped, PED_CLAVICLER);
+ ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
+ RwMatrixDestroy(matrix);
+
+ if(m_flags & AIMS_WITH_ARM){
+ if(targetPitch > 0.0f)
+ targetPitch = Max(targetPitch - Abs(targetYaw), 0.0f);
+ else
+ targetPitch = Min(targetPitch + Abs(targetYaw), 0.0f);
+ }
+ LimbMoveStatus status = MoveLimb(m_torsoOrient, targetYaw, targetPitch, ms_torsoInfo);
+ if (status == ANGLES_SET_TO_MAX)
+ result = false;
+ else if (status == ANGLES_SET_EXACTLY)
+ m_flags |= GUN_POINTED_SUCCESSFULLY;
+ }
+ RwMatrix *m = GetBoneMatrix(m_ped, BONE_spine); // BUG: game uses index 2 directly, which happens to be identical to BONE_spine
+ RwV3d axis = { 0.0f, 0.0f, 0.0f };
+ float axisangle = -CGeneral::LimitRadianAngle(Atan2(-m->at.y, -m->at.x) - m_ped->m_fRotationCur);
+ axis.y = -Sin(axisangle);
+ axis.z = Cos(axisangle);
+
+ // this was RotateTorso
+ RtQuat *q = &m_ped->m_pFrames[PED_MID]->hanimFrame->q;
+ RtQuatRotate(q, &axis, RADTODEG(m_torsoOrient.pitch), rwCOMBINEPOSTCONCAT);
+ RtQuatRotate(q, &XaxisIK, RADTODEG(m_torsoOrient.yaw), rwCOMBINEPOSTCONCAT);
+ m_ped->bDontAcceptIKLookAts = true;
+
+ return result;
+}
+
+bool
+CPedIK::PointGunInDirectionUsingArm(float targetYaw, float targetPitch)
+{
+ bool result = false;
+ RwMatrix *matrix;
+ float yaw, pitch;
+
+ float uaRoll = 45.0f;
+ float handRoll = 30.0f;
+
+ matrix = GetComponentMatrix(m_ped, PED_CLAVICLER);
+ yaw = CGeneral::LimitRadianAngle(Atan2(matrix->right.y, matrix->right.x) - m_ped->m_fRotationCur);
+ pitch = Atan2(matrix->up.z, Sqrt(1.0f - SQR(matrix->up.z)));
+
+ float uaYaw, uaPitch;
+ uaYaw = CGeneral::LimitRadianAngle(targetYaw - yaw - DEGTORAD(15.0f));
+ uaPitch = CGeneral::LimitRadianAngle(targetPitch - pitch + DEGTORAD(10.0f));
+ LimbMoveStatus uaStatus = MoveLimb(m_upperArmOrient, uaYaw, uaPitch, ms_upperArmInfo);
+ if (uaStatus == ANGLES_SET_EXACTLY) {
+ m_flags |= GUN_POINTED_SUCCESSFULLY;
+ result = true;
+ }
+
+ if (uaStatus == ANGLES_SET_TO_MAX) {
+ float laYaw = uaYaw - m_upperArmOrient.yaw;
+
+ LimbMoveStatus laStatus;
+ if (laYaw > 0.0f){
+ float rollReduce = laYaw/DEGTORAD(30.0f);
+ uaRoll *= 1.0f - Min(rollReduce, 1.0f);
+ handRoll *= 1.0f - Min(rollReduce, 1.0f);
+
+ laYaw *= 1.9f;
+ laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo);
+
+ // some unused statics here
+ float uaPitchAmount = 1.0f - (m_lowerArmOrient.yaw + m_upperArmOrient.yaw) * 0.34f;
+ float f1 = ms_upperArmInfo.maxPitch * Max(uaPitchAmount, 0.0f);
+ float f2 = 0.2f*m_lowerArmOrient.yaw + m_upperArmOrient.pitch;
+ m_upperArmOrient.pitch = Min(f1, f2);
+ }else
+ laStatus = MoveLimb(m_lowerArmOrient, laYaw, 0.0f, ms_lowerArmInfo);
+
+ if (laStatus == ANGLES_SET_EXACTLY) {
+ m_flags |= GUN_POINTED_SUCCESSFULLY;
+ result = true;
+ }
+
+ // game does this stupidly by going through the clump extension...
+ RtQuat *q = &m_ped->m_pFrames[PED_FOREARMR]->hanimFrame->q;
+ RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_lowerArmOrient.yaw), rwCOMBINEREPLACE);
+ RtQuatRotate(q, &XaxisIK, -RADTODEG(m_lowerArmOrient.pitch), rwCOMBINEPOSTCONCAT);
+ m_ped->bDontAcceptIKLookAts = true;
+ }
+
+ RtQuat *q = &m_ped->m_pFrames[PED_UPPERARMR]->hanimFrame->q;
+ RtQuatRotate(q, &XaxisIK, uaRoll, rwCOMBINEREPLACE);
+ RtQuatRotate(q, &YaxisIK, -RADTODEG(m_upperArmOrient.pitch), rwCOMBINEPOSTCONCAT);
+ RtQuatRotate(q, &ZaxisIK, -RADTODEG(m_upperArmOrient.yaw+HALFPI), rwCOMBINEPOSTCONCAT);
+ m_ped->bDontAcceptIKLookAts = true;
+
+ q = &m_ped->m_pFrames[PED_HANDR]->hanimFrame->q;
+ RtQuatRotate(q, &XaxisIK, handRoll, rwCOMBINEPRECONCAT);
+
+ return result;
+}
+
+bool
+CPedIK::PointGunAtPosition(CVector const& position)
+{
+ CVector startPoint;
+ if (m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_SPAS12_SHOTGUN || m_ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_STUBBY_SHOTGUN)
+ startPoint = m_ped->GetPosition();
+ else {
+ RwV3d armPos;
+ GetComponentPosition(armPos, PED_UPPERARMR);
+ startPoint.x = m_ped->GetPosition().x;
+ startPoint.y = m_ped->GetPosition().y;
+ startPoint.z = armPos.z;
+ }
+
+ return PointGunInDirection(
+ CGeneral::GetRadianAngleBetweenPoints(position.x, position.y, startPoint.x, startPoint.y),
+ CGeneral::GetRadianAngleBetweenPoints(position.z, Distance2D(m_ped->GetPosition(), position.x, position.y), startPoint.z, 0.0f));
+}
+
+bool
+CPedIK::RestoreLookAt(void)
+{
+ bool result = false;
+ float yaw, pitch;
+
+ if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
+ m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
+ } else {
+ ExtractYawAndPitchLocalSkinned(m_ped->m_pFrames[PED_HEAD], &yaw, &pitch);
+ if (MoveLimb(m_headOrient, yaw, pitch, ms_headRestoreInfo) == ANGLES_SET_EXACTLY)
+ result = true;
+ }
+
+ // This was RotateHead
+ RtQuat *q = &m_ped->m_pFrames[PED_HEAD]->hanimFrame->q;
+ RtQuatRotate(q, &XaxisIK, RADTODEG(m_headOrient.yaw), rwCOMBINEREPLACE);
+ RtQuatRotate(q, &ZaxisIK, RADTODEG(m_headOrient.pitch), rwCOMBINEPRECONCAT);
+ m_ped->bDontAcceptIKLookAts = true;
+
+ if (!(m_flags & LOOKAROUND_HEAD_ONLY))
+ MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
+ if (!(m_flags & LOOKAROUND_HEAD_ONLY))
+ RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
+ return result;
+}
+
+void
+CPedIK::ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch)
+{
+ float f = clamp(DotProduct(mat->up, CVector(0.0f, 1.0f, 0.0f)), -1.0f, 1.0f);
+ *yaw = Acos(f);
+ if (mat->up.x > 0.0f) *yaw = -*yaw;
+
+ f = clamp(DotProduct(mat->right, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
+ *pitch = Acos(f);
+ if (mat->up.z > 0.0f) *pitch = -*pitch;
+}
+
+void
+CPedIK::ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch)
+{
+ float f = clamp(DotProduct(mat->at, CVector(0.0f, 0.0f, 1.0f)), -1.0f, 1.0f);
+ *yaw = Acos(f);
+ if (mat->at.y > 0.0f) *yaw = -*yaw;
+
+ f = clamp(DotProduct(mat->right, CVector(1.0f, 0.0f, 0.0f)), -1.0f, 1.0f);
+ *pitch = Acos(f);
+ if (mat->up.x > 0.0f) *pitch = -*pitch;
+}
+
+void
+CPedIK::ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch)
+{
+ RwMatrix *mat = RwMatrixCreate();
+ RtQuatConvertToMatrix(&node->hanimFrame->q, mat);
+ ExtractYawAndPitchLocal(mat, yaw, pitch);
+ RwMatrixDestroy(mat);
+}
diff --git a/src/peds/PedIK.h b/src/peds/PedIK.h
new file mode 100644
index 0000000..ee719fe
--- /dev/null
+++ b/src/peds/PedIK.h
@@ -0,0 +1,66 @@
+#pragma once
+#include "common.h"
+#include "AnimBlendClumpData.h"
+
+struct LimbOrientation
+{
+ float yaw;
+ float pitch;
+};
+
+struct LimbMovementInfo {
+ float maxYaw;
+ float minYaw;
+ float yawD;
+ float maxPitch;
+ float minPitch;
+ float pitchD;
+};
+
+enum LimbMoveStatus {
+ ANGLES_SET_TO_MAX, // because given angles were unreachable
+ ONE_ANGLE_COULDNT_BE_SET_EXACTLY, // because it can't be reached in a jiffy
+ ANGLES_SET_EXACTLY
+};
+
+class CPed;
+
+class CPedIK
+{
+public:
+ enum {
+ GUN_POINTED_SUCCESSFULLY = 1, // set but unused
+ LOOKAROUND_HEAD_ONLY = 2,
+ AIMS_WITH_ARM = 4,
+ };
+
+ CPed *m_ped;
+ LimbOrientation m_headOrient;
+ LimbOrientation m_torsoOrient;
+ LimbOrientation m_upperArmOrient;
+ LimbOrientation m_lowerArmOrient;
+ int32 m_flags;
+
+ static LimbMovementInfo ms_torsoInfo;
+ static LimbMovementInfo ms_headInfo;
+ static LimbMovementInfo ms_headRestoreInfo;
+ static LimbMovementInfo ms_upperArmInfo;
+ static LimbMovementInfo ms_lowerArmInfo;
+
+ CPedIK(CPed *ped);
+ bool PointGunInDirection(float targetYaw, float targetPitch);
+ bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
+ bool PointGunAtPosition(CVector const& position);
+ void GetComponentPosition(RwV3d &pos, uint32 node);
+ void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
+ void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
+ void ExtractYawAndPitchLocalSkinned(AnimBlendFrameData *node, float *yaw, float *pitch);
+ void ExtractYawAndPitchWorld(RwMatrix *mat, float *yaw, float *pitch);
+ LimbMoveStatus MoveLimb(LimbOrientation &limb, float targetYaw, float targetPitch, LimbMovementInfo &moveInfo);
+ bool RestoreGunPosn(void);
+ bool LookInDirection(float targetYaw, float targetPitch);
+ bool LookAtPosition(CVector const& pos);
+ bool RestoreLookAt(void);
+};
+
+VALIDATE_SIZE(CPedIK, 0x28);
diff --git a/src/peds/PedPlacement.cpp b/src/peds/PedPlacement.cpp
new file mode 100644
index 0000000..840d33f
--- /dev/null
+++ b/src/peds/PedPlacement.cpp
@@ -0,0 +1,58 @@
+#include "common.h"
+
+#include "Ped.h"
+#include "PedPlacement.h"
+#include "World.h"
+
+bool
+CPedPlacement::FindZCoorForPed(CVector* pos)
+{
+ float zForPed;
+ float startZ = pos->z - 100.0f;
+ float foundColZ = -100.0f;
+ float foundColZ2 = -100.0f;
+ CColPoint foundCol;
+ CEntity* foundEnt;
+
+ CVector vec(
+ pos->x,
+ pos->y,
+ pos->z + 1.0f
+ );
+
+ if (CWorld::ProcessVerticalLine(vec, startZ, foundCol, foundEnt, true, false, 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, false, false, false, true, false, nil))
+ foundColZ2 = foundCol.point.z;
+
+ zForPed = Max(foundColZ, foundColZ2);
+
+ if (zForPed > -99.0f) {
+ pos->z = FEET_OFFSET + zForPed;
+ return true;
+ }
+ return false;
+}
+
+CEntity*
+CPedPlacement::IsPositionClearOfCars(Const CVector *pos)
+{
+ return CWorld::TestSphereAgainstWorld(*pos, 0.25f, nil, true, true, false, false, false, false);
+}
+
+bool
+CPedPlacement::IsPositionClearForPed(const CVector& pos, float radius, int total, CEntity** entities)
+{
+ int16 count;
+ if (radius == -1.0f)
+ radius = 0.75f;
+ if (total == -1)
+ total = 2;
+ CWorld::FindObjectsKindaColliding(pos, radius, true, &count, total, entities, false, true, true, false, false);
+ return count == 0;
+}
diff --git a/src/peds/PedPlacement.h b/src/peds/PedPlacement.h
new file mode 100644
index 0000000..d1b0cd1
--- /dev/null
+++ b/src/peds/PedPlacement.h
@@ -0,0 +1,8 @@
+#pragma once
+
+class CPedPlacement {
+public:
+ static bool FindZCoorForPed(CVector* pos);
+ static CEntity* IsPositionClearOfCars(Const CVector*);
+ static bool IsPositionClearForPed(const CVector& pos, float radius = -1.0f, int total = -1, CEntity** entities = nil);
+}; \ No newline at end of file
diff --git a/src/peds/PedRoutes.cpp b/src/peds/PedRoutes.cpp
new file mode 100644
index 0000000..3ff080e
--- /dev/null
+++ b/src/peds/PedRoutes.cpp
@@ -0,0 +1,79 @@
+#include "common.h"
+
+#include "main.h"
+#include "PedRoutes.h"
+
+CRouteNode gaRoutes[NUMPEDROUTES];
+
+void
+CRouteNode::Initialise()
+{
+ for (int i = 0; i < NUMPEDROUTES; i++) {
+ gaRoutes[i].m_route = -1;
+ gaRoutes[i].m_pos = CVector(0.0f, 0.0f, 0.0f);
+ }
+}
+
+int16
+CRouteNode::GetRouteThisPointIsOn(int16 point)
+{
+ return gaRoutes[point].m_route;
+}
+
+// Actually GetFirstPointOfRoute
+int16
+CRouteNode::GetRouteStart(int16 route)
+{
+ for (int i = 0; i < NUMPEDROUTES; i++) {
+ if (route == gaRoutes[i].m_route)
+ return i;
+ }
+ return -1;
+}
+
+CVector
+CRouteNode::GetPointPosition(int16 point)
+{
+ return gaRoutes[point].m_pos;
+}
+
+void
+CRouteNode::AddRoutePoint(int16 route, CVector pos)
+{
+ uint16 point;
+ for (point = 0; point < NUMPEDROUTES; point++) {
+ if (gaRoutes[point].m_route == -1)
+ break;
+ }
+#ifdef FIX_BUGS
+ if (point == NUMPEDROUTES)
+ return;
+#endif
+ gaRoutes[point].m_route = route;
+ gaRoutes[point].m_pos = pos;
+}
+
+void
+CRouteNode::RemoveRoute(int16 route)
+{
+ uint16 first_point, last_point, i;
+ for (first_point = 0; first_point < NUMPEDROUTES; first_point++) {
+ if (gaRoutes[first_point].m_route == route)
+ break;
+ }
+ if (first_point == NUMPEDROUTES)
+ return;
+ for (last_point = first_point; last_point < NUMPEDROUTES; last_point++)
+ if (gaRoutes[last_point].m_route != route)
+ break;
+ uint16 diff = last_point - first_point;
+#ifdef FIX_BUGS
+ for (i = first_point; i < NUMPEDROUTES - diff; i++)
+ gaRoutes[i] = gaRoutes[i + diff];
+#else
+ for (i = 0; i < diff; i++)
+ gaRoutes[first_point + i] = gaRoutes[last_point + i];
+#endif
+ for (i = NUMPEDROUTES - diff; i < NUMPEDROUTES; i++)
+ gaRoutes[i].m_route = -1;
+}
diff --git a/src/peds/PedRoutes.h b/src/peds/PedRoutes.h
new file mode 100644
index 0000000..c478e38
--- /dev/null
+++ b/src/peds/PedRoutes.h
@@ -0,0 +1,15 @@
+#pragma once
+
+class CRouteNode
+{
+public:
+ int16 m_route;
+ CVector m_pos;
+
+ static int16 GetRouteThisPointIsOn(int16);
+ static CVector GetPointPosition(int16);
+ static int16 GetRouteStart(int16);
+ static void AddRoutePoint(int16, CVector);
+ static void RemoveRoute(int16);
+ static void Initialise(void);
+};
diff --git a/src/peds/PedType.cpp b/src/peds/PedType.cpp
new file mode 100644
index 0000000..bacb1a7
--- /dev/null
+++ b/src/peds/PedType.cpp
@@ -0,0 +1,316 @@
+#include "common.h"
+
+#include "General.h"
+#include "FileMgr.h"
+#include "PedType.h"
+
+CPedType *CPedType::ms_apPedType[NUM_PEDTYPES];
+CPedStats *CPedStats::ms_apPedStats[NUM_PEDSTATS];
+
+void
+CPedType::Initialise(void)
+{
+ int i;
+
+ debug("Initialising CPedType...\n");
+ for(i = 0; i < NUM_PEDTYPES; i++){
+ ms_apPedType[i] = new CPedType;
+ ms_apPedType[i]->m_flag = PED_FLAG_PLAYER1;
+ ms_apPedType[i]->unknown1 = 0.0f;
+ ms_apPedType[i]->unknown2 = 0.0f;
+ // unknown3 not initialized
+ ms_apPedType[i]->unknown4 = 0.0f;
+ ms_apPedType[i]->unknown5 = 0.0f;
+ ms_apPedType[i]->m_threats = 0;
+ ms_apPedType[i]->m_avoid = 0;
+ }
+ debug("Loading ped data...\n");
+ LoadPedData();
+ debug("CPedType ready\n");
+}
+
+void
+CPedType::Shutdown(void)
+{
+ int i;
+ debug("Shutting down CPedType...\n");
+ for(i = 0; i < NUM_PEDTYPES; i++)
+ delete ms_apPedType[i];
+ debug("CPedType shut down\n");
+}
+
+void
+CPedType::LoadPedData(void)
+{
+ char *buf;
+ char line[256];
+ char word[32];
+ ssize_t bp, buflen;
+ int lp, linelen;
+ int type;
+ uint32 flags;
+ float f1, f2, f3, f4, f5;
+
+ type = NUM_PEDTYPES;
+ buf = new char[16 * 1024];
+
+ CFileMgr::SetDir("DATA");
+ buflen = CFileMgr::LoadFile("PED.DAT", (uint8*)buf, 16 * 1024, "r");
+ CFileMgr::SetDir("");
+
+ for(bp = 0; bp < buflen; ){
+ // read file line by line
+ for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){
+ if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t')
+ line[linelen++] = ' ';
+ else
+ line[linelen++] = buf[bp];
+ }
+ bp++;
+ line[linelen] = '\0';
+
+ // skip white space
+ for(lp = 0; line[lp] <= ' '; lp++);
+
+ if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
+ line[lp] == '#')
+ continue;
+
+ // Game uses just "line" here since sscanf already trims whitespace, but this is safer
+ sscanf(&line[lp], "%s", word);
+
+ if(strcmp(word, "Threat") == 0){
+ flags = 0;
+ lp += 7;
+ while(sscanf(&line[lp], "%s", word) == 1 && lp <= linelen){
+ flags |= FindPedFlag(word);
+ // skip word
+ while(line[lp] != ' ' && line[lp] != '\n' && line[lp] != '\0')
+ lp++;
+ // skip white space
+ while(line[lp] == ' ')
+ lp++;
+ }
+ ms_apPedType[type]->m_threats = flags;
+ }else if(strcmp(word, "Avoid") == 0){
+ flags = 0;
+ lp += 6;
+ while(sscanf(&line[lp], "%s", word) == 1 && lp <= linelen){
+ flags |= FindPedFlag(word);
+ // skip word
+ while(line[lp] != ' ' && line[lp] != '\n' && line[lp] != '\0')
+ lp++;
+ // skip white space
+ while(line[lp] == ' ')
+ lp++;
+ }
+ ms_apPedType[type]->m_avoid = flags;
+ }else{
+ sscanf(line, "%s %f %f %f %f %f", word, &f1, &f2, &f3, &f4, &f5);
+ type = FindPedType(word);
+ ms_apPedType[type]->m_flag = FindPedFlag(word);
+ // unknown values
+ ms_apPedType[type]->unknown1 = f1 / 50.0f;
+ ms_apPedType[type]->unknown2 = f2 / 50.0f;
+ ms_apPedType[type]->unknown3 = f3 / 50.0f;
+ ms_apPedType[type]->unknown4 = f4;
+ ms_apPedType[type]->unknown5 = f5;
+
+ }
+ }
+
+ delete[] buf;
+}
+
+ePedType
+CPedType::FindPedType(char *type)
+{
+ if(strcmp(type, "PLAYER1") == 0) return PEDTYPE_PLAYER1;
+ if(strcmp(type, "PLAYER2") == 0) return PEDTYPE_PLAYER2;
+ if(strcmp(type, "PLAYER3") == 0) return PEDTYPE_PLAYER3;
+ if(strcmp(type, "PLAYER4") == 0) return PEDTYPE_PLAYER4;
+ if(strcmp(type, "CIVMALE") == 0) return PEDTYPE_CIVMALE;
+ if(strcmp(type, "CIVFEMALE") == 0) return PEDTYPE_CIVFEMALE;
+ if(strcmp(type, "COP") == 0) return PEDTYPE_COP;
+ if(strcmp(type, "GANG1") == 0) return PEDTYPE_GANG1;
+ if(strcmp(type, "GANG2") == 0) return PEDTYPE_GANG2;
+ if(strcmp(type, "GANG3") == 0) return PEDTYPE_GANG3;
+ if(strcmp(type, "GANG4") == 0) return PEDTYPE_GANG4;
+ if(strcmp(type, "GANG5") == 0) return PEDTYPE_GANG5;
+ if(strcmp(type, "GANG6") == 0) return PEDTYPE_GANG6;
+ if(strcmp(type, "GANG7") == 0) return PEDTYPE_GANG7;
+ if(strcmp(type, "GANG8") == 0) return PEDTYPE_GANG8;
+ if(strcmp(type, "GANG9") == 0) return PEDTYPE_GANG9;
+ if(strcmp(type, "EMERGENCY") == 0) return PEDTYPE_EMERGENCY;
+ if(strcmp(type, "FIREMAN") == 0) return PEDTYPE_FIREMAN;
+ if(strcmp(type, "CRIMINAL") == 0) return PEDTYPE_CRIMINAL;
+ if(strcmp(type, "SPECIAL") == 0) return PEDTYPE_SPECIAL;
+ if(strcmp(type, "PROSTITUTE") == 0) return PEDTYPE_PROSTITUTE;
+ Error("Unknown ped type, Pedtype.cpp");
+ return NUM_PEDTYPES;
+}
+
+uint32
+CPedType::FindPedFlag(char *type)
+{
+ if(strcmp(type, "PLAYER1") == 0) return PED_FLAG_PLAYER1;
+ if(strcmp(type, "PLAYER2") == 0) return PED_FLAG_PLAYER2;
+ if(strcmp(type, "PLAYER3") == 0) return PED_FLAG_PLAYER3;
+ if(strcmp(type, "PLAYER4") == 0) return PED_FLAG_PLAYER4;
+ if(strcmp(type, "CIVMALE") == 0) return PED_FLAG_CIVMALE;
+ if(strcmp(type, "CIVFEMALE") == 0) return PED_FLAG_CIVFEMALE;
+ if(strcmp(type, "COP") == 0) return PED_FLAG_COP;
+ if(strcmp(type, "GANG1") == 0) return PED_FLAG_GANG1;
+ if(strcmp(type, "GANG2") == 0) return PED_FLAG_GANG2;
+ if(strcmp(type, "GANG3") == 0) return PED_FLAG_GANG3;
+ if(strcmp(type, "GANG4") == 0) return PED_FLAG_GANG4;
+ if(strcmp(type, "GANG5") == 0) return PED_FLAG_GANG5;
+ if(strcmp(type, "GANG6") == 0) return PED_FLAG_GANG6;
+ if(strcmp(type, "GANG7") == 0) return PED_FLAG_GANG7;
+ if(strcmp(type, "GANG8") == 0) return PED_FLAG_GANG8;
+ if(strcmp(type, "GANG9") == 0) return PED_FLAG_GANG9;
+ if(strcmp(type, "EMERGENCY") == 0) return PED_FLAG_EMERGENCY;
+ if(strcmp(type, "FIREMAN") == 0) return PED_FLAG_FIREMAN;
+ if(strcmp(type, "CRIMINAL") == 0) return PED_FLAG_CRIMINAL;
+ if(strcmp(type, "SPECIAL") == 0) return PED_FLAG_SPECIAL;
+ if(strcmp(type, "GUN") == 0) return PED_FLAG_GUN;
+ if(strcmp(type, "COP_CAR") == 0) return PED_FLAG_COP_CAR;
+ if(strcmp(type, "FAST_CAR") == 0) return PED_FLAG_FAST_CAR;
+ if(strcmp(type, "EXPLOSION") == 0) return PED_FLAG_EXPLOSION;
+ if(strcmp(type, "PROSTITUTE") == 0) return PED_FLAG_PROSTITUTE;
+ if(strcmp(type, "DEADPEDS") == 0) return PED_FLAG_DEADPEDS;
+ return 0;
+}
+
+void
+CPedType::Save(uint8 *buf, uint32 *size)
+{
+ *size = sizeof(CPedType) * NUM_PEDTYPES + SAVE_HEADER_SIZE;
+INITSAVEBUF
+ WriteSaveHeader(buf, 'P','T','P','\0', *size - SAVE_HEADER_SIZE);
+ for(int i = 0; i < NUM_PEDTYPES; i++)
+ WriteSaveBuf(buf, *ms_apPedType[i]);
+VALIDATESAVEBUF(*size)
+}
+
+void
+CPedType::Load(uint8 *buf, uint32 size)
+{
+INITSAVEBUF
+ // original: SkipSaveBuf(buf, SAVE_HEADER_SIZE);
+ CheckSaveHeader(buf, 'P', 'T', 'P', '\0', size - SAVE_HEADER_SIZE);
+
+ for(int i = 0; i < NUM_PEDTYPES; i++)
+ *ms_apPedType[i] = ReadSaveBuf<CPedType>(buf);
+VALIDATESAVEBUF(size)
+}
+
+void
+CPedStats::Initialise(void)
+{
+ int i;
+
+ debug("Initialising CPedStats...\n");
+ for(i = 0; i < NUM_PEDSTATS; i++){
+ ms_apPedStats[i] = new CPedStats;
+ ms_apPedStats[i]->m_type = PEDSTAT_PLAYER;
+ ms_apPedStats[i]->m_name[8] = 'R'; // WHAT?
+ ms_apPedStats[i]->m_fleeDistance = 20.0f;
+ ms_apPedStats[i]->m_headingChangeRate = 15.0f;
+ ms_apPedStats[i]->m_fear = 50;
+ ms_apPedStats[i]->m_temper = 50;
+ ms_apPedStats[i]->m_lawfulness = 50;
+ ms_apPedStats[i]->m_sexiness = 50;
+ ms_apPedStats[i]->m_attackStrength = 1.0f;
+ ms_apPedStats[i]->m_defendWeakness = 1.0f;
+ ms_apPedStats[i]->m_flags = 0;
+ }
+ debug("Loading pedstats data...\n");
+ CPedStats::LoadPedStats();
+ debug("CPedStats ready\n");
+}
+
+void
+CPedStats::Shutdown(void)
+{
+ int i;
+ debug("Shutting down CPedStats...\n");
+ for(i = 0; i < NUM_PEDSTATS; i++)
+ delete ms_apPedStats[i];
+ debug("CPedStats shut down\n");
+}
+
+void
+CPedStats::LoadPedStats(void)
+{
+ char *buf;
+ char line[256];
+ char name[32];
+ ssize_t bp, buflen;
+ int lp, linelen;
+ int type;
+ float fleeDist, headingChangeRate, attackStrength, defendWeakness;
+ int fear, temper, lawfullness, sexiness, flags;
+
+ type = 0;
+ buf = new char[16 * 1024];
+
+ CFileMgr::SetDir("DATA");
+ buflen = CFileMgr::LoadFile("PEDSTATS.DAT", (uint8*)buf, 16 * 1024, "r");
+ CFileMgr::SetDir("");
+
+ for(bp = 0; bp < buflen; ){
+ // read file line by line
+ for(linelen = 0; buf[bp] != '\n' && bp < buflen; bp++){
+ if(buf[bp] == '\r' || buf[bp] == ',' || buf[bp] == '\t')
+ line[linelen++] = ' ';
+ else
+ line[linelen++] = buf[bp];
+ }
+ bp++;
+ line[linelen] = '\0';
+
+ // skip white space
+ for(lp = 0; line[lp] <= ' '; lp++);
+
+ if(lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines
+ line[lp] == '#')
+ continue;
+
+ sscanf(&line[lp], "%s %f %f %d %d %d %d %f %f %d",
+ name,
+ &fleeDist,
+ &headingChangeRate,
+ &fear,
+ &temper,
+ &lawfullness,
+ &sexiness,
+ &attackStrength,
+ &defendWeakness,
+ &flags);
+ ms_apPedStats[type]->m_type = (ePedStats)type;
+ strncpy(ms_apPedStats[type]->m_name, name, 24); // FIX: game uses strcpy
+ ms_apPedStats[type]->m_fleeDistance = fleeDist;
+ ms_apPedStats[type]->m_headingChangeRate = headingChangeRate;
+ ms_apPedStats[type]->m_fear = fear;
+ ms_apPedStats[type]->m_temper = temper;
+ ms_apPedStats[type]->m_lawfulness = lawfullness;
+ ms_apPedStats[type]->m_sexiness = sexiness;
+ ms_apPedStats[type]->m_attackStrength = attackStrength;
+ ms_apPedStats[type]->m_defendWeakness = defendWeakness;
+ ms_apPedStats[type]->m_flags = flags;
+ type++;
+ }
+
+ delete[] buf;
+}
+
+ePedStats
+CPedStats::GetPedStatType(char *name)
+{
+ for(uint16 type = 0; type < NUM_PEDSTATS; type++)
+ if(!CGeneral::faststrcmp(ms_apPedStats[type]->m_name, name))
+ return (ePedStats) type;
+
+ return NUM_PEDSTATS;
+}
diff --git a/src/peds/PedType.h b/src/peds/PedType.h
new file mode 100644
index 0000000..a4698bb
--- /dev/null
+++ b/src/peds/PedType.h
@@ -0,0 +1,178 @@
+#pragma once
+
+// Index into the PedType array
+enum ePedType
+{
+ PEDTYPE_PLAYER1,
+ PEDTYPE_PLAYER2,
+ PEDTYPE_PLAYER3,
+ PEDTYPE_PLAYER4,
+ PEDTYPE_CIVMALE,
+ PEDTYPE_CIVFEMALE,
+ PEDTYPE_COP,
+ PEDTYPE_GANG1,
+ PEDTYPE_GANG2,
+ PEDTYPE_GANG3,
+ PEDTYPE_GANG4,
+ PEDTYPE_GANG5, // Security - hardcoded
+ PEDTYPE_GANG6,
+ PEDTYPE_GANG7, // Vercetti gang - hardcoded
+ PEDTYPE_GANG8,
+ PEDTYPE_GANG9,
+ PEDTYPE_EMERGENCY,
+ PEDTYPE_FIREMAN,
+ PEDTYPE_CRIMINAL,
+ PEDTYPE_UNUSED1,
+ PEDTYPE_PROSTITUTE,
+ PEDTYPE_SPECIAL,
+ PEDTYPE_UNUSED2,
+
+ NUM_PEDTYPES
+};
+
+enum
+{
+ PED_FLAG_PLAYER1 = 1 << 0,
+ PED_FLAG_PLAYER2 = 1 << 1,
+ PED_FLAG_PLAYER3 = 1 << 2,
+ PED_FLAG_PLAYER4 = 1 << 3,
+ PED_FLAG_CIVMALE = 1 << 4,
+ PED_FLAG_CIVFEMALE = 1 << 5,
+ PED_FLAG_COP = 1 << 6,
+ PED_FLAG_GANG1 = 1 << 7,
+ PED_FLAG_GANG2 = 1 << 8,
+ PED_FLAG_GANG3 = 1 << 9,
+ PED_FLAG_GANG4 = 1 << 10,
+ PED_FLAG_GANG5 = 1 << 11,
+ PED_FLAG_GANG6 = 1 << 12,
+ PED_FLAG_GANG7 = 1 << 13,
+ PED_FLAG_GANG8 = 1 << 14,
+ PED_FLAG_GANG9 = 1 << 15,
+ PED_FLAG_EMERGENCY = 1 << 16,
+ PED_FLAG_PROSTITUTE = 1 << 17,
+ PED_FLAG_CRIMINAL = 1 << 18,
+ PED_FLAG_SPECIAL = 1 << 19,
+ PED_FLAG_GUN = 1 << 20,
+ PED_FLAG_COP_CAR = 1 << 21,
+ PED_FLAG_FAST_CAR = 1 << 22,
+ PED_FLAG_EXPLOSION = 1 << 23,
+ PED_FLAG_FIREMAN = 1 << 24,
+ PED_FLAG_DEADPEDS = 1 << 25,
+};
+
+class CPedType
+{
+ uint32 m_flag;
+ float unknown1;
+ float unknown2;
+ float unknown3;
+ float unknown4;
+ float unknown5;
+ uint32 m_threats;
+ uint32 m_avoid;
+
+ static CPedType *ms_apPedType[NUM_PEDTYPES];
+public:
+
+ static void Initialise(void);
+ static void Shutdown(void);
+ static void LoadPedData(void);
+ static ePedType FindPedType(char *type);
+ static uint32 FindPedFlag(char *type);
+ static void Save(uint8 *buf, uint32 *size);
+ static void Load(uint8 *buf, uint32 size);
+
+ static uint32 GetFlag(int type) { return ms_apPedType[type]->m_flag; }
+ static uint32 GetAvoid(int type) { return ms_apPedType[type]->m_avoid; }
+ static uint32 GetThreats(int type) { return ms_apPedType[type]->m_threats; }
+ static void SetThreats(int type, uint32 threat) { ms_apPedType[type]->m_threats = threat; }
+ static void AddThreat(int type, int threat) { ms_apPedType[type]->m_threats |= threat; }
+ static void RemoveThreat(int type, int threat) { ms_apPedType[type]->m_threats &= ~threat; }
+ static bool IsThreat(int type, int threat) { return ms_apPedType[type]->m_threats & threat; }
+};
+
+VALIDATE_SIZE(CPedType, 0x20);
+
+enum ePedStats
+{
+ PEDSTAT_PLAYER,
+ PEDSTAT_COP,
+ PEDSTAT_MEDIC,
+ PEDSTAT_FIREMAN,
+ PEDSTAT_GANG1,
+ PEDSTAT_GANG2,
+ PEDSTAT_GANG3,
+ PEDSTAT_GANG4,
+ PEDSTAT_GANG5,
+ PEDSTAT_GANG6,
+ PEDSTAT_GANG7,
+ PEDSTAT_STREET_GUY,
+ PEDSTAT_SUIT_GUY,
+ PEDSTAT_SENSIBLE_GUY,
+ PEDSTAT_GEEK_GUY,
+ PEDSTAT_OLD_GUY,
+ PEDSTAT_TOUGH_GUY,
+ PEDSTAT_STREET_GIRL,
+ PEDSTAT_SUIT_GIRL,
+ PEDSTAT_SENSIBLE_GIRL,
+ PEDSTAT_GEEK_GIRL,
+ PEDSTAT_OLD_GIRL,
+ PEDSTAT_TOUGH_GIRL,
+ PEDSTAT_TRAMP_MALE,
+ PEDSTAT_TRAMP_FEMALE,
+ PEDSTAT_TOURIST,
+ PEDSTAT_PROSTITUTE,
+ PEDSTAT_CRIMINAL,
+ PEDSTAT_BUSKER,
+ PEDSTAT_TAXIDRIVER,
+ PEDSTAT_PSYCHO,
+ PEDSTAT_STEWARD,
+ PEDSTAT_SPORTSFAN,
+ PEDSTAT_SHOPPER,
+ PEDSTAT_OLDSHOPPER,
+ PEDSTAT_BEACH_GUY,
+ PEDSTAT_BEACH_GIRL,
+ PEDSTAT_SKATER,
+ PEDSTAT_STD_MISSION,
+ PEDSTAT_COWARD,
+
+ NUM_PEDSTATS
+};
+
+// flags
+enum
+{
+ STAT_PUNCH_ONLY = 1,
+ STAT_CAN_KNEE_HEAD = 2,
+ STAT_CAN_KICK = 4,
+ STAT_CAN_ROUNDHOUSE = 8,
+ STAT_NO_DIVE = 0x10,
+ STAT_ONE_HIT_KNOCKDOWN = 0x20,
+ STAT_SHOPPING_BAGS = 0x40,
+ STAT_GUN_PANIC = 0x80
+};
+
+class CPedStats
+{
+public:
+ ePedStats m_type;
+ char m_name[24];
+ float m_fleeDistance;
+ float m_headingChangeRate;
+ int8 m_fear;
+ int8 m_temper;
+ int8 m_lawfulness;
+ int8 m_sexiness;
+ float m_attackStrength;
+ float m_defendWeakness;
+ int16 m_flags;
+
+ static CPedStats *ms_apPedStats[NUM_PEDSTATS];
+
+ static void Initialise(void);
+ static void Shutdown(void);
+ static void LoadPedStats(void);
+ static ePedStats GetPedStatType(char *name);
+};
+
+VALIDATE_SIZE(CPedStats, 0x34);
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
new file mode 100644
index 0000000..9c668cf
--- /dev/null
+++ b/src/peds/PlayerPed.cpp
@@ -0,0 +1,2215 @@
+#include "common.h"
+
+#include "RwHelper.h"
+#include "PlayerPed.h"
+#include "Wanted.h"
+#include "Fire.h"
+#include "DMAudio.h"
+#include "Pad.h"
+#include "Camera.h"
+#include "WeaponEffects.h"
+#include "ModelIndices.h"
+#include "World.h"
+#include "RpAnimBlend.h"
+#include "AnimBlendAssociation.h"
+#include "General.h"
+#include "Pools.h"
+#include "Darkel.h"
+#include "CarCtrl.h"
+#include "MBlur.h"
+#include "Streaming.h"
+#include "Population.h"
+#include "Script.h"
+#include "Replay.h"
+#include "PedPlacement.h"
+#include "VarConsole.h"
+
+#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
+
+bool CPlayerPed::bDontAllowWeaponChange;
+#ifndef MASTER
+bool CPlayerPed::bDebugPlayerInfo;
+#endif
+
+const uint32 CPlayerPed::nSaveStructSize =
+#ifdef COMPATIBLE_SAVES
+ 1752;
+#else
+ sizeof(CPlayerPed);
+#endif
+
+int32 idleAnimBlockIndex;
+
+CPad*
+GetPadFromPlayer(CPlayerPed*)
+{
+ return CPad::GetPad(0);
+}
+
+CPlayerPed::~CPlayerPed()
+{
+ delete m_pWanted;
+}
+
+CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
+{
+ m_fMoveSpeed = 0.0f;
+ SetModelIndex(MI_PLAYER);
+#ifdef FIX_BUGS
+ m_fCurrentStamina = m_fMaxStamina = 150.0f;
+#endif
+ SetInitialState();
+
+ m_pWanted = new CWanted();
+ m_pWanted->Initialise();
+ m_pArrestingCop = nil;
+ m_currentWeapon = WEAPONTYPE_UNARMED;
+ m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
+ m_nSpeedTimer = 0;
+ m_bSpeedTimerFlag = false;
+ SetWeaponLockOnTarget(nil);
+ SetPedState(PED_IDLE);
+#ifndef FIX_BUGS
+ m_fCurrentStamina = m_fMaxStamina = 150.0f;
+#endif
+ m_fStaminaProgress = 0.0f;
+ m_nEvadeAmount = 0;
+ m_pEvadingFrom = nil;
+ m_nHitAnimDelayTimer = 0;
+ m_fAttackButtonCounter = 0.0f;
+ m_bHaveTargetSelected = false;
+ m_bHasLockOnTarget = false;
+ m_bCanBeDamaged = true;
+ m_bNoPosForMeleeAttack = false;
+ m_fWalkAngle = 0.0f;
+ m_fFPSMoveHeading = 0.0f;
+ m_pMinigunTopAtomic = nil;
+ m_fGunSpinSpeed = 0.0;
+ m_fGunSpinAngle = 0.0;
+ m_nPadDownPressedInMilliseconds = 0;
+ m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
+ unk1 = false;
+ for (int i = 0; i < 6; i++) {
+ m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
+ m_pPedAtSafePos[i] = nil;
+ m_pMeleeList[i] = nil;
+ }
+ m_nAttackDirToCheck = 0;
+ m_nLastBusFareCollected = 0;
+ idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
+}
+
+void
+CPlayerPed::ClearWeaponTarget()
+{
+ if (m_nPedType == PEDTYPE_PLAYER1) {
+ SetWeaponLockOnTarget(nil);
+ TheCamera.ClearPlayerWeaponMode();
+ CWeaponEffects::ClearCrossHair();
+ }
+ ClearPointGunAt();
+}
+
+void
+CPlayerPed::SetWantedLevel(int32 level)
+{
+ m_pWanted->SetWantedLevel(level);
+}
+
+void
+CPlayerPed::SetWantedLevelNoDrop(int32 level)
+{
+ m_pWanted->SetWantedLevelNoDrop(level);
+}
+
+void
+CPlayerPed::MakeObjectTargettable(int32 handle)
+{
+ for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
+ if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
+ m_nTargettableObjects[i] = handle;
+ return;
+ }
+ }
+}
+
+// I don't know the actual purpose of parameter
+void
+CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
+{
+ if (m_pedStats->m_temper < 52) {
+ m_pedStats->m_temper++;
+ } else if (annoyedByPassingEntity && m_pedStats->m_temper < 55) {
+ m_pedStats->m_temper++;
+ } else if (annoyedByPassingEntity) {
+ m_pedStats->m_temper = 46;
+ }
+}
+
+void
+CPlayerPed::ClearAdrenaline(void)
+{
+ if (m_bAdrenalineActive && m_nAdrenalineTime != 0) {
+ m_nAdrenalineTime = 0;
+ CTimer::SetTimeScale(1.0f);
+ }
+}
+
+CPlayerInfo *
+CPlayerPed::GetPlayerInfoForThisPlayerPed()
+{
+ if (CWorld::Players[0].m_pPed == this)
+ return &CWorld::Players[0];
+
+ return nil;
+}
+
+void
+CPlayerPed::SetupPlayerPed(int32 index)
+{
+ CPlayerPed *player = new CPlayerPed();
+ CWorld::Players[index].m_pPed = player;
+#ifdef FIX_BUGS
+ player->RegisterReference((CEntity**)&CWorld::Players[index].m_pPed);
+#endif
+
+ player->SetOrientation(0.0f, 0.0f, 0.0f);
+
+ CWorld::Add(player);
+ player->m_wepAccuracy = 100;
+
+#ifndef MASTER
+ VarConsole.Add("Debug PlayerPed", &CPlayerPed::bDebugPlayerInfo, true);
+ VarConsole.Add("Tweak Vehicle Handling", &CVehicle::m_bDisplayHandlingInfo, true);
+#endif
+}
+
+void
+CPlayerPed::DeactivatePlayerPed(int32 index)
+{
+ CWorld::Remove(CWorld::Players[index].m_pPed);
+}
+
+void
+CPlayerPed::ReactivatePlayerPed(int32 index)
+{
+ CWorld::Add(CWorld::Players[index].m_pPed);
+}
+
+void
+CPlayerPed::UseSprintEnergy(void)
+{
+ if (m_fCurrentStamina > -150.0f && !CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint
+ && !m_bAdrenalineActive) {
+ m_fCurrentStamina = m_fCurrentStamina - CTimer::GetTimeStep();
+ m_fStaminaProgress = m_fStaminaProgress + CTimer::GetTimeStep();
+ }
+
+ if (m_fStaminaProgress >= 500.0f) {
+ m_fStaminaProgress = 0;
+ if (m_fMaxStamina < 1000.0f)
+ m_fMaxStamina += 10.0f;
+ }
+}
+
+void
+CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
+{
+ if (m_nPedState == PED_SNIPER_MODE) {
+ RestorePreviousState();
+ TheCamera.ClearPlayerWeaponMode();
+ }
+ SetCurrentWeapon(weapon);
+ m_nSelectedWepSlot = m_currentWeapon;
+
+ GetWeapon()->m_nAmmoInClip = Min(GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition);
+
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM))
+ ClearWeaponTarget();
+
+ // WEAPONTYPE_SNIPERRIFLE? Wut?
+ CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)));
+ if (weaponAnim) {
+ weaponAnim->SetRun();
+ weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
+ }
+ TheCamera.ClearPlayerWeaponMode();
+}
+
+void
+CPlayerPed::MakeChangesForNewWeapon(int32 slot)
+{
+ if(slot != -1)
+ MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType);
+}
+
+void
+CPlayerPed::ReApplyMoveAnims(void)
+{
+ static AnimationId moveAnims[] = { ANIM_STD_WALK, ANIM_STD_RUN, ANIM_STD_RUNFAST, ANIM_STD_IDLE, ANIM_STD_STARTWALK };
+
+ for(int i = 0; i < ARRAY_SIZE(moveAnims); i++) {
+ CAnimBlendAssociation *curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), moveAnims[i]);
+ if (curMoveAssoc) {
+ if (CGeneral::faststrcmp(CAnimManager::GetAnimAssociation(m_animGroup, moveAnims[i])->hierarchy->name, curMoveAssoc->hierarchy->name)) {
+ CAnimBlendAssociation *newMoveAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, moveAnims[i]);
+ newMoveAssoc->blendDelta = curMoveAssoc->blendDelta;
+ newMoveAssoc->blendAmount = curMoveAssoc->blendAmount;
+ curMoveAssoc->blendDelta = -1000.0f;
+ curMoveAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ }
+ }
+ }
+}
+
+void
+CPlayerPed::SetInitialState(void)
+{
+ m_nDrunkenness = 0;
+ m_nFadeDrunkenness = 0;
+ CMBlur::ClearDrunkBlur();
+ m_nDrunkCountdown = 0;
+ m_bAdrenalineActive = false;
+ m_nAdrenalineTime = 0;
+ CTimer::SetTimeScale(1.0f);
+ m_pSeekTarget = nil;
+ m_vecSeekPos = CVector(0.0f, 0.0f, 0.0f);
+ m_fleeFromPos = CVector2D(0.0f, 0.0f);
+ m_fleeFrom = nil;
+ m_fleeTimer = 0;
+ m_objective = OBJECTIVE_NONE;
+ m_prevObjective = OBJECTIVE_NONE;
+ bUsesCollision = true;
+ ClearAimFlag();
+ ClearLookFlag();
+ bIsPointingGunAt = false;
+ bRenderPedInCar = true;
+ if (m_pFire)
+ m_pFire->Extinguish();
+
+ RpAnimBlendClumpRemoveAllAssociations(GetClump());
+ SetPedState(PED_IDLE);
+ SetMoveState(PEDMOVE_STILL);
+ m_nLastPedState = PED_NONE;
+ m_animGroup = ASSOCGRP_PLAYER;
+ m_fMoveSpeed = 0.0f;
+ m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
+ m_nEvadeAmount = 0;
+ m_pEvadingFrom = nil;
+ bIsPedDieAnimPlaying = false;
+ SetRealMoveAnim();
+ m_bCanBeDamaged = true;
+ m_pedStats->m_temper = 50;
+ m_fWalkAngle = 0.0f;
+ if (m_attachedTo && !bUsesCollision)
+ bUsesCollision = true;
+
+ m_attachedTo = nil;
+ m_attachWepAmmo = 0;
+}
+
+void
+CPlayerPed::SetRealMoveAnim(void)
+{
+ CAnimBlendAssociation *curWalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_WALK);
+ CAnimBlendAssociation *curRunAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUN);
+ CAnimBlendAssociation *curSprintAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNFAST);
+ CAnimBlendAssociation *curWalkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_STARTWALK);
+ CAnimBlendAssociation *curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
+ CAnimBlendAssociation *curRunStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1);
+ CAnimBlendAssociation *curRunStopRAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2);
+ if (bResetWalkAnims) {
+ if (curWalkAssoc)
+ curWalkAssoc->SetCurrentTime(0.0f);
+ if (curRunAssoc)
+ curRunAssoc->SetCurrentTime(0.0f);
+ if (curSprintAssoc)
+ curSprintAssoc->SetCurrentTime(0.0f);
+ bResetWalkAnims = false;
+ }
+
+ if (!curIdleAssoc)
+ curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
+ if (!curIdleAssoc)
+ curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
+ if (!curIdleAssoc)
+ curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
+
+ if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) {
+
+ if (curRunStopAssoc && curRunStopAssoc->blendDelta >= 0.0f || curRunStopRAssoc && curRunStopRAssoc->blendDelta >= 0.0f) {
+ if (curRunStopAssoc) {
+ curRunStopAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ curRunStopAssoc->blendAmount = 1.0f;
+ curRunStopAssoc->blendDelta = -8.0f;
+ } else if (curRunStopRAssoc) {
+ curRunStopRAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ curRunStopRAssoc->blendAmount = 1.0f;
+ curRunStopRAssoc->blendDelta = -8.0f;
+ }
+
+ RestoreHeadingRate();
+ if (!curIdleAssoc) {
+ if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
+ nil, true, false, false, false, false, false)) {
+ curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 8.0f);
+
+ } else {
+ curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
+ }
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
+ }
+ curIdleAssoc->blendAmount = 0.0f;
+ curIdleAssoc->blendDelta = 8.0f;
+
+ } else if (m_fMoveSpeed == 0.0f && !curSprintAssoc) {
+ if (!curIdleAssoc) {
+ if (m_fCurrentStamina < 0.0f && !bIsAimingGun && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
+ nil, true, false, false, false, false, false)) {
+ curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
+
+ } else {
+ curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
+ }
+
+ m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
+ }
+
+ if ((m_fCurrentStamina > 0.0f || bIsAimingGun) && curIdleAssoc->animId == ANIM_STD_IDLE_TIRED) {
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
+
+ } else if (m_nPedState != PED_FIGHT) {
+ if (m_fCurrentStamina < 0.0f && !bIsAimingGun && curIdleAssoc->animId != ANIM_STD_IDLE_TIRED
+ && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, nil, true, false, false, false, false, false)) {
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
+
+ } else if (curIdleAssoc->animId != ANIM_STD_IDLE) {
+ CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
+ }
+ }
+ m_nMoveState = PEDMOVE_STILL;
+
+ } else {
+ if (curIdleAssoc) {
+ if (curWalkStartAssoc) {
+ curWalkStartAssoc->blendAmount = 1.0f;
+ curWalkStartAssoc->blendDelta = 0.0f;
+ } else {
+ curWalkStartAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_STARTWALK);
+ }
+ if (curWalkAssoc)
+ curWalkAssoc->SetCurrentTime(0.0f);
+ if (curRunAssoc)
+ curRunAssoc->SetCurrentTime(0.0f);
+
+ delete curIdleAssoc;
+ delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
+ CAnimBlendAssociation *fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
+ if (!fightIdleAnim)
+ fightIdleAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_MELEE_IDLE_FIGHTMODE);
+ delete fightIdleAnim;
+ delete curSprintAssoc;
+
+ curSprintAssoc = nil;
+ m_nMoveState = PEDMOVE_WALK;
+ }
+ if (curRunStopAssoc) {
+ delete curRunStopAssoc;
+ RestoreHeadingRate();
+ }
+ if (curRunStopRAssoc) {
+ delete curRunStopRAssoc;
+ RestoreHeadingRate();
+ }
+ if (!curWalkAssoc) {
+ curWalkAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_WALK);
+ curWalkAssoc->blendAmount = 0.0f;
+ }
+ if (!curRunAssoc) {
+ curRunAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_RUN);
+ curRunAssoc->blendAmount = 0.0f;
+ }
+ if (curWalkStartAssoc && !(curWalkStartAssoc->IsRunning())) {
+ delete curWalkStartAssoc;
+ curWalkStartAssoc = nil;
+ curWalkAssoc->SetRun();
+ curRunAssoc->SetRun();
+ }
+ if (m_nMoveState == PEDMOVE_SPRINT) {
+ if (m_fCurrentStamina < 0.0f && (m_fCurrentStamina <= -150.0f || !curSprintAssoc || curSprintAssoc->blendDelta < 0.0f))
+ m_nMoveState = PEDMOVE_STILL;
+
+ if (curWalkStartAssoc)
+ m_nMoveState = PEDMOVE_STILL;
+ }
+
+ if (curSprintAssoc && (m_nMoveState != PEDMOVE_SPRINT || m_fMoveSpeed < 0.4f)) {
+ // Stop sprinting in various conditions
+ if (curSprintAssoc->blendAmount == 0.0f) {
+ curSprintAssoc->blendDelta = -1000.0f;
+ curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT;
+
+ } else if (curSprintAssoc->blendDelta >= 0.0f || curSprintAssoc->blendAmount >= 0.8f) {
+ if (m_fMoveSpeed < 0.4f) {
+ AnimationId runStopAnim;
+ if (curSprintAssoc->GetProgress() < 0.5) // double
+ runStopAnim = ANIM_STD_RUNSTOP1;
+ else
+ runStopAnim = ANIM_STD_RUNSTOP2;
+ CAnimBlendAssociation* newRunStopAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, runStopAnim);
+ newRunStopAssoc->blendAmount = 1.0f;
+ newRunStopAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
+ m_headingRate = 0.0f;
+ curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ curSprintAssoc->blendDelta = -1000.0f;
+ curWalkAssoc->flags &= ~ASSOC_RUNNING;
+ curWalkAssoc->blendAmount = 0.0f;
+ curWalkAssoc->blendDelta = 0.0f;
+ curRunAssoc->flags &= ~ASSOC_RUNNING;
+ curRunAssoc->blendAmount = 0.0f;
+ curRunAssoc->blendDelta = 0.0f;
+
+ } else if (curSprintAssoc->blendDelta >= 0.0f) { // this condition is absent on mobile
+ // Stop sprinting when tired
+ curSprintAssoc->flags |= ASSOC_DELETEFADEDOUT;
+ curSprintAssoc->blendDelta = -1.0f;
+ curRunAssoc->blendDelta = 1.0f;
+ }
+ } else if (m_fMoveSpeed < 1.0f) {
+ curSprintAssoc->blendDelta = -8.0f;
+ curRunAssoc->blendDelta = 8.0f;
+ }
+
+ } else if (curWalkStartAssoc) {
+ // Walk start and walk/run shouldn't run at the same time
+ curWalkAssoc->flags &= ~ASSOC_RUNNING;
+ curRunAssoc->flags &= ~ASSOC_RUNNING;
+ curWalkAssoc->blendAmount = 0.0f;
+ curRunAssoc->blendAmount = 0.0f;
+
+ } else if (m_nMoveState == PEDMOVE_SPRINT) {
+ if (curSprintAssoc) {
+ // We have anim, do it
+ if (curSprintAssoc->blendDelta < 0.0f) {
+ curSprintAssoc->blendDelta = 2.0f;
+ curRunAssoc->blendDelta = -2.0f;
+ }
+ } else {
+ // Transition between run-sprint
+ curWalkAssoc->blendAmount = 0.0f;
+ curRunAssoc->blendAmount = 1.0f;
+ curSprintAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_RUNFAST, 2.0f);
+ }
+ UseSprintEnergy();
+ } else {
+ if (m_fMoveSpeed < 1.0f) {
+ curWalkAssoc->blendAmount = 1.0f;
+ curRunAssoc->blendAmount = 0.0f;
+ m_nMoveState = PEDMOVE_WALK;
+ } else if (m_fMoveSpeed < 2.0f) {
+ curWalkAssoc->blendAmount = 2.0f - m_fMoveSpeed;
+ curRunAssoc->blendAmount = m_fMoveSpeed - 1.0f;
+ m_nMoveState = PEDMOVE_RUN;
+ } else {
+ curWalkAssoc->blendAmount = 0.0f;
+ curRunAssoc->blendAmount = 1.0f;
+ m_nMoveState = PEDMOVE_RUN;
+ }
+ curWalkAssoc->blendDelta = 0.0f;
+ curRunAssoc->blendDelta = 0.0f;
+ }
+ }
+ }
+ if (m_bAdrenalineActive) {
+ if (CTimer::GetTimeInMilliseconds() > m_nAdrenalineTime) {
+ m_bAdrenalineActive = false;
+ CTimer::SetTimeScale(1.0f);
+ if (curWalkStartAssoc)
+ curWalkStartAssoc->speed = 1.0f;
+ if (curWalkAssoc)
+ curWalkAssoc->speed = 1.0f;
+ if (curRunAssoc)
+ curRunAssoc->speed = 1.0f;
+ if (curSprintAssoc)
+ curSprintAssoc->speed = 1.0f;
+ } else {
+ CTimer::SetTimeScale(1.0f / 3);
+ if (curWalkStartAssoc)
+ curWalkStartAssoc->speed = 2.0f;
+ if (curWalkAssoc)
+ curWalkAssoc->speed = 2.0f;
+ if (curRunAssoc)
+ curRunAssoc->speed = 2.0f;
+ if (curSprintAssoc)
+ curSprintAssoc->speed = 2.0f;
+ }
+ } else if (curSprintAssoc) {
+ if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIXED) {
+ curSprintAssoc->speed = 0.7f;
+ } else
+ curSprintAssoc->speed = 1.0f;
+ }
+}
+
+void
+CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
+{
+ if (m_fCurrentStamina < m_fMaxStamina)
+ m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
+}
+
+float
+CPlayerPed::DoWeaponSmoothSpray(void)
+{
+ if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ switch (GetWeapon()->m_eWeaponType) {
+ case WEAPONTYPE_GOLFCLUB:
+ case WEAPONTYPE_NIGHTSTICK:
+ case WEAPONTYPE_BASEBALLBAT:
+ if (GetFireAnimGround(weaponInfo, false) && RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(weaponInfo, false)))
+ return PI / 176.f;
+ else
+ return -1.0f;
+
+ case WEAPONTYPE_CHAINSAW:
+ if (GetMeleeStartAnim(weaponInfo) && RpAnimBlendClumpGetAssociation(GetClump(), GetMeleeStartAnim(weaponInfo)))
+ return PI / 128.0f;
+ else if (GetFireAnimGround(weaponInfo, false) && RpAnimBlendClumpGetAssociation(GetClump(), GetFireAnimGround(weaponInfo, false)))
+ return PI / 176.f;
+ else
+ return PI / 80.f;
+
+ case WEAPONTYPE_PYTHON:
+ return PI / 112.f;
+ case WEAPONTYPE_SHOTGUN:
+ case WEAPONTYPE_SPAS12_SHOTGUN:
+ case WEAPONTYPE_STUBBY_SHOTGUN:
+ return PI / 112.f;
+ case WEAPONTYPE_UZI:
+ case WEAPONTYPE_MP5:
+ return PI / 112.f;
+ case WEAPONTYPE_M4:
+ case WEAPONTYPE_RUGER:
+ return PI / 112.f;
+ case WEAPONTYPE_FLAMETHROWER:
+ return PI / 80.f;
+ case WEAPONTYPE_M60:
+ case WEAPONTYPE_MINIGUN:
+ case WEAPONTYPE_HELICANNON:
+ return PI / 176.f;
+ default:
+ return -1.0f;
+ }
+ } else if (bIsDucking)
+ return PI / 112.f;
+ else
+ return -1.0f;
+}
+
+void
+CPlayerPed::DoStuffToGoOnFire(void)
+{
+ if (m_nPedState == PED_SNIPER_MODE)
+ TheCamera.ClearPlayerWeaponMode();
+}
+
+bool
+CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
+{
+ CVector distVec = target - GetPosition();
+
+ if (distVec.Magnitude() > CWeaponInfo::GetWeaponInfo(weaponUsed->m_eWeaponType)->m_fRange)
+ return true;
+
+ return false;
+}
+
+// Cancels landing anim while running & jumping? I think
+void
+CPlayerPed::RunningLand(CPad *padUsed)
+{
+ CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_LAND);
+ if (landAssoc && landAssoc->currentTime == 0.0f && m_fMoveSpeed > 1.5f
+ && padUsed && (padUsed->GetPedWalkLeftRight() != 0.0f || padUsed->GetPedWalkUpDown() != 0.0f)) {
+
+ landAssoc->blendDelta = -1000.0f;
+ landAssoc->flags |= ASSOC_DELETEFADEDOUT;
+
+ CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this);
+
+ if (m_nPedState == PED_JUMP)
+ RestorePreviousState();
+ }
+}
+
+bool
+CPlayerPed::IsThisPedAnAimingPriority(CPed *suspect)
+{
+ if (!suspect->bIsPlayerFriend)
+ return true;
+
+ if (suspect->m_pPointGunAt == this)
+ return true;
+
+ switch (suspect->m_objective) {
+ case OBJECTIVE_KILL_CHAR_ON_FOOT:
+ case OBJECTIVE_KILL_CHAR_ANY_MEANS:
+ if (suspect->m_pedInObjective == this)
+ return true;
+
+ break;
+ default:
+ break;
+ }
+ return suspect->m_nPedState == PED_ABSEIL;
+}
+
+void
+CPlayerPed::PlayerControlSniper(CPad *padUsed)
+{
+ ProcessWeaponSwitch(padUsed);
+ TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
+
+ if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
+ bCrouchWhenShooting = true;
+ SetDuck(60000, true);
+ } else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) {
+ ClearDuck(true);
+ bCrouchWhenShooting = false;
+ }
+
+ if (!padUsed->GetTarget() && !m_attachedTo) {
+ RestorePreviousState();
+ TheCamera.ClearPlayerWeaponMode();
+ return;
+ }
+
+ int firingRate = GetWeapon()->m_eWeaponType == WEAPONTYPE_LASERSCOPE ? 333 : 266;
+ if (padUsed->WeaponJustDown() && CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer) {
+ CVector firePos(0.0f, 0.0f, 0.6f);
+ firePos = GetMatrix() * firePos;
+ GetWeapon()->Fire(this, &firePos);
+ m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds();
+ } else if (CTimer::GetTimeInMilliseconds() > m_nPadDownPressedInMilliseconds + firingRate &&
+ CTimer::GetTimeInMilliseconds() - CTimer::GetTimeStepInMilliseconds() < m_nPadDownPressedInMilliseconds + firingRate && padUsed->GetWeapon()) {
+
+ if (GetWeapon()->m_nAmmoTotal > 0) {
+ DMAudio.PlayFrontEndSound(SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
+ }
+ }
+ GetWeapon()->Update(m_audioEntityId, nil);
+}
+
+// I think R* also used goto in here.
+void
+CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
+{
+ if (CDarkel::FrenzyOnGoing() || m_attachedTo)
+ goto switchDetectDone;
+
+ if (!m_pPointGunAt && !bDontAllowWeaponChange && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) {
+ if (padUsed->CycleWeaponRightJustDown()) {
+
+ if (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
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
+
+ for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
+ if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
+ goto spentAmmoCheck;
+ }
+ }
+ m_nSelectedWepSlot = 0;
+ }
+ } else if (padUsed->CycleWeaponLeftJustDown()) {
+ if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
+ && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
+
+ // I don't know what kind of loop that was
+ m_nSelectedWepSlot = m_currentWeapon - 1;
+ do {
+ if (m_nSelectedWepSlot < 0)
+ m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
+
+ if (m_nSelectedWepSlot == WEAPONSLOT_UNARMED)
+ break;
+
+ if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed())
+ break;
+
+ --m_nSelectedWepSlot;
+ } while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
+ }
+ }
+ }
+
+spentAmmoCheck:
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE
+ && (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN)) {
+ if (GetWeapon()->m_nAmmoTotal <= 0) {
+ if (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON
+ || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER
+ || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
+ return;
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR
+ && GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE)
+ m_nSelectedWepSlot = WEAPONSLOT_PROJECTILE;
+ else
+ m_nSelectedWepSlot = m_currentWeapon - 1;
+
+ for (; m_nSelectedWepSlot >= WEAPONSLOT_UNARMED; --m_nSelectedWepSlot) {
+
+ // BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
+#ifdef FIX_BUGS
+ if (m_nSelectedWepSlot == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) {
+#else
+ if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
+ || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
+ && m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) {
+#endif
+ goto switchDetectDone;
+ }
+ }
+ m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
+ }
+ }
+
+switchDetectDone:
+ if (m_nSelectedWepSlot != m_currentWeapon) {
+ if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) {
+ RemoveWeaponAnims(m_currentWeapon, -1000.0f);
+ MakeChangesForNewWeapon(m_nSelectedWepSlot);
+ }
+ }
+}
+
+void
+CPlayerPed::PlayerControlM16(CPad *padUsed)
+{
+ ProcessWeaponSwitch(padUsed);
+ TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
+
+ if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
+ bCrouchWhenShooting = true;
+ SetDuck(60000, true);
+ } else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT)) {
+ ClearDuck(true);
+ bCrouchWhenShooting = false;
+ }
+
+ if (!padUsed->GetTarget() && !m_attachedTo) {
+ RestorePreviousState();
+ TheCamera.ClearPlayerWeaponMode();
+ }
+
+ if (padUsed->GetWeapon() && CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer) {
+ if (GetWeapon()->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) {
+ DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0.f);
+ GetWeapon()->m_nTimer = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nFiringRate + CTimer::GetTimeInMilliseconds();
+ } else {
+ CVector firePos(0.0f, 0.0f, 0.6f);
+ firePos = GetMatrix() * firePos;
+ GetWeapon()->Fire(this, &firePos);
+ m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds();
+ }
+ } else if (CTimer::GetTimeInMilliseconds() > GetWeapon()->m_nTimer &&
+ CTimer::GetTimeInMilliseconds() - CTimer::GetTimeStepInMilliseconds() < GetWeapon()->m_nTimer && GetWeapon()->m_eWeaponState != WEAPONSTATE_OUT_OF_AMMO) {
+ DMAudio.PlayFrontEndSound(SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
+ }
+ GetWeapon()->Update(m_audioEntityId, nil);
+}
+
+void
+CPlayerPed::PlayerControlFighter(CPad *padUsed)
+{
+ float leftRight = padUsed->GetPedWalkLeftRight();
+ float upDown = padUsed->GetPedWalkUpDown();
+ float padMove = CVector2D(leftRight, upDown).Magnitude();
+
+ if (padMove > 0.0f) {
+ m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
+ m_takeAStepAfterAttack = padMove > 2 * PAD_MOVE_TO_GAME_WORLD_MOVE;
+ if (padUsed->GetSprint() && padMove > 1 * PAD_MOVE_TO_GAME_WORLD_MOVE)
+ bIsAttacking = false;
+ }
+
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->JumpJustDown()) {
+ if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
+ SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
+ m_nEvadeAmount = 0;
+ m_pEvadingFrom = nil;
+ } else {
+ SetJump();
+ }
+ }
+}
+
+void
+CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
+{
+ float leftRight = padUsed->GetPedWalkLeftRight();
+ float upDown = padUsed->GetPedWalkUpDown();
+ float padMove = CVector2D(leftRight, upDown).Magnitude();
+ float padMoveInGameUnit = padMove / PAD_MOVE_TO_GAME_WORLD_MOVE;
+ if (padMoveInGameUnit > 0.0f) {
+ m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
+ m_fMoveSpeed = Min(padMoveInGameUnit, 0.07f * CTimer::GetTimeStep() + m_fMoveSpeed);
+ } else {
+ m_fMoveSpeed = 0.0f;
+ }
+
+ if (m_nPedState == PED_JUMP) {
+ if (bIsInTheAir) {
+ if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
+ && m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
+
+ float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
+ float angleCos = Cos(m_fRotationCur);
+ ApplyMoveForce(-angleSin * 3.0f, 3.0f * angleCos, 0.05f);
+ }
+ } else if (bIsLanding) {
+ m_fMoveSpeed = 0.0f;
+ }
+ }
+
+ if (m_nPedState == PED_ANSWER_MOBILE) {
+ SetRealMoveAnim();
+ return;
+ }
+
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
+ m_nMoveState = PEDMOVE_SPRINT;
+ }
+ if (m_nPedState != PED_FIGHT)
+ SetRealMoveAnim();
+
+ if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)) &&
+ padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
+
+ ClearAttack();
+ ClearWeaponTarget();
+ if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
+ SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
+ m_nEvadeAmount = 0;
+ m_pEvadingFrom = nil;
+ } else {
+ SetJump();
+ }
+ }
+
+ // FIX: Fact that PlayIdleAnimations only called through PlayerControlZelda was making it visible to only Classic control players. This isn't fair!
+#ifdef FIX_BUGS
+ if (m_nPedState != PED_FIGHT)
+ PlayIdleAnimations(padUsed);
+#endif
+}
+
+void
+CPlayerPed::KeepAreaAroundPlayerClear(void)
+{
+ BuildPedLists();
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->CharCreatedBy == RANDOM_CHAR && nearPed->m_nPedState != PED_DRIVING && !nearPed->DyingOrDead()) {
+ if (nearPed->GetIsOnScreen()) {
+ if (nearPed->m_objective == OBJECTIVE_NONE) {
+ nearPed->SetFindPathAndFlee(this, 5000, true);
+ } else {
+ if (nearPed->EnteringCar())
+ nearPed->QuitEnteringCar();
+
+ nearPed->ClearObjective();
+ }
+ } else {
+ nearPed->FlagToDestroyWhenNextProcessed();
+ }
+ }
+ }
+ CVector playerPos = (InVehicle() ? m_pMyVehicle->GetPosition() : GetPosition());
+
+ CVector pos = GetPosition();
+ int16 lastVehicle;
+ CEntity *vehicles[8];
+ CWorld::FindObjectsInRange(pos, CHECK_NEARBY_THINGS_MAX_DIST, true, &lastVehicle, 6, vehicles, false, true, false, false, false);
+
+ for (int i = 0; i < lastVehicle; i++) {
+ CVehicle *veh = (CVehicle*)vehicles[i];
+ if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
+ if (veh->GetStatus() != STATUS_PLAYER && veh->GetStatus() != STATUS_PLAYER_DISABLED) {
+ if ((veh->GetPosition() - playerPos).MagnitudeSqr() > 25.0f) {
+ veh->AutoPilot.m_nTempAction = TEMPACT_WAIT;
+ veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 5000;
+ } else {
+ if (DotProduct2D(playerPos - veh->GetPosition(), veh->GetForward()) > 0.0f)
+ veh->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
+ else
+ veh->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD;
+
+ veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
+ }
+ CCarCtrl::PossiblyRemoveVehicle(veh);
+ }
+ }
+ }
+}
+
+void
+CPlayerPed::EvaluateNeighbouringTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool lookToLeft, bool priority)
+{
+ // priority param is unused
+ CVector distVec = candidate->GetPosition() - GetPosition();
+ if (distVec.Magnitude2D() <= distLimit) {
+ if (!DoesTargetHaveToBeBroken(candidate->GetPosition(), GetWeapon())) {
+ float angleBetweenUs = CGeneral::GetATanOfXY(candidate->GetPosition().x - TheCamera.GetPosition().x,
+ candidate->GetPosition().y - TheCamera.GetPosition().y);
+
+ angleBetweenUs = CGeneral::LimitAngle(angleBetweenUs - angleOffset);
+ float closeness;
+ if (lookToLeft) {
+ closeness = angleBetweenUs > 0.0f ? -Abs(angleBetweenUs) : -100000.0f;
+ } else {
+ closeness = angleBetweenUs > 0.0f ? -100000.0f : -Abs(angleBetweenUs);
+ }
+
+ if (closeness > *lastCloseness) {
+ *targetPtr = candidate;
+ *lastCloseness = closeness;
+ }
+ }
+ }
+}
+
+void
+CPlayerPed::EvaluateTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool priority)
+{
+ CVector distVec = candidate->GetPosition() - GetPosition();
+ float dist = distVec.Magnitude2D();
+ if (dist <= distLimit) {
+ if (!DoesTargetHaveToBeBroken(candidate->GetPosition(), GetWeapon())) {
+ float angleBetweenUs = CGeneral::GetATanOfXY(distVec.x, distVec.y);
+ angleBetweenUs = CGeneral::LimitAngle(angleBetweenUs - angleOffset);
+
+ float closeness = -dist - 5.0f * Abs(angleBetweenUs);
+ if (priority) {
+ closeness += 30.0f;
+ }
+
+ if (closeness > *lastCloseness) {
+ *targetPtr = candidate;
+ *lastCloseness = closeness;
+ }
+ }
+ }
+}
+
+bool
+CPlayerPed::CanIKReachThisTarget(CVector target, CWeapon* weapon, bool zRotImportant)
+{
+ float angleToFace = CGeneral::GetRadianAngleBetweenPoints(target.x, target.y, GetPosition().x, GetPosition().y);
+ float angleDiff = CGeneral::LimitRadianAngle(angleToFace - m_fRotationCur);
+
+ return (!zRotImportant || CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(angleDiff) <= HALFPI) &&
+ (CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) || Abs(target.z - GetPosition().z) <= (target - GetPosition()).Magnitude2D());
+}
+
+void
+CPlayerPed::RotatePlayerToTrackTarget(void)
+{
+ if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))
+ return;
+
+ float angleToFace = CGeneral::GetRadianAngleBetweenPoints(
+ m_pPointGunAt->GetPosition().x, m_pPointGunAt->GetPosition().y,
+ GetPosition().x, GetPosition().y);
+
+ float angleDiff = CGeneral::LimitRadianAngle(m_fRotationCur - angleToFace);
+ if (angleDiff < -DEGTORAD(25.0f)) {
+ m_fRotationCur -= angleDiff + DEGTORAD(25.0f);
+ m_fRotationDest -= angleDiff + DEGTORAD(25.0f);
+
+ } else if (angleDiff > DEGTORAD(25.0f)) {
+ m_fRotationCur -= angleDiff - DEGTORAD(25.0f);
+ m_fRotationDest -= angleDiff - DEGTORAD(25.0f);
+ }
+}
+
+bool
+CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
+{
+ CEntity *nextTarget = nil;
+ float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
+ // nextTarget = nil; // duplicate
+ float lastCloseness = -10000.0f;
+ // CGeneral::GetATanOfXY(GetForward().x, GetForward().y); // unused
+ CVector distVec = previousTarget->GetPosition() - GetPosition();
+ float referenceBeta = CGeneral::GetATanOfXY(distVec.x, distVec.y);
+
+ for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
+ CPed *pedToCheck = CPools::GetPedPool()->GetSlot(h);
+ if (pedToCheck) {
+ if (pedToCheck != this && pedToCheck != previousTarget) {
+ if (!pedToCheck->DyingOrDead()
+#ifndef AIMING_VEHICLE_OCCUPANTS // Mobile thing
+ && (!pedToCheck->bInVehicle || (pedToCheck->m_pMyVehicle && pedToCheck->m_pMyVehicle->IsBike()))
+#endif
+ && pedToCheck->m_leader != this && !pedToCheck->bNeverEverTargetThisPed
+ && OurPedCanSeeThisOne(pedToCheck) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) {
+
+ EvaluateNeighbouringTarget(pedToCheck, &nextTarget, &lastCloseness,
+ weaponRange, referenceBeta, lookToLeft, IsThisPedAnAimingPriority(pedToCheck));
+ }
+ }
+ }
+ }
+ for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
+ CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]);
+ if (obj && !obj->bHasBeenDamaged && CanIKReachThisTarget(obj->GetPosition(), GetWeapon(), true))
+ EvaluateNeighbouringTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, lookToLeft, true);
+ }
+ if (!nextTarget)
+ return false;
+
+ SetWeaponLockOnTarget(nextTarget);
+ bDontAllowWeaponChange = true;
+ SetPointGunAt(nextTarget);
+ return true;
+}
+
+bool
+CPlayerPed::FindWeaponLockOnTarget(void)
+{
+ CEntity *nextTarget = nil;
+ float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
+
+ if (m_pPointGunAt) {
+ CVector distVec = m_pPointGunAt->GetPosition() - GetPosition();
+ if (distVec.Magnitude2D() > weaponRange) {
+ SetWeaponLockOnTarget(nil);
+ return false;
+ } else {
+ return true;
+ }
+ }
+
+ // nextTarget = nil; // duplicate
+ float lastCloseness = -10000.0f;
+ float referenceBeta = CGeneral::GetATanOfXY(GetForward().x, GetForward().y);
+ for (int h = CPools::GetPedPool()->GetSize() - 1; h >= 0; h--) {
+ CPed *pedToCheck = CPools::GetPedPool()->GetSlot(h);
+ if (pedToCheck) {
+ if (pedToCheck != this) {
+ if (!pedToCheck->DyingOrDead()
+#ifndef AIMING_VEHICLE_OCCUPANTS // Mobile thing
+ && (!pedToCheck->bInVehicle || (pedToCheck->m_pMyVehicle && pedToCheck->m_pMyVehicle->IsBike()))
+#endif
+ && pedToCheck->m_leader != this && !pedToCheck->bNeverEverTargetThisPed
+ && OurPedCanSeeThisOne(pedToCheck) && CanIKReachThisTarget(pedToCheck->GetPosition(), GetWeapon(), true)) {
+
+ EvaluateTarget(pedToCheck, &nextTarget, &lastCloseness,
+ weaponRange, referenceBeta, IsThisPedAnAimingPriority(pedToCheck));
+ }
+ }
+ }
+ }
+ for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
+ CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]);
+ if (obj && !obj->bHasBeenDamaged && CanIKReachThisTarget(obj->GetPosition(), GetWeapon(), true))
+ EvaluateTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, true);
+ }
+ if (!nextTarget)
+ return false;
+
+ SetWeaponLockOnTarget(nextTarget);
+ bDontAllowWeaponChange = true;
+ SetPointGunAt(nextTarget);
+ Say(SOUND_PED_AIMING);
+ return true;
+}
+
+void
+CPlayerPed::ProcessAnimGroups(void)
+{
+ AssocGroupId groupToSet;
+#ifdef PC_PLAYER_CONTROLS
+ if ((m_fWalkAngle <= -DEGTORAD(50.0f) || m_fWalkAngle >= DEGTORAD(50.0f))
+ && TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam()
+ && CanStrafeOrMouseControl()) {
+
+ if (m_fWalkAngle >= -DEGTORAD(130.0f) && m_fWalkAngle <= DEGTORAD(130.0f)) {
+ if (m_fWalkAngle > 0.0f) {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
+ groupToSet = ASSOCGRP_ROCKETLEFT;
+ else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
+ groupToSet = ASSOCGRP_CHAINSAWLEFT;
+ else
+ groupToSet = ASSOCGRP_PLAYERLEFT;
+ } else {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
+ groupToSet = ASSOCGRP_ROCKETRIGHT;
+ else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
+ groupToSet = ASSOCGRP_CHAINSAWRIGHT;
+ else
+ groupToSet = ASSOCGRP_PLAYERRIGHT;
+ }
+ } else {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
+ groupToSet = ASSOCGRP_ROCKETBACK;
+ else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
+ groupToSet = ASSOCGRP_CHAINSAWBACK;
+ else
+ groupToSet = ASSOCGRP_PLAYERBACK;
+ }
+ } else
+#endif
+ {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) {
+ groupToSet = ASSOCGRP_PLAYERROCKET;
+ } else {
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT
+ || GetWeapon()->m_eWeaponType == WEAPONTYPE_MACHETE)
+ groupToSet = ASSOCGRP_PLAYERBBBAT;
+ else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER ||
+ GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
+ groupToSet = ASSOCGRP_PLAYERCHAINSAW;
+ else if (GetWeapon()->m_eWeaponType != WEAPONTYPE_COLT45 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UZI
+ // I hope this is a inlined function...
+ && GetWeapon()->m_eWeaponType != WEAPONTYPE_PYTHON && GetWeapon()->m_eWeaponType != WEAPONTYPE_TEC9
+ && GetWeapon()->m_eWeaponType != WEAPONTYPE_SILENCED_INGRAM && GetWeapon()->m_eWeaponType != WEAPONTYPE_MP5
+ && GetWeapon()->m_eWeaponType != WEAPONTYPE_GOLFCLUB && GetWeapon()->m_eWeaponType != WEAPONTYPE_KATANA
+ && GetWeapon()->m_eWeaponType != WEAPONTYPE_CAMERA) {
+ if (!GetWeapon()->IsType2Handed()) {
+ groupToSet = ASSOCGRP_PLAYER;
+ } else {
+ groupToSet = ASSOCGRP_PLAYER2ARMED;
+ }
+ } else {
+ groupToSet = ASSOCGRP_PLAYER1ARMED;
+ }
+ }
+ }
+
+ if (m_animGroup != groupToSet) {
+ m_animGroup = groupToSet;
+ ReApplyMoveAnims();
+ }
+}
+
+void
+CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
+{
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ if (m_bHasLockOnTarget && !m_pPointGunAt) {
+ TheCamera.ClearPlayerWeaponMode();
+ CWeaponEffects::ClearCrossHair();
+ ClearPointGunAt();
+ }
+
+ if (padUsed->DuckJustDown() && !bIsDucking && m_nMoveState != PEDMOVE_SPRINT) {
+ bCrouchWhenShooting = true;
+ SetDuck(60000, true);
+ } else if (bIsDucking && (padUsed->DuckJustDown() || m_nMoveState == PEDMOVE_SPRINT ||
+ padUsed->GetSprint() || padUsed->JumpJustDown() || padUsed->ExitVehicleJustDown())) {
+
+ ClearDuck(true);
+ bCrouchWhenShooting = false;
+ }
+
+ if(weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM))
+ m_wepAccuracy = 95;
+ else
+ m_wepAccuracy = 100;
+
+ if (!m_pFire) {
+ eWeaponType weapon = GetWeapon()->m_eWeaponType;
+ if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE ||
+ weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_M4 ||
+ weapon == WEAPONTYPE_RUGER || weapon == WEAPONTYPE_M60 ||
+ weapon == WEAPONTYPE_CAMERA) {
+
+ if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) {
+#ifdef FREE_CAM
+ if (CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
+ m_fRotationCur = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
+ SetHeading(m_fRotationCur);
+ }
+#endif
+ if (weapon == WEAPONTYPE_ROCKETLAUNCHER)
+ TheCamera.SetNewPlayerWeaponMode(CCam::MODE_ROCKETLAUNCHER, 0, 0);
+ else if (weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE)
+ TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SNIPER, 0, 0);
+ else if (weapon == WEAPONTYPE_CAMERA)
+ TheCamera.SetNewPlayerWeaponMode(CCam::MODE_CAMERA, 0, 0);
+ else
+ TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0);
+
+ m_fMoveSpeed = 0.0f;
+ CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE, 1000.0f);
+ SetPedState(PED_SNIPER_MODE);
+ return;
+ }
+ if (!TheCamera.Using1stPersonWeaponMode())
+ if (weapon == WEAPONTYPE_ROCKETLAUNCHER || weapon == WEAPONTYPE_SNIPERRIFLE || weapon == WEAPONTYPE_LASERSCOPE || weapon == WEAPONTYPE_CAMERA)
+ return;
+ }
+ }
+
+ if (padUsed->GetWeapon() && m_nMoveState != PEDMOVE_SPRINT) {
+ if (m_nSelectedWepSlot == m_currentWeapon) {
+ if (m_pPointGunAt) {
+ if (m_nPedState == PED_ATTACK) {
+ m_fAttackButtonCounter *= Pow(0.94f, CTimer::GetTimeStep());
+ } else {
+ m_fAttackButtonCounter = 0.0f;
+ }
+ SetAttack(m_pPointGunAt);
+ } else {
+ if (m_nPedState == PED_ATTACK) {
+ if (padUsed->WeaponJustDown()) {
+ m_bHaveTargetSelected = true;
+ } else if (!m_bHaveTargetSelected) {
+ m_fAttackButtonCounter += CTimer::GetTimeStepNonClipped();
+ }
+ } else {
+ m_fAttackButtonCounter = 0.0f;
+ m_bHaveTargetSelected = false;
+ }
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE &&
+ !weaponInfo->IsFlagSet(WEAPONFLAG_FIGHTMODE)) {
+
+ if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE ||
+ padUsed->WeaponJustDown())
+ SetAttack(nil);
+
+ } else if (padUsed->WeaponJustDown()) {
+ if (m_fMoveSpeed < 1.0f || m_nPedState == PED_FIGHT)
+ StartFightAttack(padUsed->GetWeapon());
+ else
+ SetAttack(nil);
+ }
+ }
+ }
+ } else {
+ m_pedIK.m_flags &= ~CPedIK::LOOKAROUND_HEAD_ONLY;
+ if (m_nPedState == PED_ATTACK) {
+ m_bHaveTargetSelected = true;
+ bIsAttacking = false;
+ }
+ }
+
+#ifdef FREE_CAM
+ static int8 changedHeadingRate = 0;
+ static int8 pointedGun = 0;
+ if (changedHeadingRate == 2) changedHeadingRate = 1;
+ if (pointedGun == 2) pointedGun = 1;
+
+ // Rotate player/arm when shooting. We don't have auto-rotation anymore
+ if (CCamera::m_bUseMouse3rdPerson && CCamera::bFreeCam &&
+ m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
+
+#define CAN_AIM_WITH_ARM (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM) && !bIsDucking && !bCrouchWhenShooting)
+ // Weapons except throwable and melee ones
+ if (weaponInfo->m_nWeaponSlot > 2) {
+ if ((padUsed->GetTarget() && CAN_AIM_WITH_ARM) || padUsed->GetWeapon()) {
+ float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
+
+ // On this one we can rotate arm.
+ if (CAN_AIM_WITH_ARM) {
+ if (!padUsed->GetWeapon()) { // making this State != ATTACK still stops it after attack. Re-start it immediately!
+ SetPointGunAt(nil);
+ bIsPointingGunAt = false; // to not stop after attack
+ }
+ pointedGun = 2;
+ SetLookFlag(limitedCam, true);
+ SetAimFlag(limitedCam);
+ SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
+
+ } else {
+ m_fRotationDest = limitedCam;
+ changedHeadingRate = 2;
+ m_headingRate = 12.5f;
+
+ // Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
+ if (weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM) && padUsed->WeaponJustDown()) {
+ m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
+ float limitedRotDest = m_fRotationDest;
+
+ if (m_fRotationCur - PI > m_fRotationDest) {
+ limitedRotDest += 2 * PI;
+ } else if (PI + m_fRotationCur < m_fRotationDest) {
+ limitedRotDest -= 2 * PI;
+ }
+
+ m_fRotationCur += (limitedRotDest - m_fRotationCur) / 2;
+ }
+ }
+ }
+ }
+#undef CAN_AIM_WITH_ARM
+ }
+ if (changedHeadingRate == 1) {
+ changedHeadingRate = 0;
+ RestoreHeadingRate();
+ }
+ if (pointedGun == 1 && m_nPedState != PED_ATTACK) {
+ pointedGun = 0;
+ ClearPointGunAt();
+ }
+#endif
+
+ if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT && !TheCamera.Using1stPersonWeaponMode() && weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM)) {
+ if (m_pPointGunAt) {
+ // what??
+ if (!m_pPointGunAt
+#ifdef FREE_CAM
+ || (!CCamera::bFreeCam && CCamera::m_bUseMouse3rdPerson)
+#else
+ || CCamera::m_bUseMouse3rdPerson
+#endif
+ ) {
+ ClearWeaponTarget();
+ return;
+ }
+
+ if (m_pPointGunAt->IsPed() && (
+#ifndef AIMING_VEHICLE_OCCUPANTS
+ (((CPed*)m_pPointGunAt)->bInVehicle && (!((CPed*)m_pPointGunAt)->m_pMyVehicle || !((CPed*)m_pPointGunAt)->m_pMyVehicle->IsBike())) ||
+#endif
+ !CGame::nastyGame && ((CPed*)m_pPointGunAt)->DyingOrDead())) {
+ ClearWeaponTarget();
+ return;
+ }
+ if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon()) ||
+ (!bCanPointGunAtTarget && !weaponInfo->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM))) { // this line isn't on Mobile, idk why
+ ClearWeaponTarget();
+ return;
+ }
+
+ if (m_pPointGunAt) {
+ RotatePlayerToTrackTarget();
+ }
+
+ if (m_pPointGunAt) {
+ if (padUsed->ShiftTargetLeftJustDown())
+ FindNextWeaponLockOnTarget(m_pPointGunAt, true);
+ if (padUsed->ShiftTargetRightJustDown())
+ FindNextWeaponLockOnTarget(m_pPointGunAt, false);
+ }
+ TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SYPHON, 0, 0);
+ TheCamera.UpdateAimingCoors(m_pPointGunAt->GetPosition());
+
+ } else if (!CCamera::m_bUseMouse3rdPerson) {
+ if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget)
+ FindWeaponLockOnTarget();
+ }
+ } else if (m_pPointGunAt) {
+ ClearWeaponTarget();
+ }
+
+ if (m_pPointGunAt) {
+ CVector markPos;
+ if (m_pPointGunAt->IsPed()) {
+ ((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(markPos, PED_MID);
+ } else {
+ markPos = m_pPointGunAt->GetPosition();
+ }
+ if (bCanPointGunAtTarget) {
+ CWeaponEffects::MarkTarget(markPos, 64, 0, 0, 255, 0.8f);
+ } else {
+ CWeaponEffects::MarkTarget(markPos, 64, 32, 0, 255, 0.8f);
+ }
+ }
+ m_bHasLockOnTarget = m_pPointGunAt != nil;
+}
+
+bool
+CPlayerPed::MovementDisabledBecauseOfTargeting(void)
+{
+ return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
+}
+
+void
+CPlayerPed::PlayerControlZelda(CPad *padUsed)
+{
+ float smoothSprayRate = DoWeaponSmoothSpray();
+ float camOrientation = TheCamera.Orientation;
+ float leftRight = padUsed->GetPedWalkLeftRight();
+ float upDown = padUsed->GetPedWalkUpDown();
+ float padMoveInGameUnit;
+ bool smoothSprayWithoutMove = false;
+
+ if (MovementDisabledBecauseOfTargeting()) {
+ upDown = 0.0f;
+ leftRight = 0.0f;
+ }
+
+ if (smoothSprayRate > 0.0f && upDown > 0.0f) {
+ padMoveInGameUnit = 0.0f;
+ smoothSprayWithoutMove = true;
+ } else {
+ padMoveInGameUnit = CVector2D(leftRight, upDown).Magnitude() / PAD_MOVE_TO_GAME_WORLD_MOVE;
+ }
+
+ if (padMoveInGameUnit > 0.0f || smoothSprayWithoutMove) {
+ float padHeading = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown);
+ float neededTurn = CGeneral::LimitRadianAngle(padHeading - camOrientation);
+ if (smoothSprayRate > 0.0f) {
+ m_fRotationDest = m_fRotationCur - leftRight / 128.0f * smoothSprayRate * CTimer::GetTimeStep();
+ } else {
+ m_fRotationDest = neededTurn;
+ }
+
+ float maxAcc = 0.07f * CTimer::GetTimeStep();
+ m_fMoveSpeed = Min(padMoveInGameUnit, m_fMoveSpeed + maxAcc);
+
+ } else {
+ m_fMoveSpeed = 0.0f;
+ }
+
+ if (m_nPedState == PED_JUMP) {
+ if (bIsInTheAir) {
+ if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
+ && m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
+
+ float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
+ float angleCos = Cos(m_fRotationCur);
+ ApplyMoveForce(-angleSin * 3.0f, 3.0f * angleCos, 0.05f);
+ }
+ } else if (bIsLanding) {
+ m_fMoveSpeed = 0.0f;
+ }
+ }
+
+ if (m_nPedState == PED_ANSWER_MOBILE) {
+ SetRealMoveAnim();
+ return;
+ }
+
+ if (!CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY) && padUsed->GetSprint()) {
+ if (!m_pCurrentPhysSurface || (!m_pCurrentPhysSurface->bInfiniteMass || m_pCurrentPhysSurface->m_phy_flagA08))
+ m_nMoveState = PEDMOVE_SPRINT;
+ }
+
+ if (m_nPedState != PED_FIGHT)
+ SetRealMoveAnim();
+
+ if (!bIsInTheAir && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_HEAVY)
+ && padUsed->JumpJustDown() && m_nPedState != PED_JUMP) {
+ ClearAttack();
+ ClearWeaponTarget();
+ if (m_nEvadeAmount != 0 && m_pEvadingFrom) {
+ SetEvasiveDive((CPhysical*)m_pEvadingFrom, 1);
+ m_nEvadeAmount = 0;
+ m_pEvadingFrom = nil;
+ } else {
+ SetJump();
+ }
+ }
+ PlayIdleAnimations(padUsed);
+}
+
+// Finds nice positions for peds to duck and shoot player. And it's inside PlayerPed, this is treachery!
+void
+CPlayerPed::FindNewAttackPoints(void)
+{
+ for (int i=0; i<ARRAY_SIZE(m_pPedAtSafePos); i++) {
+ CPed *safeNeighbour = m_pPedAtSafePos[i];
+ if (safeNeighbour) {
+ if (safeNeighbour->m_nPedState == PED_DEAD || safeNeighbour->m_pedInObjective != this) {
+ m_vecSafePos[i].x = 0.0f;
+ m_vecSafePos[i].y = 0.0f;
+ m_vecSafePos[i].z = 0.0f;
+ m_pPedAtSafePos[i] = nil;
+ }
+ } else {
+ m_vecSafePos[i].x = 0.0f;
+ m_vecSafePos[i].y = 0.0f;
+ m_vecSafePos[i].z = 0.0f;
+ }
+ }
+ CEntity *entities[6];
+ int16 numEnts;
+ float rightMult, fwdMult;
+ CWorld::FindObjectsInRange(GetPosition(), 18.0f, true, &numEnts, 6, entities, true, false, false, true, false);
+ for (int i = 0; i < numEnts; ++i) {
+ CEntity *ent = entities[i];
+ int16 mi = ent->GetModelIndex();
+ if (!ent->IsObject() || ((CObject*)ent)->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART)
+ if (!IsTreeModel(mi))
+ continue;
+
+ if (mi == MI_TRAFFICLIGHTS) {
+ rightMult = 2.957f;
+ fwdMult = 0.147f;
+
+ } else if (mi == MI_SINGLESTREETLIGHTS1) {
+ rightMult = 0.744f;
+ fwdMult = 0.0f;
+
+ } else if (mi == MI_SINGLESTREETLIGHTS2) {
+ rightMult = 0.043f;
+ fwdMult = 0.0f;
+
+ } else if (mi == MI_SINGLESTREETLIGHTS3) {
+ rightMult = 1.143f;
+ fwdMult = 0.145f;
+
+ } else if (mi == MI_DOUBLESTREETLIGHTS) {
+ rightMult = 0.744f;
+ fwdMult = 0.0f;
+
+ } else if (mi == MI_LAMPPOST1) {
+ rightMult = 0.744f;
+ fwdMult = 0.0f;
+
+ } else if (mi == MI_TRAFFICLIGHT01) {
+ rightMult = 2.957f;
+ fwdMult = 0.147f;
+
+ } else if (mi == MI_LITTLEHA_POLICE) {
+ rightMult = 0.0f;
+ fwdMult = 0.0f;
+
+ } else if (mi == MI_PARKBENCH) {
+ rightMult = 0.0f;
+ fwdMult = 0.0f;
+
+ } else if (IsTreeModel(mi)) {
+ rightMult = 0.0f;
+ fwdMult = 0.0f;
+ } else
+ continue;
+
+ CVector entAttackPoint(rightMult * ent->GetRight().x + fwdMult * ent->GetForward().x + ent->GetPosition().x,
+ rightMult * ent->GetRight().y + fwdMult * ent->GetForward().y + ent->GetPosition().y,
+ ent->GetPosition().z);
+ CVector attackerPos = GetPosition() - entAttackPoint; // for now it's dist, not attackerPos
+ CVector dirTowardsUs = attackerPos;
+ dirTowardsUs.Normalise();
+ dirTowardsUs *= 2.0f;
+ attackerPos = entAttackPoint - dirTowardsUs; // to make cop farther from us
+ CPedPlacement::FindZCoorForPed(&attackerPos);
+ if (CPedPlacement::IsPositionClearForPed(attackerPos))
+ m_vecSafePos[i] = attackerPos;
+ }
+}
+
+void
+CPlayerPed::ProcessControl(void)
+{
+ // Mobile has some debug/abandoned cheat thing in here: "gbFrankenTommy"
+
+ if (m_nEvadeAmount != 0)
+ --m_nEvadeAmount;
+
+ if (m_nEvadeAmount == 0)
+ m_pEvadingFrom = nil;
+
+ if (m_pWanted->GetWantedLevel() > 0)
+ FindNewAttackPoints();
+
+ UpdateMeleeAttackers();
+
+ if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->IsVehicle() && ((CVehicle*)m_pCurrentPhysSurface)->IsBoat()) {
+ bTryingToReachDryLand = true;
+
+ } else if (!(((uint8)CTimer::GetFrameCounter() + m_randomSeed) & 0xF)) {
+ CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(GetPosition(), 7.0f, nil, false, true, false, false, false, false);
+ if (nearVeh && nearVeh->IsBoat())
+ bTryingToReachDryLand = true;
+ else
+ bTryingToReachDryLand = false;
+ }
+
+ if (m_nFadeDrunkenness) {
+ if (m_nDrunkenness - 1 > 0) {
+ --m_nDrunkenness;
+ } else {
+ m_nDrunkenness = 0;
+ CMBlur::ClearDrunkBlur();
+ m_nFadeDrunkenness = 0;
+ }
+ }
+ if (m_nDrunkenness != 0) {
+ CMBlur::SetDrunkBlur(m_nDrunkenness / 255.f);
+ }
+ CPed::ProcessControl();
+ SetNearbyPedsToInteractWithPlayer();
+ if (bWasPostponed)
+ return;
+
+ CPad *padUsed = GetPadFromPlayer(this);
+ m_pWanted->Update();
+ PruneReferences();
+
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN) {
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CAnimBlendAssociation *fireAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(weaponInfo));
+ if (fireAnim && fireAnim->currentTime - fireAnim->timeStep < weaponInfo->m_fAnimLoopEnd && m_nPedState == PED_ATTACK) {
+ if (m_fGunSpinSpeed < 0.45f) {
+ m_fGunSpinSpeed = Min(0.45f, m_fGunSpinSpeed + CTimer::GetTimeStep() * 0.013f);
+ }
+
+ if (padUsed->GetWeapon() && GetWeapon()->m_nAmmoTotal > 0 && fireAnim->currentTime >= weaponInfo->m_fAnimLoopStart) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_MINIGUN_ATTACK, 0.0f);
+ } else {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_MINIGUN_2, m_fGunSpinSpeed * (20.f / 9));
+ }
+ } else {
+ if (m_fGunSpinSpeed > 0.0f) {
+ if (m_fGunSpinSpeed >= 0.45f) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_MINIGUN_3, 0.0f);
+ }
+ m_fGunSpinSpeed = Max(0.0f, m_fGunSpinSpeed - CTimer::GetTimeStep() * 0.003f);
+ }
+ }
+ }
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW && m_nPedState != PED_ATTACK && !bInVehicle) {
+ DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f);
+ }
+
+ if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)
+ RestoreSprintEnergy(1.0f);
+ else if (m_nMoveState == PEDMOVE_RUN)
+ RestoreSprintEnergy(0.3f);
+
+ if (m_nPedState == PED_DEAD) {
+ ClearWeaponTarget();
+ return;
+ }
+ if (m_nPedState == PED_DIE) {
+ ClearWeaponTarget();
+ if (CTimer::GetTimeInMilliseconds() > m_bloodyFootprintCountOrDeathTime + 4000)
+ SetDead();
+ return;
+ }
+ if (m_nPedState == PED_DRIVING && m_objective != OBJECTIVE_LEAVE_CAR) {
+ if (!CReplay::IsPlayingBack() || m_pMyVehicle) {
+ if (m_pMyVehicle->IsCar() && ((CAutomobile*)m_pMyVehicle)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) {
+ CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS);
+
+ if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || (rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS))) {
+ if (rollDoorAssoc)
+ m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime);
+
+ } else {
+ // These comparisons are wrong, they return uint16
+ if (padUsed && (padUsed->GetAccelerate() != 0.0f || padUsed->GetSteeringLeftRight() != 0.0f || padUsed->GetBrake() != 0.0f)) {
+ if (rollDoorAssoc)
+ m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime);
+
+ } else {
+ m_pMyVehicle->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
+ if (m_pMyVehicle->bLowVehicle)
+ rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS);
+ else
+ rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS);
+
+ rollDoorAssoc->SetFinishCallback(PedAnimDoorCloseRollingCB, this);
+ }
+ }
+ }
+ }
+ return;
+ }
+ if (m_objective == OBJECTIVE_NONE)
+ m_nMoveState = PEDMOVE_STILL;
+ if (bIsLanding)
+ RunningLand(padUsed);
+
+ if (padUsed && padUsed->WeaponJustDown() && !TheCamera.Using1stPersonWeaponMode()) {
+ // ...Really?
+ eWeaponType playerWeapon = FindPlayerPed()->GetWeapon()->m_eWeaponType;
+ if (playerWeapon == WEAPONTYPE_SNIPERRIFLE || playerWeapon == WEAPONTYPE_LASERSCOPE) {
+ DMAudio.PlayFrontEndSound(SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM, 0);
+ } else if (playerWeapon == WEAPONTYPE_ROCKETLAUNCHER) {
+ DMAudio.PlayFrontEndSound(SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM, 0);
+ }
+ }
+
+ switch (m_nPedState) {
+ case PED_NONE:
+ case PED_IDLE:
+ case PED_FLEE_POS:
+ case PED_FLEE_ENTITY:
+ case PED_ATTACK:
+ case PED_FIGHT:
+ case PED_AIM_GUN:
+ case PED_ANSWER_MOBILE:
+ if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK) && !m_attachedTo) {
+ if (TheCamera.Using1stPersonWeaponMode()) {
+ if (padUsed)
+ PlayerControlSniper(padUsed);
+
+ } else if (TheCamera.Cams[0].Using3rdPersonMouseCam()
+#ifdef FREE_CAM
+ && !CCamera::bFreeCam
+#endif
+ ) {
+ if (padUsed)
+ PlayerControl1stPersonRunAround(padUsed);
+
+ } else if (m_nPedState == PED_FIGHT) {
+ if (padUsed)
+ PlayerControlFighter(padUsed);
+
+ } else if (padUsed) {
+ PlayerControlZelda(padUsed);
+ }
+ }
+ if (IsPedInControl() && m_nPedState != PED_ANSWER_MOBILE && padUsed)
+ ProcessPlayerWeapon(padUsed);
+ break;
+ case PED_SEEK_ENTITY:
+ m_vecSeekPos = m_pSeekTarget->GetPosition();
+
+ // fall through
+ case PED_SEEK_POS:
+ switch (m_nMoveState) {
+ case PEDMOVE_WALK:
+ m_fMoveSpeed = 1.0f;
+ break;
+ case PEDMOVE_RUN:
+ m_fMoveSpeed = 1.8f;
+ break;
+ case PEDMOVE_SPRINT:
+ m_fMoveSpeed = 2.5f;
+ break;
+ default:
+ m_fMoveSpeed = 0.0f;
+ break;
+ }
+ SetRealMoveAnim();
+ if (Seek()) {
+ RestorePreviousState();
+ SetMoveState(PEDMOVE_STILL);
+ }
+ break;
+ case PED_SNIPER_MODE:
+ if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_LASERSCOPE) {
+ if (padUsed)
+ PlayerControlSniper(padUsed);
+
+ } else if (padUsed) {
+ PlayerControlM16(padUsed);
+ }
+ break;
+ case PED_SEEK_CAR:
+ case PED_SEEK_IN_BOAT:
+ if (bVehEnterDoorIsBlocked || bKindaStayInSamePlace) {
+ m_fMoveSpeed = 0.0f;
+ } else {
+ m_fMoveSpeed = Min(2.0f, 2.0f * (m_vecSeekPos - GetPosition()).Magnitude2D());
+ }
+ if (padUsed && !padUsed->ArePlayerControlsDisabled()) {
+ if (padUsed->GetTarget() || padUsed->GetLeftStickXJustDown() || padUsed->GetLeftStickYJustDown() ||
+ padUsed->GetDPadUpJustDown() || padUsed->GetDPadDownJustDown() || padUsed->GetDPadLeftJustDown() ||
+ padUsed->GetDPadRightJustDown()) {
+
+ RestorePreviousState();
+ if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ RestorePreviousObjective();
+ }
+ }
+ }
+ if (padUsed && padUsed->GetSprint())
+ m_nMoveState = PEDMOVE_SPRINT;
+ SetRealMoveAnim();
+ break;
+ case PED_JUMP:
+ if (padUsed)
+ PlayerControlZelda(padUsed);
+ if (bIsLanding)
+ break;
+
+ // This has been added later it seems
+ return;
+ case PED_FALL:
+ case PED_GETUP:
+ case PED_ENTER_TRAIN:
+ case PED_EXIT_TRAIN:
+ case PED_CARJACK:
+ case PED_DRAG_FROM_CAR:
+ case PED_ENTER_CAR:
+ case PED_STEAL_CAR:
+ case PED_EXIT_CAR:
+ ClearWeaponTarget();
+ break;
+ case PED_ARRESTED:
+ if (m_nLastPedState == PED_DRAG_FROM_CAR && m_pVehicleAnim)
+ BeingDraggedFromCar();
+ break;
+ default:
+ break;
+ }
+ if (padUsed && IsPedShootable() && m_nPedState != PED_ANSWER_MOBILE && m_nLastPedState != PED_ANSWER_MOBILE) {
+ ProcessWeaponSwitch(padUsed);
+ GetWeapon()->Update(m_audioEntityId, this);
+ }
+ ProcessAnimGroups();
+ if (padUsed) {
+ if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FOLLOWPED
+ && TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_BEHIND) {
+
+ m_lookTimer = 0;
+ float camAngle = CGeneral::LimitRadianAngle(TheCamera.Cams[TheCamera.ActiveCam].Front.Heading());
+ float angleBetweenPlayerAndCam = Abs(camAngle - m_fRotationCur);
+
+ if (m_nPedState != PED_ATTACK && angleBetweenPlayerAndCam > DEGTORAD(30.0f) && angleBetweenPlayerAndCam < DEGTORAD(330.0f)) {
+ if (angleBetweenPlayerAndCam > DEGTORAD(150.0f) && angleBetweenPlayerAndCam < DEGTORAD(210.0f)) {
+ float rightTurnAngle = CGeneral::LimitRadianAngle(m_fRotationCur - DEGTORAD(150.0f));
+ float leftTurnAngle = CGeneral::LimitRadianAngle(DEGTORAD(150.0f) + m_fRotationCur);
+
+ if (m_fLookDirection == 999999.0f || bIsDucking)
+ camAngle = rightTurnAngle;
+ else if (Abs(rightTurnAngle - m_fLookDirection) < Abs(leftTurnAngle - m_fLookDirection))
+ camAngle = rightTurnAngle;
+ else
+ camAngle = leftTurnAngle;
+ }
+ SetLookFlag(camAngle, true);
+ SetLookTimer(CTimer::GetTimeStepInMilliseconds() * 5.0f);
+ } else {
+ ClearLookFlag();
+ }
+ }
+ }
+ if (m_nMoveState == PEDMOVE_SPRINT && bIsLooking) {
+ ClearLookFlag();
+ SetLookTimer(250);
+ }
+
+ if (m_vecMoveSpeed.Magnitude2D() < 0.1f) {
+ if (m_nSpeedTimer) {
+ if (CTimer::GetTimeInMilliseconds() > m_nSpeedTimer)
+ m_bSpeedTimerFlag = true;
+ } else {
+ m_nSpeedTimer = CTimer::GetTimeInMilliseconds() + 500;
+ }
+ } else {
+ m_nSpeedTimer = 0;
+ m_bSpeedTimerFlag = false;
+ }
+
+ if (bDontAllowWeaponChange && FindPlayerPed() == this) {
+ if (!CPad::GetPad(0)->GetTarget())
+ bDontAllowWeaponChange = false;
+ }
+
+ if (m_nPedState != PED_SNIPER_MODE && (GetWeapon()->m_eWeaponState == WEAPONSTATE_FIRING || m_nPedState == PED_ATTACK))
+ m_nPadDownPressedInMilliseconds = CTimer::GetTimeInMilliseconds();
+
+ if (!bIsVisible)
+ UpdateRpHAnim();
+}
+
+bool
+CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
+{
+ // GetPadFromPlayer(); // unused
+ uint32 slot = CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot;
+
+ if (!HasWeaponSlot(slot) || GetWeapon(slot).m_eWeaponType == weapon)
+ return true;
+
+ if (onlyIfSlotIsEmpty)
+ return false;
+
+ // Check if he's using that slot right now.
+ return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon;
+}
+
+void
+CPlayerPed::PlayIdleAnimations(CPad *padUsed)
+{
+ CAnimBlendAssociation* assoc;
+
+ if (TheCamera.m_WideScreenOn || bIsDucking)
+ return;
+
+ struct animAndGroup {
+ AnimationId animId;
+ AssocGroupId groupId;
+ };
+
+ const animAndGroup idleAnims[] = {
+ {ANIM_PLAYER_IDLE1, ASSOCGRP_PLAYER_IDLE},
+ {ANIM_PLAYER_IDLE2, ASSOCGRP_PLAYER_IDLE},
+ {ANIM_PLAYER_IDLE3, ASSOCGRP_PLAYER_IDLE},
+ {ANIM_PLAYER_IDLE4, ASSOCGRP_PLAYER_IDLE},
+ {ANIM_STD_XPRESS_SCRATCH, ASSOCGRP_STD},
+ };
+
+ static int32 lastTime = 0;
+ static int32 lastAnim = -1;
+
+ bool hasIdleAnim = false;
+ CAnimBlock *idleAnimBlock = CAnimManager::GetAnimationBlock(idleAnimBlockIndex);
+ uint32 sinceLastInput = padUsed->InputHowLongAgo();
+ if (sinceLastInput <= 30000) {
+ if (idleAnimBlock->isLoaded) {
+ for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ if (assoc->flags & ASSOC_IDLE) {
+ hasIdleAnim = true;
+ assoc->blendDelta = -8.0f;
+ }
+ }
+ if (!hasIdleAnim)
+ CStreaming::RemoveAnim(idleAnimBlockIndex);
+ } else {
+ lastTime = 0;
+ }
+ } else {
+ CStreaming::RequestAnim(idleAnimBlockIndex, STREAMFLAGS_DONT_REMOVE);
+ if (idleAnimBlock->isLoaded) {
+ for(CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ int firstIdle = idleAnimBlock->firstIndex;
+ int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
+ if (index >= firstIdle && index < firstIdle + idleAnimBlock->numAnims) {
+ hasIdleAnim = true;
+ break;
+ }
+ }
+
+ if (!hasIdleAnim && !bIsLooking && !bIsRestoringLook && sinceLastInput - lastTime > 25000) {
+ int anim;
+ do
+ anim = CGeneral::GetRandomNumberInRange(0, ARRAY_SIZE(idleAnims));
+ while (lastAnim == anim);
+
+ assoc = CAnimManager::BlendAnimation(GetClump(), idleAnims[anim].groupId, idleAnims[anim].animId, 8.0f);
+ assoc->flags |= ASSOC_IDLE;
+ lastAnim = anim;
+ lastTime = sinceLastInput;
+ }
+ }
+ }
+}
+
+void
+CPlayerPed::SetNearbyPedsToInteractWithPlayer(void)
+{
+ if (CGame::noProstitutes)
+ return;
+
+ for (int i = 0; i < m_numNearPeds; ++i) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed && nearPed->m_objectiveTimer < CTimer::GetTimeInMilliseconds() && !CTheScripts::IsPlayerOnAMission()) {
+ int mi = nearPed->GetModelIndex();
+ if (CPopulation::CanSolicitPlayerOnFoot(mi)) {
+ CVector distToMe = nearPed->GetPosition() - GetPosition();
+ CVector dirToMe = GetPosition() - nearPed->GetPosition();
+ dirToMe.Normalise();
+ if (DotProduct(dirToMe, nearPed->GetForward()) > 0.707 && DotProduct(GetForward(), nearPed->GetForward()) < -0.707 // those are double
+ && distToMe.MagnitudeSqr() < 9.0f && nearPed->m_objective == OBJECTIVE_NONE) {
+ nearPed->SetObjective(OBJECTIVE_SOLICIT_FOOT, this);
+ nearPed->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
+ nearPed->Say(SOUND_PED_SOLICIT);
+ }
+ } else if (CPopulation::CanSolicitPlayerInCar(mi)) {
+ if (InVehicle() && m_pMyVehicle->IsVehicleNormal()) {
+ if (m_pMyVehicle->IsCar()) {
+ CVector distToVeh = nearPed->GetPosition() - m_pMyVehicle->GetPosition();
+ if (distToVeh.MagnitudeSqr() < 25.0f && m_pMyVehicle->IsRoomForPedToLeaveCar(CAR_DOOR_LF, nil) && nearPed->m_objective == OBJECTIVE_NONE) {
+ nearPed->SetObjective(OBJECTIVE_SOLICIT_VEHICLE, m_pMyVehicle);
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CPlayerPed::UpdateMeleeAttackers(void)
+{
+ CVector attackCoord;
+ if (((CTimer::GetFrameCounter() + m_randomSeed + 7) & 3) == 0) {
+ GetMeleeAttackCoords(attackCoord, m_nAttackDirToCheck, 2.0f);
+
+ // Check if there is any vehicle/building inbetween us and m_nAttackDirToCheck. Peds will be able to attack us from those available directions.
+ if (CWorld::GetIsLineOfSightClear(GetPosition(), attackCoord, true, true, false, true, false, false, false)
+ && !CWorld::TestSphereAgainstWorld(attackCoord, 0.4f, m_pMeleeList[m_nAttackDirToCheck], true, true, false, true, false, false)) {
+ if (m_pMeleeList[m_nAttackDirToCheck] == this)
+ m_pMeleeList[m_nAttackDirToCheck] = nil; // mark it as available
+ } else {
+ m_pMeleeList[m_nAttackDirToCheck] = this; // slot not available. useful for m_bNoPosForMeleeAttack
+ }
+ if (++m_nAttackDirToCheck >= ARRAY_SIZE(m_pMeleeList))
+ m_nAttackDirToCheck = 0;
+ }
+ // 6 directions
+ for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); ++i) {
+ CPed *victim = m_pMeleeList[i];
+ if (victim && victim != this) {
+ if (victim->m_nPedState != PED_DEAD && victim->m_pedInObjective == this) {
+ if (victim->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT || victim->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS || victim->m_objective == OBJECTIVE_KILL_CHAR_ON_BOAT) {
+ GetMeleeAttackCoords(attackCoord, i, 2.0f);
+ if ((attackCoord - GetPosition()).MagnitudeSqr() > 12.25f)
+ m_pMeleeList[i] = nil;
+ } else {
+ m_pMeleeList[i] = nil;
+ }
+ } else {
+ m_pMeleeList[i] = nil;
+ }
+ }
+ }
+ m_bNoPosForMeleeAttack = m_pMeleeList[0] == this && m_pMeleeList[1] == this && m_pMeleeList[2] == this
+#ifdef FIX_BUGS
+ && m_pMeleeList[3] == this
+#endif
+ && m_pMeleeList[4] == this && m_pMeleeList[5] == this;
+}
+
+void
+CPlayerPed::RemovePedFromMeleeList(CPed *ped)
+{
+ int i = 0;
+ for (; m_pMeleeList[i] != ped; i++) {
+ if (i >= ARRAY_SIZE(m_pMeleeList))
+ return;
+ }
+ m_pMeleeList[i] = nil;
+ ped->m_attackTimer = 0;
+}
+
+void
+CPlayerPed::GetMeleeAttackCoords(CVector& coords, int8 dir, float dist)
+{
+ coords = GetPosition();
+ switch (dir) {
+ case 0:
+ coords.y += dist;
+ break;
+ case 1:
+ coords.x += Sqrt(3.f / 4.f) * dist;
+ coords.y += 0.5f * dist;
+ break;
+ case 2:
+ coords.x += Sqrt(3.f / 4.f) * dist;
+ coords.y -= 0.5f * dist;
+ break;
+ case 3:
+ coords.y -= dist;
+ break;
+ case 4:
+ coords.x -= Sqrt(3.f / 4.f) * dist;
+ coords.y -= 0.5f * dist;
+ break;
+ case 5:
+ coords.x -= Sqrt(3.f / 4.f) * dist;
+ coords.y += 0.5f * dist;
+ break;
+ default:
+ break;
+ }
+}
+
+int32
+CPlayerPed::FindMeleeAttackPoint(CPed *victim, CVector &dist, uint32 &endOfAttackOut)
+{
+ endOfAttackOut = 0;
+ bool thereIsAnEmptySlot = false;
+ int dirToAttack = -1;
+ for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); i++) {
+ CPed* pedAtThisDir = m_pMeleeList[i];
+ if (pedAtThisDir) {
+ if (pedAtThisDir == victim) {
+ dirToAttack = i;
+ } else {
+ if (pedAtThisDir->m_attackTimer > endOfAttackOut)
+ endOfAttackOut = pedAtThisDir->m_attackTimer;
+ }
+ } else {
+ thereIsAnEmptySlot = true;
+ }
+ }
+
+ // We don't have victim ped in our melee list
+ if (dirToAttack == -1 && thereIsAnEmptySlot) {
+ float angle = Atan2(-dist.x, -dist.y);
+ float adjustedAngle = angle + DEGTORAD(30.0f);
+ if (adjustedAngle < 0.f)
+ adjustedAngle += TWOPI;
+
+ int wantedDir = Floor(adjustedAngle / DEGTORAD(60.0f));
+
+ // And we have another ped at the direction of victim ped, so store victim to next empty direction to it's real direction. (Bollocks)
+ if (m_pMeleeList[wantedDir]) {
+ int closestDirToPreferred = -99;
+ int preferredDir = wantedDir;
+
+ for (int i = 0; i < ARRAY_SIZE(m_pMeleeList); i++) {
+ if (!m_pMeleeList[i]) {
+ if (Abs(i - preferredDir) < Abs(closestDirToPreferred - preferredDir))
+ closestDirToPreferred = i;
+ }
+ }
+ if (closestDirToPreferred > 0)
+ dirToAttack = closestDirToPreferred;
+ } else {
+
+ // Luckily the direction of victim ped is already empty, good
+ dirToAttack = wantedDir;
+ }
+
+ if (dirToAttack != -1) {
+ m_pMeleeList[dirToAttack] = victim;
+ victim->RegisterReference((CEntity**) &m_pMeleeList[dirToAttack]);
+ if (endOfAttackOut > CTimer::GetTimeInMilliseconds())
+ victim->m_attackTimer = endOfAttackOut + CGeneral::GetRandomNumberInRange(1000, 2000);
+ else
+ victim->m_attackTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(500, 1000);
+ }
+ }
+ return dirToAttack;
+}
+
+#ifdef COMPATIBLE_SAVES
+#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
+#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
+void
+CPlayerPed::Save(uint8*& buf)
+{
+ CPed::Save(buf);
+ SkipSaveBuf(buf, 16);
+ CopyToBuf(buf, m_fMaxStamina);
+ SkipSaveBuf(buf, 28);
+ CopyToBuf(buf, m_nTargettableObjects[0]);
+ CopyToBuf(buf, m_nTargettableObjects[1]);
+ CopyToBuf(buf, m_nTargettableObjects[2]);
+ CopyToBuf(buf, m_nTargettableObjects[3]);
+ SkipSaveBuf(buf, 164);
+}
+
+void
+CPlayerPed::Load(uint8*& buf)
+{
+ CPed::Load(buf);
+ SkipSaveBuf(buf, 16);
+ CopyFromBuf(buf, m_fMaxStamina);
+ SkipSaveBuf(buf, 28);
+ CopyFromBuf(buf, m_nTargettableObjects[0]);
+ CopyFromBuf(buf, m_nTargettableObjects[1]);
+ CopyFromBuf(buf, m_nTargettableObjects[2]);
+ CopyFromBuf(buf, m_nTargettableObjects[3]);
+ SkipSaveBuf(buf, 164);
+}
+#undef CopyFromBuf
+#undef CopyToBuf
+#endif
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
new file mode 100644
index 0000000..1b7158b
--- /dev/null
+++ b/src/peds/PlayerPed.h
@@ -0,0 +1,114 @@
+#pragma once
+
+#include "Ped.h"
+
+class CPad;
+class CCopPed;
+class CWanted;
+
+class CPlayerPed : public CPed
+{
+public:
+ CWanted *m_pWanted;
+ CCopPed *m_pArrestingCop;
+ float m_fMoveSpeed;
+ float m_fCurrentStamina;
+ float m_fMaxStamina;
+ float m_fStaminaProgress;
+ int8 m_nSelectedWepSlot;
+ bool m_bSpeedTimerFlag;
+ uint8 m_nEvadeAmount;
+ uint32 m_nSpeedTimer; // m_nStandStillTimer?
+ uint32 m_nHitAnimDelayTimer; // m_nShotDelay?
+ float m_fAttackButtonCounter;
+ bool m_bHaveTargetSelected; // may have better name
+ CEntity *m_pEvadingFrom; // is this CPhysical?
+ int32 m_nTargettableObjects[4];
+ uint32 m_nAdrenalineTime;
+ uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame
+ uint8 m_nFadeDrunkenness;
+ uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends
+ bool m_bAdrenalineActive;
+ bool m_bHasLockOnTarget;
+ bool m_bCanBeDamaged;
+ bool m_bNoPosForMeleeAttack;
+ bool unk1;
+ CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
+ CPed *m_pPedAtSafePos[6];
+ CPed *m_pMeleeList[6]; // reachable peds at each direction(6)
+ int16 m_nAttackDirToCheck;
+ float m_fWalkAngle; //angle between heading and walking direction
+ float m_fFPSMoveHeading;
+ RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model
+ float m_fGunSpinSpeed; // for minigun
+ float m_fGunSpinAngle;
+ unsigned int m_nPadDownPressedInMilliseconds;
+ unsigned int m_nLastBusFareCollected;
+
+ static bool bDontAllowWeaponChange;
+#ifndef MASTER
+ static bool bDebugPlayerInfo;
+#endif
+
+ CPlayerPed();
+ ~CPlayerPed();
+ void SetMoveAnim() { };
+
+ void ReApplyMoveAnims(void);
+ void ClearWeaponTarget(void);
+ void SetWantedLevel(int32 level);
+ void SetWantedLevelNoDrop(int32 level);
+ void KeepAreaAroundPlayerClear(void);
+ void AnnoyPlayerPed(bool);
+ void MakeChangesForNewWeapon(int32);
+ void MakeChangesForNewWeapon(eWeaponType);
+ void SetInitialState(void);
+ void ProcessControl(void);
+ void ClearAdrenaline(void);
+ void UseSprintEnergy(void);
+ class CPlayerInfo *GetPlayerInfoForThisPlayerPed();
+ void SetRealMoveAnim(void);
+ void RestoreSprintEnergy(float);
+ float DoWeaponSmoothSpray(void);
+ void DoStuffToGoOnFire(void);
+ bool DoesTargetHaveToBeBroken(CVector, CWeapon*);
+ void RunningLand(CPad*);
+ bool IsThisPedAnAimingPriority(CPed*);
+ void PlayerControlSniper(CPad*);
+ void PlayerControlM16(CPad*);
+ void PlayerControlFighter(CPad*);
+ void ProcessWeaponSwitch(CPad*);
+ void MakeObjectTargettable(int32);
+ void PlayerControl1stPersonRunAround(CPad *padUsed);
+ void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool, bool);
+ void EvaluateTarget(CEntity*, CEntity**, float*, float, float, bool);
+ bool FindNextWeaponLockOnTarget(CEntity*, bool);
+ bool FindWeaponLockOnTarget(void);
+ void ProcessAnimGroups(void);
+ void ProcessPlayerWeapon(CPad*);
+ void PlayerControlZelda(CPad*);
+ bool DoesPlayerWantNewWeapon(eWeaponType, bool);
+ void PlayIdleAnimations(CPad*);
+ void RemovePedFromMeleeList(CPed*);
+ void GetMeleeAttackCoords(CVector&, int8, float);
+ int32 FindMeleeAttackPoint(CPed*, CVector&, uint32&);
+ bool CanIKReachThisTarget(CVector, CWeapon*, bool);
+ void RotatePlayerToTrackTarget(void);
+ bool MovementDisabledBecauseOfTargeting(void);
+ void FindNewAttackPoints(void);
+ void SetNearbyPedsToInteractWithPlayer(void);
+ void UpdateMeleeAttackers(void);
+
+ static void SetupPlayerPed(int32);
+ static void DeactivatePlayerPed(int32);
+ static void ReactivatePlayerPed(int32);
+
+#ifdef COMPATIBLE_SAVES
+ virtual void Save(uint8*& buf);
+ virtual void Load(uint8*& buf);
+#endif
+
+ static const uint32 nSaveStructSize;
+};
+
+//VALIDATE_SIZE(CPlayerPed, 0x5F0);
diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp
new file mode 100644
index 0000000..5603e2c
--- /dev/null
+++ b/src/peds/Population.cpp
@@ -0,0 +1,1791 @@
+#include "common.h"
+
+#include "Game.h"
+#include "General.h"
+#include "World.h"
+#include "Population.h"
+#include "CopPed.h"
+#include "Wanted.h"
+#include "FileMgr.h"
+#include "Gangs.h"
+#include "ModelIndices.h"
+#include "Zones.h"
+#include "CivilianPed.h"
+#include "EmergencyPed.h"
+#include "Replay.h"
+#include "Camera.h"
+#include "CutsceneMgr.h"
+#include "CarCtrl.h"
+#include "IniFile.h"
+#include "VisibilityPlugins.h"
+#include "PedPlacement.h"
+#include "DummyObject.h"
+#include "Script.h"
+#include "Shadows.h"
+#include "SurfaceTable.h"
+#include "Weather.h"
+#include "Darkel.h"
+#include "Streaming.h"
+#include "Clock.h"
+#include "WaterLevel.h"
+
+#define MIN_CREATION_DIST 40.0f // not for start of the game (look at the GeneratePedsAtStartOfGame)
+#define CREATION_RANGE 10.0f // added over the MIN_CREATION_DIST.
+#define OFFSCREEN_CREATION_MULT 0.5f
+#define PED_REMOVE_DIST (MIN_CREATION_DIST + CREATION_RANGE + 1.0f)
+#define PED_REMOVE_DIST_SPECIAL (MIN_CREATION_DIST + CREATION_RANGE + 15.0f) // for peds with bCullExtraFarAway flag
+
+PedGroup CPopulation::ms_pPedGroups[NUMPEDGROUPS];
+bool CPopulation::ms_bGivePedsWeapons;
+int32 CPopulation::m_AllRandomPedsThisType = -1;
+float CPopulation::PedDensityMultiplier = 1.0f;
+uint32 CPopulation::ms_nTotalMissionPeds;
+int32 CPopulation::MaxNumberOfPedsInUse = 25;
+int32 CPopulation::MaxNumberOfPedsInUseInterior = 40;
+uint32 CPopulation::ms_nNumCivMale;
+uint32 CPopulation::ms_nNumCivFemale;
+uint32 CPopulation::ms_nNumCop;
+bool CPopulation::bZoneChangeHasHappened;
+uint32 CPopulation::ms_nNumEmergency;
+int8 CPopulation::m_CountDownToPedsAtStart;
+uint32 CPopulation::ms_nNumGang1;
+uint32 CPopulation::ms_nNumGang2;
+uint32 CPopulation::ms_nTotalPeds;
+uint32 CPopulation::ms_nNumGang3;
+uint32 CPopulation::ms_nTotalGangPeds;
+uint32 CPopulation::ms_nNumGang4;
+uint32 CPopulation::ms_nTotalCivPeds;
+uint32 CPopulation::ms_nNumGang5;
+uint32 CPopulation::ms_nNumDummy;
+uint32 CPopulation::ms_nNumGang6;
+uint32 CPopulation::ms_nNumGang9;
+uint32 CPopulation::ms_nNumGang7;
+uint32 CPopulation::ms_nNumGang8;
+
+uint32 CPopulation::ms_nTotalCarPassengerPeds;
+uint32 CPopulation::NumMiamiViceCops;
+
+uint32 gLastSelectedCivilianIndex;
+CEntity *gSunbatheObstacles[2];
+CEntity *gCoupleObstacles[3];
+
+void
+CPopulation::Initialise()
+{
+ debug("Initialising CPopulation...\n");
+
+ ms_nNumCivMale = 0;
+ ms_nNumCivFemale = 0;
+ ms_nNumCop = 0;
+ ms_nNumEmergency = 0;
+ ms_nNumGang1 = 0;
+ ms_nNumGang2 = 0;
+ ms_nNumGang3 = 0;
+ ms_nNumGang4 = 0;
+ ms_nNumGang5 = 0;
+ ms_nNumGang6 = 0;
+ ms_nNumGang7 = 0;
+ ms_nNumGang8 = 0;
+ ms_nNumGang9 = 0;
+ ms_nNumDummy = 0;
+
+ ms_nTotalCarPassengerPeds = 0;
+ ms_nTotalCivPeds = 0;
+ ms_nTotalGangPeds = 0;
+ ms_nTotalPeds = 0;
+ ms_nTotalMissionPeds = 0;
+ m_CountDownToPedsAtStart = 2;
+ bZoneChangeHasHappened = false; // III leftover
+
+ m_AllRandomPedsThisType = -1;
+ PedDensityMultiplier = 1.0f;
+
+
+ LoadPedGroups();
+
+ debug("CPopulation ready\n");
+}
+
+void
+CPopulation::RemovePed(CPed *ent)
+{
+ CWorld::Remove((CEntity*)ent);
+ delete ent;
+}
+
+int32
+CPopulation::ChooseCivilianOccupation(int32 group)
+{
+ if (CWeather::Rain > 0.1f) {
+ int32 lastModel;
+ for (int i = 0; i < 8; i++) {
+ gLastSelectedCivilianIndex = CGeneral::GetRandomNumberInRange(0, NUMMODELSPERPEDGROUP);
+ lastModel = ms_pPedGroups[group].models[gLastSelectedCivilianIndex];
+
+ if (!CPopulation::IsSunbather(lastModel))
+ break;
+ }
+ return lastModel;
+
+ } else {
+ gLastSelectedCivilianIndex = CGeneral::GetRandomNumberInRange(0, NUMMODELSPERPEDGROUP);
+ return ms_pPedGroups[group].models[gLastSelectedCivilianIndex];
+ }
+}
+
+int32
+CPopulation::ChooseNextCivilianOccupation(int32 group)
+{
+ if (CWeather::Rain > 0.1f) {
+ int32 lastModel;
+ for (int i = 0; i < NUMMODELSPERPEDGROUP; i++) {
+ ++gLastSelectedCivilianIndex;
+ if (gLastSelectedCivilianIndex >= NUMMODELSPERPEDGROUP)
+ gLastSelectedCivilianIndex = 0;
+ lastModel = ms_pPedGroups[group].models[gLastSelectedCivilianIndex];
+
+ if (!CPopulation::IsSunbather(ms_pPedGroups[group].models[gLastSelectedCivilianIndex]))
+ break;
+ }
+ return lastModel;
+
+ } else {
+ ++gLastSelectedCivilianIndex;
+ if (gLastSelectedCivilianIndex >= NUMMODELSPERPEDGROUP)
+ gLastSelectedCivilianIndex = 0;
+ return ms_pPedGroups[group].models[gLastSelectedCivilianIndex];
+ }
+}
+
+// returns eCopType
+int32
+CPopulation::ChoosePolicePedOccupation()
+{
+ CGeneral::GetRandomNumber();
+ return COP_STREET;
+}
+
+void
+CPopulation::LoadPedGroups()
+{
+ int fd;
+ char line[1024];
+ int nextPedGroup = 0;
+ // char unused[16]; // non-existence of that in mobile kinda verifies that
+ char modelName[256];
+
+ CFileMgr::ChangeDir("\\DATA\\");
+ fd = CFileMgr::OpenFile("PEDGRP.DAT", "r");
+ CFileMgr::ChangeDir("\\");
+ while (CFileMgr::ReadLine(fd, line, sizeof(line))) {
+ int end;
+ // find end of line
+ for (end = 0; ; end++) {
+ if (line[end] == '\n')
+ break;
+ if (line[end] == ',' || line[end] == '\r')
+ line[end] = ' ';
+ }
+ line[end] = '\0';
+ int cursor = 0;
+ int i;
+ for (i = 0; i < NUMMODELSPERPEDGROUP; i++) {
+ while (line[cursor] <= ' ' && line[cursor] != '\0')
+ ++cursor;
+
+ if (line[cursor] == '#')
+ break;
+
+ // find next whitespace
+ int nextWhitespace;
+ for (nextWhitespace = cursor; line[nextWhitespace] > ' '; ++nextWhitespace)
+ ;
+
+ if (cursor == nextWhitespace)
+ break;
+
+ // read until next whitespace
+ strncpy(modelName, &line[cursor], nextWhitespace - cursor);
+ modelName[nextWhitespace - cursor] = '\0';
+ CModelInfo::GetModelInfo(modelName, &ms_pPedGroups[nextPedGroup].models[i]);
+ cursor = nextWhitespace;
+ }
+ if (i == NUMMODELSPERPEDGROUP)
+ nextPedGroup++;
+ }
+ CFileMgr::CloseFile(fd);
+}
+
+void
+CPopulation::UpdatePedCount(ePedType pedType, bool decrease)
+{
+ if (decrease) {
+ switch (pedType) {
+ case PEDTYPE_PLAYER1:
+ case PEDTYPE_PLAYER2:
+ case PEDTYPE_PLAYER3:
+ case PEDTYPE_PLAYER4:
+ case PEDTYPE_UNUSED1:
+ case PEDTYPE_SPECIAL:
+ return;
+ case PEDTYPE_CIVMALE:
+ --ms_nNumCivMale;
+ break;
+ case PEDTYPE_CIVFEMALE:
+ --ms_nNumCivFemale;
+ break;
+ case PEDTYPE_COP:
+ --ms_nNumCop;
+ break;
+ case PEDTYPE_GANG1:
+ --ms_nNumGang1;
+ break;
+ case PEDTYPE_GANG2:
+ --ms_nNumGang2;
+ break;
+ case PEDTYPE_GANG3:
+ --ms_nNumGang3;
+ break;
+ case PEDTYPE_GANG4:
+ --ms_nNumGang4;
+ break;
+ case PEDTYPE_GANG5:
+ --ms_nNumGang5;
+ break;
+ case PEDTYPE_GANG6:
+ --ms_nNumGang6;
+ break;
+ case PEDTYPE_GANG7:
+ --ms_nNumGang7;
+ break;
+ case PEDTYPE_GANG8:
+ --ms_nNumGang8;
+ break;
+ case PEDTYPE_GANG9:
+ --ms_nNumGang9;
+ break;
+ case PEDTYPE_EMERGENCY:
+ case PEDTYPE_FIREMAN:
+ --ms_nNumEmergency;
+ break;
+ case PEDTYPE_CRIMINAL:
+ --ms_nNumCivMale;
+ break;
+ case PEDTYPE_PROSTITUTE:
+ --ms_nNumCivFemale;
+ break;
+ case PEDTYPE_UNUSED2:
+ --ms_nNumDummy;
+ break;
+ default:
+ Error("Unknown ped type, UpdatePedCount, Population.cpp");
+ break;
+ }
+ } else {
+ switch (pedType) {
+ case PEDTYPE_PLAYER1:
+ case PEDTYPE_PLAYER2:
+ case PEDTYPE_PLAYER3:
+ case PEDTYPE_PLAYER4:
+ case PEDTYPE_UNUSED1:
+ case PEDTYPE_SPECIAL:
+ return;
+ case PEDTYPE_CIVMALE:
+ ++ms_nNumCivMale;
+ break;
+ case PEDTYPE_CIVFEMALE:
+ ++ms_nNumCivFemale;
+ break;
+ case PEDTYPE_COP:
+ ++ms_nNumCop;
+ break;
+ case PEDTYPE_GANG1:
+ ++ms_nNumGang1;
+ break;
+ case PEDTYPE_GANG2:
+ ++ms_nNumGang2;
+ break;
+ case PEDTYPE_GANG3:
+ ++ms_nNumGang3;
+ break;
+ case PEDTYPE_GANG4:
+ ++ms_nNumGang4;
+ break;
+ case PEDTYPE_GANG5:
+ ++ms_nNumGang5;
+ break;
+ case PEDTYPE_GANG6:
+ ++ms_nNumGang6;
+ break;
+ case PEDTYPE_GANG7:
+ ++ms_nNumGang7;
+ break;
+ case PEDTYPE_GANG8:
+ ++ms_nNumGang8;
+ break;
+ case PEDTYPE_GANG9:
+ ++ms_nNumGang9;
+ break;
+ case PEDTYPE_EMERGENCY:
+ case PEDTYPE_FIREMAN:
+ ++ms_nNumEmergency;
+ break;
+ case PEDTYPE_CRIMINAL:
+ ++ms_nNumCivMale;
+ break;
+ case PEDTYPE_PROSTITUTE:
+ ++ms_nNumCivFemale;
+ break;
+ case PEDTYPE_UNUSED2:
+ ++ms_nNumDummy;
+ break;
+ default:
+ Error("Unknown ped type, UpdatePedCount, Population.cpp");
+ break;
+ }
+ }
+}
+
+int
+CPopulation::ChooseGangOccupation(int gangId)
+{
+ return CGangs::ChooseGangPedModel(gangId);
+}
+
+void
+CPopulation::DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool forceIndustrialZone)
+{
+}
+
+void
+CPopulation::Update(bool addPeds)
+{
+ if (!CReplay::IsPlayingBack()) {
+ ManagePopulation();
+ RemovePedsIfThePoolGetsFull();
+ MoveCarsAndPedsOutOfAbandonedZones();
+ if (m_CountDownToPedsAtStart != 0) {
+ if (--m_CountDownToPedsAtStart == 0)
+ GeneratePedsAtStartOfGame();
+ } else {
+ ms_nTotalCivPeds = ms_nNumCivFemale + ms_nNumCivMale;
+ ms_nTotalGangPeds = ms_nNumGang9 + ms_nNumGang8 + ms_nNumGang7
+ + ms_nNumGang6 + ms_nNumGang5 + ms_nNumGang4 + ms_nNumGang3
+ + ms_nNumGang2 + ms_nNumGang1;
+ ms_nTotalPeds = ms_nNumDummy + ms_nNumEmergency + ms_nNumCop
+ + ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
+ ms_nTotalPeds -= ms_nTotalCarPassengerPeds;
+ if (!CCutsceneMgr::IsRunning() && addPeds) {
+ float pcdm = PedCreationDistMultiplier();
+ AddToPopulation(pcdm * (MIN_CREATION_DIST * TheCamera.GenerationDistMultiplier),
+ pcdm * ((MIN_CREATION_DIST + CREATION_RANGE) * TheCamera.GenerationDistMultiplier),
+ pcdm * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT - CREATION_RANGE,
+ pcdm * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT);
+ }
+ }
+ }
+}
+
+void
+CPopulation::GeneratePedsAtStartOfGame()
+{
+ for (int i = 0; i < 100; i++) {
+ ms_nTotalCivPeds = ms_nNumCivFemale + ms_nNumCivMale;
+ ms_nTotalGangPeds = ms_nNumGang9 + ms_nNumGang8 + ms_nNumGang7
+ + ms_nNumGang6 + ms_nNumGang5 + ms_nNumGang4
+ + ms_nNumGang3 + ms_nNumGang2 + ms_nNumGang1;
+ ms_nTotalPeds = ms_nNumDummy + ms_nNumEmergency + ms_nNumCop
+ + ms_nTotalGangPeds + ms_nNumCivFemale + ms_nNumCivMale;
+ ms_nTotalPeds -= ms_nTotalCarPassengerPeds;
+
+ // Min dist is 10.0f only for start of the game (naturally)
+ AddToPopulation(10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE),
+ 10.0f, PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE));
+ }
+}
+
+// More speed = wider area to spawn peds
+float
+CPopulation::PedCreationDistMultiplier()
+{
+ CVehicle *veh = FindPlayerVehicle();
+ if (!veh)
+ return 1.0f;
+
+ float vehSpeed = veh->m_vecMoveSpeed.Magnitude2D();
+ return clamp(vehSpeed - 0.1f + 1.0f, 1.0f, 1.5f);
+}
+
+CPed*
+CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors, int32 modifier)
+{
+ switch (pedType) {
+ case PEDTYPE_CIVMALE:
+ case PEDTYPE_CIVFEMALE:
+ {
+ CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType);
+ ped->SetPosition(coors);
+ ped->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(ped);
+ if (ms_bGivePedsWeapons) {
+ eWeaponType weapon;
+
+ switch (CGeneral::GetRandomNumber() & 3) {
+ case 0:
+ weapon = WEAPONTYPE_COLT45;
+ break;
+ case 1:
+ weapon = WEAPONTYPE_NIGHTSTICK;
+ break;
+ case 2:
+ weapon = WEAPONTYPE_GOLFCLUB;
+ break;
+ case 3:
+ weapon = WEAPONTYPE_TEC9;
+ break;
+ default:
+ break;
+ }
+ if (weapon != WEAPONTYPE_UNARMED) {
+ ped->GiveDelayedWeapon(weapon, 25001);
+ ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot);
+ }
+ }
+ return ped;
+ }
+ case PEDTYPE_COP:
+ {
+ CCopPed *ped = new CCopPed((eCopType)miOrCopType, modifier);
+ ped->SetPosition(coors);
+ ped->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(ped);
+ return ped;
+ }
+ case PEDTYPE_GANG1:
+ case PEDTYPE_GANG2:
+ case PEDTYPE_GANG3:
+ case PEDTYPE_GANG4:
+ case PEDTYPE_GANG5:
+ case PEDTYPE_GANG6:
+ case PEDTYPE_GANG7:
+ case PEDTYPE_GANG8:
+ case PEDTYPE_GANG9:
+ {
+ CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType);
+ ped->SetPosition(coors);
+ ped->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(ped);
+
+ eWeaponType weapon;
+ if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
+ weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2;
+ else
+ weapon = (eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1;
+
+ ped->GiveDelayedWeapon(weapon, 25001);
+ ped->SetCurrentWeapon(CWeaponInfo::GetWeaponInfo(weapon)->m_nWeaponSlot);
+ return ped;
+ }
+ case PEDTYPE_EMERGENCY:
+ {
+ CEmergencyPed *ped = new CEmergencyPed(PEDTYPE_EMERGENCY);
+ ped->SetPosition(coors);
+ ped->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(ped);
+ return ped;
+ }
+ case PEDTYPE_FIREMAN:
+ {
+ CEmergencyPed *ped = new CEmergencyPed(PEDTYPE_FIREMAN);
+ ped->SetPosition(coors);
+ ped->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(ped);
+ return ped;
+ }
+ case PEDTYPE_CRIMINAL:
+ case PEDTYPE_PROSTITUTE:
+ {
+ CCivilianPed *ped = new CCivilianPed(pedType, miOrCopType);
+ ped->SetPosition(coors);
+ ped->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(ped);
+ return ped;
+ }
+ default:
+ Error("Unknown ped type, AddPed, Population.cpp");
+ return nil;
+ }
+}
+
+void
+CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScreen, float maxDistOffScreen)
+{
+ uint32 pedTypeToAdd;
+ int32 modelToAdd;
+ int pedAmount;
+
+ CZoneInfo zoneInfo;
+ int32 man = -1, woman = -1;
+ CPed *gangLeader = nil;
+ bool addCop = false;
+ bool isSecurityGuard = false;
+ bool forceAddingCop = false;
+ CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus];
+ CVector playerCentreOfWorld = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
+ CTheZones::GetZoneInfoForTimeOfDay(&playerCentreOfWorld, &zoneInfo);
+ CWanted *wantedInfo = playerInfo->m_pPed->m_pWanted;
+
+ if (wantedInfo->GetWantedLevel() > 2) {
+ if (!CGame::IsInInterior() && (CGeneral::GetRandomNumber() % 32 == 0) && FindPlayerVehicle())
+ forceAddingCop = true;
+
+ uint32 maxCops = CGame::IsInInterior() ? wantedInfo->m_MaxCops * 1.6f : wantedInfo->m_MaxCops;
+ if ((ms_nNumCop < maxCops || forceAddingCop) &&
+ (!playerInfo->m_pPed->bInVehicle &&
+ (CCarCtrl::NumLawEnforcerCars >= wantedInfo->m_MaximumLawEnforcerVehicles
+ || CCarCtrl::NumRandomCars >= playerInfo->m_nTrafficMultiplier * CCarCtrl::CarDensityMultiplier
+ || CCarCtrl::NumFiretrucksOnDuty + CCarCtrl::NumAmbulancesOnDuty + CCarCtrl::NumParkedCars
+ + CCarCtrl::NumMissionCars + CCarCtrl::NumLawEnforcerCars + CCarCtrl::NumRandomCars >= CCarCtrl::MaxNumberOfCarsInUse) || forceAddingCop)) {
+ addCop = true;
+ minDist = PedCreationDistMultiplier() * MIN_CREATION_DIST;
+ maxDist = PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE);
+ }
+ }
+ float missionAndWeatherMult = -0.8f * Sqrt(CWeather::Rain) + 1.0f;
+
+ // Taxi side mission
+ if (CTheScripts::IsPlayerOnAMission()) {
+ CPed *player = FindPlayerPed();
+ if (player && player->InVehicle() && player->m_pMyVehicle->IsTaxi())
+ missionAndWeatherMult = 1.0f;
+ }
+ if (CDarkel::FrenzyOnGoing())
+ missionAndWeatherMult = 1.0f;
+ int selectedMaxPeds = CGame::IsInInterior() ? CPopulation::MaxNumberOfPedsInUseInterior : CPopulation::MaxNumberOfPedsInUse;
+
+ // Yeah, float
+ float maxPossiblePedsForArea = (zoneInfo.pedDensity + zoneInfo.carDensity) * playerInfo->m_fRoadDensity * PedDensityMultiplier
+ * (CDarkel::FrenzyOnGoing() ? 1.f : CIniFile::PedNumberMultiplier) * missionAndWeatherMult;
+ maxPossiblePedsForArea = Min(maxPossiblePedsForArea, selectedMaxPeds);
+
+ if (ms_nTotalPeds < maxPossiblePedsForArea || addCop) {
+ int decisionThreshold = CGeneral::GetRandomNumberInRange(0, 1000);
+ if (decisionThreshold < zoneInfo.copPedThreshold || addCop) {
+ pedTypeToAdd = PEDTYPE_COP;
+ modelToAdd = ChoosePolicePedOccupation();
+ } else {
+ int i = 0;
+ for (i = 0; i < NUM_GANGS; i++) {
+ if (decisionThreshold < zoneInfo.gangPedThreshold[i]) {
+ break;
+ }
+ }
+
+ if (i == NUM_GANGS) {
+ if (CGeneral::GetRandomNumberInRange(0.0f, 1.0f) <= 0.95f) {
+ modelToAdd = ChooseCivilianOccupation(zoneInfo.pedGroup);
+
+ if (modelToAdd == -1)
+ return;
+ pedTypeToAdd = ((CPedModelInfo*)CModelInfo::GetModelInfo(modelToAdd))->m_pedType;
+
+ } else {
+ ChooseCivilianCoupleOccupations(zoneInfo.pedGroup, man, woman);
+ if (man == -1 || woman == -1)
+ return;
+ pedTypeToAdd = ((CPedModelInfo*)CModelInfo::GetModelInfo(woman))->m_pedType;
+ }
+ } else {
+ pedTypeToAdd = PEDTYPE_GANG1 + i;
+
+ if (IsSecurityGuard((ePedType)pedTypeToAdd)) {
+ isSecurityGuard = true;
+ modelToAdd = ChooseGangOccupation(pedTypeToAdd - PEDTYPE_GANG1);
+
+ if (modelToAdd == -1)
+ return;
+ pedTypeToAdd = ((CPedModelInfo*)CModelInfo::GetModelInfo(modelToAdd))->m_pedType;
+
+ }
+ }
+ }
+ if (!addCop && m_AllRandomPedsThisType > PEDTYPE_PLAYER1)
+ pedTypeToAdd = m_AllRandomPedsThisType;
+
+ if (pedTypeToAdd >= PEDTYPE_GANG1 && pedTypeToAdd <= PEDTYPE_GANG9 && !isSecurityGuard) {
+ minDist += 30.0f;
+ maxDist += 30.0f;
+ pedAmount = ComputeRandomisedGangSize();
+ } else
+ pedAmount = 1;
+
+ CVector generatedCoors;
+ int node1, node2;
+ float randomPos;
+ bool foundCoors = !!ThePaths.GeneratePedCreationCoors(playerCentreOfWorld.x, playerCentreOfWorld.y, minDist, maxDist, minDistOffScreen, maxDistOffScreen,
+ &generatedCoors, &node1, &node2, &randomPos, nil);
+
+ if (!foundCoors)
+ return;
+
+ uint8 nodeSpawnRate = Min(ThePaths.m_pathNodes[node1].spawnRate, ThePaths.m_pathNodes[node2].spawnRate);
+ int randomRate = CGeneral::GetRandomNumber() & 0xF;
+ if (randomRate > nodeSpawnRate)
+ return;
+
+ CPathFind::TakeWidthIntoAccountForCoors(&ThePaths.m_pathNodes[node1], &ThePaths.m_pathNodes[node2], CGeneral::GetRandomNumber(), &generatedCoors.x, &generatedCoors.y);
+ if (CGame::currArea == AREA_MALL && (pedTypeToAdd == PEDTYPE_CIVMALE || pedTypeToAdd == PEDTYPE_CIVFEMALE || pedTypeToAdd == PEDTYPE_CRIMINAL) &&
+ CGeneral::GetRandomNumberInRange(0.f, 1.f) > 0.5f) {
+
+ PlaceMallPedsAsStationaryGroup(generatedCoors, zoneInfo.pedGroup);
+ return;
+ }
+
+ if (pedTypeToAdd >= PEDTYPE_GANG1 && pedTypeToAdd <= PEDTYPE_GANG9 && !isSecurityGuard) {
+ PlaceGangMembers((ePedType)pedTypeToAdd, pedAmount, generatedCoors);
+ return;
+ }
+
+ if (man > -1 && woman > -1) {
+ PlaceCouple(PEDTYPE_CIVMALE, man, PEDTYPE_CIVFEMALE, woman, generatedCoors);
+ return;
+ }
+
+ for (int i = 0; i < pedAmount; ++i) {
+
+ if (pedTypeToAdd == PEDTYPE_COP) {
+ // Unused code, ChoosePolicePedOccupation returns COP_STREET. Spawning FBI/SWAT/Army done in somewhere else.
+ if (modelToAdd == COP_STREET) {
+ if (!CStreaming::HasModelLoaded(MI_COP))
+ return;
+
+ } else if (modelToAdd == COP_FBI) {
+ if (!CStreaming::HasModelLoaded(MI_COP) || !CStreaming::HasModelLoaded(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_MP5)->m_nModelId))
+ return;
+
+ } else if (modelToAdd == COP_SWAT) {
+ if (!CStreaming::HasModelLoaded(MI_SWAT) || !CStreaming::HasModelLoaded(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_UZI)->m_nModelId))
+ return;
+
+ } else if (modelToAdd == COP_ARMY) {
+ if (!CStreaming::HasModelLoaded(MI_ARMY) ||
+ !CStreaming::HasModelLoaded(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_MP5)->m_nModelId) || !CStreaming::HasModelLoaded(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_GRENADE)->m_nModelId))
+ return;
+ }
+ } else if (!CStreaming::HasModelLoaded(modelToAdd)) {
+ return;
+ }
+ generatedCoors.z += 0.7f;
+
+ // What? How can this not be met?
+ if (i < pedAmount) {
+ // rand()
+ // III leftover, unused
+ if (gangLeader) {
+ // Align gang members in formation. (btw i can't be 0 in here)
+ float offsetMin = i * 0.75f;
+ float offsetMax = (i + 1.0f) * 0.75f - offsetMin;
+ float xOffset = CGeneral::GetRandomNumberInRange(offsetMin, offsetMin + offsetMax);
+ float yOffset = CGeneral::GetRandomNumberInRange(offsetMin, offsetMin + offsetMax);
+ if (CGeneral::GetRandomNumber() & 1)
+ xOffset = -xOffset;
+ if (CGeneral::GetRandomNumber() & 1)
+ yOffset = -yOffset;
+ generatedCoors.x = xOffset + gangLeader->GetPosition().x;
+ generatedCoors.y = yOffset + gangLeader->GetPosition().y;
+ }
+ }
+ if (!CPedPlacement::IsPositionClearForPed(generatedCoors))
+ break;
+
+ // Why no love for last gang member?!
+ if (i + 1 < pedAmount) {
+ bool foundGround;
+ float groundZ = CWorld::FindGroundZFor3DCoord(generatedCoors.x, generatedCoors.y, 2.0f + generatedCoors.z, &foundGround) + 0.7f;
+ if (!foundGround)
+ return;
+
+ generatedCoors.z = Max(generatedCoors.z, groundZ);
+ }
+ bool surfaceAndDistIsOk = true;
+ if (TheCamera.IsSphereVisible(generatedCoors, 2.0f)) {
+ if (PedCreationDistMultiplier() * MIN_CREATION_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
+ surfaceAndDistIsOk = false;
+ }
+
+ // Place skaters if only they're on tarmac.
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(modelToAdd))->m_pedStatType == PEDSTAT_SKATER) {
+ CEntity* foundEnt = nil;
+ CColPoint foundCol;
+ CWorld::ProcessVerticalLine(generatedCoors + CVector(0.f, 0.f, 2.f), generatedCoors.z - 2.0f, foundCol, foundEnt, true, false, false, false, false, false, nil);
+ if (foundEnt) {
+ if (foundCol.surfaceB == SURFACE_TARMAC || foundCol.surfaceB == SURFACE_PAVEMENT)
+ surfaceAndDistIsOk = true;
+ else
+ surfaceAndDistIsOk = false;
+
+ } else {
+ surfaceAndDistIsOk = false;
+ }
+ }
+ if (!surfaceAndDistIsOk)
+ break;
+ CPed *newPed = AddPed((ePedType)pedTypeToAdd, modelToAdd, generatedCoors);
+ if (forceAddingCop && newPed->m_nPedType == PEDTYPE_COP)
+ ((CCopPed*)newPed)->m_bThrowsSpikeTrap = true;
+
+ bool gonnaSunbathe = false;
+ if (CPopulation::IsSunbather(modelToAdd)) {
+ CEntity* foundEnt = nil;
+ CColPoint foundCol;
+ CWorld::ProcessVerticalLine(generatedCoors + CVector(0.f, 0.f, 2.f), generatedCoors.z - 2.0f, foundCol, foundEnt, true, false, false, false, false, false, nil);
+ if (foundEnt) {
+ if ((foundCol.surfaceB == SURFACE_CONCRETE_BEACH || foundCol.surfaceB == SURFACE_SAND)
+ && CClock::GetHours() >= 10 && CClock::GetHours() <= 18 && 0.0f == CWeather::Rain) {
+ gonnaSunbathe = true;
+ if (CPedPlacement::IsPositionClearForPed(generatedCoors, 3.0f, ARRAY_SIZE(gSunbatheObstacles), gSunbatheObstacles)) {
+ for (int j = 0; j < ARRAY_SIZE(gSunbatheObstacles); j++) {
+ if (gSunbatheObstacles[j] && gSunbatheObstacles[j] != newPed)
+ gonnaSunbathe = false;
+ }
+ }
+ }
+ }
+ }
+ if (gonnaSunbathe) {
+ float heading = CGeneral::GetRandomNumberInRange(0.f, 1.f) * TWOPI;
+ newPed->m_fRotationDest = heading;
+ newPed->m_fRotationCur = heading;
+ // unused
+ // v61 = CGeneral::GetRandomTrueFalse();
+ newPed->SetWaitState(WAITSTATE_SUN_BATHE_IDLE, nil);
+ CVector toyPos(newPed->GetPosition());
+ float waterLevel;
+ if (CWaterLevel::GetGroundLevel(toyPos, &waterLevel, nil, 30.0f)) {
+ toyPos.z = 0.04f + waterLevel;
+ CEntity *toy = CWaterLevel::CreateBeachToy(toyPos, BEACHTOY_ANY_TOWEL);
+ if (toy)
+ toy->SetHeading(heading);
+
+ if (!(CGeneral::GetRandomNumber() & 3)) {
+ CWaterLevel::CreateBeachToy(toyPos + CVector(CGeneral::GetRandomNumberInRange(-2.f, 2.f), CGeneral::GetRandomNumberInRange(-2.f, 2.f), 0.f), BEACHTOY_LOTION);
+ }
+ }
+ } else {
+ newPed->SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
+ }
+
+ if (i != 0) {
+ // Gang member
+ newPed->SetLeader(gangLeader);
+
+ newPed->SetPedState(PED_UNKNOWN);
+ gangLeader->SetPedState(PED_UNKNOWN);
+
+ } else {
+ gangLeader = newPed;
+ }
+ CVisibilityPlugins::SetClumpAlpha(newPed->GetClump(), 0);
+ /*
+ // Pointless, this is already a for loop
+ if (i + 1 > pedAmount)
+ break;
+ if (pedAmount <= 1)
+ break; */
+ }
+ }
+}
+
+CPed*
+CPopulation::AddPedInCar(CVehicle* car, bool isDriver)
+{
+ const int defaultModel = MI_MALE01;
+ int miamiViceIndex = 0;
+ bool imSureThatModelIsLoaded = true;
+ CVector coors = FindPlayerCoors();
+ CZoneInfo zoneInfo;
+ int pedType;
+
+ // May be eCopType, model index or non-sense(for medic), AddPed knows that by looking to ped type.
+ int preferredModel;
+
+ CTheZones::GetZoneInfoForTimeOfDay(&coors, &zoneInfo);
+ switch (car->GetModelIndex()) {
+ case MI_FIRETRUCK:
+ preferredModel = 0;
+ pedType = PEDTYPE_FIREMAN;
+ break;
+ case MI_AMBULAN:
+ preferredModel = 0;
+ pedType = PEDTYPE_EMERGENCY;
+ break;
+ case MI_POLICE:
+ case MI_PREDATOR:
+ preferredModel = COP_STREET;
+ pedType = PEDTYPE_COP;
+ break;
+ case MI_ENFORCER:
+ preferredModel = COP_SWAT;
+ pedType = PEDTYPE_COP;
+ break;
+ case MI_RHINO:
+ case MI_BARRACKS:
+ preferredModel = COP_ARMY;
+ pedType = PEDTYPE_COP;
+ break;
+ case MI_FBIRANCH:
+ preferredModel = COP_FBI;
+ pedType = PEDTYPE_COP;
+ break;
+ default:
+ if (car->IsTaxi()) {
+ if (isDriver) {
+ pedType = PEDTYPE_CIVMALE;
+ preferredModel = MI_TAXI_D;
+ break;
+ }
+ // fall through if not
+ } else if (car->GetModelIndex() == MI_VICECHEE) {
+ if (car->bIsLawEnforcer) {
+ preferredModel = COP_MIAMIVICE;
+ pedType = PEDTYPE_COP;
+ miamiViceIndex = (isDriver ? 2 * CCarCtrl::MiamiViceCycle : 2 * CCarCtrl::MiamiViceCycle + 1);
+ break;
+ }
+ // fall through if not
+ }
+
+ int gangOfPed = 0;
+ imSureThatModelIsLoaded = false;
+
+ while (gangOfPed < NUM_GANGS && CGangs::GetGangInfo(gangOfPed)->m_nVehicleMI != car->GetModelIndex())
+ gangOfPed++;
+
+ if (gangOfPed < NUM_GANGS) {
+ pedType = gangOfPed + PEDTYPE_GANG1;
+ preferredModel = ChooseGangOccupation(gangOfPed);
+ } else if (gangOfPed == NUM_GANGS) {
+ CVehicleModelInfo *carModel = ((CVehicleModelInfo *)CModelInfo::GetModelInfo(car->GetModelIndex()));
+ preferredModel = ChooseCivilianOccupation(zoneInfo.pedGroup);
+ int i = 15;
+ for(; i >= 0; i--) {
+ CPedModelInfo* pedModel = (CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel);
+
+ if (pedModel->GetRwObject()) {
+ if (!car->IsPassenger(preferredModel) && !car->IsDriver(preferredModel)) {
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_carsCanDrive & (1 << carModel->m_vehicleClass))
+ break;
+ }
+ }
+
+ preferredModel = ChooseNextCivilianOccupation(zoneInfo.pedGroup);
+ }
+ if (i == -1)
+ preferredModel = defaultModel;
+
+ pedType = ((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->m_pedType;
+ }
+ break;
+ }
+ if (!imSureThatModelIsLoaded && !((CPedModelInfo*)CModelInfo::GetModelInfo(preferredModel))->GetRwObject()) {
+ preferredModel = defaultModel;
+ pedType = ((CPedModelInfo*)CModelInfo::GetModelInfo(defaultModel))->m_pedType;
+ }
+
+ CPed *newPed = CPopulation::AddPed((ePedType)pedType, preferredModel, car->GetPosition(), miamiViceIndex);
+ newPed->bUsesCollision = false;
+
+ if (newPed->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
+ newPed->RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(newPed->GetWeapon()->m_eWeaponType)->m_nModelId);
+ }
+
+ newPed->AddInCarAnims(car, isDriver);
+ return newPed;
+}
+
+void
+CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
+{
+}
+
+void
+CPopulation::ConvertAllObjectsToDummyObjects()
+{
+ int poolSize = CPools::GetObjectPool()->GetSize();
+ for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
+
+ CObject *obj = CPools::GetObjectPool()->GetSlot(poolIndex);
+ if (obj) {
+ if (obj->CanBeDeleted())
+ ConvertToDummyObject(obj);
+ }
+ }
+}
+
+void
+CPopulation::ConvertToRealObject(CDummyObject *dummy)
+{
+ if (!TestSafeForRealObject(dummy))
+ return;
+
+ CObject *obj = new CObject(dummy);
+ if (!obj)
+ return;
+
+ CWorld::Remove(dummy);
+ delete dummy;
+ CWorld::Add(obj);
+
+ CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(obj->GetModelIndex());
+ if (IsGlass(obj->GetModelIndex()) && !mi->m_isArtistGlass) {
+ obj->bIsVisible = false;
+ } else if (obj->GetModelIndex() == MI_BUOY) {
+ obj->SetIsStatic(false);
+ obj->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.001f);
+ obj->bTouchingWater = true;
+ obj->AddToMovingList();
+ }
+}
+
+void
+CPopulation::ConvertToDummyObject(CObject *obj)
+{
+ CDummyObject *dummy = new CDummyObject(obj);
+
+ dummy->GetMatrix() = obj->m_objectMatrix;
+ dummy->GetMatrix().UpdateRW();
+ dummy->UpdateRwFrame();
+
+ CSimpleModelInfo *mi = (CSimpleModelInfo*)CModelInfo::GetModelInfo(obj->GetModelIndex());
+ if (IsGlass(obj->GetModelIndex()) && !mi->m_isArtistGlass)
+ dummy->bIsVisible = false;
+
+ CWorld::Remove(obj);
+ delete obj;
+ CWorld::Add(dummy);
+}
+
+bool
+CPopulation::TestRoomForDummyObject(CObject *obj)
+{
+ int16 collidingObjs;
+ CWorld::FindObjectsKindaColliding(obj->m_objectMatrix.GetPosition(), obj->GetBoundRadius(),
+ false, &collidingObjs, 2, nil, false, true, true, false, false);
+
+ return collidingObjs == 0;
+}
+
+bool
+CPopulation::TestSafeForRealObject(CDummyObject *dummy)
+{
+ CPtrNode *ptrNode;
+ CColModel *dummyCol = dummy->GetColModel();
+ float colRadius = dummy->GetBoundRadius();
+ CVector colCentre = dummy->GetBoundCentre();
+
+ int minX = CWorld::GetSectorIndexX(dummy->GetPosition().x - colRadius);
+ if (minX < 0) minX = 0;
+ int minY = CWorld::GetSectorIndexY(dummy->GetPosition().y - colRadius);
+ if (minY < 0) minY = 0;
+ int maxX = CWorld::GetSectorIndexX(dummy->GetPosition().x + colRadius);
+#ifdef FIX_BUGS
+ if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
+#else
+ if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
+#endif
+
+ int maxY = CWorld::GetSectorIndexY(dummy->GetPosition().y + colRadius);
+#ifdef FIX_BUGS
+ if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
+#else
+ if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y;
+#endif
+
+ static CColPoint aTempColPoints[MAX_COLLISION_POINTS];
+
+ for (int curY = minY; curY <= maxY; curY++) {
+ for (int curX = minX; curX <= maxX; curX++) {
+ CSector *sector = CWorld::GetSector(curX, curY);
+
+ for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode; ptrNode = ptrNode->next) {
+ CVehicle *veh = (CVehicle*)ptrNode->item;
+ if (veh->m_scanCode != CWorld::GetCurrentScanCode()) {
+ if (veh->GetIsTouching(colCentre, colRadius)) {
+ veh->m_scanCode = CWorld::GetCurrentScanCode();
+ if (CCollision::ProcessColModels(dummy->GetMatrix(), *dummyCol, veh->GetMatrix(), *veh->GetColModel(), aTempColPoints, nil, nil) > 0)
+ return false;
+ }
+ }
+ }
+
+ for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first; ptrNode; ptrNode = ptrNode->next) {
+ CVehicle *veh = (CVehicle*)ptrNode->item;
+ if (veh->m_scanCode != CWorld::GetCurrentScanCode()) {
+ if (veh->GetIsTouching(colCentre, colRadius)) {
+ veh->m_scanCode = CWorld::GetCurrentScanCode();
+ if (CCollision::ProcessColModels(dummy->GetMatrix(), *dummyCol, veh->GetMatrix(), *veh->GetColModel(), aTempColPoints, nil, nil) > 0)
+ return false;
+ }
+ }
+ }
+ }
+ }
+ return true;
+}
+
+void
+CPopulation::ManagePopulation(void)
+{
+ int frameMod32 = CTimer::GetFrameCounter() & 31;
+ CVector playerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus);
+
+ // Why this code is here?! Delete temporary objects when they got too far, and convert others to "dummy" objects. (like lamp posts)
+ int objectPoolSize = CPools::GetObjectPool()->GetSize();
+ for (int i = objectPoolSize * frameMod32 / 32; i < objectPoolSize * (frameMod32 + 1) / 32; i++) {
+ CObject *obj = CPools::GetObjectPool()->GetSlot(i);
+ if (obj && obj->CanBeDeleted()) {
+ float objPlayerDist = (obj->GetPosition() - playerPos).Magnitude();
+ if (obj->ObjectCreatedBy == TEMP_OBJECT) {
+ if (obj->GetModelIndex() != MI_ROADWORKBARRIER1 && obj->GetModelIndex() != MI_BEACHBALL) {
+ if (objPlayerDist > 51.0f || objPlayerDist > 25.0f && !obj->GetIsOnScreen() || CTimer::GetTimeInMilliseconds() > obj->m_nEndOfLifeTime) {
+ CWorld::Remove(obj);
+ delete obj;
+ }
+ } else if (objPlayerDist > 120.0f) {
+ CWorld::Remove(obj);
+ delete obj;
+ }
+
+ } else if (objPlayerDist > 80.0f && (obj->m_objectMatrix.GetPosition() - playerPos).Magnitude() > 80.0f) {
+ if (obj->ObjectCreatedBy != CUTSCENE_OBJECT && TestRoomForDummyObject(obj)) {
+ ConvertToDummyObject(obj);
+ }
+ }
+ }
+ }
+
+ // Convert them back to real objects. Dummy objects don't have collisions, so they need to be converted.
+ int dummyPoolSize = CPools::GetDummyPool()->GetSize();
+ for (int i = dummyPoolSize * frameMod32 / 32; i < dummyPoolSize * (frameMod32 + 1) / 32; i++) {
+ CDummy *dummy = CPools::GetDummyPool()->GetSlot(i);
+ if (dummy && (dummy->m_area == CGame::currArea || dummy->m_area == AREA_EVERYWHERE)) {
+ if ((dummy->GetPosition() - playerPos).Magnitude() < 80.0f)
+ ConvertToRealObject((CDummyObject*)dummy);
+ }
+ }
+
+ int pedPoolSize = CPools::GetPedPool()->GetSize();
+#ifndef SQUEEZE_PERFORMANCE
+ for (int poolIndex = pedPoolSize-1; poolIndex >= 0; poolIndex--) {
+#else
+ for (int poolIndex = (pedPoolSize * (frameMod32 + 1) / 32) - 1; poolIndex >= pedPoolSize * frameMod32 / 32; poolIndex--) {
+#endif
+ CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
+
+ if (ped && !ped->IsPlayer() && ped->CanBeDeleted() && !ped->bInVehicle) {
+ uint32 timeSinceDeath = CTimer::GetTimeInMilliseconds() - ped->m_bloodyFootprintCountOrDeathTime;
+ if (ped->m_nPedState == PED_DEAD && (timeSinceDeath > 30000 || CDarkel::FrenzyOnGoing() && timeSinceDeath > 15000))
+ ped->bFadeOut = true;
+
+ if (ped->bFadeOut && CVisibilityPlugins::GetClumpAlpha(ped->GetClump()) == 0) {
+ RemovePed(ped);
+ continue;
+ }
+
+ float dist = (ped->GetPosition() - playerPos).Magnitude2D();
+ bool pedIsFarAway = false;
+
+ if (ped->IsGangMember())
+ dist -= 30.0f;
+ else if (ped->bDeadPedInFrontOfCar && ped->m_vehicleInAccident)
+ dist = 0.0f;
+
+ if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist ||
+ (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist)) {
+ pedIsFarAway = true;
+
+ } else if (PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT < dist) {
+ if (CTimer::GetTimeInMilliseconds() > ped->m_nExtendedRangeTimer && !ped->GetIsOnScreen()) {
+ if (TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER
+ && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER_RUNABOUT
+ && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_CAMERA
+ && !TheCamera.Cams[TheCamera.ActiveCam].LookingLeft
+ && !TheCamera.Cams[TheCamera.ActiveCam].LookingRight
+ && !TheCamera.Cams[TheCamera.ActiveCam].LookingBehind) {
+ pedIsFarAway = true;
+ }
+ }
+
+ } else {
+ ped->m_nExtendedRangeTimer = ped->m_nPedType == PEDTYPE_COP ? CTimer::GetTimeInMilliseconds() + 10000 : CTimer::GetTimeInMilliseconds() + 4000;
+ }
+
+ if (!pedIsFarAway)
+ continue;
+
+ if (ped->m_nPedState == PED_DEAD && !ped->bFadeOut) {
+ CVector pedPos = ped->GetPosition();
+
+ float randAngle = (uint8) CGeneral::GetRandomNumber() * (3.14f / 128.0f); // Not PI, 3.14
+ switch (CGeneral::GetRandomNumber() % 3) {
+ case 0:
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline1Tex, &pedPos,
+ 0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle),
+ 255, 255, 255, 255, 4.0f, 40000, 1.0f);
+ break;
+ case 1:
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline2Tex, &pedPos,
+ 0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle),
+ 255, 255, 255, 255, 4.0f, 40000, 1.0f);
+ break;
+ case 2:
+ CShadows::AddPermanentShadow(SHADOWTYPE_DARK, gpOutline3Tex, &pedPos,
+ 0.9f * Cos(randAngle), 0.9f * Sin(randAngle), 0.9f * Sin(randAngle), -0.9f * Cos(randAngle),
+ 255, 255, 255, 255, 4.0f, 40000, 1.0f);
+ break;
+ default:
+ break;
+ }
+ }
+ if (ped->GetIsOnScreen())
+ ped->bFadeOut = true;
+ else
+ RemovePed(ped);
+ }
+ }
+}
+
+CPed*
+CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit)
+{
+ if (TheCamera.IsSphereVisible(pos, 2.0f) && MIN_CREATION_DIST * PedCreationDistMultiplier() > (pos - FindPlayerPed()->GetPosition()).Magnitude2D()) {
+ return nil;
+ }
+
+ bool found;
+ float z = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &found) + 1.0f;
+ if (!found)
+ return nil;
+ z = Max(z, pos.z);
+ if (!CModelInfo::GetModelInfo(MI_MALE01)->GetRwObject())
+ return nil;
+ CPed* pPed = CPopulation::AddPed(PEDTYPE_CIVMALE, MI_MALE01, pos);
+ pPed->SetDie();
+ pPed->m_nPedMoney = 0;
+ pPed->bDeadPedInFrontOfCar = true;
+ pPed->m_vehicleInAccident = pCulprit;
+ pCulprit->RegisterReference((CEntity**)&pPed->m_vehicleInAccident);
+ CEntity* pEntities[3] = { 0 };
+ if (!CPedPlacement::IsPositionClearForPed(pos, 2.0f, 3, pEntities)) {
+ for (int i = 0; i < 3; i++) {
+ if (pEntities[i] && pEntities[i] != pCulprit && pEntities[i] != pPed) {
+ RemovePed(pPed);
+ return nil;
+ }
+ }
+ }
+ CColPoint colpts[MAX_COLLISION_POINTS];
+ if (CCollision::ProcessColModels(pCulprit->GetMatrix(), *pCulprit->GetColModel(), pPed->GetMatrix(), *pPed->GetColModel(), colpts, nil, nil)) {
+ RemovePed(pPed);
+ return nil;
+ }
+ CVisibilityPlugins::SetClumpAlpha(pPed->GetClump(), 0);
+ return pPed;
+}
+
+bool
+CPopulation::IsSkateable(CVector const& pos)
+{
+ CColPoint foundCol;
+ CEntity* foundEnt = nil;
+ CWorld::ProcessVerticalLine(pos + CVector(0.f, 0.f, 2.f), pos.z - 2.0f, foundCol, foundEnt, true, false, false, false, false, false, nil);
+ if (!foundEnt)
+ return false;
+
+ return foundCol.surfaceB == SURFACE_TARMAC || foundCol.surfaceB == SURFACE_PAVEMENT;
+}
+
+bool
+CPopulation::CanJeerAtStripper(int32 model)
+{
+ return model == MI_WMOBE || model == MI_WMYBE || model == MI_WMOST || model == MI_BMYBB;
+}
+
+void
+CPopulation::RemovePedsIfThePoolGetsFull(void)
+{
+ if ((CTimer::GetFrameCounter() & 7) == 5) {
+ if (CPools::GetPedPool()->GetNoOfFreeSpaces() < 8) {
+ CPed *closestPed = nil;
+ float closestDist = 10000000.0;
+ int poolSize = CPools::GetPedPool()->GetSize();
+ for (int i = poolSize - 1; i >= 0; i--) {
+ CPed* ped = CPools::GetPedPool()->GetSlot(i);
+ if (ped && ped->CanBeDeleted()) {
+ float dist = (TheCamera.GetPosition() - ped->GetPosition()).Magnitude();
+ if (dist < closestDist) {
+ closestDist = dist;
+ closestPed = ped;
+ }
+ }
+ }
+ if (closestPed) {
+ RemovePed(closestPed);
+ }
+ }
+ }
+}
+
+bool
+CPopulation::IsMale(int32 model)
+{
+ switch (model) {
+ case MI_HMYST:
+ case MI_HMOST:
+ case MI_HMYRI:
+ case MI_HMORI:
+ case MI_HMYBE:
+ case MI_HMOBE:
+ case MI_HMOTR:
+ case MI_HMYAP:
+ case MI_HMOCA:
+ case MI_BMODK:
+ case MI_BMYKR:
+ case MI_BMYST:
+ case MI_BMOST:
+ case MI_BMYRI:
+ case MI_BMYBE:
+ case MI_BMOBE:
+ case MI_BMYBU:
+ case MI_BMOTR:
+ case MI_BMYPI:
+ case MI_BMYBB:
+ case MI_WMYCR:
+ case MI_WMYST:
+ case MI_WMOST:
+ case MI_WMYRI:
+ case MI_WMORI:
+ case MI_WMYBE:
+ case MI_WMOBE:
+ case MI_WMYCW:
+ case MI_WMYGO:
+ case MI_WMOGO:
+ case MI_WMYLG:
+ case MI_WMYBU:
+ case MI_WMOBU:
+ case MI_WMOTR:
+ case MI_WMYPI:
+ case MI_WMOCA:
+ case MI_WMYJG:
+ case MI_WMYSK:
+
+ // BUG? Why no JMOTO?
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool
+CPopulation::IsFemale(int32 model)
+{
+ switch (model) {
+ case MI_HFYST:
+ case MI_HFOST:
+ case MI_HFYRI:
+ case MI_HFORI:
+ case MI_HFYBE:
+ case MI_HFOBE:
+ case MI_HFYBU:
+ case MI_HFYMD:
+ case MI_HFYCG:
+ case MI_HFYPR:
+ case MI_HFOTR:
+ case MI_BFYST:
+ case MI_BFOST:
+ case MI_BFYRI:
+ case MI_BFORI:
+ case MI_BFYBE:
+ case MI_BFOBE:
+ case MI_BFYPR:
+ case MI_BFOTR:
+ case MI_WFYST:
+ case MI_WFOST:
+ case MI_WFYRI:
+ case MI_WFORI:
+ case MI_WFYBE:
+ case MI_WFOBE:
+ case MI_WFOGO:
+ case MI_WFYLG:
+ case MI_WFYBU:
+ case MI_WFYPR:
+ case MI_WFOTR:
+ case MI_WFYJG:
+ case MI_WFYSK:
+ case MI_WFYSH:
+ case MI_WFOSH:
+ case MI_JFOTO:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool
+CPopulation::IsSunbather(int32 model)
+{
+ switch (model) {
+ case MI_HFYBE:
+ case MI_HFOBE:
+ case MI_HMYBE:
+ case MI_HMOBE:
+ case MI_BFYBE:
+ case MI_BMYBE:
+ case MI_BFOBE:
+ case MI_BMOBE:
+ case MI_WFYBE:
+ case MI_WMYBE:
+ case MI_WFOBE:
+ case MI_WMOBE:
+ return true;
+ default:
+ return false;
+ }
+}
+
+int32
+CPopulation::ComputeRandomisedGangSize(void)
+{
+ return CGeneral::GetRandomNumberInRange(3, 6);
+}
+
+bool
+CPopulation::CanSolicitPlayerInCar(int32 model)
+{
+ return model == MI_HFYPR || model == MI_BFYPR || model == MI_WFYPR;
+}
+
+bool
+CPopulation::CanSolicitPlayerOnFoot(int32 model)
+{
+ return model == MI_HFYMD || model == MI_HFYCG || model == MI_BFOTR || model == MI_BMOTR || model == MI_WFOTR || model == MI_WMOTR;
+}
+
+bool
+CPopulation::IsSecurityGuard(ePedType pedType)
+{
+ return pedType == PEDTYPE_GANG5;
+}
+
+void
+CPopulation::ChooseCivilianCoupleOccupations(int32 group, int32& man, int32& woman)
+{
+ man = -1;
+ woman = -1;
+
+ for (int i = 0; i < 8; i++) {
+ if (man > -1)
+ break;
+
+ int32 model = ms_pPedGroups[group].models[CGeneral::GetRandomNumberInRange(0, NUMMODELSPERPEDGROUP)];
+ if (man == -1 && IsMale(model) && ((CPedModelInfo*)CModelInfo::GetModelInfo(model))->m_pedType == PEDTYPE_CIVMALE) {
+ man = model;
+ }
+ }
+
+ if (man != -1) {
+ int32 model;
+ for (int i = 0; i < NUMMODELSPERPEDGROUP; i++) {
+ model = ms_pPedGroups[group].models[i];
+ if (IsFemale(model)) {
+ CPedModelInfo* womanModelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(model);
+ if (womanModelInfo->m_pedType == PEDTYPE_CIVFEMALE) {
+ CPedModelInfo* manModelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(man);
+
+ // If both are skater or not, finalize the decision
+ if (manModelInfo && womanModelInfo) {
+ if (manModelInfo->m_animGroup == womanModelInfo->m_animGroup) {
+ if (manModelInfo->m_pedStatType != PEDSTAT_SKATER && womanModelInfo->m_pedStatType != PEDSTAT_SKATER)
+ break;
+
+ if (manModelInfo->m_pedStatType == PEDSTAT_SKATER && womanModelInfo->m_pedStatType == PEDSTAT_SKATER)
+ break;
+ }
+ }
+ }
+ }
+ }
+ woman = model;
+ }
+}
+
+void
+CPopulation::PlaceGangMembers(ePedType pedType, int pedAmount, CVector const& coors)
+{
+ if (CGeneral::GetRandomNumberInRange(0.f, 1.f) < 0.333f) {
+ PlaceGangMembersInFormation(pedType, pedAmount, coors);
+ } else {
+ PlaceGangMembersInCircle(pedType, pedAmount, coors);
+ }
+}
+
+void
+CPopulation::PlaceGangMembersInFormation(ePedType pedType, int pedAmount, CVector const& coors)
+{
+ CPed *createdPeds[5];
+
+ if (!TheCamera.IsSphereVisible(coors, 3.0f) || MIN_CREATION_DIST * PedCreationDistMultiplier() <= (coors - FindPlayerPed()->GetPosition()).Magnitude2D()) {
+ if (CPedPlacement::IsPositionClearForPed(coors, 3.0f, -1, 0)) {
+ bool leaderFoundGround;
+ float leaderGroundZ = CWorld::FindGroundZFor3DCoord(coors.x, coors.y, coors.z, &leaderFoundGround) + 1.0f;
+ if (leaderFoundGround) {
+ float finalZ = coors.z > leaderGroundZ ? coors.z : leaderGroundZ;
+ int leaderModel = ChooseGangOccupation(pedType - PEDTYPE_GANG1);
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(leaderModel))->GetRwObject()) {
+ CPed *leader = AddPed(pedType, leaderModel, CVector(coors.x, coors.y, finalZ));
+ if (leader) {
+ leader->SetObjective(OBJECTIVE_NONE);
+ leader->SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
+ leader->bIsLeader = true;
+ if (CGangs::GetWillAttackPlayerWithCops(pedType))
+ leader->bCanAttackPlayerWithCops = true;
+
+ int pedIdx = 1;
+ createdPeds[0] = leader;
+ for (int i = 1; i < pedAmount; ++i) {
+ int memberModel = ChooseGangOccupation(pedType - PEDTYPE_GANG1);
+ if (!((CPedModelInfo*)CModelInfo::GetModelInfo(memberModel))->GetRwObject())
+ continue;
+
+ CPed* memberPed = AddPed(pedType, memberModel, CVector(coors.x, coors.y, finalZ));
+ if (!memberPed)
+ continue;
+
+ memberPed->SetObjective(OBJECTIVE_FOLLOW_CHAR_IN_FORMATION, leader);
+ memberPed->SetFormation((eFormation)i);
+ CVector formationPos = memberPed->GetFormationPosition();
+ CVector finalFormationPos = formationPos;
+ bool formationFoundGround;
+ float formationGroundZ = CWorld::FindGroundZFor3DCoord(formationPos.x, formationPos.y, 1.0f + formationPos.z, &formationFoundGround) + 1.0f;
+
+ finalFormationPos.z = Max(finalFormationPos.z, formationGroundZ);
+ if (formationFoundGround) {
+ if (Abs(finalFormationPos.z - leader->GetPosition().z) <= 1.0f) {
+ if (CWorld::GetIsLineOfSightClear(finalFormationPos, leader->GetPosition(), true, false, false, false, false, false, false)) {
+ memberPed->SetPosition(finalFormationPos);
+ createdPeds[pedIdx++] = memberPed;
+ if (CGangs::GetWillAttackPlayerWithCops(pedType))
+ leader->bCanAttackPlayerWithCops = true;
+
+ CVisibilityPlugins::SetClumpAlpha(memberPed->GetClump(), 0);
+ continue;
+ }
+ }
+ }
+ RemovePed(memberPed);
+ }
+ if (pedIdx >= 3) {
+ for (int j = 1; j < pedIdx; ++j)
+ createdPeds[j]->SetLeader(createdPeds[0]);
+
+ } else {
+ for (int k = 0; k < pedIdx; ++k) {
+ RemovePed(createdPeds[k]);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+void
+CPopulation::PlaceGangMembersInCircle(ePedType pedType, int pedAmount, CVector const& coors)
+{
+ CPed *createdPeds[5];
+
+ if (pedAmount < 2)
+ return;
+
+ float circleSector = TWOPI / pedAmount;
+
+ float circleR = Sqrt(0.5f / (1.0f - Cos(circleSector)));
+
+ if (!TheCamera.IsSphereVisible(coors, circleR) ||
+ MIN_CREATION_DIST * PedCreationDistMultiplier() <= (coors - FindPlayerPed()->GetPosition()).Magnitude2D()) {
+
+ if (CPedPlacement::IsPositionClearForPed(coors, circleR, -1, 0)) {
+ int pedIdx = 0;
+ CVector leaderPos;
+
+ for (int i = 0; i < pedAmount; i++) {
+ float angleMult = i + CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+ float randomR = circleR + CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * circleR;
+ float xOffset = randomR * Cos(angleMult * circleSector);
+ float yOffset = randomR * Sin(angleMult * circleSector);
+ bool foundGround;
+ float groundZ = CWorld::FindGroundZFor3DCoord(xOffset + coors.x, yOffset + coors.y, coors.z + 1.0, &foundGround) + 1.0f;
+ if (foundGround) {
+ CVector finalPos(coors.x + xOffset, coors.y + yOffset, coors.z > groundZ ? coors.z : groundZ);
+
+ if (i == 0)
+ leaderPos = finalPos;
+
+ int gangModel = ChooseGangOccupation(pedType - PEDTYPE_GANG1);
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(gangModel))->GetRwObject()) {
+ CEntity* obstacles[6] = { nil, nil, nil, nil, nil, nil };
+ CPedPlacement::IsPositionClearForPed(finalPos, CModelInfo::GetModelInfo(gangModel)->GetColModel()->boundingSphere.radius, ARRAY_SIZE(obstacles), obstacles);
+ bool foundObstacle = false;
+ for (int m = 0; m < ARRAY_SIZE(obstacles); m++) {
+ CEntity* obstacle = obstacles[m];
+ if (obstacle) {
+ int n = 0;
+ bool obstacleIsHarmless = false;
+ for (int n = 0; n < pedIdx; n++) {
+ if (obstacle == createdPeds[n])
+ obstacleIsHarmless = true;
+ }
+ if (!obstacleIsHarmless) {
+ foundObstacle = true;
+ break;
+ }
+ }
+ }
+ bool memberCanSeeLeader = i == 0 ? true : CWorld::GetIsLineOfSightClear(finalPos, leaderPos, true, false, false, false, false, false, false);
+
+ bool notTooCloseToLeader = i == 0 ? true : !(Abs(finalPos.z - leaderPos.z) < 1.0f);
+
+ if (!foundObstacle && memberCanSeeLeader && notTooCloseToLeader) {
+ CPed* newPed = AddPed(pedType, gangModel, finalPos);
+ if (newPed) {
+ createdPeds[pedIdx++] = newPed;
+ float angle = CGeneral::GetRadianAngleBetweenPoints(
+ coors.x, coors.y,
+ finalPos.x, finalPos.y);
+ newPed->m_fRotationDest = angle;
+ newPed->m_fRotationCur = angle;
+ if (CGangs::GetWillAttackPlayerWithCops(pedType))
+ newPed->bCanAttackPlayerWithCops = true;
+
+ CVisibilityPlugins::SetClumpAlpha(newPed->GetClump(), 0);
+ }
+ // No.
+#ifndef FIX_BUGS
+ else
+ CWorld::Remove(nil);
+#endif
+ }
+ }
+ }
+ }
+ if (pedIdx >= 3) {
+ for (int j = 0; j < pedIdx / 2; ++j) {
+ createdPeds[j]->SetChat(createdPeds[pedIdx - 1 - j], 100000);
+ createdPeds[pedIdx - 1 - j]->SetChat(createdPeds[j], 100000);
+ }
+
+ // Make that extra guy in the middle stand there(PED_UNKNOWN locks him) and do nothing :lmao:
+ if (pedIdx % 2 != 0) {
+ CPed *tmim = createdPeds[(pedIdx - 1) / 2];
+ float angle = CGeneral::GetRadianAngleBetweenPoints(
+ tmim->GetPosition().x, tmim->GetPosition().y,
+ createdPeds[0]->GetPosition().x, createdPeds[0]->GetPosition().y);
+ tmim->SetHeading(angle);
+ tmim->SetPedState(PED_UNKNOWN);
+ }
+ createdPeds[0]->bIsLeader = true;
+
+ for (int l = 1; l < pedIdx; ++l)
+ createdPeds[l]->SetLeader(createdPeds[0]);
+
+ } else {
+ for (int k = 0; k < pedIdx; ++k) {
+ RemovePed(createdPeds[k]);
+ }
+ }
+ }
+ }
+}
+
+void
+CPopulation::PlaceCouple(ePedType manType, int32 manModel, ePedType womanType, int32 womanModel, CVector coors)
+{
+ // Homosexuality filter!!!! Homophobic R* >>>:(
+ if (manType != PEDTYPE_CIVMALE || womanType != PEDTYPE_CIVFEMALE)
+ return;
+
+ if (!TheCamera.IsSphereVisible(coors, 1.5f) || MIN_CREATION_DIST * PedCreationDistMultiplier() <= (coors - FindPlayerPed()->GetPosition()).Magnitude2D()) {
+ if (CPedPlacement::IsPositionClearForPed(coors, CModelInfo::GetModelInfo(manModel)->GetColModel()->boundingSphere.radius, -1, 0)) {
+ bool manFoundGround;
+ float manGroundZ = CWorld::FindGroundZFor3DCoord(coors.x, coors.y, coors.z, &manFoundGround) + 1.0f;
+ if (manFoundGround) {
+ CVector correctedManPos = coors;
+ correctedManPos.z = Max(coors.z, manGroundZ);
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(manModel))->GetRwObject()) {
+ CPed *man = AddPed(PEDTYPE_CIVMALE, manModel, correctedManPos);
+ if (man) {
+ man->SetObjective(OBJECTIVE_NONE);
+ man->SetWanderPath(CGeneral::GetRandomNumberInRange(0, 8));
+ man->bIsLeader = true;
+ CVisibilityPlugins::SetClumpAlpha(man->GetClump(), 0);
+
+ if (((CPedModelInfo*)CModelInfo::GetModelInfo(womanModel))->GetRwObject()) {
+ CPed* woman = AddPed(PEDTYPE_CIVFEMALE, womanModel, correctedManPos); // will set the correct position later
+ if (woman) {
+ woman->SetObjective(OBJECTIVE_FOLLOW_CHAR_IN_FORMATION, man);
+ woman->SetFormation(FORMATION_RIGHT);
+
+ CVector formationPos = woman->GetFormationPosition();
+ CVector womanPos = formationPos;
+ bool womanFoundGround;
+ float formationGroundZ = CWorld::FindGroundZFor3DCoord(formationPos.x, formationPos.y, 1.0f + formationPos.z, &womanFoundGround) + 1.0f;
+
+ if (womanFoundGround) {
+ CVector correctedWomanPos = womanPos;
+ correctedWomanPos.z = Max(womanPos.z, formationGroundZ);
+ woman->SetPosition(correctedWomanPos);
+
+ // What's the point of this??
+ CEntity* obstacles[3];
+ memcpy(obstacles, gCoupleObstacles, sizeof(gCoupleObstacles));
+
+ CPedPlacement::IsPositionClearForPed(womanPos, CModelInfo::GetModelInfo(womanModel)->GetColModel()->boundingSphere.radius, ARRAY_SIZE(obstacles), obstacles);
+ for (int i = 0; i < ARRAY_SIZE(obstacles); i++) {
+ CEntity *obstacle = obstacles[i];
+ if (obstacle) {
+
+ // We found a real obstacle, so let's break and we can delete them...
+ if (obstacle != man && obstacle != woman)
+ break;
+ }
+ if (i == ARRAY_SIZE(obstacles) - 1) {
+ CVisibilityPlugins::SetClumpAlpha(woman->GetClump(), 0);
+ return;
+ }
+ }
+ }
+ RemovePed(woman);
+ RemovePed(man);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+// Mostly copy paste of PlaceGangMembersInFormation.
+void
+CPopulation::PlaceMallPedsAsStationaryGroup(CVector const& coors, int32 group)
+{
+#ifdef FIX_BUGS
+ CPed *createdPeds[6];
+#else
+ CPed *createdPeds[5];
+#endif
+
+ if (CGame::currArea != AREA_MALL)
+ return;
+
+ int pedAmount = CGeneral::GetRandomNumberInRange(0, 4) + 3;
+
+ float circleSector = TWOPI / pedAmount;
+
+ float circleR = Sqrt(0.5f / (1.0f - Cos(circleSector)));
+
+ if (!TheCamera.IsSphereVisible(coors, circleR) ||
+ MIN_CREATION_DIST * PedCreationDistMultiplier() <= (coors - FindPlayerPed()->GetPosition()).Magnitude2D()) {
+
+ if (CPedPlacement::IsPositionClearForPed(coors, circleR, -1, 0)) {
+ int pedIdx = 0;
+ CVector leaderPos;
+
+ for (int i = 0; i < pedAmount; i++) {
+ float angleMult = i + CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
+ float randomR = circleR + CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * circleR;
+ float xOffset = randomR * Cos(angleMult * circleSector);
+ float yOffset = randomR * Sin(angleMult * circleSector);
+ bool foundGround;
+ float groundZ = CWorld::FindGroundZFor3DCoord(xOffset + coors.x, yOffset + coors.y, coors.z + 1.0, &foundGround) + 1.0f;
+ if (foundGround) {
+ CVector finalPos(coors.x + xOffset, coors.y + yOffset, coors.z > groundZ ? coors.z : groundZ);
+
+ if (i == 0)
+ leaderPos = finalPos;
+
+ int pedModel = ChooseCivilianOccupation(group);
+ CPedModelInfo *pedModelInfo = (CPedModelInfo*)CModelInfo::GetModelInfo(pedModel);
+ if (pedModelInfo->GetRwObject()) {
+ CEntity* obstacles[6] = { nil, nil, nil, nil, nil, nil };
+ CPedPlacement::IsPositionClearForPed(finalPos, CModelInfo::GetModelInfo(pedModel)->GetColModel()->boundingSphere.radius, ARRAY_SIZE(obstacles), obstacles);
+ bool foundObstacle = false;
+ for (int m = 0; m < ARRAY_SIZE(obstacles); m++) {
+ CEntity* obstacle = obstacles[m];
+ if (obstacle) {
+ int n = 0;
+ bool obstacleIsHarmless = false;
+ for (int n = 0; n < pedIdx; n++) {
+ if (obstacle == createdPeds[n])
+ obstacleIsHarmless = true;
+ }
+ if (!obstacleIsHarmless) {
+ foundObstacle = true;
+ break;
+ }
+ }
+ }
+ bool memberCanSeeLeader = i == 0 ? true : CWorld::GetIsLineOfSightClear(finalPos, leaderPos, true, false, false, false, false, false, false);
+
+ bool notTooCloseToLeader = i == 0 ? true : !(Abs(finalPos.z - leaderPos.z) < 1.0f);
+
+ if (!foundObstacle && memberCanSeeLeader && notTooCloseToLeader) {
+ CPed *newPed = AddPed(pedModelInfo->m_pedType, pedModel, finalPos);
+ if (newPed) {
+ createdPeds[pedIdx++] = newPed;
+ float angle = CGeneral::GetRadianAngleBetweenPoints(
+ coors.x, coors.y,
+ finalPos.x, finalPos.y);
+ newPed->m_fRotationDest = angle;
+ newPed->m_fRotationCur = angle;
+ newPed->m_fearFlags = 0;
+ CVisibilityPlugins::SetClumpAlpha(newPed->GetClump(), 0);
+ }
+ // No.
+#ifndef FIX_BUGS
+ else
+ CWorld::Remove(nil);
+#endif
+ }
+ }
+ }
+ }
+ if (pedIdx >= 3) {
+ for (int j = 0; j < pedIdx / 2; ++j) {
+ createdPeds[j]->SetChat(createdPeds[pedIdx - 1 - j], 100000);
+ createdPeds[pedIdx - 1 - j]->SetChat(createdPeds[j], 100000);
+ }
+
+ // Make that extra guy in the middle stand there(PED_UNKNOWN locks him) and do nothing :lmao:
+ if (pedIdx % 2 != 0) {
+ CPed *tmim = createdPeds[(pedIdx - 1) / 2];
+ float angle = CGeneral::GetRadianAngleBetweenPoints(
+ tmim->GetPosition().x, tmim->GetPosition().y,
+ createdPeds[0]->GetPosition().x, createdPeds[0]->GetPosition().y);
+ tmim->SetHeading(angle);
+ tmim->SetPedState(PED_UNKNOWN);
+ }
+ createdPeds[0]->bIsLeader = true;
+
+ for (int l = 1; l < pedIdx; ++l)
+ createdPeds[l]->SetLeader(createdPeds[0]);
+
+ } else {
+ for (int k = 0; k < pedIdx; ++k) {
+ RemovePed(createdPeds[k]);
+ }
+ }
+ }
+ }
+}
diff --git a/src/peds/Population.h b/src/peds/Population.h
new file mode 100644
index 0000000..8c58f1b
--- /dev/null
+++ b/src/peds/Population.h
@@ -0,0 +1,88 @@
+#pragma once
+
+#include "Game.h"
+#include "PedType.h"
+
+class CPed;
+class CVehicle;
+class CDummyObject;
+class CObject;
+
+struct PedGroup
+{
+ int32 models[NUMMODELSPERPEDGROUP];
+};
+
+class CPopulation
+{
+public:
+ static PedGroup ms_pPedGroups[NUMPEDGROUPS];
+ static bool ms_bGivePedsWeapons;
+ static int32 m_AllRandomPedsThisType;
+ static float PedDensityMultiplier;
+ static uint32 ms_nTotalMissionPeds;
+ static int32 MaxNumberOfPedsInUse;
+ static int32 MaxNumberOfPedsInUseInterior;
+ static uint32 ms_nNumCivMale;
+ static uint32 ms_nNumCivFemale;
+ static uint32 ms_nNumCop;
+ static bool bZoneChangeHasHappened;
+ static uint32 ms_nNumEmergency;
+ static int8 m_CountDownToPedsAtStart;
+ static uint32 ms_nNumGang1;
+ static uint32 ms_nNumGang2;
+ static uint32 ms_nTotalPeds;
+ static uint32 ms_nNumGang3;
+ static uint32 ms_nTotalGangPeds;
+ static uint32 ms_nNumGang4;
+ static uint32 ms_nTotalCivPeds;
+ static uint32 ms_nNumGang5;
+ static uint32 ms_nNumDummy;
+ static uint32 ms_nNumGang6;
+ static uint32 ms_nNumGang9;
+ static uint32 ms_nNumGang7;
+ static uint32 ms_nNumGang8;
+
+ static uint32 ms_nTotalCarPassengerPeds;
+ static uint32 NumMiamiViceCops;
+
+ static void Initialise();
+ static void Update(bool);
+ static void LoadPedGroups();
+ static void UpdatePedCount(ePedType, bool);
+ static void DealWithZoneChange(eLevelName oldLevel, eLevelName newLevel, bool);
+ static CPed *AddPedInCar(CVehicle *car, bool isDriver);
+ static void RemovePed(CPed *ent);
+ static int32 ChooseCivilianOccupation(int32);
+ static int32 ChooseNextCivilianOccupation(int32);
+ static void ChooseCivilianCoupleOccupations(int32, int32&, int32&);
+ static int32 ChoosePolicePedOccupation();
+ static int32 ChooseGangOccupation(int);
+ static void GeneratePedsAtStartOfGame();
+ static float PedCreationDistMultiplier();
+ static CPed *AddPed(ePedType pedType, uint32 mi, CVector const &coors, int32 modifier = 0);
+ static void AddToPopulation(float, float, float, float);
+ static void ManagePopulation(void);
+ static void MoveCarsAndPedsOutOfAbandonedZones(void);
+ static void ConvertToRealObject(CDummyObject*);
+ static void ConvertToDummyObject(CObject*);
+ static void ConvertAllObjectsToDummyObjects(void);
+ static bool TestRoomForDummyObject(CObject*);
+ static bool TestSafeForRealObject(CDummyObject*);
+ static bool IsSkateable(CVector const&);
+ static bool CanJeerAtStripper(int32 model);
+ static void RemovePedsIfThePoolGetsFull(void);
+ static bool IsMale(int32);
+ static bool IsFemale(int32);
+ static bool IsSunbather(int32);
+ static int32 ComputeRandomisedGangSize(void);
+ static bool CanSolicitPlayerInCar(int32);
+ static bool CanSolicitPlayerOnFoot(int32);
+ static bool IsSecurityGuard(ePedType);
+ static void PlaceGangMembers(ePedType, int32, CVector const&);
+ static void PlaceGangMembersInFormation(ePedType, int32, CVector const&);
+ static void PlaceGangMembersInCircle(ePedType, int32, CVector const&);
+ static void PlaceCouple(ePedType, int32, ePedType, int32, CVector);
+ static void PlaceMallPedsAsStationaryGroup(CVector const&, int32);
+ static CPed* AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit);
+};