#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"
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
const uint32 CPlayerPed::nSaveStructSize =
#ifdef COMPATIBLE_SAVES
1520;
#else
sizeof(CPlayerPed);
#endif
CPlayerPed::~CPlayerPed()
{
delete m_pWanted;
}
// --MIAMI: Done except commented out things
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
SetModelIndex(MI_PLAYER);
SetInitialState();
m_pWanted = new CWanted();
m_pWanted->Initialise();
m_pArrestingCop = nil;
m_currentWeapon = WEAPONTYPE_UNARMED;
m_nSelectedWepSlot = WEAPONTYPE_UNARMED;
m_nSpeedTimer = 0;
m_bSpeedTimerFlag = false;
// This should be something inlined
// TODO(Miami)
// if (pPointGunAt)
// m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
m_pPointGunAt = nil;
if (m_nPedState == PED_FOLLOW_PATH)
ClearFollowPath();
// TODO(Miami)
// This should be something inlined
m_nPedState = PED_IDLE;
m_fMaxStamina = 150.0f;
m_fCurrentStamina = m_fMaxStamina;
m_fStaminaProgress = 0.0f;
m_nEvadeAmount = 0;
m_pEvadingFrom = nil;
m_nHitAnimDelayTimer = 0;
m_fAttackButtonCounter = 0.0f;
m_bHaveTargetSelected = false;
m_bHasLockOnTarget = false;
m_bDrunkVisualsWearOff = true;
m_bCanBeDamaged = true;
m_fWalkAngle = 0.0f;
m_fFPSMoveHeading = 0.0f;
m_pMinigunTopAtomic = nil;
m_fGunSpinSpeed = 0.0;
m_fGunSpinAngle = 0.0;
m_nTargettableObjects[0] = m_nTargettableObjects[1] = m_nTargettableObjects[2] = m_nTargettableObjects[3] = -1;
unused1 = false;
for (int i = 0; i < 6; i++) {
m_vecSafePos[i] = CVector(0.0f, 0.0f, 0.0f);
m_pPedAtSafePos[i] = nil;
m_pCheckPlayers[i] = nil;
}
m_nCheckPlayersIndex = 0;
m_nPadUpPressedInMilliseconds = 0;
m_nPadDownPressedInMilliseconds = 0;
// TODO(Miami): Idle anim block index
}
void CPlayerPed::ClearWeaponTarget()
{
if (m_nPedType == PEDTYPE_PLAYER1) {
// TODO(Miami)
// if (m_pPointGunAt)
// m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt);
m_pPointGunAt = 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 (
#ifdef FIX_BUGS
m_nTargettableObjects[i] == -1 ||
#endif
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) {
if (m_pedStats->m_temper < 55) {
m_pedStats->m_temper++;
} else {
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;
}
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;
}
}
// --MIAMI: Use that on everywhere except ProcessPlayerWeapon
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)->m_bCanAim))
ClearWeaponTarget();
// WEAPONTYPE_SNIPERRIFLE? Wut?
CAnimBlendAssociation* weaponAnim = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(CWeaponInfo::GetWeaponInfo(WEAPONTYPE_SNIPERRIFLE)));
if (weaponAnim) {
weaponAnim->SetRun();
weaponAnim->flags |= ASSOC_FADEOUTWHENDONE;
}
TheCamera.ClearPlayerWeaponMode();
}
// --MIAMI: Done, but this should be only called from ProcessPlayerWeapon
void
CPlayerPed::MakeChangesForNewWeapon(int32 slot)
{
if(slot != -1)
MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType);
}
void
CPlayerPed::ReApplyMoveAnims(void)
{
static AnimationId moveAnims[] = { ANIM_WALK, ANIM_RUN, ANIM_SPRINT, ANIM_IDLE_STANCE, ANIM_WALK_START };
for(int i = 0; i < ARRAY_SIZE(moveAnims); i++) {
CAnimBlendAssociation *curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), moveAnims[i]);
if (curMoveAssoc) {
if (strcmp(CAnimManager::GetAnimAssociation(m_animGroup, moveAnims[i])->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) {
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;
}
}
}
}
// --MIAMI: Done
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_fleeFromPosX = 0.0f;
m_fleeFromPosY = 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());
if (m_nPedState == PED_FOLLOW_PATH)
ClearFollowPath();
m_nPedState = PED_IDLE;
SetMoveState(PEDMOVE_STILL);
m_nLastPedState = PED_NONE;
m_animGroup = ASSOCGRP_PLAYER;
m_fMoveSpeed = 0.0f;
m_nSelectedWepSlot = WEAPONTYPE_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_WALK);
CAnimBlendAssociation *curRunAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN);
CAnimBlendAssociation *curSprintAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
CAnimBlendAssociation *curWalkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
CAnimBlendAssociation *curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *curRunStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
CAnimBlendAssociation *curRunStopRAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
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_IDLE_TIRED);
if (!curIdleAssoc)
curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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 && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
} else {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 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 && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f,
nil, true, false, false, false, false, false)) {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
} else {
curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
}
m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
}
if (m_fCurrentStamina > 0.0f && curIdleAssoc->animId == ANIM_IDLE_TIRED) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
} else if (m_nPedState != PED_FIGHT) {
if (m_fCurrentStamina < 0.0f && curIdleAssoc->animId != ANIM_IDLE_TIRED
&& !CWorld::TestSphereAgainstWorld(GetPosition(), 0.0f, nil, true, false, false, false, false, false)) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
} else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) {
CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 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_WALK_START);
}
if (curWalkAssoc)
curWalkAssoc->SetCurrentTime(0.0f);
if (curRunAssoc)
curRunAssoc->SetCurrentTime(0.0f);
delete curIdleAssoc;
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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_WALK);
curWalkAssoc->blendAmount = 0.0f;
}
if (!curRunAssoc) {
curRunAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_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)) {
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->currentTime / curSprintAssoc->hierarchy->totalLength < 0.5) // double
runStopAnim = ANIM_RUN_STOP;
else
runStopAnim = ANIM_RUN_STOP_R;
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) {
// 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) {
curWalkAssoc->flags &= ~ASSOC_RUNNING;
curRunAssoc->flags &= ~ASSOC_RUNNING;
curWalkAssoc->blendAmount = 0.0f;
curRunAssoc->blendAmount = 0.0f;
} else if (m_nMoveState == PEDMOVE_SPRINT) {
if (curSprintAssoc) {
if (curSprintAssoc->blendDelta < 0.0f) {
curSprintAssoc->blendDelta = 2.0f;
curRunAssoc->blendDelta = -2.0f;
}
} else {
curWalkAssoc->blendAmount = 0.0f;
curRunAssoc->blendAmount = 1.0f;
curSprintAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_SPRINT, 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;
}
}
}
}
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;
}
}
}
void
CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
{
if (m_fCurrentStamina < m_fMaxStamina)
m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
}
bool
CPlayerPed::DoWeaponSmoothSpray(void)
{
if (m_nPedState == PED_ATTACK && !m_pPointGunAt) {
eWeaponType weapon = GetWeapon()->m_eWeaponType;
if (weapon == WEAPONTYPE_FLAMETHROWER || weapon == WEAPONTYPE_COLT45 || weapon == WEAPONTYPE_UZI ||
weapon == WEAPONTYPE_TEC9 || weapon == WEAPONTYPE_SILENCED_INGRAM || weapon == WEAPONTYPE_MP5 ||
weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_AK47 || weapon == WEAPONTYPE_M16 || weapon == WEAPONTYPE_HELICANNON)
return true;
}
return false;
}
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;
if (weaponUsed->m_eWeaponType != WEAPONTYPE_SHOTGUN && weaponUsed->m_eWeaponType != WEAPONTYPE_AK47)
return false;
distVec.Normalise();
if (DotProduct(distVec,GetForward()) < 0.4f)
return true;
return false;
}
// Cancels landing anim while running & jumping? I think
void
CPlayerPed::RunningLand(CPad *padUsed)
{
CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_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_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this);
if (m_nPedState == PED_JUMP)
RestorePreviousState();
}
}
bool
CPlayerPed::IsThisPedAttackingPlayer(CPed *suspect)
{
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 false;
}
void
CPlayerPed::PlayerControlSniper(CPad *padUsed)
{
ProcessWeaponSwitch(padUsed);
TheCamera.PlayerExhaustion = (1.0f - (m_fCurrentStamina - -150.0f) / 300.0f) * 0.9f + 0.1f;
if (!padUsed->GetTarget()) {
RestorePreviousState();
TheCamera.ClearPlayerWeaponMode();
}
if (padUsed->WeaponJustDown()) {
CVector firePos(0.0f, 0.0f, 0.6f);
firePos = GetMatrix() * firePos;
GetWeapon()->Fire(this, &firePos);
}
GetWeapon()->Update(m_audioEntityId);
}
// --MIAMI: Made compatible with slots, but still TODO
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
{
if (CDarkel::FrenzyOnGoing() || m_attachedTo)
goto switchDetectDone;
if (!m_pPointGunAt && /* !byte_A10B57 && */ 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) {
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) {
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
if (m_nSelectedWepSlot < 0)
m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
if (m_nSelectedWepSlot == 0)
break;
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
break;
}
}
}
}
}
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) {
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = m_currentWeapon - 1;
else
m_nSelectedWepSlot = 2;
for (; m_nSelectedWepSlot >= 0; --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 == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
#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 = 0;
}
}
}
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->GetTarget()) {
RestorePreviousState();
TheCamera.ClearPlayerWeaponMode();
}
if (padUsed->GetWeapon()) {
CVector firePos(0.0f, 0.0f, 0.6f);
firePos = GetMatrix() * firePos;
GetWeapon()->Fire(this, &firePos);
}
GetWeapon()->Update(m_audioEntityId);
}
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)->m_bHeavy && 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) {
#ifdef FREE_CAM
if (!CCamera::bFreeCam)
m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
else
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown) - TheCamera.Orientation;
#else
m_fRotationDest = CGeneral::LimitRadianAngle(TheCamera.Orientation);
#endif
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 (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
&& padUsed->GetSprint()) {
m_nMoveState = PEDMOVE_SPRINT;
}
if (m_nPedState != PED_FIGHT)
SetRealMoveAnim();
if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
&& 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();
}
}
}
void
CPlayerPed::KeepAreaAroundPlayerClear(void)
{
BuildPedLists();
for (int i = 0; i < m_numNearPeds; ++i) {
CPed *nearPed = m_nearPeds[i];
if (nearPed->CharCreatedBy == RANDOM_CHAR && !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)
{
CVector distVec = candidate->GetPosition() - GetPosition();
if (distVec.Magnitude2D() <= distLimit) {
if (!DoesTargetHaveToBeBroken(candidate->GetPosition(), GetWeapon())) {
#ifdef VC_PED_PORTS
float angleBetweenUs = CGeneral::GetATanOfXY(candidate->GetPosition().x - TheCamera.GetPosition().x,
candidate->GetPosition().y - TheCamera.GetPosition().y);
#else
float angleBetweenUs = CGeneral::GetATanOfXY(distVec.x, distVec.y);
#endif
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 += 5.0f;
}
if (closeness > *lastCloseness) {
*targetPtr = candidate;
*lastCloseness = closeness;
}
}
}
}
bool
CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
{
CEntity *nextTarget = nil;
float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
// nextTarget = nil;
float lastCloseness = -10000.0f;
// unused
// CGeneral::GetATanOfXY(GetForward().x, GetForward().y);
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 != FindPlayerPed() && pedToCheck != previousTarget) {
if (!pedToCheck->DyingOrDead() && !pedToCheck->bInVehicle
&& pedToCheck->m_leader != FindPlayerPed() && OurPedCanSeeThisOne(pedToCheck)) {
EvaluateNeighbouringTarget(pedToCheck, &nextTarget, &lastCloseness,
weaponRange, referenceBeta, lookToLeft);
}
}
}
}
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]);
if (obj)
EvaluateNeighbouringTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, lookToLeft);
}
if (!nextTarget)
return false;
m_pPointGunAt = nextTarget;
if (nextTarget)
nextTarget->RegisterReference((CEntity**)&m_pPointGunAt);
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) {
m_pPointGunAt = nil;
return false;
} else {
return true;
}
}
// nextTarget = nil;
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 != FindPlayerPed()) {
if (!pedToCheck->DyingOrDead() && !pedToCheck->bInVehicle
&& pedToCheck->m_leader != FindPlayerPed() && OurPedCanSeeThisOne(pedToCheck)) {
EvaluateTarget(pedToCheck, &nextTarget, &lastCloseness,
weaponRange, referenceBeta, IsThisPedAttackingPlayer(pedToCheck));
}
}
}
}
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
CObject *obj = CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]);
if (obj)
EvaluateTarget(obj, &nextTarget, &lastCloseness, weaponRange, referenceBeta, false);
}
if (!nextTarget)
return false;
m_pPointGunAt = nextTarget;
if (nextTarget)
nextTarget->RegisterReference((CEntity**)&m_pPointGunAt);
SetPointGunAt(nextTarget);
return true;
}
// --MIAMI: Done, but uncomment new weapon types when weapons got ported
void
CPlayerPed::ProcessAnimGroups(void)
{
AssocGroupId groupToSet;
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 {
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 was inlined...
/*
&& 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 (!m_pFire) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER ||
GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
if (padUsed->TargetJustDown()) {
SetStoredState();
m_nPedState = PED_SNIPER_MODE;
#ifdef FREE_CAM
if (CCamera::bFreeCam && TheCamera.Cams[0].Using3rdPersonMouseCam()) {
m_fRotationCur = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
SetHeading(m_fRotationCur);
}
#endif
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER)
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_ROCKETLAUNCHER, 0, 0);
else if (GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE)
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_SNIPER, 0, 0);
else
TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0);
m_fMoveSpeed = 0.0f;
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 1000.0f);
}
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
return;
}
}
if (padUsed->GetWeapon() && m_nMoveState != PEDMOVE_SPRINT) {
if (m_nSelectedWepSlot == m_currentWeapon) {
if (m_pPointGunAt) {
#ifdef FREE_CAM
if (CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE && m_fMoveSpeed < 1.0f)
StartFightAttack(padUsed->GetWeapon());
else
#endif
SetAttack(m_pPointGunAt);
} else if (m_currentWeapon != WEAPONTYPE_UNARMED) {
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;
}
SetAttack(nil);
} else if (padUsed->WeaponJustDown()) {
if (m_fMoveSpeed < 1.0f)
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
// 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) {
// Weapons except throwable and melee ones
if (weaponInfo->m_nWeaponSlot > 2) {
if ((padUsed->GetTarget() && weaponInfo->m_bCanAimWithArm) || padUsed->GetWeapon()) {
float limitedCam = CGeneral::LimitRadianAngle(-TheCamera.Orientation);
// On this one we can rotate arm.
if (weaponInfo->m_bCanAimWithArm) {
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
}
SetLookFlag(limitedCam, true);
SetAimFlag(limitedCam);
#ifdef VC_PED_PORTS
SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
#endif
} else {
m_fRotationDest = limitedCam;
m_headingRate = 50.0f;
// Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly)
if (weaponInfo->m_bCanAim && 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;
}
}
} else if (weaponInfo->m_bCanAimWithArm)
ClearPointGunAt();
else
RestoreHeadingRate();
}
}
#endif
if (padUsed->GetTarget() && m_nSelectedWepSlot == m_currentWeapon && m_nMoveState != PEDMOVE_SPRINT) {
if (m_pPointGunAt) {
// what??
if (!m_pPointGunAt
#ifdef FREE_CAM
|| (!CCamera::bFreeCam && CCamera::m_bUseMouse3rdPerson)
#else
|| CCamera::m_bUseMouse3rdPerson
#endif
|| m_pPointGunAt->IsPed() && ((CPed*)m_pPointGunAt)->bInVehicle) {
ClearWeaponTarget();
return;
}
if (CPlayerPed::DoesTargetHaveToBeBroken(m_pPointGunAt->GetPosition(), GetWeapon())) {
ClearWeaponTarget();
return;
}
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());
}
#ifdef FREE_CAM
else if ((CCamera::bFreeCam && weaponInfo->m_eWeaponFire == WEAPON_FIRE_MELEE) || (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson)) {
#else
else if (weaponInfo->m_bCanAim && !CCamera::m_bUseMouse3rdPerson) {
#endif
if (padUsed->TargetJustDown())
FindWeaponLockOnTarget();
}
} else if (m_pPointGunAt) {
ClearWeaponTarget();
}
if (m_pPointGunAt) {
#ifndef VC_PED_PORTS
CVector markPos = m_pPointGunAt->GetPosition();
#else
CVector markPos;
if (m_pPointGunAt->IsPed()) {
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID);
} else {
markPos = m_pPointGunAt->GetPosition();
}
#endif
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;
}
void
CPlayerPed::PlayerControlZelda(CPad *padUsed)
{
bool doSmoothSpray = DoWeaponSmoothSpray();
float camOrientation = TheCamera.Orientation;
float leftRight = padUsed->GetPedWalkLeftRight();
float upDown = padUsed->GetPedWalkUpDown();
float padMoveInGameUnit;
bool smoothSprayWithoutMove = false;
if (doSmoothSpray && 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 (doSmoothSpray) {
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER || GetWeapon()->m_eWeaponType == WEAPONTYPE_COLT45
|| CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nWeaponSlot == 5)
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 80.0f) * CTimer::GetTimeStep();
else
m_fRotationDest = m_fRotationCur - leftRight / 128.0f * (PI / 128.0f) * 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 (!(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
&& padUsed->GetSprint()) {
m_nMoveState = PEDMOVE_SPRINT;
}
if (m_nPedState != PED_FIGHT)
SetRealMoveAnim();
if (!bIsInTheAir && !(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_bHeavy)
&& 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();
}
}
}
void
CPlayerPed::ProcessControl(void)
{
if (m_nEvadeAmount != 0)
--m_nEvadeAmount;
if (m_nEvadeAmount == 0)
m_pEvadingFrom = nil;
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;
}
CPed::ProcessControl();
if (bWasPostponed)
return;
CPad *padUsed = CPad::GetPad(0);
m_pWanted->Update();
CEntity::PruneReferences();
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_VEHICLE) {
if (m_pMyVehicle->IsCar() && ((CAutomobile*)m_pMyVehicle)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) {
CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR);
if (!rollDoorAssoc) {
rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR_LOW);
}
// These comparisons are wrong, they return uint16
if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || padUsed
&& (padUsed->GetAccelerate() != 0.0f || padUsed->GetSteeringLeftRight() != 0.0f
|| padUsed->GetBrake() != 0.0f)) {
if (rollDoorAssoc)
m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, rollDoorAssoc->currentTime);
} else {
m_pMyVehicle->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
if (m_pMyVehicle->bLowVehicle)
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR_LOW);
else
rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR);
rollDoorAssoc->SetFinishCallback(PedAnimDoorCloseRollingCB, this);
}
}
return;
}
if (m_objective == OBJECTIVE_NONE)
m_nMoveState = PEDMOVE_STILL;
if (bIsLanding)
RunningLand(padUsed);
if (padUsed && padUsed->WeaponJustDown() && m_nPedState != PED_SNIPER_MODE) {
// ...Really?
eWeaponType playerWeapon = FindPlayerPed()->GetWeapon()->m_eWeaponType;
if (playerWeapon == WEAPONTYPE_SNIPERRIFLE) {
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:
if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_BLOCK)) {
if (TheCamera.Cams[0].Using3rdPersonMouseCam()) {
if (padUsed)
PlayerControl1stPersonRunAround(padUsed);
} else if (m_nPedState == PED_FIGHT) {
if (padUsed)
PlayerControlFighter(padUsed);
} else if (padUsed) {
PlayerControlZelda(padUsed);
}
}
if (IsPedInControl() && padUsed)
ProcessPlayerWeapon(padUsed);
break;
case PED_LOOK_ENTITY:
case PED_LOOK_HEADING:
case PED_WANDER_RANGE:
case PED_WANDER_PATH:
case PED_PURSUE:
case PED_FOLLOW_PATH:
case PED_ROCKET_ODE:
case PED_DUMMY:
case PED_PAUSE:
case PED_FACE_PHONE:
case PED_MAKE_CALL:
case PED_CHAT:
case PED_MUG:
case PED_AI_CONTROL:
case PED_FOLLOW_ROUTE:
case PED_CPR:
case PED_SOLICIT:
case PED_BUY_ICECREAM:
case PED_INVESTIGATE:
case PED_STEP_AWAY:
case PED_ON_FIRE:
case PED_UNKNOWN:
case PED_STATES_NO_AI:
case PED_STAGGER:
case PED_DIVE_AWAY:
case PED_STATES_NO_ST:
case PED_ARREST_PLAYER:
case PED_DRIVING:
case PED_PASSENGER:
case PED_TAXI_PASSENGER:
case PED_OPEN_DOOR:
case PED_DIE:
case PED_DEAD:
case PED_HANDS_UP:
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 (FindPlayerPed()->GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) {
if (padUsed)
PlayerControlM16(padUsed);
} else if (padUsed) {
PlayerControlSniper(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;
}
if (padUsed && IsPedShootable()) {
ProcessWeaponSwitch(padUsed);
GetWeapon()->Update(m_audioEntityId);
}
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) {
if (Abs(rightTurnAngle - m_fLookDirection) < Abs(leftTurnAngle - m_fLookDirection))
camAngle = rightTurnAngle;
else
camAngle = leftTurnAngle;
} else {
camAngle = rightTurnAngle;
}
}
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;
}
#ifdef PED_SKIN
if (!bIsVisible && IsClumpSkinned(GetClump()))
UpdateRpHAnim();
#endif
}
#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, 116);
}
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, 116);
}
#undef CopyFromBuf
#undef CopyToBuf
#endif