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authoraap <aap@papnet.eu>2019-06-24 23:11:56 +0200
committerGitHub <noreply@github.com>2019-06-24 23:11:56 +0200
commitf07f411629b686338df10fdce217b2d258f38c92 (patch)
treecd07798b2daf33ea3a152e54cd18809da2cc9b2f /src/entities
parent3b43c0957893e06f832f2097225ae83b09f86199 (diff)
parent1e09bf9c30094b4387431be4842876181a1425fe (diff)
Merge pull request #43 from erorcun/erorcun
CPed, CVehicle, mostly entering/exiting car
Diffstat (limited to 'src/entities')
-rw-r--r--src/entities/Ped.cpp531
-rw-r--r--src/entities/Ped.h41
-rw-r--r--src/entities/Vehicle.cpp52
-rw-r--r--src/entities/Vehicle.h88
4 files changed, 677 insertions, 35 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp
index f3e212d4..1b3e8a0e 100644
--- a/src/entities/Ped.cpp
+++ b/src/entities/Ped.cpp
@@ -10,11 +10,19 @@
#include "PlayerPed.h"
#include "General.h"
#include "VisibilityPlugins.h"
+#include "AudioManager.h"
+#include "HandlingMgr.h"
+#include "Replay.h"
+#include "PedPlacement.h"
bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
+CVector &CPed::offsetToOpenRegularCarDoor = *(CVector*)0x62E030;
+CVector &CPed::offsetToOpenLowCarDoor = *(CVector*)0x62E03C;
+CVector &CPed::offsetToOpenVanDoor = *(CVector*)0x62E048;
+
void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
@@ -24,6 +32,9 @@ WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::RestorePreviousState(void) { EAXJMP(0x4C5E30); }
WRAPPER void CPed::ClearAttack(void) { EAXJMP(0x4E6790); }
+WRAPPER void CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2480); }
+WRAPPER void CPed::PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg) { EAXJMP(0x4E2920); }
+WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
static char ObjectiveText[34][28] = {
"No Obj",
@@ -183,9 +194,8 @@ static char WaitStateText[21][16] = {
static RwObject*
RemoveAllModelCB(RwObject *object, void *data)
{
- RpAtomic* atomic = (RpAtomic*)object;
- if (CVisibilityPlugins::GetAtomicModelInfo(atomic))
- {
+ RpAtomic *atomic = (RpAtomic*)object;
+ if (CVisibilityPlugins::GetAtomicModelInfo(atomic)) {
RpClumpRemoveAtomic(atomic->clump, atomic);
RpAtomicDestroy(atomic);
}
@@ -299,6 +309,14 @@ CPed::UseGroundColModel(void)
m_nPedState == PED_DEAD;
}
+bool
+CPed::CanSetPedState(void)
+{
+ return m_nPedState != PED_DIE && m_nPedState != PED_ARRESTED &&
+ m_nPedState != PED_ENTER_CAR && m_nPedState != PED_CARJACK && m_nPedState != PED_DRAG_FROM_CAR && m_nPedState != PED_STEAL_CAR;
+}
+
+
void
CPed::AddWeaponModel(int id)
{
@@ -398,8 +416,9 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
RecurseFrameChildrenVisibilityCB(frame, 0);
pos.x = 0.0f;
- pos.z = 0.0f;
pos.y = 0.0f;
+ pos.z = 0.0f;
+
for (frame = RwFrameGetParent(frame); frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
@@ -602,7 +621,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg)
if (attackAssoc) {
switch (attackAssoc->animId) {
case ANIM_WEAPON_START_THROW:
- if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1376) && ped->IsPlayer())
+ if ((!ped->IsPlayer() || ((CPlayerPed*)ped)->field_1380) && ped->IsPlayer())
{
attackAssoc->blendDelta = -1000.0;
newAnim = CAnimManager::AddAnimation((RpClump*)ped->m_rwObject, ASSOCGRP_STD, ANIM_WEAPON_THROWU);
@@ -658,7 +677,7 @@ CPed::Attack(void)
ourWeaponFire = ourWeapon->m_eWeaponFire;
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_AnimToPlay);
lastReloadWasInFuture = m_ped_flagA4;
- reloadAnimAssoc = 0;
+ reloadAnimAssoc = nil;
reloadAnim = NUM_ANIMS;
delayBetweenAnimAndFire = ourWeapon->m_fAnimFrameFire;
weaponAnim = ourWeapon->m_AnimToPlay;
@@ -676,7 +695,7 @@ CPed::Attack(void)
if (reloadAnimAssoc) {
if (!CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380)
- CPed::ClearAttack();
+ ClearAttack();
return;
}
@@ -686,12 +705,13 @@ CPed::Attack(void)
lastReloadWasInFuture = true;
if (!weaponAnimAssoc) {
- if (ourWeapon->m_bThrow) {
+ weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ourWeapon->m_Anim2ToPlay);
+ delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
+
+ // Long throw granade, molotov
+ if (!weaponAnimAssoc && ourWeapon->m_bThrow) {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_WEAPON_THROWU);
delayBetweenAnimAndFire = 0.2f;
- } else {
- weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay);
- delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
}
}
if (weaponAnimAssoc) {
@@ -742,7 +762,7 @@ CPed::Attack(void)
CPed::ClearLookFlag();
CPed::ClearAimFlag();
m_ped_flagA4 = false;
- m_ped_flagA8 = false;
+ bIsPointingGunAt = false;
m_lastHitTime = CTimer::GetTimeInMilliseconds();
return;
}
@@ -885,7 +905,7 @@ CPed::RemoveWeaponModel(int modelId)
void
CPed::SetCurrentWeapon(eWeaponType weaponType)
{
- CWeaponInfo* weaponInfo;
+ CWeaponInfo *weaponInfo;
if (HasWeapon(weaponType)) {
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
@@ -909,8 +929,8 @@ CPed::SelectGunIfArmed(void)
if (m_weapons[i].m_nAmmoTotal > 0) {
weaponType = m_weapons[i].m_eWeaponType;
- // Original condition was ridiculous
- // if (weaponType == WEAPONTYPE_COLT45 || weaponType < WEAPONTYPE_M16 || weaponType < WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_FLAMETHROWER)
+ // I GOT THAT WRONG AND SHOULD BE FIXED!! (but I don't know how) Original code was;
+ // if ( v3 == 2 || (unsigned int)(v3 - 3) <= 2 || (unsigned int)(v3 - 7) <= 1 || v3 == 9 )
if (weaponType < WEAPONTYPE_MOLOTOV) {
SetCurrentWeapon(weaponType);
return true;
@@ -960,7 +980,7 @@ CPed::ClearPointGunAt(void)
ClearLookFlag();
ClearAimFlag();
- m_ped_flagA8 = false;
+ bIsPointingGunAt = false;
if (m_nPedState == PED_AIM_GUN) {
RestorePreviousState();
weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
@@ -975,6 +995,478 @@ CPed::ClearPointGunAt(void)
}
}
+void
+CPed::BeingDraggedFromCar(void)
+{
+ CAnimBlendAssociation *animAssoc;
+ AnimationId enterAnim;
+ bool dontRunAnim = false;
+ PedLineUpPhase lineUpType;
+
+ if (!m_pVehicleAnim) {
+ CAnimManager::BlendAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE, 100.0f);
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SIT);
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_LSIT);
+ if (!animAssoc) {
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITP);
+ if (!animAssoc)
+ animAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_CAR_SITPLO);
+ }
+ }
+ if (animAssoc)
+ animAssoc->blendDelta = -1000.0f;
+
+ if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
+ if (m_ped_flagF10) {
+ enterAnim = ANIM_CAR_QJACKED;
+ } else if (m_pMyVehicle->bIsLow) {
+ enterAnim = ANIM_CAR_LJACKED_LHS;
+ } else {
+ enterAnim = ANIM_CAR_JACKED_LHS;
+ }
+ } else if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
+ if (m_pMyVehicle->bIsLow)
+ enterAnim = ANIM_CAR_LJACKED_RHS;
+ else
+ enterAnim = ANIM_CAR_JACKED_RHS;
+ } else
+ dontRunAnim = true;
+
+
+ if (!dontRunAnim)
+ m_pVehicleAnim = CAnimManager::AddAnimation((RpClump*) m_rwObject, ASSOCGRP_STD, enterAnim);
+
+ m_pVehicleAnim->SetFinishCallback(PedSetDraggedOutCarCB, this);
+ lineUpType = LINE_UP_TO_CAR_START;
+ } else if (m_pVehicleAnim->currentTime <= 1.4f) {
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ lineUpType = LINE_UP_TO_CAR_START;
+ } else {
+ lineUpType = LINE_UP_TO_CAR_2;
+ }
+
+ LineUpPedWithCar(lineUpType);
+}
+
+void
+CPed::RestartNonPartialAnims(void)
+{
+ CAnimBlendAssociation* assoc;
+
+ for (assoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)m_rwObject); !assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
+ if (!assoc->IsPartial())
+ assoc->flags |= ASSOC_RUNNING;
+ }
+}
+
+void
+CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
+{
+ CAnimBlendAssociation *quickJackedAssoc;
+ CVehicle *vehicle;
+ CPed *ped = (CPed*)arg;
+ eWeaponType weaponType = ped->GetWeapon()->m_eWeaponType;
+
+ quickJackedAssoc = RpAnimBlendClumpGetAssociation((RpClump*) ped->m_rwObject, ANIM_CAR_QJACKED);
+ if (ped->m_nPedState != PED_ARRESTED) {
+ ped->m_nLastPedState = PED_NONE;
+ if (dragAssoc)
+ dragAssoc->blendDelta = -1000.0;
+ }
+ ped->RestartNonPartialAnims();
+ ped->m_pVehicleAnim = nil;
+ ped->m_pSeekTarget = nil;
+ vehicle = ped->m_pMyVehicle;
+
+ if (ped->m_vehEnterType <= VEHICLE_ENTER_REAR_LEFT) {
+ switch (ped->m_vehEnterType) {
+ case VEHICLE_ENTER_FRONT_RIGHT:
+ vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_FR;
+ break;
+ case VEHICLE_ENTER_REAR_RIGHT:
+ vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_RR;
+ break;
+ case VEHICLE_ENTER_FRONT_LEFT:
+ vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_FL;
+ break;
+ case VEHICLE_ENTER_REAR_LEFT:
+ vehicle->m_nGettingOutFlags &= ~GETTING_IN_OUT_RL;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (vehicle->pDriver == ped) {
+ vehicle->RemoveDriver();
+ if (vehicle->m_nDoorLock == CARLOCK_COP_CAR)
+ vehicle->m_nDoorLock = CARLOCK_UNLOCKED;
+
+ if (ped->m_nPedType == PEDTYPE_COP && vehicle->IsLawEnforcementVehicle())
+ vehicle->ChangeLawEnforcerState(false);
+ } else {
+ for (int i = 0; i < vehicle->m_nNumMaxPassengers; i++) {
+ if (vehicle->pPassengers[i] == ped) {
+ vehicle->pPassengers[i] = nil;
+ vehicle->m_nNumPassengers--;
+ }
+ }
+ }
+
+ ped->bInVehicle = false;
+ if (ped->IsPlayer())
+ AudioManager.PlayerJustLeftCar();
+
+ if (quickJackedAssoc) {
+ dragAssoc->SetDeleteCallback(PedSetQuickDraggedOutCarPositionCB, ped);
+ } else {
+ dragAssoc->SetDeleteCallback(PedSetDraggedOutCarPositionCB, ped);
+ if (ped->CanSetPedState())
+ CAnimManager::BlendAnimation((RpClump*) ped->m_rwObject, ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
+ }
+
+ // Only uzi can be used on cars, so previous weapon was stored
+ if (ped->IsPlayer() && weaponType == WEAPONTYPE_UZI) {
+ if (ped->m_storedWeapon != NO_STORED_WEAPON) {
+ ped->SetCurrentWeapon(ped->m_storedWeapon);
+ ped->m_storedWeapon = NO_STORED_WEAPON;
+ }
+ } else {
+ ped->AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
+ }
+ ped->m_nStoredActionState = 0;
+ ped->m_ped_flagI4 = false;
+}
+
+void
+CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult)
+{
+ CVehicleModelInfo *vehModel;
+ CVector vehDoorPos;
+ CVector vehDoorOffset;
+ float seatOffset;
+
+ vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex);
+ if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
+ seatOffset = 0.0f;
+ vehDoorOffset = offsetToOpenVanDoor;
+ } else {
+ seatOffset = veh->m_handling->fSeatOffsetDistance * seatPosMult;
+ if (veh->bIsLow) {
+ vehDoorOffset = offsetToOpenLowCarDoor;
+ } else {
+ vehDoorOffset = offsetToOpenRegularCarDoor;
+ }
+ }
+
+ switch (enterType) {
+ case VEHICLE_ENTER_FRONT_RIGHT:
+ if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ else
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
+
+ case VEHICLE_ENTER_REAR_RIGHT:
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
+ vehDoorPos.x += seatOffset;
+ vehDoorOffset.x = -vehDoorOffset.x;
+ break;
+
+ case VEHICLE_ENTER_FRONT_LEFT:
+ if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ else
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
+
+ case VEHICLE_ENTER_REAR_LEFT:
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
+ vehDoorPos.x = -(vehDoorPos.x + seatOffset);
+ break;
+
+ default:
+ if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
+ else
+ vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
+
+ vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
+ }
+ *output = vehDoorPos - vehDoorOffset;
+}
+
+// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
+void
+CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
+{
+ CVector localPos;
+ CVector vehDoorPos;
+
+ GetLocalPositionToOpenCarDoor(&localPos, veh, enterType, 1.0f);
+ vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
+
+/*
+ // Not used.
+ CVector localVehDoorOffset;
+
+ if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
+ localVehDoorOffset = offsetToOpenVanDoor;
+ } else {
+ if (veh->bIsLow) {
+ localVehDoorOffset = offsetToOpenLowCarDoor;
+ } else {
+ localVehDoorOffset = offsetToOpenRegularCarDoor;
+ }
+ }
+
+ vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
+*/
+ *output = vehDoorPos;
+}
+
+void
+CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset)
+{
+ CVector doorPos;
+ CMatrix vehMat(veh->GetMatrix());
+
+ GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
+ doorPos = Multiply3x3(vehMat, *output);
+
+ *output = *vehMat.GetPosition() + doorPos;
+}
+
+void
+CPed::LineUpPedWithCar(PedLineUpPhase phase)
+{
+ bool vehIsUpsideDown = false;
+ int vehAnim;
+ float seatPosMult = 0.0f;
+ float currentZ;
+ float adjustedTimeStep;
+
+ if (CReplay::IsPlayingBack())
+ return;
+
+ if (!m_ped_flagC8 && phase != LINE_UP_TO_CAR_2) {
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SIT)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_LSIT)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITP)) {
+ SetPedPositionInCar();
+ return;
+ }
+ if (RpAnimBlendClumpGetAssociation((RpClump*)m_rwObject, ANIM_CAR_SITPLO)) {
+ SetPedPositionInCar();
+ return;
+ }
+ m_ped_flagC8 = 1;
+ }
+ if (phase == LINE_UP_TO_CAR_START) {
+ m_vecMoveSpeed.x = 0.0;
+ m_vecMoveSpeed.y = 0.0;
+ m_vecMoveSpeed.z = 0.0;
+ }
+ CVehicle *veh = m_pMyVehicle;
+
+ // Not quite right, IsUpsideDown func. checks for <= -0.9f.
+ // Since that function is also used in this file, doesn't this variable indicate upsidedownness?!
+ if (veh->GetUp().z <= -0.8f)
+ vehIsUpsideDown = true;
+
+ if (m_vehEnterType == VEHICLE_ENTER_FRONT_RIGHT || m_vehEnterType == VEHICLE_ENTER_REAR_RIGHT) {
+ if (vehIsUpsideDown) {
+ m_fRotationDest = -PI + atan2(-veh->GetForward().x, veh->GetForward().y);
+ } else if (veh->bIsBus) {
+ m_fRotationDest = 0.5 * PI + atan2(-veh->GetForward().x, veh->GetForward().y);
+ } else {
+ m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
+ }
+ } else if (m_vehEnterType == VEHICLE_ENTER_FRONT_LEFT || m_vehEnterType == VEHICLE_ENTER_REAR_LEFT) {
+ if (vehIsUpsideDown) {
+ m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
+ } else if (veh->bIsBus) {
+ m_fRotationDest = -0.5 * PI + atan2(-veh->GetForward().x, veh->GetForward().y);
+ } else {
+ m_fRotationDest = atan2(-veh->GetForward().x, veh->GetForward().y);
+ }
+ }
+
+ if (!bInVehicle)
+ seatPosMult = 1.0f;
+
+ if (m_pVehicleAnim) {
+ vehAnim = m_pVehicleAnim->animId;
+
+ switch (vehAnim) {
+ case ANIM_CAR_JACKED_RHS:
+ case ANIM_CAR_LJACKED_RHS:
+ case ANIM_CAR_JACKED_LHS:
+ case ANIM_CAR_LJACKED_LHS:
+ case ANIM_CAR_QJACKED:
+ case ANIM_CAR_GETOUT_LHS:
+ case ANIM_CAR_GETOUT_LOW_LHS:
+ case ANIM_CAR_GETOUT_RHS:
+ case ANIM_CAR_GETOUT_LOW_RHS:
+ case ANIM_CAR_CRAWLOUT_RHS:
+ case ANIM_CAR_CRAWLOUT_RHS2:
+ case ANIM_VAN_GETIN_L:
+ case ANIM_VAN_GETOUT_L:
+ case ANIM_VAN_GETIN:
+ case ANIM_VAN_GETOUT:
+ seatPosMult = m_pVehicleAnim->currentTime / m_pVehicleAnim->hierarchy->totalLength;
+ break;
+ case ANIM_CAR_QJACK:
+ case ANIM_CAR_GETIN_LHS:
+ case ANIM_CAR_GETIN_LOW_LHS:
+ case ANIM_CAR_GETIN_RHS:
+ case ANIM_CAR_GETIN_LOW_RHS:
+ case ANIM_DRIVE_BOAT:
+ seatPosMult = m_pVehicleAnim->GetTimeLeft() / m_pVehicleAnim->hierarchy->totalLength;
+ break;
+ case ANIM_CAR_CLOSEDOOR_LHS:
+ case ANIM_CAR_CLOSEDOOR_LOW_LHS:
+ case ANIM_CAR_CLOSEDOOR_RHS:
+ case ANIM_CAR_CLOSEDOOR_LOW_RHS:
+ case ANIM_CAR_SHUFFLE_RHS:
+ case ANIM_CAR_LSHUFFLE_RHS:
+ seatPosMult = 0.0f;
+ break;
+ case ANIM_CAR_CLOSE_LHS:
+ case ANIM_CAR_CLOSE_RHS:
+ case ANIM_COACH_OPEN_L:
+ case ANIM_COACH_OPEN_R:
+ case ANIM_COACH_IN_L:
+ case ANIM_COACH_IN_R:
+ case ANIM_COACH_OUT_L:
+ seatPosMult = 1.0f;
+ break;
+ default:
+ break;
+ }
+ }
+
+ CVector neededPos;
+
+ if (phase == LINE_UP_TO_CAR_2) {
+ neededPos = GetPosition();
+ } else {
+ GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
+ }
+
+ CVector autoZPos = neededPos;
+
+ if (veh->bIsInWater) {
+ if (veh->m_vehType == VEHICLE_TYPE_BOAT && veh->IsUpsideDown())
+ autoZPos.z += 1.0f;
+ } else {
+ CPedPlacement::FindZCoorForPed(&autoZPos);
+ }
+
+ if (phase == LINE_UP_TO_CAR_END || phase == LINE_UP_TO_CAR_2) {
+ neededPos.z = GetPosition().z;
+
+ if (!veh->bIsBus || (veh->bIsBus && vehIsUpsideDown)) {
+ float vehNextZSpeed = m_vecMoveSpeed.z - 0.008f * CTimer::GetTimeStep();
+
+ if (neededPos.z + vehNextZSpeed > autoZPos.z) {
+ m_vecMoveSpeed.z = vehNextZSpeed;
+ veh->ApplyMoveSpeed();
+ } else {
+ neededPos.z = autoZPos.z;
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ }
+ }
+ }
+
+ if (autoZPos.z > neededPos.z) {
+ currentZ = GetPosition().z;
+ if (m_pVehicleAnim && vehAnim != ANIM_VAN_GETIN_L && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE && vehAnim != ANIM_VAN_GETIN) {
+ neededPos.z = autoZPos.z;
+ m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
+ } else if (neededPos.z < currentZ && m_pVehicleAnim && vehAnim != ANIM_VAN_CLOSE_L && vehAnim != ANIM_VAN_CLOSE) {
+
+ adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
+
+ // Smoothly change ped position
+ neededPos.z = currentZ - (currentZ - neededPos.z) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep);
+ }
+ } else {
+ // We may need to raise up the ped
+ if (phase == LINE_UP_TO_CAR_START) {
+ currentZ = GetPosition().z;
+
+ if (neededPos.z > currentZ) {
+
+ if (m_pVehicleAnim &&
+ (vehAnim == ANIM_CAR_GETIN_RHS || vehAnim == ANIM_CAR_GETIN_LOW_RHS || vehAnim <= ANIM_CAR_GETIN_LOW_LHS
+ || vehAnim == ANIM_CAR_QJACK || vehAnim == ANIM_VAN_GETIN_L || vehAnim == ANIM_VAN_GETIN)) {
+
+ adjustedTimeStep = min(m_pVehicleAnim->timeStep, 0.1f);
+
+ // Smoothly change ped position
+ neededPos.z = (neededPos.z - currentZ) / (m_pVehicleAnim->GetTimeLeft() / adjustedTimeStep) + currentZ;
+ } else if (m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK) {
+ neededPos.z = max(currentZ, autoZPos.z);
+ }
+ }
+ }
+ }
+
+ // I hope
+ bool notInWater = false;
+ if (CTimer::GetTimeInMilliseconds() < m_nPedStateTimer)
+ notInWater = veh->m_vehType != VEHICLE_TYPE_BOAT || m_ped_flagG10;
+
+ if (!notInWater) {
+ m_fRotationCur = m_fRotationDest;
+ } else {
+ float limitedAngle = CGeneral::LimitRadianAngle(m_fRotationDest);
+ float timeUntilStateChange = (m_nPedStateTimer - CTimer::GetTimeInMilliseconds()) / 500.0f; // * 0.0016666667f;
+
+ m_vecOffsetSeek.z = 0.0;
+ if (timeUntilStateChange <= 0.0f) {
+ m_vecOffsetSeek.x = 0.0;
+ m_vecOffsetSeek.y = 0.0;
+ } else {
+ neededPos -= timeUntilStateChange * m_vecOffsetSeek;
+ }
+
+ if (limitedAngle >= PI + m_fRotationCur) {
+ limitedAngle -= 2 * PI;
+ } else if (limitedAngle <= m_fRotationCur - PI) {
+ limitedAngle += 2 * PI;
+ }
+ m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange);
+ }
+
+ if (seatPosMult > 0.2f || vehIsUpsideDown) {
+ GetMatrix().SetRotate(0.0f, 0.0f, m_fRotationCur);
+
+ // It will be all 0 after rotate.
+ GetPosition() = neededPos;
+ } else {
+ CVector output;
+ CMatrix vehDoorMat(veh->GetMatrix());
+
+ GetLocalPositionToOpenCarDoor(&output, veh, m_vehEnterType, 0.0f);
+ *vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
+ GetMatrix() = vehDoorMat;
+ }
+}
+
STARTPATCHES
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@@ -997,4 +1489,11 @@ STARTPATCHES
InjectHook(0x4E4A10, &CPed::Duck, PATCH_JUMP);
InjectHook(0x4E4A30, &CPed::ClearDuck, PATCH_JUMP);
InjectHook(0x4E6180, &CPed::ClearPointGunAt, PATCH_JUMP);
+ InjectHook(0x4E07D0, &CPed::BeingDraggedFromCar, PATCH_JUMP);
+ InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP);
+ InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP);
+ InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
+ InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
ENDPATCHES
diff --git a/src/entities/Ped.h b/src/entities/Ped.h
index 800c5bb9..187bd08c 100644
--- a/src/entities/Ped.h
+++ b/src/entities/Ped.h
@@ -12,6 +12,19 @@
struct CPathNode;
+enum {
+ VEHICLE_ENTER_FRONT_RIGHT = 11,
+ VEHICLE_ENTER_REAR_RIGHT = 12,
+ VEHICLE_ENTER_FRONT_LEFT = 15,
+ VEHICLE_ENTER_REAR_LEFT = 16,
+};
+
+enum PedLineUpPhase {
+ LINE_UP_TO_CAR_START,
+ LINE_UP_TO_CAR_END,
+ LINE_UP_TO_CAR_2
+};
+
enum PedOnGroundState {
NO_PED,
PED_BELOW_PLAYER,
@@ -102,7 +115,7 @@ public:
uint8 m_ped_flagA1 : 1;
uint8 m_ped_flagA2 : 1;
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
- uint8 m_ped_flagA8 : 1;
+ uint8 bIsPointingGunAt : 1;
uint8 bIsLooking : 1;
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
uint8 bIsRestoringLook : 1;
@@ -177,15 +190,15 @@ public:
int32 m_pEventEntity;
float m_fAngleToEvent;
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
- int32 m_animGroup;
- int32 m_pVehicleAnim;
+ AssocGroupId m_animGroup;
+ CAnimBlendAssociation *m_pVehicleAnim;
CVector2D m_vecAnimMoveDelta;
CVector m_vecOffsetSeek;
CPedIK m_pedIK;
uint8 stuff1[8];
uint32 m_nPedStateTimer;
PedState m_nPedState;
- int32 m_nLastPedState;
+ PedState m_nLastPedState;
int32 m_nMoveState;
int32 m_nStoredActionState;
int32 m_nPrevActionState;
@@ -207,7 +220,9 @@ public:
uint8 stuff2[20];
float m_fRotationCur;
float m_fRotationDest;
- uint8 stuff13[6];
+ uint32 m_headingRate;
+ uint16 m_vehEnterType;
+ uint16 m_walkAroundType;
CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
@@ -222,7 +237,7 @@ public:
CEntity *m_pCollidingEntity;
uint8 stuff6[12];
CWeapon m_weapons[NUM_PED_WEAPONTYPES];
- int32 stuff7;
+ eWeaponType m_storedWeapon;
uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 stuff[2];
@@ -253,6 +268,7 @@ public:
bool IsPlayer(void);
bool UseGroundColModel(void);
+ bool CanSetPedState(void);
void AddWeaponModel(int id);
void AimGun(void);
void KillPedWithCar(CVehicle *veh, float impulse);
@@ -278,14 +294,27 @@ public:
void Duck(void);
void ClearDuck(void);
void ClearPointGunAt(void);
+ void BeingDraggedFromCar(void);
+ void RestartNonPartialAnims(void);
+ void LineUpPedWithCar(PedLineUpPhase phase);
+ void SetPedPositionInCar(void);
+ static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
+ static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
+ static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);
+ static void PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg);
+ static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg);
+ static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg);
bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
+ static CVector &offsetToOpenRegularCarDoor;
+ static CVector &offsetToOpenLowCarDoor;
+ static CVector &offsetToOpenVanDoor;
static bool &bNastyLimbsCheat;
static bool &bPedCheat2;
static bool &bPedCheat3;
diff --git a/src/entities/Vehicle.cpp b/src/entities/Vehicle.cpp
index bac05f7b..ced504a3 100644
--- a/src/entities/Vehicle.cpp
+++ b/src/entities/Vehicle.cpp
@@ -2,6 +2,8 @@
#include "patcher.h"
#include "Vehicle.h"
#include "Pools.h"
+#include "CarCtrl.h"
+#include "ModelIndices.h"
bool &CVehicle::bWheelsOnlyCheat = *(bool *)0x95CD78;
bool &CVehicle::bAllDodosCheat = *(bool *)0x95CD75;
@@ -11,3 +13,53 @@ bool &CVehicle::bCheat5 = *(bool *)0x95CD64;
void *CVehicle::operator new(size_t sz) { return CPools::GetVehiclePool()->New(); }
void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
+
+bool
+CVehicle::IsLawEnforcementVehicle(void)
+{
+ switch (m_modelIndex) {
+ case MI_FBICAR:
+ case MI_POLICE:
+ case MI_ENFORCER:
+ case MI_PREDATOR:
+ case MI_RHINO:
+ case MI_BARRACKS:
+ return true;
+ default:
+ return false;
+ }
+}
+
+void
+CVehicle::ChangeLawEnforcerState(bool enable)
+{
+ if (enable) {
+ if (!bIsLawEnforcer) {
+ bIsLawEnforcer = true;
+ CCarCtrl::NumLawEnforcerCars++;
+ }
+ } else {
+ if (bIsLawEnforcer) {
+ bIsLawEnforcer = false;
+ CCarCtrl::NumLawEnforcerCars--;
+ }
+ }
+}
+
+void
+CVehicle::RemoveDriver(void)
+{
+ m_status = STATUS_ABANDONED;
+ pDriver = nil;
+}
+
+bool
+CVehicle::IsUpsideDown(void)
+{
+ return GetUp().z <= -0.9f;
+}
+
+STARTPATCHES
+ InjectHook(0x552820, &CVehicle::ChangeLawEnforcerState, PATCH_JUMP);
+ InjectHook(0x5520A0, &CVehicle::RemoveDriver, PATCH_JUMP);
+ENDPATCHES \ No newline at end of file
diff --git a/src/entities/Vehicle.h b/src/entities/Vehicle.h
index e5d1cfb3..f11e9e97 100644
--- a/src/entities/Vehicle.h
+++ b/src/entities/Vehicle.h
@@ -3,23 +3,53 @@
#include "Physical.h"
class CPed;
+class CFire;
+struct tHandlingData;
+
+enum {
+ GETTING_IN_OUT_FL = 1,
+ GETTING_IN_OUT_RL = 2,
+ GETTING_IN_OUT_FR = 4,
+ GETTING_IN_OUT_RR = 8
+};
+
+enum eCarLock : uint8 {
+ CARLOCK_NOT_USED,
+ CARLOCK_UNLOCKED,
+ CARLOCK_LOCKED,
+ CARLOCK_LOCKOUT_PLAYER_ONLY,
+ CARLOCK_LOCKED_PLAYER_INSIDE,
+ CARLOCK_COP_CAR,
+ CARLOCK_FORCE_SHUT_DOORS,
+ CARLOCK_SKIP_SHUT_DOORS
+};
class CVehicle : public CPhysical
{
public:
// 0x128
- uint8 stuff1[116];
+ tHandlingData *m_handling;
+ uint8 stuff1[112];
uint8 m_currentColour1;
uint8 m_currentColour2;
-uint8 m_extra1;
-uint8 m_extra2;
- int16 m_nAlarmState;
+ uint8 m_anExtras[2];
+ int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
+ int16 m_nMissionValue;
CPed *pDriver;
CPed *pPassengers[8];
- uint8 stuff2[24];
+ uint8 m_nNumPassengers;
+ int8 m_nNumGettingIn;
+ int8 m_nGettingInFlags;
+ int8 m_nGettingOutFlags;
+ uint8 m_nNumMaxPassengers;
+ char field_1CD[19];
CEntity *m_pCurSurface;
- uint8 stuff3[17];
- uint8 m_veh_flagA1 : 1;
+ CFire *m_pCarFire;
+ float m_fSteerAngle;
+ float m_fGasPedal;
+ float m_fBreakPedal;
+ uint8 m_nCreatedBy; // eVehicleCreatedBy
+ uint8 bIsLawEnforcer : 1;
uint8 m_veh_flagA2 : 1;
uint8 m_veh_flagA4 : 1;
uint8 m_veh_flagA8 : 1;
@@ -27,10 +57,10 @@ uint8 m_extra2;
uint8 m_veh_flagA20 : 1;
uint8 m_veh_flagA40 : 1;
uint8 m_veh_flagA80 : 1;
- uint8 m_veh_flagB1 : 1;
- uint8 m_veh_flagB2 : 1;
- uint8 m_veh_flagB4 : 1;
- uint8 m_veh_flagB8 : 1;
+ uint8 bIsVan : 1;
+ uint8 bIsBus : 1;
+ uint8 bIsBig : 1;
+ uint8 bIsLow : 1;
uint8 m_veh_flagB10 : 1;
uint8 m_veh_flagB20 : 1;
uint8 m_veh_flagB40 : 1;
@@ -51,8 +81,34 @@ uint8 m_extra2;
uint8 m_veh_flagD20 : 1;
uint8 m_veh_flagD40 : 1;
uint8 m_veh_flagD80 : 1;
- uint8 stuff4[139];
- int32 m_vehType;
+ int8 field_1F9;
+ uint8 m_nAmmoInClip[1]; // Used to make the guns on boat do a reload (20 by default)
+ int8 field_1FB;
+ int8 field_1FC[4];
+ float m_fHealth; // 1000.0f = full health. 0 -> explode
+ uint8 m_nCurrentGear;
+ int8 field_205[3];
+ int field_208;
+ uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
+ uint32 m_nTimeOfDeath;
+ int16 field_214;
+ int16 m_nBombTimer; // goes down with each frame
+ CPed *m_pWhoDetonatedMe;
+ float field_21C;
+ float field_220;
+ eCarLock m_nDoorLock;
+ int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
+ int8 m_nRadioStation;
+ int8 field_22A;
+ int8 field_22B;
+ uint8 m_nCarHornTimer;
+ int8 field_22D;
+ uint8 m_nSirenOrAlarm;
+ int8 field_22F;
+ CStoredCollPoly m_frontCollPoly; // poly which is under front part of car
+ CStoredCollPoly m_rearCollPoly; // poly which is under rear part of car
+ float m_fSteerRatio;
+ eVehicleType m_vehType;
static void *operator new(size_t);
static void operator delete(void*, size_t);
@@ -62,6 +118,10 @@ uint8 m_extra2;
bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
+ bool IsLawEnforcementVehicle(void);
+ void ChangeLawEnforcerState(bool enable);
+ void RemoveDriver(void);
+ bool IsUpsideDown(void);
static bool &bWheelsOnlyCheat;
static bool &bAllDodosCheat;
@@ -69,5 +129,7 @@ uint8 m_extra2;
static bool &bCheat4;
static bool &bCheat5;
};
+
static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error");
static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error");
+static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error");