This commit is contained in:
eray orçunus 2019-09-20 22:40:33 +03:00
parent 5d98e12b85
commit 3cb0a62ee6
3 changed files with 301 additions and 34 deletions

View file

@ -13,12 +13,13 @@ enum {
ASSOC_PARTIAL = 0x10,
ASSOC_MOVEMENT = 0x20, // ???
ASSOC_HAS_TRANSLATION = 0x40,
ASSOC_FLAG80 = 0x80, // walking and running have it
ASSOC_FLAG80 = 0x80, // used for footstep sound calculation
ASSOC_FLAG100 = 0x100,
ASSOC_FLAG200 = 0x200,
ASSOC_FLAG400 = 0x400, // not seen yet
ASSOC_FLAG800 = 0x800,
ASSOC_FLAG800 = 0x800, // anims that we fall to front. 0x1000 in VC
ASSOC_HAS_X_TRANSLATION = 0x1000,
// 0x2000 is vehicle anims in VC
};
// Anim hierarchy associated with a clump

View file

@ -46,7 +46,6 @@
WRAPPER void CPed::SpawnFlyingComponent(int, int8) { EAXJMP(0x4EB060); }
WRAPPER void CPed::SetPedPositionInCar(void) { EAXJMP(0x4D4970); }
WRAPPER void CPed::PreRender(void) { EAXJMP(0x4CFDD0); }
WRAPPER void CPed::Render(void) { EAXJMP(0x4D03F0); }
WRAPPER int32 CPed::ProcessEntityCollision(CEntity*, CColPoint*) { EAXJMP(0x4CBB30); }
WRAPPER void CPed::SetMoveAnim(void) { EAXJMP(0x4C5A40); }
WRAPPER void CPed::SetFollowRoute(int16, int16) { EAXJMP(0x4DD690); }
@ -63,7 +62,6 @@ WRAPPER void CPed::WanderRange(void) { EAXJMP(0x4D26C0); }
WRAPPER void CPed::WanderPath(void) { EAXJMP(0x4D28D0); }
WRAPPER void CPed::SeekCar(void) { EAXJMP(0x4D3F90); }
WRAPPER void CPed::SeekBoatPosition(void) { EAXJMP(0x4E4C70); }
WRAPPER bool CPed::PositionPedOutOfCollision(void) { EAXJMP(0x4E4F30); }
#define VC_PED_PORTS
@ -1253,6 +1251,19 @@ CPed::Attack(void)
GetWeapon()->AddGunshell(this, gunshellPos, gunshellRot, 0.025f);
}
}
#ifdef VC_PED_PORTS
if (IsPlayer()) {
if (CPad::GetPad(0)->GetSprint()) {
// animBreakout is a member of WeaponInfo in VC, so it's me that added the below line.
float animBreakOut = ((ourWeaponType == WEAPONTYPE_FLAMETHROWER || ourWeaponType == WEAPONTYPE_UZI || ourWeaponType == WEAPONTYPE_SHOTGUN) ? 25 / 30.0f : 99 / 30.0f);
if (!attackShouldContinue && weaponAnimAssoc->currentTime > animBreakOut) {
weaponAnimAssoc->blendDelta = -4.0f;
FinishedAttackCB(nil, this);
return;
}
}
}
#endif
animLoopEnd = ourWeapon->m_fAnimLoopEnd;
if (ourWeaponFire == WEAPON_FIRE_MELEE && weaponAnimAssoc->animId == ourWeapon->m_Anim2ToPlay)
animLoopEnd = 3.4f/6.0f;
@ -1279,6 +1290,12 @@ CPed::Attack(void)
else
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
}
#ifdef VC_PED_PORTS
} else if (IsPlayer() && m_pPointGunAt && bIsAimingGun && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnimAssoc->SetCurrentTime(ourWeapon->m_fAnimLoopEnd);
weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
SetPointGunAt(m_pPointGunAt);
#endif
} else {
ClearAimFlag();
@ -1491,6 +1508,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
ped->m_pSeekTarget = nil;
vehicle = ped->m_pMyVehicle;
if (vehicle) {
vehicle->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
if (vehicle->pDriver == ped) {
@ -1503,7 +1521,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
} else {
vehicle->RemovePassenger(ped);
}
}
ped->bInVehicle = false;
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
@ -1516,7 +1534,7 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_GETUP1, 1000.0f);
}
ped->GiveWeaponBackAfterExitingCar();
ped->ReplaceWeaponWhenExitingVehicle();
ped->m_nStoredMoveState = PEDMOVE_NONE;
ped->m_ped_flagI4 = false;
@ -2264,8 +2282,16 @@ CPed::CalculateNewVelocity(void)
CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
#ifdef VC_PED_PORTS
if(!fightAssoc)
fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
// There is one more anim in VC.
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) {
#else
if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) {
#endif
LimbOrientation newUpperLegs;
newUpperLegs.phi = localWalkAngle;
@ -2329,7 +2355,7 @@ CPed::CanPedJumpThis(CEntity *unused)
if (m_nSurfaceTouched == SURFACE_PUDDLE)
return true;
// VC makes some other calculations if the function called with CVector.
// VC makes some other calculations if there is a CVector passed with function, which isn't possible here.
CVector pos = GetPosition();
pos.z -= 0.15f;
@ -2798,7 +2824,7 @@ CPed::QuitEnteringCar(void)
bUsesCollision = true;
GiveWeaponBackAfterExitingCar();
ReplaceWeaponWhenExitingVehicle();
if (DyingOrDead()) {
animAssoc = m_pVehicleAnim;
@ -4374,8 +4400,8 @@ CPed::SetAttack(CEntity *victim)
if (curWeapon->m_bCanAim) {
CVector aimPos = GetRight() * 0.1f + GetForward() * 0.2f + GetPosition();
CEntity *thereIsSomethingBetween = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
if (thereIsSomethingBetween)
CEntity *obstacle = CWorld::TestSphereAgainstWorld(aimPos, 0.2f, nil, true, false, false, true, false, false);
if (obstacle)
return;
m_pLookTarget = victim;
@ -5523,7 +5549,11 @@ CPed::SetChat(CEntity *chatWith, uint32 time)
void
CPed::SetDead(void)
{
#ifdef VC_PED_PORTS
if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DROWN))
#endif
bUsesCollision = false;
m_fHealth = 0.0f;
if (m_nPedState == PED_DRIVING)
bIsVisible = false;
@ -6483,15 +6513,15 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
forward.z += CModelInfo::GetModelInfo(ped->m_modelIndex)->GetColModel()->spheres->center.z + 0.25f;
CEntity *foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
if (!foundEnt) {
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;
foundEnt = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
}
if (foundEnt) {
if (obstacle) {
animAssoc->flags |= ASSOC_DELETEFADEDOUT;
CAnimBlendAssociation *handsCoverAssoc = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_HANDSCOWER, 8.0f);
handsCoverAssoc->flags &= ~ASSOC_FADEOUTWHENDONE;
@ -6875,14 +6905,14 @@ CPed::Seek(void)
if ((!m_pedInObjective || !m_pedInObjective->bInVehicle)
&& !((CTimer::GetFrameCounter() + (m_randomSeed % 256) + 17) & 7)) {
CEntity *foundEnt = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
CEntity *obstacle = CWorld::TestSphereAgainstWorld(m_vecSeekPos, 0.4f, nil,
false, true, false, false, false, false);
if (foundEnt) {
if (!foundEnt->IsVehicle() || ((CVehicle*)foundEnt)->m_vehType == VEHICLE_TYPE_CAR) {
if (obstacle) {
if (!obstacle->IsVehicle() || ((CVehicle*)obstacle)->m_vehType == VEHICLE_TYPE_CAR) {
distanceToCountItDone = 2.5f;
} else {
CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(foundEnt->m_modelIndex);
CVehicleModelInfo *vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(obstacle->m_modelIndex);
float yLength = vehModel->GetColModel()->boundingBox.max.y
- vehModel->GetColModel()->boundingBox.min.y;
distanceToCountItDone = yLength * 0.55f;
@ -8182,13 +8212,13 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
if ((m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD)
&& !m_pCollidingEntity
&& (!IsPlayer() || m_ped_flagD2 || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
&& (!IsPlayer() || bHasHitWall || car->m_modelIndex == MI_TRAIN || m_vecDamageNormal.z < -0.8f)) {
m_pCollidingEntity = car;
}
bKnockedUpIntoAir = false;
if (car->m_modelIndex != MI_TRAIN && !m_ped_flagD2) {
if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
}
m_vecMoveSpeed.z = 0.0f;
@ -8790,7 +8820,11 @@ CPed::ProcessControl(void)
if (m_nPedState != PED_ARRESTED) {
if (m_nPedState == PED_DEAD) {
DeadPedMakesTyresBloody();
#ifndef VC_PED_PORTS
if (CGame::nastyGame) {
#else
if (CGame::nastyGame && !bIsInWater) {
#endif
uint32 remainingBloodyFpTime = CTimer::GetTimeInMilliseconds() - m_bloodyFootprintCount;
float timeDependentDist;
if (remainingBloodyFpTime >= 2000) {
@ -8847,6 +8881,14 @@ CPed::ProcessControl(void)
}
if (ServiceTalkingWhenDead())
ServiceTalking();
#ifdef VC_PED_PORTS
if (bIsInWater) {
bIsStanding = false;
m_ped_flagA2 = false;
CPhysical::ProcessControl();
}
#endif
return;
}
@ -8872,7 +8914,11 @@ CPed::ProcessControl(void)
bCollidedWithMyVehicle = false;
CEntity *collidingEnt = m_pDamageEntity;
#ifndef VC_PED_PORTS
if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
#else
if (!bUsesCollision || ((!collidingEnt || m_fDamageImpulse <= 0.0f) && (!IsPlayer() || !bIsStuck)) || m_nPedState == PED_DIE) {
#endif
bHitSomethingLastFrame = false;
if (m_nPedStateTimer <= 500 && bIsInTheAir) {
if (m_nPedStateTimer)
@ -8891,8 +8937,11 @@ CPed::ProcessControl(void)
}
*/
#ifndef VC_PED_PORTS
} else {
#else
} else if (collidingEnt) {
#endif
switch (collidingEnt->m_type)
{
case ENTITY_TYPE_BUILDING:
@ -11379,7 +11428,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
if (ped->IsPlayer())
AudioManager.PlayerJustLeftCar();
ped->GiveWeaponBackAfterExitingCar();
ped->ReplaceWeaponWhenExitingVehicle();
ped->m_ped_flagG10 = false;
if (ped->bBusJacked) {
@ -11400,8 +11449,9 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
}
}
// It was inlined in III but not in VC.
inline void
CPed::GiveWeaponBackAfterExitingCar(void)
CPed::ReplaceWeaponWhenExitingVehicle(void)
{
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
@ -11585,6 +11635,217 @@ CPed::PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *animAssoc, void
ped->m_nLastPedState = PED_WANDER_PATH;
}
bool
CPed::PositionPedOutOfCollision(void)
{
CVehicle *veh;
CVector posNearVeh;
CVector posSomewhereClose;
bool putNearVeh = false;
bool putSomewhereClose = false;
int smallestDistNearVeh = 999;
int smallestDistSomewhereClose = 999;
if (!m_pMyVehicle)
return false;
CVector vehPos = m_pMyVehicle->GetPosition();
CVector potentialPos;
potentialPos.y = GetPosition().y - 3.5f;
potentialPos.z = GetPosition().z;
for (int yTry = 0; yTry < 15; yTry++) {
potentialPos.x = GetPosition().x - 3.5f;
for (int xTry = 0; xTry < 15; xTry++) {
CPedPlacement::FindZCoorForPed(&potentialPos);
CVector distVec = potentialPos - vehPos;
float dist = distVec.Magnitude();
// Makes close distances bigger for some reason.
float mult = (0.6f + dist) / dist;
CVector adjustedPotentialPos = distVec * mult + vehPos;
if (CWorld::GetIsLineOfSightClear(vehPos, adjustedPotentialPos, true, false, false, true, false, false, false)
&& !CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, true, false, false, true, false, false)) {
float potentialChangeSqr = (potentialPos - GetPosition()).MagnitudeSqr();
veh = (CVehicle*)CWorld::TestSphereAgainstWorld(potentialPos, 0.6f, this, false, true, false, false, false, false);
if (veh) {
if (potentialChangeSqr < smallestDistNearVeh) {
posNearVeh = potentialPos;
putNearVeh = true;
smallestDistNearVeh = potentialChangeSqr;
}
} else if (potentialChangeSqr < smallestDistSomewhereClose) {
smallestDistSomewhereClose = potentialChangeSqr;
posSomewhereClose = potentialPos;
putSomewhereClose = true;
}
}
potentialPos.x += 0.5f;
}
potentialPos.y += 0.5f;
}
if (!putSomewhereClose && !putNearVeh)
return false;
// We refrain from using posNearVeh, probably because of it may be top of the vehicle.
if (putSomewhereClose) {
GetPosition() = posSomewhereClose;
} else {
CVector vehSize = veh->GetModelInfo()->GetColModel()->boundingBox.max;
GetPosition() = posNearVeh;
GetPosition().z += vehSize.z;
}
return true;
}
bool
CPed::PossiblyFindBetterPosToSeekCar(CVector *pos, CVehicle *veh)
{
bool foundIt = false;
CVector helperPos = GetPosition();
helperPos.z = pos->z - 0.5f;
CVector foundPos = *pos;
foundPos.z -= 0.5f;
// If there is another car between target car and us.
if (CWorld::TestSphereAgainstWorld((foundPos + helperPos) / 2.0f, 0.25f, veh, false, true, false, false, false, false)) {
CColModel *vehCol = veh->GetModelInfo()->GetColModel();
CVector *colMin = &vehCol->boundingBox.min;
CVector *colMax = &vehCol->boundingBox.max;
CVector leftRearPos = CVector(colMin->x - 0.5f, colMin->y - 0.5f, 0.0f);
CVector rightRearPos = CVector(0.5f + colMax->x, colMin->y - 0.5f, 0.0f);
CVector leftFrontPos = CVector(colMin->x - 0.5f, 0.5f + colMax->y, 0.0f);
CVector rightFrontPos = CVector(0.5f + colMax->x, 0.5f + colMax->y, 0.0f);
leftRearPos = veh->GetMatrix() * leftRearPos;
rightRearPos = veh->GetMatrix() * rightRearPos;
leftFrontPos = veh->GetMatrix() * leftFrontPos;
rightFrontPos = veh->GetMatrix() * rightFrontPos;
// Makes helperPos veh-ped distance vector.
helperPos -= veh->GetPosition();
// ?!? I think it's absurd to use this unless another function like SeekCar finds next pos. with it and we're trying to simulate it's behaviour.
// On every run it returns another pos. for ped, with same distance to the veh.
// Sequence of positions are not guarenteed, it depends on global pos. (So sometimes it returns positions to make ped draw circle, sometimes don't)
helperPos = veh->GetMatrix() * helperPos;
float vehForwardHeading = veh->GetForward().Heading();
// I'm absolutely not sure about these namings.
// NTVF = needed turn if we're looking to vehicle front and wanna look to...
float potentialLrHeading = Atan2(leftRearPos.x - helperPos.x, leftRearPos.y - helperPos.y);
float NTVF_LR = CGeneral::LimitRadianAngle(potentialLrHeading - vehForwardHeading);
float potentialRrHeading = Atan2(rightRearPos.x - helperPos.x, rightRearPos.y - helperPos.y);
float NTVF_RR = CGeneral::LimitRadianAngle(potentialRrHeading - vehForwardHeading);
float potentialLfHeading = Atan2(leftFrontPos.x - helperPos.x, leftFrontPos.y - helperPos.y);
float NTVF_LF = CGeneral::LimitRadianAngle(potentialLfHeading - vehForwardHeading);
float potentialRfHeading = Atan2(rightFrontPos.x - helperPos.x, rightFrontPos.y - helperPos.y);
float NTVF_RF = CGeneral::LimitRadianAngle(potentialRfHeading - vehForwardHeading);
bool canHeadToLr = NTVF_LR <= -PI || NTVF_LR >= -HALFPI;
bool canHeadToRr = NTVF_RR <= HALFPI || NTVF_RR >= PI;
bool canHeadToLf = NTVF_LF >= 0.0f || NTVF_LF <= -HALFPI;
bool canHeadToRf = NTVF_RF <= 0.0f || NTVF_RF >= HALFPI;
// Only order of conditions are different among enterTypes.
if (m_vehEnterType == CAR_DOOR_RR) {
if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
}
} else if(m_vehEnterType == CAR_DOOR_RF) {
if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
}
} else if (m_vehEnterType == CAR_DOOR_LF) {
if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
}
} else if (m_vehEnterType == CAR_DOOR_LR) {
if (canHeadToLr) {
foundPos = leftRearPos;
foundIt = true;
} else if (canHeadToLf) {
foundPos = leftFrontPos;
foundIt = true;
} else if (canHeadToRr) {
foundPos = rightRearPos;
foundIt = true;
} else if (canHeadToRf) {
foundPos = rightFrontPos;
foundIt = true;
}
}
}
if (!foundIt)
return false;
helperPos = GetPosition() - foundPos;
helperPos.z = 0.0f;
if (helperPos.MagnitudeSqr() <= 0.25f)
return false;
pos->x = foundPos.x;
pos->y = foundPos.y;
return true;
}
void
CPed::Render(void)
{
if (!bInVehicle
|| m_nPedState == PED_EXIT_CAR
|| m_nPedState == PED_DRAG_FROM_CAR
|| bRenderPedInCar &&
sq(25.0f * TheCamera.LODDistMultiplier) >= (TheCamera.GetPosition() - GetPosition()).MagnitudeSqr()) {
CEntity::Render();
}
}
class CPed_ : public CPed
{
public:
@ -11597,6 +11858,7 @@ public:
void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
void Teleport_(CVector pos) { CPed::Teleport(pos); }
void ProcessControl_(void) { CPed::ProcessControl(); }
void Render_(void) { CPed::Render(); }
};
STARTPATCHES
@ -11608,6 +11870,7 @@ STARTPATCHES
InjectHook(0x4A7DC0, &CPed_::RemoveLighting_, PATCH_JUMP);
InjectHook(0x4D3E70, &CPed_::Teleport_, PATCH_JUMP);
InjectHook(0x4C8910, &CPed_::ProcessControl_, PATCH_JUMP);
InjectHook(0x4D03F0, &CPed_::Render_, PATCH_JUMP);
InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
@ -11781,4 +12044,6 @@ STARTPATCHES
InjectHook(0x4E36E0, &CPed::PedSetOutTrainCB, PATCH_JUMP);
InjectHook(0x4EB6E0, &CPed::PlacePedOnDryLand, PATCH_JUMP);
InjectHook(0x4E2480, &CPed::PedSetQuickDraggedOutCarPositionCB, PATCH_JUMP);
InjectHook(0x4E4F30, &CPed::PositionPedOutOfCollision, PATCH_JUMP);
InjectHook(0x4D6A00, &CPed::PossiblyFindBetterPosToSeekCar, PATCH_JUMP);
ENDPATCHES

View file

@ -650,6 +650,7 @@ public:
bool PositionPedOutOfCollision(void);
bool RunToReportCrime(eCrimeType);
bool PlacePedOnDryLand(void);
bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@ -728,7 +729,7 @@ public:
PedState GetPedState(void) { return m_nPedState; }
void SetPedState(PedState state) { m_nPedState = state; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
void GiveWeaponBackAfterExitingCar(void);
void ReplaceWeaponWhenExitingVehicle(void);
// set by 0482:set_threat_reaction_range_multiplier opcode
static uint16 &nThreatReactionRangeMultiplier;