mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
commit
a8bb3412dc
@ -22,13 +22,12 @@ enum eEventType
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EVENT_PED_SET_ON_FIRE,
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EVENT_COP_SET_ON_FIRE,
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EVENT_CAR_SET_ON_FIRE,
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EVENT_ASSAULT_NASTYWEAPON,
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EVENT_ASSAULT_NASTYWEAPON_POLICE,
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EVENT_ASSAULT_NASTYWEAPON, // not sure
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EVENT_ICECREAM,
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EVENT_ATM,
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EVENT_SHOPSTALL,
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EVENT_SHOPSTALL, // used on graffitis
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EVENT_SHOPWINDOW,
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EVENT_LAST_EVENT
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EVENT_LAST_EVENT // may be above one
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};
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enum eEventEntity
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@ -212,6 +212,7 @@ public:
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}
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void SetRotate(float xAngle, float yAngle, float zAngle);
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void Rotate(float x, float y, float z);
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void RotateX(float x);
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void Reorthogonalise(void);
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void CopyOnlyMatrix(CMatrix *other){
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@ -40,6 +40,12 @@ CMatrix::Rotate(float x, float y, float z)
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*this = rot * *this;
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}
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void
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CMatrix::RotateX(float x)
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{
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Rotate(x, 0.0f, 0.0f);
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}
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void
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CMatrix::Reorthogonalise(void)
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{
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742
src/peds/Ped.cpp
742
src/peds/Ped.cpp
File diff suppressed because it is too large
Load Diff
@ -11,6 +11,7 @@
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#include "WeaponInfo.h"
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#include "Fire.h"
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#include "DMAudio.h"
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#include "EventList.h"
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struct CPathNode;
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@ -258,7 +259,7 @@ public:
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uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 bIsPointingGunAt : 1;
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uint8 bIsLooking : 1;
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uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
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uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
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uint8 bIsRestoringLook : 1;
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uint8 bIsAimingGun : 1;
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@ -278,10 +279,10 @@ public:
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uint8 bUpdateAnimHeading : 1;
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uint8 bBodyPartJustCameOff : 1;
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uint8 m_ped_flagC40 : 1;
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uint8 m_ped_flagC80 : 1;
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uint8 bFindNewNodeAfterStateRestore : 1;
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uint8 m_ped_flagD1 : 1;
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uint8 m_ped_flagD2 : 1; // seen an event
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uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion
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uint8 m_ped_flagD2 : 1; // set when event has been seen
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD8 : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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@ -303,7 +304,7 @@ public:
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uint8 m_ped_flagF4 : 1;
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uint8 m_ped_flagF8 : 1;
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uint8 bWillBeQuickJacked : 1;
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uint8 m_ped_flagF20 : 1;
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uint8 m_ped_flagF20 : 1; // set when couldn't open locked car door
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uint8 m_ped_flagF40 : 1;
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uint8 bDuckAndCover : 1;
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@ -329,7 +330,7 @@ public:
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uint8 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 m_ped_flagI4 : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 bIsFell : 1;
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uint8 bFallenDown : 1;
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uint8 m_ped_flagI20 : 1;
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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@ -367,7 +368,7 @@ public:
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int32 m_nPrevMoveState;
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eWaitState m_nWaitState;
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uint32 m_nWaitTimer;
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void *m_pPathNodesStates[8]; // seems unused
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void *m_pPathNodesStates[8]; // seems unused, probably leftover from VC
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CVector2D m_stPathNodeStates[10];
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uint16 m_nPathNodes;
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int16 m_nCurPathNode;
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@ -601,7 +602,7 @@ public:
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void LineUpPedWithTrain(void);
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void ExitCar(void);
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void Fight(void);
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bool FindBestCoordsFromNodes(CVector unused, CVector* a6);
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bool FindBestCoordsFromNodes(CVector, CVector*);
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void Wait(void);
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void ProcessObjective(void);
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bool SeekFollowingPath(CVector*);
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@ -614,13 +615,20 @@ public:
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uint8 GetPedRadioCategory(uint32);
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int GetWeaponSlot(eWeaponType);
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void GoToNearestDoor(CVehicle*);
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bool HaveReachedNextPointOnRoute(float a2);
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bool HaveReachedNextPointOnRoute(float);
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void Idle(void);
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void InTheAir(void);
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void SetLanding(void);
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void InvestigateEvent(void);
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bool IsPedDoingDriveByShooting(void);
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bool IsRoomToBeCarJacked(void);
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void SetInvestigateEvent(eEventType, CVector2D, float, uint16, float);
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bool LookForInterestingNodes(void);
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void LookForSexyCars(void);
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void LookForSexyPeds(void);
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void Mug(void);
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void MoveHeadToLook(void);
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void Pause(void);
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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@ -2,14 +2,16 @@
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#include "patcher.h"
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#include "PedIK.h"
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#include "Ped.h"
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#include "General.h"
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WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9B0); }
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WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
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WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
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WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
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// TODO: Hardcoded into exe, reverse it.
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// TODO: These are hardcoded into exe, reverse it.
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LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
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LimbMovementInfo &CPedIK::ms_headInfo = *(LimbMovementInfo*)0x5F9F5C;
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CPedIK::CPedIK(CPed *ped)
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{
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@ -105,10 +107,10 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
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return destination;
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}
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uint32
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LimbMoveStatus
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CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
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{
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int result = 1;
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LimbMoveStatus result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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// phi
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@ -120,11 +122,12 @@ CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, Limb
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if (Abs(limb.phi - approxPhi) < moveInfo.yawD) {
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limb.phi = approxPhi;
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result = 2;
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result = ANGLES_SET_EXACTLY;
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}
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if (limb.phi > moveInfo.maxYaw || limb.phi < moveInfo.minYaw) {
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limb.phi = clamp(limb.phi, moveInfo.minYaw, moveInfo.maxYaw);
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result = 0;
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result = ANGLES_SET_TO_MAX;
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}
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// theta
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@ -138,11 +141,11 @@ CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, Limb
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if (Abs(limb.theta - approxTheta) < moveInfo.pitchD)
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limb.theta = approxTheta;
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else
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result = 1;
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result = ONE_ANGLE_COULDNT_BE_SET_EXACTLY;
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if (limb.theta > moveInfo.maxPitch || limb.theta < moveInfo.minPitch) {
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limb.theta = clamp(limb.theta, moveInfo.minPitch, moveInfo.maxPitch);
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result = 0;
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result = ANGLES_SET_TO_MAX;
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}
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return result;
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}
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@ -150,9 +153,71 @@ CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, Limb
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bool
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CPedIK::RestoreGunPosn(void)
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{
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int limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
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LimbMoveStatus limbStatus = MoveLimb(m_torsoOrient, 0.0f, 0.0f, ms_torsoInfo);
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return limbStatus == 2;
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return limbStatus == ANGLES_SET_EXACTLY;
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}
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bool
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CPedIK::LookInDirection(float phi, float theta)
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{
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bool success = true;
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AnimBlendFrameData *frameData = m_ped->m_pFrames[PED_HEAD];
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RwFrame *frame = frameData->frame;
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RwMatrix *frameMat = RwFrameGetMatrix(frame);
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if (!(frameData->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
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frameData->flag |= AnimBlendFrameData::IGNORE_ROTATION;
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CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
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}
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RwMatrix *worldMat = RwMatrixCreate();
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worldMat = CPedIK::GetWorldMatrix(RwFrameGetParent(frame), worldMat);
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float alpha, beta;
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CPedIK::ExtractYawAndPitchWorld(worldMat, &alpha, &beta);
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RwMatrixDestroy(worldMat);
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alpha += m_torsoOrient.phi;
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float neededPhiTurn = CGeneral::LimitRadianAngle(phi - alpha);
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beta *= cos(neededPhiTurn);
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float neededThetaTurn = CGeneral::LimitRadianAngle(theta - beta);
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LimbMoveStatus headStatus = CPedIK::MoveLimb(m_headOrient, neededPhiTurn, neededThetaTurn, ms_headInfo);
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if (headStatus == ANGLES_SET_TO_MAX)
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success = false;
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if (headStatus != ANGLES_SET_EXACTLY && !(m_flags & LOOKING)) {
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float remainingTurn = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
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if (CPedIK::MoveLimb(m_torsoOrient, remainingTurn, theta, ms_torsoInfo))
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success = true;
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}
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CMatrix nextFrame = CMatrix(frameMat);
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CVector framePos = nextFrame.GetPosition();
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nextFrame.SetRotateZ(m_headOrient.theta);
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nextFrame.RotateX(m_headOrient.phi);
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nextFrame.GetPosition() += framePos;
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nextFrame.UpdateRW();
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if (!(m_flags & LOOKING))
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RotateTorso(m_ped->m_pFrames[PED_MID], &m_torsoOrient, false);
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return success;
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}
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bool
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CPedIK::LookAtPosition(CVector const &pos)
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{
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float phiToFace = CGeneral::GetRadianAngleBetweenPoints(
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pos.x, pos.y,
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m_ped->GetPosition().x, m_ped->GetPosition().y);
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float thetaToFace = CGeneral::GetRadianAngleBetweenPoints(
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pos.z, (m_ped->GetPosition() - pos).Magnitude2D(),
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m_ped->GetPosition().z, 0.0f);
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return LookInDirection(phiToFace, thetaToFace);
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}
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STARTPATCHES
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@ -161,4 +226,6 @@ STARTPATCHES
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InjectHook(0x4EDDB0, &CPedIK::RotateTorso, PATCH_JUMP);
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InjectHook(0x4ED440, &CPedIK::MoveLimb, PATCH_JUMP);
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InjectHook(0x4EDD70, &CPedIK::RestoreGunPosn, PATCH_JUMP);
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InjectHook(0x4ED620, &CPedIK::LookInDirection, PATCH_JUMP);
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InjectHook(0x4ED590, &CPedIK::LookAtPosition, PATCH_JUMP);
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ENDPATCHES
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@ -18,16 +18,21 @@ struct LimbMovementInfo {
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float pitchD;
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};
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enum LimbMoveStatus {
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ANGLES_SET_TO_MAX, // because given angles were unreachable
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ONE_ANGLE_COULDNT_BE_SET_EXACTLY, // because it can't be reached in a jiffy
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ANGLES_SET_EXACTLY
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};
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class CPed;
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class CPedIK
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{
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public:
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// TODO
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enum {
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FLAG_1 = 1,
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FLAG_2 = 2, // related to looking somewhere
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FLAG_4 = 4, // aims with arm
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LOOKING = 2,
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AIMS_WITH_ARM = 4,
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};
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CPed *m_ped;
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@ -38,6 +43,7 @@ public:
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int32 m_flags;
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static LimbMovementInfo &ms_torsoInfo;
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static LimbMovementInfo &ms_headInfo;
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CPedIK(CPed *ped);
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bool PointGunInDirection(float phi, float theta);
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@ -47,7 +53,9 @@ public:
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
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void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
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uint32 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
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LimbMoveStatus MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
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bool RestoreGunPosn(void);
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bool LookInDirection(float phi, float theta);
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bool LookAtPosition(CVector const& pos);
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};
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static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
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@ -57,8 +57,8 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
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void CPlayerPed::ClearWeaponTarget()
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{
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if (!m_nPedType) {
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m_pPointGunAt = 0;
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if (m_nPedType == PEDTYPE_PLAYER1) {
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m_pPointGunAt = nil;
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TheCamera.ClearPlayerWeaponMode();
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CWeaponEffects::ClearCrosshair();
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}
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@ -79,12 +79,12 @@ CPlayerPed::SetWantedLevelNoDrop(int32 level)
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// I don't know the actual purpose of parameter
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void
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CPlayerPed::AnnoyPlayerPed(bool itsPolice)
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CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
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{
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if (m_pedStats->m_temper < 52) {
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m_pedStats->m_temper++;
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} else {
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if (itsPolice) {
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if (annoyedByPassingEntity) {
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if (m_pedStats->m_temper < 55) {
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m_pedStats->m_temper++;
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} else {
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