CCopPed done and #include cleanup

This commit is contained in:
eray orçunus
2020-03-28 17:47:52 +03:00
parent 739e80614d
commit 112685ebac
51 changed files with 318 additions and 69 deletions

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@ -4,6 +4,8 @@
#include "Phones.h"
#include "General.h"
#include "PlayerPed.h"
#include "Wanted.h"
#include "DMAudio.h"
#include "World.h"
#include "Vehicle.h"
#include "SurfaceTable.h"

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@ -3,15 +3,19 @@
#include "World.h"
#include "PlayerPed.h"
#include "CopPed.h"
#include "Wanted.h"
#include "DMAudio.h"
#include "ModelIndices.h"
#include "Vehicle.h"
#include "RpAnimBlend.h"
#include "AnimBlendAssociation.h"
#include "General.h"
#include "ZoneCull.h"
#include "PathFind.h"
#include "RoadBlocks.h"
WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); }
#include "CarCtrl.h"
#include "Renderer.h"
#include "Camera.h"
CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
{
@ -62,12 +66,12 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
field_1356 = 0;
m_attackTimer = 0;
m_bBeatingSuspect = false;
m_bZoneDisabledButClose = false;
m_bStopAndShootDisabledZone = false;
m_bZoneDisabled = false;
field_1364 = -1;
m_pPointGunAt = nil;
// VC also initializes in here, but it keeps object
// VC also initializes in here, but as nil
#ifdef FIX_BUGS
m_wRoadblockNode = -1;
#endif
@ -171,7 +175,7 @@ CCopPed::ClearPursuit(void)
bIsRunning = false;
bNotAllowedToDuck = false;
bKindaStayInSamePlace = false;
m_bZoneDisabledButClose = false;
m_bStopAndShootDisabledZone = false;
m_bZoneDisabled = false;
ClearObjective();
if (IsPedInControl()) {
@ -213,7 +217,7 @@ CCopPed::SetPursuit(bool ignoreCopLimit)
SetObjectiveTimer(0);
bNotAllowedToDuck = true;
bIsRunning = true;
m_bZoneDisabledButClose = false;
m_bStopAndShootDisabledZone = false;
}
}
}
@ -315,13 +319,15 @@ CCopPed::CopAI(void)
m_prevObjective = OBJECTIVE_NONE;
m_nLastPedState = PED_NONE;
SetAttackTimer(0);
// Safe distance for disabled zone? Or to just make game easier?
if (m_fDistanceToTarget > 15.0f)
m_bZoneDisabledButClose = true;
m_bStopAndShootDisabledZone = true;
}
} else if (m_bZoneDisabled && !CCullZones::NoPolice()) {
m_bZoneDisabled = false;
m_bIsDisabledCop = false;
m_bZoneDisabledButClose = false;
m_bStopAndShootDisabledZone = false;
bKindaStayInSamePlace = false;
bCrouchWhenShooting = false;
bDuckAndCover = false;
@ -524,7 +530,7 @@ CCopPed::CopAI(void)
if (!anotherCopChasesHim) {
SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed);
nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this);
nearPed->m_ped_flagE2 = true;
nearPed->bBeingChasedByPolice = true;
return;
}
}
@ -551,6 +557,186 @@ CCopPed::CopAI(void)
}
}
void
CCopPed::ProcessControl(void)
{
if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
CPed::ProcessControl();
if (bWasPostponed)
return;
if (m_nPedState == PED_DEAD) {
ClearPursuit();
m_objective = OBJECTIVE_NONE;
return;
}
if (m_nPedState == PED_DIE)
return;
if (m_nPedState == PED_ARREST_PLAYER) {
ArrestPlayer();
return;
}
GetWeapon()->Update(m_audioEntityId);
if (m_moved.Magnitude() > 0.0f)
Avoid();
CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
CPlayerPed *player = FindPlayerPed();
m_fDistanceToTarget = (playerOrHisVeh->GetPosition() - GetPosition()).Magnitude();
if (player->m_nPedState == PED_ARRESTED || player->DyingOrDead()) {
if (m_fDistanceToTarget < 5.0f) {
SetArrestPlayer(player);
return;
}
if (IsPedInControl())
SetIdle();
}
if (m_bIsInPursuit) {
if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) {
switch (m_nCopType) {
case COP_FBI:
Say(SOUND_PED_PURSUIT_FBI);
break;
case COP_SWAT:
Say(SOUND_PED_PURSUIT_SWAT);
break;
case COP_ARMY:
Say(SOUND_PED_PURSUIT_ARMY);
break;
default:
Say(SOUND_PED_PURSUIT_COP);
break;
}
}
}
if (IsPedInControl()) {
CopAI();
/* switch (m_nCopType)
{
case COP_FBI:
CopAI();
break;
case COP_SWAT:
CopAI();
break;
case COP_ARMY:
CopAI();
break;
default:
CopAI();
break;
} */
} else if (InVehicle()) {
if (m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE &&
CanPedDriveOff() && m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE) {
CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle);
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 17;
}
}
if (IsPedInControl() || m_nPedState == PED_DRIVING)
ScanForCrimes();
// They may have used goto to jump here in case of PED_ATTACK.
if (m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK) {
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT &&
player && player->EnteringCar() && m_fDistanceToTarget < 1.3f) {
SetArrestPlayer(player);
}
} else {
if (m_nPedState == PED_SEEK_POS) {
if (player->m_nPedState == PED_ARRESTED) {
SetIdle();
SetLookFlag(player, false);
SetLookTimer(1000);
RestorePreviousObjective();
} else {
if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) {
// This is 1.3f when arresting in car without seeking first (in above)
#if defined(VC_PED_PORTS) || defined(FIX_BUGS)
m_distanceToCountSeekDone = 1.3f;
#else
m_distanceToCountSeekDone = 2.0f;
#endif
}
if (bDuckAndCover) {
if (!bNotAllowedToDuck && Seek()) {
SetMoveState(PEDMOVE_STILL);
SetMoveAnim();
SetPointGunAt(m_pedInObjective);
}
} else if (Seek()) {
CVehicle *playerVeh = FindPlayerVehicle();
if (!playerVeh && player && player->EnteringCar()) {
SetArrestPlayer(player);
} else if (1.5f + GetPosition().z <= m_vecSeekPos.z || GetPosition().z - 0.3f >= m_vecSeekPos.z) {
SetMoveState(PEDMOVE_STILL);
} else if (playerVeh && playerVeh->CanPedEnterCar() && playerVeh->m_nNumGettingIn == 0) {
SetCarJack(playerVeh);
}
}
}
} else if (m_nPedState == PED_SEEK_ENTITY) {
if (!m_pSeekTarget) {
RestorePreviousState();
} else {
m_vecSeekPos = m_pSeekTarget->GetPosition();
if (Seek()) {
if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_fDistanceToTarget < 2.5f && player) {
if (player->m_nPedState == PED_ARRESTED || player->m_nPedState == PED_ENTER_CAR ||
(player->m_nPedState == PED_CARJACK && m_fDistanceToTarget < 1.3f)) {
SetArrestPlayer(player);
} else
RestorePreviousState();
} else {
RestorePreviousState();
}
}
}
}
}
if (!m_bStopAndShootDisabledZone)
return;
bool dontShoot = false;
if (GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(this)) {
if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
CEntity *foundBuilding = nil;
CColPoint foundCol;
CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
CVector camPos = TheCamera.GetGameCamPosition();
CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
true, false, false, false, false, false, false);
// He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
// and now has building on front of him. He's stupid, we don't need him.
if (foundBuilding) {
FlagToDestroyWhenNextProcessed();
dontShoot = true;
}
}
} else {
FlagToDestroyWhenNextProcessed();
dontShoot = true;
}
if (!dontShoot) {
bStopAndShoot = true;
bKindaStayInSamePlace = true;
bIsPointingGunAt = true;
SetAttack(m_pedInObjective);
}
}
#include <new>
class CCopPed_ : public CCopPed
@ -558,11 +744,13 @@ class CCopPed_ : public CCopPed
public:
CCopPed *ctor(eCopType type) { return ::new (this) CCopPed(type); };
void dtor(void) { CCopPed::~CCopPed(); }
void ProcessControl_(void) { CCopPed::ProcessControl(); }
};
STARTPATCHES
InjectHook(0x4C11B0, &CCopPed_::ctor, PATCH_JUMP);
InjectHook(0x4C13E0, &CCopPed_::dtor, PATCH_JUMP);
InjectHook(0x4C1400, &CCopPed_::ProcessControl_, PATCH_JUMP);
InjectHook(0x4C28C0, &CCopPed::ClearPursuit, PATCH_JUMP);
InjectHook(0x4C2B00, &CCopPed::SetArrestPlayer, PATCH_JUMP);
InjectHook(0x4C27D0, &CCopPed::SetPursuit, PATCH_JUMP);

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@ -17,10 +17,10 @@ public:
int8 field_1343;
float m_fDistanceToTarget;
int8 m_bIsInPursuit;
int8 m_bIsDisabledCop; // What disabled cop actually is?
int8 m_bIsDisabledCop;
int8 field_1350;
bool m_bBeatingSuspect;
int8 m_bZoneDisabledButClose;
int8 m_bStopAndShootDisabledZone;
int8 m_bZoneDisabled;
int8 field_1354;
int8 field_1355;

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@ -1,6 +1,7 @@
#include "common.h"
#include "patcher.h"
#include "EmergencyPed.h"
#include "DMAudio.h"
#include "ModelIndices.h"
#include "Vehicle.h"
#include "Fire.h"

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@ -7,13 +7,21 @@
#include "World.h"
#include "RpAnimBlend.h"
#include "Ped.h"
#include "Wanted.h"
#include "PlayerPed.h"
#include "PedType.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "Fire.h"
#include "DMAudio.h"
#include "General.h"
#include "SurfaceTable.h"
#include "VisibilityPlugins.h"
#include "AudioManager.h"
#include "HandlingMgr.h"
#include "Replay.h"
#include "Camera.h"
#include "Radar.h"
#include "PedPlacement.h"
#include "Shadows.h"
#include "Weather.h"
@ -552,7 +560,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bScriptObjectiveCompleted = false;
bKindaStayInSamePlace = false;
m_ped_flagE2 = false;
bBeingChasedByPolice = false;
bNotAllowedToDuck = false;
bCrouchWhenShooting = false;
bIsDucking = false;
@ -9597,7 +9605,7 @@ CPed::ProcessControl(void)
float neededTurnToCriminal = angleToLookCriminal - angleToFace;
if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) {
((CCopPed*)this)->m_bZoneDisabledButClose = true;
((CCopPed*)this)->m_bStopAndShootDisabledZone = true;
}
}
}

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@ -3,14 +3,9 @@
#include "Physical.h"
#include "Weapon.h"
#include "PedStats.h"
#include "PedType.h"
#include "PedIK.h"
#include "AnimManager.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "WeaponInfo.h"
#include "Fire.h"
#include "DMAudio.h"
#include "EventList.h"
#define FEET_OFFSET 1.04f
@ -19,6 +14,10 @@
struct CPathNode;
class CAccident;
class CObject;
class CFire;
struct AnimBlendFrameData;
class CAnimBlendAssociation;
enum eCrimeType;
struct PedAudioData
{
@ -339,7 +338,7 @@ public:
uint8 bScriptObjectiveCompleted : 1;
uint8 bKindaStayInSamePlace : 1;
uint8 m_ped_flagE2 : 1; // bBeingChasedByPolice?
uint8 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1;

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@ -80,7 +80,7 @@ CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool c
}
void
CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
{
RwFrame *f;
RwMatrix *mat;

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@ -1,6 +1,5 @@
#pragma once
#include "common.h"
#include "PedModelInfo.h"
#include "AnimBlendClumpData.h"
struct LimbOrientation
@ -52,7 +51,7 @@ public:
bool PointGunInDirection(float phi, float theta);
bool PointGunInDirectionUsingArm(float phi, float theta);
bool PointGunAtPosition(CVector const& position);
void GetComponentPosition(RwV3d *pos, PedNode node);
void GetComponentPosition(RwV3d *pos, uint32 node);
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch);

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@ -1,5 +1,6 @@
#include "common.h"
#include "patcher.h"
#include "Ped.h"
#include "PedPlacement.h"
#include "World.h"

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@ -1,7 +1,5 @@
#pragma once
#include "Ped.h"
class CPedPlacement {
public:
static void FindZCoorForPed(CVector* pos);

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@ -1,11 +1,16 @@
#include "common.h"
#include "patcher.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"

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@ -1,8 +1,10 @@
#pragma once
#include "Ped.h"
#include "Wanted.h"
#include "Pad.h"
class CPad;
class CCopPed;
class CWanted;
class CPlayerPed : public CPed
{

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@ -4,6 +4,8 @@
#include "General.h"
#include "World.h"
#include "Population.h"
#include "CopPed.h"
#include "Wanted.h"
#include "FileMgr.h"
#include "Gangs.h"
#include "ModelIndices.h"
@ -11,6 +13,7 @@
#include "CivilianPed.h"
#include "EmergencyPed.h"
#include "Replay.h"
#include "Camera.h"
#include "CutsceneMgr.h"
#include "CarCtrl.h"
#include "IniFile.h"
@ -110,7 +113,8 @@ CPopulation::ChooseCivilianOccupation(int32 group)
return ms_pPedGroups[group].models[CGeneral::GetRandomNumberInRange(0, NUMMODELSPERPEDGROUP)];
}
eCopType
// returns eCopType
int32
CPopulation::ChoosePolicePedOccupation()
{
CGeneral::GetRandomNumber();
@ -512,9 +516,9 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors)
uint32 weapon;
if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
weapon = ped->GiveWeapon(CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
else
weapon = ped->GiveWeapon(CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
ped->SetCurrentWeapon(weapon);
return ped;
}

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@ -2,11 +2,11 @@
#include "Game.h"
#include "PedType.h"
#include "CopPed.h"
class CPed;
class CVehicle;
class CDummyObject;
class CObject;
struct PedGroup
{
@ -71,7 +71,7 @@ public:
static bool IsPointInSafeZone(CVector *coors);
static void RemovePed(CPed *ent);
static int32 ChooseCivilianOccupation(int32);
static eCopType ChoosePolicePedOccupation();
static int32 ChoosePolicePedOccupation();
static int32 ChooseGangOccupation(int);
static void FindCollisionZoneForCoors(CVector*, int*, eLevelName*);
static void FindClosestZoneForCoors(CVector*, int*, eLevelName, eLevelName);