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authorerorcun <erayorcunus@gmail.com>2020-03-28 17:12:22 +0100
committerGitHub <noreply@github.com>2020-03-28 17:12:22 +0100
commitc056871e0766c587e45797405f6432715beba810 (patch)
tree8b0d0c7f364decebaaeacc8a328491404213964a /src/peds/CopPed.cpp
parentMerge pull request #362 from Fire-Head/master (diff)
parentCCopPed done and #include cleanup (diff)
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Diffstat (limited to 'src/peds/CopPed.cpp')
-rw-r--r--src/peds/CopPed.cpp206
1 files changed, 197 insertions, 9 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
index 94acac05..b5812136 100644
--- a/src/peds/CopPed.cpp
+++ b/src/peds/CopPed.cpp
@@ -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);