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author | Fire_Head <Fire-Head@users.noreply.github.com> | 2020-05-26 21:16:56 +0200 |
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committer | GitHub <noreply@github.com> | 2020-05-26 21:16:56 +0200 |
commit | ae8a377f26f9b56b5156b0462c30c5c49af7dd8a (patch) | |
tree | f15b8d6bb195ad71ffd9e7051c26a5b42e2f71a7 /src/peds/Ped.h | |
parent | Merge pull request #550 from erorcun/miami (diff) | |
parent | fix UB shit (diff) | |
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Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r-- | src/peds/Ped.h | 211 |
1 files changed, 173 insertions, 38 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 4ad74b15..155e6cea 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -19,6 +19,7 @@ class CObject; class CFire; struct AnimBlendFrameData; class CAnimBlendAssociation; +class CPedAttractor; struct PedAudioData { @@ -78,11 +79,11 @@ struct FightMove float endFireTime; float comboFollowOnTime; float strikeRadius; + float extendReachMultiplier; uint8 hitLevel; // FightMoveHitLevel uint8 damage; uint8 flags; }; -VALIDATE_SIZE(FightMove, 0x18); // TODO: This is eFightState on mobile. enum PedFightMoves @@ -93,13 +94,21 @@ enum PedFightMoves FIGHTMOVE_IDLE, FIGHTMOVE_SHUFFLE_F, FIGHTMOVE_KNEE, - FIGHTMOVE_HEADBUTT, - FIGHTMOVE_PUNCHJAB, FIGHTMOVE_PUNCHHOOK, - FIGHTMOVE_KICK, + FIGHTMOVE_PUNCHJAB, + FIGHTMOVE_PUNCH, + FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH, FIGHTMOVE_LONGKICK, FIGHTMOVE_ROUNDHOUSE, - FIGHTMOVE_BODYBLOW, + // Directionals + FIGHTMOVE_FWDLEFT, + FIGHTMOVE_FWDRIGHT, + FIGHTMOVE_BACKKICK, + FIGHTMOVE_BACKFLIP, + FIGHTMOVE_BACKLEFT, + FIGHTMOVE_BACKRIGHT, + FIGHTMOVE_RIGHTSWEEP, + // Special FIGHTMOVE_GROUNDKICK, // Opponent FIGHTMOVE_HITFRONT, @@ -112,6 +121,9 @@ enum PedFightMoves FIGHTMOVE_HITBIGSTEP, FIGHTMOVE_HITONFLOOR, FIGHTMOVE_HITBEHIND, + FIGHTMOVE_MELEE1, + FIGHTMOVE_MELEE2, + FIGHTMOVE_MELEE3, FIGHTMOVE_IDLE2NORM, NUM_FIGHTMOVES }; @@ -148,12 +160,28 @@ enum eWaitState { WAITSTATE_PLAYANIM_HANDSUP, WAITSTATE_PLAYANIM_HANDSCOWER, WAITSTATE_PLAYANIM_CHAT, - WAITSTATE_FINISH_FLEE + WAITSTATE_FINISH_FLEE, + WAITSTATE_SIT_DOWN, + WAITSTATE_SIT_DOWN_RVRS, + WAITSTATE_SIT_UP, + WAITSTATE_SIT_IDLE, + WAITSTATE_USE_ATM, + WAITSTATE_SUN_BATHE_PRE, + WAITSTATE_SUN_BATHE_DOWN, + WAITSTATE_SUN_BATHE_IDLE, + WAITSTATE_RIOT, + WAITSTATE_FAST_FALL, + WAITSTATE_BOMBER, + WAITSTATE_STRIPPER, + WAITSTATE_GROUND_ATTACK, + WAITSTATE_LANCESITTING, + WAITSTATE_PLAYANIM_HANDSUP_SIMPLE, }; enum eObjective : uint32 { OBJECTIVE_NONE, OBJECTIVE_IDLE, + OBJ_2, OBJECTIVE_FLEE_TILL_SAFE, OBJECTIVE_GUARD_SPOT, OBJECTIVE_GUARD_AREA, // not implemented @@ -165,6 +193,8 @@ enum eObjective : uint32 { OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, OBJECTIVE_GOTO_CHAR_ON_FOOT, OBJECTIVE_FOLLOW_PED_IN_FORMATION, + OBJ_14, + OBJ_15, OBJECTIVE_LEAVE_VEHICLE, OBJECTIVE_ENTER_CAR_AS_PASSENGER, OBJECTIVE_ENTER_CAR_AS_DRIVER, @@ -175,8 +205,8 @@ enum eObjective : uint32 { OBJECTIVE_GOTO_AREA_ANY_MEANS, OBJECTIVE_GOTO_AREA_ON_FOOT, OBJECTIVE_RUN_TO_AREA, - OBJECTIVE_23, // not implemented - OBJECTIVE_24, // not implemented + OBJECTIVE_26, // not implemented + OBJECTIVE_27, // not implemented OBJECTIVE_FIGHT_CHAR, OBJECTIVE_SET_LEADER, OBJECTIVE_FOLLOW_ROUTE, @@ -185,11 +215,31 @@ enum eObjective : uint32 { OBJECTIVE_CATCH_TRAIN, OBJECTIVE_BUY_ICE_CREAM, OBJECTIVE_STEAL_ANY_CAR, + OBJ_36, OBJECTIVE_MUG_CHAR, + OBJECTIVE_LEAVE_CAR_AND_DIE, + OBJECTIVE_USE_SEAT_ATTRACTOR, + OBJECTIVE_USE_ATM_ATTRACTOR, OBJECTIVE_FLEE_CAR, -#ifdef VC_PED_PORTS - OBJECTIVE_LEAVE_CAR_AND_DIE -#endif + OBJ_42, + OBJECTIVE_USE_STOP_ATTRACTOR, + OBJECTIVE_USE_PIZZA_ATTRACTOR, + OBJECTIVE_USE_SHELTER_ATTRACTOR, + OBJECTIVE_AIM_GUN_AT_PED, + OBJ_47, + OBJECTIVE_WAIT_FOR_RAIN_TO_END, + OBJECTIVE_SPRINT_TO_COORD, + OBJ_50, + OBJ_51, + OBJECTIVE_WAIT_FOR_BUS, + OBJECTIVE_USE_ICECREAM_ATTRACTOR, + OBJECTIVE_PURCHASE_ICECREAM, + OBJ_55, + OBJ_56, + OBJ_57, + OBJ_58, + OBJ_59 + }; enum { @@ -379,26 +429,62 @@ public: uint32 bVehExitWillBeInstant : 1; uint32 bHasAlreadyBeenRecorded : 1; uint32 bFallenDown : 1; -#ifdef VC_PED_PORTS - uint32 bSomeVCflag1 : 1; -#endif #ifdef PED_SKIN uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this #endif - // our own flags - uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator - uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle + uint32 bReachedAttractorHeadingTarget : 1; + uint32 bTurnedAroundOnAttractor : 1; + uint32 bHasAlreadyUsedAttractor : 1; + //uint32 b155_2 uint32 bCarPassenger : 1; - uint32 bMiamiViceCop : 1; // + //uint32 b155_8 + //uint32 b155_10 + uint32 bMiamiViceCop : 1; + uint32 bMoneyHasBeenGivenByScript : 1; // + uint32 bHasBeenPhotographed : 1; // + + uint32 bIsDrowning : 1; + uint32 bDrownsInWater : 1; + //uint32 b156_4 + uint32 b156_8 : 1; + uint32 bIsPlayerFriend : 1; +#ifdef VC_PED_PORTS + uint32 bHeadStuckInCollision : 1; +#endif uint32 bDeadPedInFrontOfCar : 1; + uint32 bStayInCarOnJack : 1; + + uint32 bDontFight : 1; + uint32 bDoomAim : 1; + uint32 bCanBeShotInVehicle : 1; + //uint32 b157_8 + //uint32 b157_10 + //uint32 b157_20 + //uint32 b157_40 + uint32 bIgnoreThreatsBehindObjects : 1; + + uint32 bNeverEverTargetThisPed : 1; + //uint32 b158_2 + uint32 b158_4 : 1; + //uint32 b158_8 + //uint32 b158_10 + uint32 bBoughtIceCream : 1; + //uint32 b158_40 + //uint32 b158_80 + + // our own flags + uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator + uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle + uint8 m_gangFlags; uint8 CharCreatedBy; eObjective m_objective; eObjective m_prevObjective; CPed *m_pedInObjective; CVehicle *m_carInObjective; CVector m_nextRoutePointPos; + float m_attractorHeading; CPed *m_leader; eFormation m_pedFormation; uint32 m_fearFlags; @@ -437,6 +523,7 @@ public: CPathNode *m_pNextPathNode; float m_fHealth; float m_fArmour; + uint32 m_nExtendedRangeTimer; int16 m_routeLastPoint; uint16 m_routeStartPoint; int16 m_routePointsPassed; @@ -456,7 +543,9 @@ public: CVehicle *m_pMyVehicle; bool bInVehicle; float m_distanceToCountSeekDone; - + float m_acceptableHeadingOffset; + CPedAttractor* m_attractor; + int32 m_positionInQueue; CVehicle* m_vehicleInAccident; bool bRunningToPhone; @@ -478,7 +567,8 @@ public: CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused CWeapon m_weapons[TOTAL_WEAPON_SLOTS]; eWeaponType m_storedWeapon; - uint32 m_storedWeaponAmmo; + eWeaponType m_delayedWeapon; + uint32 m_delayedWeaponAmmo; uint8 m_currentWeapon; // eWeaponType uint8 m_maxWeaponTypeAllowed; // eWeaponType uint8 m_wepSkills; @@ -489,6 +579,7 @@ public: uint8 m_fightButtonPressure; FightState m_fightState; bool m_takeAStepAfterAttack; + uint8 m_bleedCounter; CFire *m_pFire; CEntity *m_pLookTarget; float m_fLookDirection; @@ -505,13 +596,13 @@ public: uint32 m_duckAndCoverTimer; uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision uint32 m_shotTime; - uint32 m_shotTimeAdd; + uint32 m_ceaseAttackTimer; uint8 m_panicCounter; bool m_deadBleeding; int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't CPed *m_nearPeds[10]; uint16 m_numNearPeds; - uint16 m_pedMoney; + uint16 m_nPedMoney; int8 m_lastWepDam; CEntity *m_lastDamEntity; CEntity *m_attachedTo; @@ -574,7 +665,7 @@ public: void SetCurrentWeapon(eWeaponType weaponType); void SetCurrentWeapon(int weapon); void Duck(void); - void ClearDuck(void); + void ClearDuck(bool = false); void ClearPointGunAt(void); void BeingDraggedFromCar(void); void RestartNonPartialAnims(void); @@ -598,10 +689,11 @@ public: void SetObjective(eObjective, int16, int16); void SetObjective(eObjective, CVector); void SetObjective(eObjective, CVector, float); + void SetObjective(eObjective, float, const CVector&); void ClearChat(void); void InformMyGangOfAttack(CEntity*); void ReactToAttack(CEntity*); - void SetDuck(uint32); + void SetDuck(uint32, bool = false); void RegisterThreatWithGangPeds(CEntity*); bool TurnBody(void); void Chat(void); @@ -619,7 +711,9 @@ public: void SetPointGunAt(CEntity*); bool Seek(void); bool SetWanderPath(int8); - bool SetFollowPath(CVector); + bool SetFollowPath(CVector dest, float radius, eMoveState state, CEntity*, CEntity*, int); + bool SetFollowPathStatic(void); + bool SetFollowPathDynamic(void); void ClearAttackByRemovingAnim(void); void SetStoredState(void); void StopNonPartialAnims(void); @@ -658,6 +752,7 @@ public: void RemoveWeaponAnims(int, float); void CreateDeadPedMoney(void); void CreateDeadPedWeaponPickups(void); + void CreateDeadPedPickupCoors(float *x, float *y, float *z); void SetAttackTimer(uint32); void SetBeingDraggedFromCar(CVehicle*, uint32, bool); void SetRadioStation(void); @@ -728,6 +823,8 @@ public: void ClearFollowPath(); void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo); void RequestDelayedWeapon(); + void AddInCarAnims(CVehicle* car, bool isDriver); + bool CanBeDamagedByThisGangMember(CPed*); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -767,6 +864,7 @@ public: static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); bool IsPlayer(void); + bool IsFemale(void) { return m_nPedType == PEDTYPE_CIVFEMALE || m_nPedType == PEDTYPE_PROSTITUTE; } bool UseGroundColModel(void); bool CanSetPedState(void); bool IsPedInControl(void); @@ -816,12 +914,20 @@ public: bool CanPedJumpThis(CEntity*); #endif + void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int); + void ClearWaitState(void); + bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; } - CWeapon &GetWeapon(uint8 slot) { return m_weapons[slot]; } + CWeapon& GetWeapon(uint8 slot) { return m_weapons[slot]; } CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } PedState GetPedState(void) { return m_nPedState; } - void SetPedState(PedState state) { m_nPedState = state; } + void SetPedState(PedState state) + { + if (GetPedState() == PED_FOLLOW_PATH) + ClearFollowPath(); + m_nPedState = state; + } bool Dead(void) { return m_nPedState == PED_DEAD; } bool Dying(void) { return m_nPedState == PED_DIE; } bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } @@ -830,37 +936,63 @@ public: bool Driving(void) { return m_nPedState == PED_DRIVING; } bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state. bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; } + bool HasAttractor(void) { return m_attractor != nil; } + bool IsUseAttractorObjective(eObjective obj) { + return obj == OBJECTIVE_USE_ATM_ATTRACTOR || obj == OBJECTIVE_USE_ICECREAM_ATTRACTOR || + obj == OBJECTIVE_USE_PIZZA_ATTRACTOR || obj == OBJECTIVE_USE_SEAT_ATTRACTOR || + obj == OBJECTIVE_USE_SHELTER_ATTRACTOR || obj == OBJECTIVE_USE_STOP_ATTRACTOR; + } void ReplaceWeaponWhenExitingVehicle(void); void RemoveWeaponWhenEnteringVehicle(void); bool IsNotInWreckedVehicle(); - // My addons. Maybe inlined in VC? + // My names. Inlined in VC AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { - // TODO(Miami): Revert that when weapons got ported - if (weapon->m_AnimToPlay == ASSOCGRP_STD) - return ANIM_FIGHT_PPUNCH; - if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd) return ANIM_WEAPON_FIRE_3RD; else - return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE; + return GetPrimaryFireAnim(weapon); } static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) { - // TODO(Miami): Revert that when weapons got ported - if (weapon->m_AnimToPlay == ASSOCGRP_STD) - return ANIM_KICK_FLOOR; - if (!!weapon->m_bGround2nd) return ANIM_WEAPON_CROUCHFIRE; else if (!!weapon->m_bGround3rd) - return ANIM_WEAPON_SPECIAL; + return ANIM_WEAPON_FIRE_3RD; else if (kickFloorIfNone) return ANIM_KICK_FLOOR; else return (AnimationId)0; } + + static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) { + if (weapon->m_bAnimDetonate) + return ANIM_BOMBER; + else + return ANIM_WEAPON_FIRE; + } + + static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bReload) + return ANIM_WEAPON_CROUCHRELOAD; + else + return (AnimationId)0; + } + + static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bCrouchFire) + return ANIM_WEAPON_CROUCHFIRE; + else + return (AnimationId)0; + } + + static AnimationId GetReloadAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bReload) + return ANIM_WEAPON_RELOAD; + else + return (AnimationId)0; + } // -- // My additions, because there were many, many instances of that. @@ -935,3 +1067,6 @@ void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg); #ifndef PED_SKIN VALIDATE_SIZE(CPed, 0x53C); #endif + +bool IsPedPointerValid(CPed*); +bool IsPedPointerValid_NotInWorld(CPed*); |