diff options
Diffstat (limited to 'src/peds/CopPed.cpp')
-rw-r--r-- | src/peds/CopPed.cpp | 485 |
1 files changed, 476 insertions, 9 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index 53ae1747..b5812136 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -3,12 +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" - -WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); } +#include "ZoneCull.h" +#include "PathFind.h" +#include "RoadBlocks.h" +#include "CarCtrl.h" +#include "Renderer.h" +#include "Camera.h" CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP) { @@ -58,11 +65,16 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP) m_bIsDisabledCop = false; field_1356 = 0; m_attackTimer = 0; - field_1351 = 0; - m_bZoneDisabledButClose = false; + m_bBeatingSuspect = false; + m_bStopAndShootDisabledZone = false; m_bZoneDisabled = false; field_1364 = -1; m_pPointGunAt = nil; + + // VC also initializes in here, but as nil +#ifdef FIX_BUGS + m_wRoadblockNode = -1; +#endif } CCopPed::~CCopPed() @@ -163,7 +175,7 @@ CCopPed::ClearPursuit(void) bIsRunning = false; bNotAllowedToDuck = false; bKindaStayInSamePlace = false; - m_bZoneDisabledButClose = false; + m_bStopAndShootDisabledZone = false; m_bZoneDisabled = false; ClearObjective(); if (IsPedInControl()) { @@ -181,15 +193,15 @@ CCopPed::ClearPursuit(void) } } -// TO-DO: m_MaxCops in for loop may be a bug, check it out after CopAI +// TODO: I don't know why they needed that parameter. void -CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit) +CCopPed::SetPursuit(bool ignoreCopLimit) { CWanted *wanted = FindPlayerPed()->m_pWanted; if (m_bIsInPursuit || !IsPedInControl()) return; - if (wanted->m_CurrentCops < wanted->m_MaxCops || iMayAlreadyBeInPursuit) { + if (wanted->m_CurrentCops < wanted->m_MaxCops || ignoreCopLimit) { for (int i = 0; i < wanted->m_MaxCops; ++i) { if (!wanted->m_pCops[i]) { m_bIsInPursuit = true; @@ -205,7 +217,7 @@ CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit) SetObjectiveTimer(0); bNotAllowedToDuck = true; bIsRunning = true; - m_bZoneDisabledButClose = false; + m_bStopAndShootDisabledZone = false; } } } @@ -275,19 +287,474 @@ CCopPed::ScanForCrimes(void) } } +void +CCopPed::CopAI(void) +{ + CWanted *wanted = FindPlayerPed()->m_pWanted; + int wantedLevel = wanted->m_nWantedLevel; + CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed(); + + if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) { + if (m_nPedState != PED_ARREST_PLAYER) + ClearPursuit(); + + return; + } + if (CCullZones::NoPolice() && m_bIsInPursuit && !m_bIsDisabledCop) { + if (bHitSomethingLastFrame) { + m_bZoneDisabled = true; + m_bIsDisabledCop = true; +#ifdef FIX_BUGS + m_wRoadblockNode = -1; +#else + m_wRoadblockNode = 0; +#endif + bKindaStayInSamePlace = true; + bIsRunning = false; + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + SetIdle(); + ClearObjective(); + ClearPursuit(); + 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_bStopAndShootDisabledZone = true; + } + } else if (m_bZoneDisabled && !CCullZones::NoPolice()) { + m_bZoneDisabled = false; + m_bIsDisabledCop = false; + m_bStopAndShootDisabledZone = false; + bKindaStayInSamePlace = false; + bCrouchWhenShooting = false; + bDuckAndCover = false; + ClearPursuit(); + } + if (wantedLevel > 0) { + if (!m_bIsDisabledCop) { + if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) { + CCopPed *copFarthestToTarget = nil; + float copFarthestToTargetDist = m_fDistanceToTarget; + + int oldCopNum = wanted->m_CurrentCops; + int maxCops = wanted->m_MaxCops; + + for (int i = 0; i < max(maxCops, oldCopNum); i++) { + CCopPed *cop = wanted->m_pCops[i]; + if (cop && cop->m_fDistanceToTarget > copFarthestToTargetDist) { + copFarthestToTargetDist = cop->m_fDistanceToTarget; + copFarthestToTarget = wanted->m_pCops[i]; + } + } + + if (m_bIsInPursuit) { + if (copFarthestToTarget && oldCopNum > maxCops) { + if (copFarthestToTarget == this && m_fDistanceToTarget > 10.0f) { + ClearPursuit(); + } else if(copFarthestToTargetDist > 10.0f) + copFarthestToTarget->ClearPursuit(); + } + } else { + if (oldCopNum < maxCops) { + SetPursuit(true); + } else { + if (m_fDistanceToTarget <= 10.0f || copFarthestToTarget && m_fDistanceToTarget < copFarthestToTargetDist) { + if (copFarthestToTarget && copFarthestToTargetDist > 10.0f) + copFarthestToTarget->ClearPursuit(); + + SetPursuit(true); + } + } + } + } else + SetPursuit(false); + + if (!m_bIsInPursuit) + return; + + if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) + SetCurrentWeapon(WEAPONTYPE_COLT45); + else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) { + // i.e. if player is on top of car, cop will still use colt45. + SetCurrentWeapon(WEAPONTYPE_UNARMED); + } + + if (FindPlayerVehicle()) { + if (m_bBeatingSuspect) { + --wanted->m_CopsBeatingSuspect; + m_bBeatingSuspect = false; + } + if (m_fDistanceToTarget * FindPlayerSpeed().Magnitude() > 4.0f) + ClearPursuit(); + } + return; + } + float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange; + SetLookFlag(playerOrHisVeh, true); + TurnBody(); + SetCurrentWeapon(WEAPONTYPE_COLT45); + if (!bIsDucking) { + if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) { + if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) { + CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition(); + if (m_fDistanceToTarget > 30.0f) { + CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT); + if (crouchShootAssoc) + crouchShootAssoc->blendDelta = -1000.0f; + + // Target is coming onto us + if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) { + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bDuckAndCover = false; + SetPursuit(false); + SetObjective(OBJECTIVE_KILL_CHAR_ANY_MEANS, FindPlayerPed()); + } + } else if (m_fDistanceToTarget < 5.0f + && (!FindPlayerVehicle() || FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr() < sq(1.f/200.f))) { + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bDuckAndCover = false; + } else { + // VC checks for != nil compared to buggy behaviour of III. I check for != -1 here. +#ifdef VC_PED_PORTS + float dotProd; + if (m_wRoadblockNode != -1) { + CTreadable *roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_wRoadblockNode]]; + dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), GetPosition() - roadBlockRoad->GetPosition()); + } else + dotProd = -1.0f; + + if(dotProd >= 0.0f) { +#else + +#ifndef FIX_BUGS + float copRoadDotProd, targetRoadDotProd; +#else + float copRoadDotProd = 1.0f, targetRoadDotProd = 1.0f; + if (m_wRoadblockNode != -1) +#endif + { + CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_wRoadblockNode]]; + CVector2D roadFwd = roadBlockRoad->GetForward(); + copRoadDotProd = DotProduct2D(GetPosition() - roadBlockRoad->GetPosition(), roadFwd); + targetRoadDotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), roadFwd); + } + // Roadblock may be towards road's fwd or opposite, so check both + if ((copRoadDotProd >= 0.0f || targetRoadDotProd >= 0.0f) + && (copRoadDotProd <= 0.0f || targetRoadDotProd <= 0.0f)) { +#endif + bIsPointingGunAt = true; + } else { + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + bIsDucking = false; + bDuckAndCover = false; + SetPursuit(false); + } + } + } + } else { + if (m_fDistanceToTarget < weaponRange) { + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CVector gunPos = weaponInfo->m_vecFireOffset; + for (RwFrame *i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i)) + RwV3dTransformPoints((RwV3d*)&gunPos, (RwV3d*)&gunPos, 1, RwFrameGetMatrix(i)); + + CColPoint foundCol; + CEntity *foundEnt; + if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt, + false, true, false, false, true, false, false) + || foundEnt && foundEnt == playerOrHisVeh) { + m_pPointGunAt = playerOrHisVeh; + if (playerOrHisVeh) + playerOrHisVeh->RegisterReference((CEntity**) &m_pPointGunAt); + + SetAttack(playerOrHisVeh); + SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000)); + } + SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300)); + } + SetMoveState(PEDMOVE_STILL); + } + } + } else { + if (!m_bIsDisabledCop || m_bZoneDisabled) { + if (m_nPedState != PED_AIM_GUN) { + if (m_bIsInPursuit) + ClearPursuit(); + + if (IsPedInControl()) { + // Entering the vehicle + if (m_pMyVehicle && !bInVehicle) { + if (m_pMyVehicle->IsLawEnforcementVehicle()) { + if (m_pMyVehicle->pDriver) { + if (m_pMyVehicle->pDriver->m_nPedType == PEDTYPE_COP) { + if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER) + SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_pMyVehicle); + } else if (m_pMyVehicle->pDriver->IsPlayer()) { + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) { + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } else { + m_pMyVehicle = nil; + ClearObjective(); + SetWanderPath(CGeneral::GetRandomNumber() & 7); + } + } +#ifdef VC_PED_PORTS + else { + if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && CharCreatedBy == RANDOM_CHAR) { + for (int i = 0; i < m_numNearPeds; i++) { + CPed *nearPed = m_nearPeds[i]; + if (nearPed->CharCreatedBy == RANDOM_CHAR) { + if ((nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->IsGangMember()) + && nearPed->IsPedInControl()) { + + bool anotherCopChasesHim = false; + if (nearPed->m_nPedState == PED_FLEE_ENTITY) { + if (nearPed->m_fleeFrom && nearPed->m_fleeFrom->IsPed() && + ((CPed*)nearPed->m_fleeFrom)->m_nPedType == PEDTYPE_COP) { + anotherCopChasesHim = true; + } + } + if (!anotherCopChasesHim) { + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed); + nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this); + nearPed->bBeingChasedByPolice = true; + return; + } + } + } + } + } + } +#endif + } + } + } else { + if (m_bIsInPursuit && m_nPedState != PED_AIM_GUN) + ClearPursuit(); + + m_bIsDisabledCop = false; + bKindaStayInSamePlace = false; + bNotAllowedToDuck = false; + bCrouchWhenShooting = false; + bIsDucking = false; + bDuckAndCover = false; + if (m_pMyVehicle) + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } +} + +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 { 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); InjectHook(0x4C2C90, &CCopPed::ArrestPlayer, PATCH_JUMP); InjectHook(0x4C26A0, &CCopPed::ScanForCrimes, PATCH_JUMP); + InjectHook(0x4C1B50, &CCopPed::CopAI, PATCH_JUMP); ENDPATCHES |