diff options
Diffstat (limited to 'src/peds/CopPed.cpp')
-rw-r--r-- | src/peds/CopPed.cpp | 339 |
1 files changed, 222 insertions, 117 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index dd122477..6c9eb276 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -16,6 +16,8 @@ #include "CarCtrl.h" #include "Renderer.h" #include "Camera.h" +#include "PedPlacement.h" +#include "Ropes.h" CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) { @@ -39,12 +41,13 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) m_wepAccuracy = 76; break; case COP_SWAT: + case COP_HELI_SWAT: SetModelIndex(MI_SWAT); GiveDelayedWeapon(WEAPONTYPE_UZI, 1000); SetCurrentWeapon(WEAPONTYPE_UZI); m_fArmour = 50.0f; m_wepSkills = 32; /* TODO: what is this? seems unused */ - m_wepAccuracy = 64; + m_wepAccuracy = 68; break; case COP_ARMY: SetModelIndex(MI_ARMY); @@ -77,18 +80,21 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) field_5FE = 1; m_bIsDisabledCop = false; m_attackTimer = 0; + m_bBeatingSuspect = false; m_bStopAndShootDisabledZone = false; field_601 = false; m_bZoneDisabled = false; field_628 = -1; m_nRoadblockNode = -1; // TODO(Miami): this will be nil m_bThrowsSpikeTrap = false; - field_5FF = 0; m_pRopeEntity = nil; m_fAbseilPos = 0.0f; - m_bBeatingSuspect = false; - m_pPointGunAt = nil; + m_nHassleTimer = 0; + field_61C = 0; field_624 = 0; + if (m_pPointGunAt) + m_pPointGunAt->CleanUpOldReference((CEntity**)&m_pPointGunAt); + m_pPointGunAt = nil; } CCopPed::~CCopPed() @@ -96,24 +102,17 @@ CCopPed::~CCopPed() ClearPursuit(); } +// --MIAMI: Done // Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point void CCopPed::SetArrestPlayer(CPed *player) { if (!IsPedInControl() || !player) return; - /* - switch (m_nCopType) { - case COP_FBI: - Say(SOUND_PED_ARREST_FBI); - break; - case COP_SWAT: - Say(SOUND_PED_ARREST_SWAT); - break; - default: - Say(SOUND_PED_ARREST_COP); - break; - } */ + + player->Say(SOUND_PED_PLAYER_REACTTOCOP); + Say(SOUND_PED_ARREST_COP); + if (player->EnteringCar()) { if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) return; @@ -128,14 +127,14 @@ CCopPed::SetArrestPlayer(CPed *player) } else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) { player->m_nLastPedState = player->m_nPedState; - player->m_nPedState = PED_ARRESTED; + player->SetPedState(PED_ARRESTED); FindPlayerPed()->m_bCanBeDamaged = false; ((CPlayerPed*)player)->m_pArrestingCop = this; this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop); } - m_nPedState = PED_ARREST_PLAYER; + SetPedState(PED_ARREST_PLAYER); SetObjective(OBJECTIVE_NONE); m_prevObjective = OBJECTIVE_NONE; bIsPointingGunAt = false; @@ -148,10 +147,11 @@ CCopPed::SetArrestPlayer(CPed *player) player->m_pMyVehicle->bIsHandbrakeOn = true; player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED); } - if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) SetCurrentWeapon(WEAPONTYPE_COLT45); } +// --MIAMI: Done void CCopPed::ClearPursuit(void) { @@ -190,6 +190,7 @@ CCopPed::ClearPursuit(void) bNotAllowedToDuck = false; bKindaStayInSamePlace = false; m_bStopAndShootDisabledZone = false; + field_601 = false; m_bZoneDisabled = false; ClearObjective(); if (IsPedInControl()) { @@ -207,10 +208,14 @@ CCopPed::ClearPursuit(void) } } +// --MIAMI: Done // TODO: I don't know why they needed that parameter. void CCopPed::SetPursuit(bool ignoreCopLimit) { + if (CTimer::GetTimeInMilliseconds() < field_61C) + return; + CWanted *wanted = FindPlayerPed()->m_pWanted; if (m_bIsInPursuit || !IsPedInControl()) return; @@ -236,6 +241,7 @@ CCopPed::SetPursuit(bool ignoreCopLimit) } } +// --MIAMI: Done void CCopPed::ArrestPlayer(void) { @@ -301,6 +307,7 @@ CCopPed::ScanForCrimes(void) } } +// --MIAMI: Done void CCopPed::CopAI(void) { @@ -318,11 +325,6 @@ CCopPed::CopAI(void) if (bHitSomethingLastFrame) { m_bZoneDisabled = true; m_bIsDisabledCop = true; -#ifdef FIX_BUGS - m_nRoadblockNode = -1; -#else - m_nRoadblockNode = 0; -#endif bKindaStayInSamePlace = true; bIsRunning = false; bNotAllowedToDuck = false; @@ -349,6 +351,27 @@ CCopPed::CopAI(void) } if (wantedLevel > 0) { if (!m_bIsDisabledCop) { + // Turn and shoot the player's vehicle, if possible + if (!m_bIsInPursuit && !GetWeapon()->IsTypeMelee() && FindPlayerVehicle() && m_fDistanceToTarget < CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange) { + if (FindPlayerVehicle()->m_vecMoveSpeed.Magnitude2D() > 0.1f) { + CVector2D distToVeh = GetPosition() - FindPlayerVehicle()->GetPosition(); + distToVeh.Normalise(); + CVector2D vehSpeed = FindPlayerVehicle()->m_vecMoveSpeed; + vehSpeed.Normalise(); + + if (DotProduct2D(distToVeh, vehSpeed) > 0.8f) { + SetLookFlag(playerOrHisVeh, true); + SetMoveState(PEDMOVE_STILL); + if (TurnBody()) { + SetAttack(FindPlayerVehicle()); + SetShootTimer(CGeneral::GetRandomNumberInRange(500.0f, 1000.0f)); + SetAttackTimer(CGeneral::GetRandomNumberInRange(200.0f, 300.0f)); + } + } else if (m_nPedState == PED_ATTACK) + RestorePreviousState(); + } + } + if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) { CCopPed *copFarthestToTarget = nil; float copFarthestToTargetDist = m_fDistanceToTarget; @@ -391,11 +414,14 @@ CCopPed::CopAI(void) if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) SetCurrentWeapon(WEAPONTYPE_COLT45); - else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) { + 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); + SetCurrentWeapon(GetWeaponSlot(WEAPONTYPE_NIGHTSTICK) >= 0 ? WEAPONTYPE_NIGHTSTICK : WEAPONTYPE_UNARMED); } + if (m_bBeatingSuspect && GetWeapon()->m_eWeaponType == WEAPONTYPE_NIGHTSTICK) + Say(SOUND_PED_PULLOUTWEAPON); + if (FindPlayerVehicle()) { if (m_bBeatingSuspect) { --wanted->m_CopsBeatingSuspect; @@ -406,18 +432,18 @@ CCopPed::CopAI(void) } return; } - float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange; + SetCurrentWeapon(WEAPONTYPE_COLT45); + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + float weaponRange = weaponInfo->m_fRange; SetLookFlag(playerOrHisVeh, true); TurnBody(); - SetCurrentWeapon(WEAPONTYPE_COLT45); - if (!bIsDucking) { + if (!bIsDucking || bCrouchWhenShooting && GetCrouchFireAnim(weaponInfo)) { 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; + if (bIsDucking) + ClearDuck(); // Target is coming onto us if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) { @@ -435,42 +461,23 @@ CCopPed::CopAI(void) bNotAllowedToDuck = false; bDuckAndCover = false; } else { - // VC checks for != nil compared to buggy behaviour of III. I check for != -1 here. -#ifdef VC_PED_PORTS + // TODO(Miami): Roadblock system is still III float dotProd; if (m_nRoadblockNode != -1) { - // TODO(MIAMI): check this, i'm only getting this compile here.... CPathNode *roadBlockNode = &ThePaths.m_pathNodes[CRoadBlocks::RoadBlockNodes[m_nRoadblockNode]]; dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockNode->GetPosition(), GetPosition() - roadBlockNode->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_nRoadblockNode != -1) -#endif - { - CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]]; - 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 { + if (bIsDucking) + ClearDuck(); m_bIsDisabledCop = false; bKindaStayInSamePlace = false; bNotAllowedToDuck = false; bCrouchWhenShooting = false; - bIsDucking = false; bDuckAndCover = false; SetPursuit(false); } @@ -478,7 +485,6 @@ CCopPed::CopAI(void) } } else { if (m_fDistanceToTarget < weaponRange) { - CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); CVector gunPos = weaponInfo->m_vecFireOffset; TransformToNode(gunPos, PED_HANDR); @@ -487,6 +493,9 @@ CCopPed::CopAI(void) if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt, false, true, false, false, true, false, false) || foundEnt && foundEnt == playerOrHisVeh) { + + if (m_pPointGunAt) + m_pPointGunAt->CleanUpOldReference((CEntity**) &m_pPointGunAt); m_pPointGunAt = playerOrHisVeh; if (playerOrHisVeh) playerOrHisVeh->RegisterReference((CEntity**) &m_pPointGunAt); @@ -494,7 +503,7 @@ CCopPed::CopAI(void) SetAttack(playerOrHisVeh); SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000)); } - SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300)); + SetAttackTimer(CGeneral::GetRandomNumberInRange(200, 300)); } SetMoveState(PEDMOVE_STILL); } @@ -524,10 +533,8 @@ CCopPed::CopAI(void) ClearObjective(); SetWanderPath(CGeneral::GetRandomNumber() & 7); } - } -#ifdef VC_PED_PORTS - else { - if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && CharCreatedBy == RANDOM_CHAR) { + } else { + if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && m_objective != OBJECTIVE_HASSLE_CHAR && CharCreatedBy == RANDOM_CHAR) { for (int i = 0; i < m_numNearPeds; i++) { CPed *nearPed = m_nearPeds[i]; if (nearPed->CharCreatedBy == RANDOM_CHAR) { @@ -547,12 +554,30 @@ CCopPed::CopAI(void) nearPed->bBeingChasedByPolice = true; return; } + } else { + if (nearPed->m_nPedType != PEDTYPE_COP && !nearPed->IsPlayer() + && nearPed->IsPedInControl() && m_nHassleTimer < CTimer::GetTimeInMilliseconds()) { + + if (nearPed->m_objective == OBJECTIVE_NONE && nearPed->m_nPedState == PED_WANDER_PATH + && !nearPed->m_pLookTarget && nearPed->m_lookTimer < CTimer::GetTimeInMilliseconds()) { + + if ((GetPosition() - nearPed->GetPosition()).MagnitudeSqr() < sq(5.0f)) { + + if (CWorld::GetIsLineOfSightClear(GetPosition(), nearPed->GetPosition(), + true, false, false, false, false, false, false)) { + Say(SOUND_PED_COP_REACTION); + SetObjective(OBJECTIVE_HASSLE_CHAR, nearPed); + nearPed->SetObjective(OBJECTIVE_WAIT_ON_FOOT_FOR_COP, this); + m_nHassleTimer = CTimer::GetTimeInMilliseconds() + 100000; + } + } + } + } } } } } } -#endif } } } else { @@ -563,18 +588,35 @@ CCopPed::CopAI(void) bKindaStayInSamePlace = false; bNotAllowedToDuck = false; bCrouchWhenShooting = false; - bIsDucking = false; bDuckAndCover = false; + if (bIsDucking) + ClearDuck(); if (m_pMyVehicle) SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); } } } +// --MIAMI: Done except commented things void CCopPed::ProcessControl(void) { + if (m_nCopType == COP_HELI_SWAT) + ProcessHeliSwat(); + CPed::ProcessControl(); + + if (m_bThrowsSpikeTrap) { + // TODO(Miami) + /* + if (CGame::currArea != AREA_MALL) + ProcessStingerCop(); + */ + return; + } + + // TODO(Miami): CStinger::Process + if (bWasPostponed) return; @@ -606,25 +648,36 @@ CCopPed::ProcessControl(void) 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 (player->m_pWanted->m_CurrentCops == 1) { + Say(SOUND_PED_COP_ALONE); + } else { + int numCopsNear = 0; + for (int i = 0; i < player->m_numNearPeds; ++i) { + CPed *nearPed = player->m_nearPeds[i]; + if (nearPed->m_nPedType == PEDTYPE_COP && nearPed->m_nPedState != PED_DEAD) + ++numCopsNear; + } + if (numCopsNear <= 3) { + Say(SOUND_PED_COP_LITTLECOPSAROUND); + if (!player->bInVehicle) { + CVector distToPlayer = player->GetPosition() - GetPosition(); + if (distToPlayer.MagnitudeSqr() < sq(20.0f)) { + player->Say(SOUND_PED_PLAYER_FARFROMCOPS); + if (player->m_nPedState != PED_ATTACK && player->m_nPedState != PED_AIM_GUN) { + player->SetLookFlag(this, false); + player->SetLookTimer(1000); + } + } + } + } else if ((CGeneral::GetRandomNumber() % 16) == 1) { + Say(SOUND_PED_COP_MANYCOPSAROUND); + } } } - } */ + } if (IsPedInControl()) { CopAI(); @@ -671,23 +724,10 @@ CCopPed::ProcessControl(void) 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 !defined(GTA3_1_1_PATCH) && !defined(VC_PED_PORTS) - if (!bNotAllowedToDuck && Seek()) { - SetMoveState(PEDMOVE_STILL); - SetMoveAnim(); - SetPointGunAt(m_pedInObjective); - } -#endif - } else if (Seek()) { + if (!bDuckAndCover && Seek()) { CVehicle *playerVeh = FindPlayerVehicle(); if (!playerVeh && player && player->EnteringCar()) { SetArrestPlayer(player); @@ -718,35 +758,100 @@ CCopPed::ProcessControl(void) } } } - if (!m_bStopAndShootDisabledZone) - return; - bool dontShoot = false; - if (GetIsOnScreen()) { - 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; + if (m_pPointGunAt) + Say(SOUND_PED_COP_UNK_129); + + if (m_bStopAndShootDisabledZone) { + bool dontShoot = false; + if (GetIsOnScreen()) { + 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; } - } else { - FlagToDestroyWhenNextProcessed(); - dontShoot = true; - } - if (!dontShoot) { - bStopAndShoot = true; - bKindaStayInSamePlace = true; - bIsPointingGunAt = true; - SetAttack(m_pedInObjective); + if (!dontShoot) { + bStopAndShoot = true; + bKindaStayInSamePlace = true; + bIsPointingGunAt = true; + SetAttack(m_pedInObjective); + } } + + if (field_624 >= 2 && m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT) { + CVector centre = GetPosition() + CVector(0.f, 0.f, 0.65f); + if (CWorld::TestSphereAgainstWorld(centre, 0.35f, this, true, false, false, false, false, false)) { + field_624 = 0; + m_bStopAndShootDisabledZone = true; + ClearPursuit(); + SetObjective(OBJECTIVE_NONE); + SetWanderPath(CGeneral::GetRandomNumberInRange(0,8)); + field_61C = CTimer::GetTimeInMilliseconds() + 30000; + } else { + field_624 = 0; + if (GetWeapon()->IsTypeMelee()) { + // TODO(Miami): enum + for (int i = 3; i < 7; i++) { + if (HasWeaponSlot(i)) { + SetCurrentWeapon(i); + break; + } + } + SetMoveState(PEDMOVE_STILL); + bStopAndShoot = true; + } + } + } else if (CTimer::GetTimeStep() / 100.f <= m_fDistanceTravelled) + field_624 = 0; } + +// --MIAMI: Done +void +CCopPed::ProcessHeliSwat(void) +{ + CVector bestPos = GetPosition(); + SetPedState(PED_ABSEIL); + CPedPlacement::FindZCoorForPed(&bestPos); + if (GetPosition().z - 2.0f >= bestPos.z && m_pRopeEntity) { + m_fAbseilPos += 0.003f * CTimer::GetTimeStep(); + m_vecMoveSpeed.z = -0.03f; + m_vecTurnSpeed = CVector(0.f, 0.f, (m_randomSeed % 32) * 0.003f - 0.05f); + CPhysical::ApplyTurnSpeed(); + GetMatrix().Reorthogonalise(); + CVector posOnRope; + + if (CRopes::FindCoorsAlongRope(m_nRopeID, m_fAbseilPos, &posOnRope)) { + SetPosition(posOnRope); + } else { + bUsesCollision = true; + m_vecMoveSpeed = CVector(0.f, 0.f, 0.f); + SetPedState(PED_IDLE); + m_nCopType = COP_SWAT; + SetInTheAir(); + bKnockedUpIntoAir = true; + } + Say(SOUND_PED_COP_HELIPILOTPHRASE); + } else { + bUsesCollision = true; + m_vecMoveSpeed = CVector(0.f, 0.f, 0.f); + SetPedState(PED_IDLE); + m_nCopType = COP_SWAT; + SetInTheAir(); + bKnockedUpIntoAir = true; + } +}
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