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-rw-r--r--src/peds/Ped.h92
1 files changed, 66 insertions, 26 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index db19619b..264a67a8 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -22,6 +22,20 @@ struct CPedAudioData
int m_nMaxRandomDelayTime;
};
+enum
+{
+ ENDFIGHT_NORMAL,
+ ENDFIGHT_WITH_A_STEP,
+ ENDFIGHT_FAST
+};
+
+enum PedRouteType
+{
+ PEDROUTE_STOP_WHEN_DONE = 1,
+ PEDROUTE_GO_BACKWARD_WHEN_DONE,
+ PEDROUTE_GO_TO_START_WHEN_DONE
+};
+
struct FightMove
{
AnimationId animId;
@@ -152,7 +166,7 @@ enum PedLineUpPhase {
enum PedOnGroundState {
NO_PED,
- PED_BELOW_PLAYER,
+ PED_IN_FRONT_OF_ATTACKER,
PED_ON_THE_FLOOR,
PED_DEAD_ON_THE_FLOOR
};
@@ -241,7 +255,7 @@ public:
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
uint8 bIsStanding : 1;
uint8 m_ped_flagA2 : 1;
- uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
+ uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
uint8 bIsPointingGunAt : 1;
uint8 bIsLooking : 1;
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
@@ -253,7 +267,7 @@ public:
uint8 bIsTalking : 1;
uint8 bIsInTheAir : 1;
uint8 bIsLanding : 1;
- uint8 m_ped_flagB20 : 1;
+ uint8 bIsRunning : 1; // not fleeing
uint8 m_ped_flagB40 : 1;
uint8 m_ped_flagB80 : 1;
@@ -296,7 +310,7 @@ public:
uint8 m_ped_flagG1 : 1;
uint8 m_ped_flagG2 : 1;
uint8 m_ped_flagG4 : 1;
- uint8 m_ped_flagG8 : 1;
+ uint8 m_ped_flagG8 : 1; // ped starts to go somewhere when set
uint8 m_ped_flagG10 : 1;
uint8 m_ped_flagG20 : 1;
uint8 m_ped_flagG40 : 1;
@@ -328,9 +342,7 @@ public:
eObjective m_prevObjective;
CPed *m_pedInObjective;
CVehicle *m_carInObjective;
- uint32 field_174;
- uint32 field_178;
- uint32 field_17C;
+ CVector m_nextRoutePointPos;
CPed *m_leader;
uint32 m_pedFormation;
uint32 m_fearFlags;
@@ -363,15 +375,15 @@ public:
private:
int8 _pad2B5[3];
public:
- CPathNode *m_pNextPathNode;
CPathNode *m_pLastPathNode;
+ CPathNode *m_pNextPathNode;
float m_fHealth;
float m_fArmour;
int16 m_routeLastPoint;
- uint16 m_routePoints;
- int16 m_routePos;
+ uint16 m_routeStartPoint;
+ int16 m_routePointsPassed;
int16 m_routeType;
- int16 m_routeCurDir;
+ int16 m_routePointsBeingPassed;
uint16 field_2D2;
CVector2D m_moved;
float m_fRotationCur;
@@ -382,12 +394,12 @@ public:
CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
- CVector m_vecSeekVehicle;
+ CVector m_vecSeekPos;
CEntity *m_pSeekTarget;
CVehicle *m_pMyVehicle;
bool bInVehicle;
uint8 pad_315[3];
- float field_318;
+ float m_distanceToCountSeekDone;
bool bRunningToPhone;
uint8 field_31D;
int16 m_phoneId;
@@ -400,8 +412,8 @@ public:
float m_fleeFromPosY;
CEntity *m_fleeFrom;
uint32 m_fleeTimer;
- uint32 field_344;
- uint32 m_lastThreatTimer;
+ CEntity* m_collidingEntityWhileFleeing;
+ uint32 m_collidingThingTimer;
CEntity *m_pCollidingEntity;
uint8 m_stateUnused;
uint8 pad_351[3];
@@ -418,7 +430,7 @@ public:
PedFightMoves m_lastFightMove;
uint8 m_fightButtonPressure;
int8 m_fightUnk2; // TODO
- uint8 m_fightUnk1; // TODO
+ bool m_takeAStepAfterAttack;
uint8 pad_4B3;
CFire *m_pFire;
CEntity *m_pLookTarget;
@@ -429,7 +441,7 @@ public:
uint32 m_lookTimer;
uint32 m_standardTimer;
uint32 m_attackTimer;
- uint32 m_lastHitTime;
+ uint32 m_lastHitTime; // obviously not correct
uint32 m_hitRecoverTimer;
uint32 m_objectiveTimer;
uint32 m_duckTimer;
@@ -560,7 +572,6 @@ public:
void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*);
void StartFightAttack(uint8);
- void LoadFightData(void);
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&);
int GetLocalDirection(CVector2D&);
@@ -583,11 +594,38 @@ public:
void MakeTyresMuddySectorList(CPtrList&);
uint8 DoesLOSBulletHitPed(CColPoint &point);
bool DuckAndCover(void);
+ void EndFight(uint8);
+ void EnterCar(void);
+ uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
+ uint8 GetNearestTrainDoor(CVehicle*, CVector&);
+ void LineUpPedWithTrain(void);
+ void ExitCar(void);
+ void Fight(void);
+ bool FindBestCoordsFromNodes(CVector unused, CVector* a6);
+ void Wait(void);
+ void ProcessObjective(void);
+ bool SeekFollowingPath(CVector*);
+ void Flee(void);
+ void FollowPath(void);
+ CVector GetFormationPosition(void);
+ void GetNearestDoor(CVehicle*, CVector&);
+ bool GetNearestPassengerDoor(CVehicle*, CVector&);
+ int GetNextPointOnRoute(void);
+ uint8 GetPedRadioCategory(uint32);
+ int GetWeaponSlot(eWeaponType);
+ void GoToNearestDoor(CVehicle*);
+ bool HaveReachedNextPointOnRoute(float a2);
+ void Idle(void);
+ void InTheAir(void);
+ void SetLanding(void);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
static CVector GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult);
static CVector GetPositionToOpenCarDoor(CVehicle* veh, uint32 component);
+ static void Initialise(void);
+ static void SetAnimOffsetForEnterOrExitVehicle(void);
+ static void LoadFightData(void);
// Callbacks
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
@@ -640,6 +678,9 @@ public:
void SetPedStats(ePedStats);
bool IsGangMember(void);
void Die(void);
+ void EnterTrain(void);
+ void ExitTrain(void);
+ void Fall(void);
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
@@ -649,18 +690,17 @@ public:
void SetPedState(PedState state) { m_nPedState = state; }
// set by 0482:set_threat_reaction_range_multiplier opcode
- static uint16 &distanceMultToCountPedNear;
+ static uint16 &nThreatReactionRangeMultiplier;
- static CVector &offsetToOpenRegularCarDoor;
- static CVector &offsetToOpenLowCarDoor;
- static CVector &offsetToOpenVanDoor;
static bool &bNastyLimbsCheat;
static bool &bPedCheat2;
static bool &bPedCheat3;
- static CColPoint &ms_tempColPoint;
- static uint16 &unknownFightThing; // TODO
- static FightMove (&ms_fightMoves)[24];
- static CPedAudioData (&PedAudioData)[38];
+ static CVector2D &ms_vec2DFleePosition;
+ static CPedAudioData (&CommentWaitTime)[38];
+
+#ifndef FINAL
+ static bool bUnusedFightThingOnPlayer;
+#endif
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);