From 0fe55eb5432906016cc3526caf3f86d5bf85aff1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?eray=20or=C3=A7unus?= Date: Wed, 25 Mar 2020 17:13:06 +0300 Subject: CCopPed 2 and fixes --- src/peds/CopPed.cpp | 287 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 282 insertions(+), 5 deletions(-) (limited to 'src/peds/CopPed.cpp') diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index 53ae1747..dae866a4 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -7,8 +7,11 @@ #include "Vehicle.h" #include "RpAnimBlend.h" #include "General.h" +#include "ZoneCull.h" +#include "PathFind.h" +#include "RoadBlocks.h" -WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); } +WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); } CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP) { @@ -58,11 +61,16 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP) m_bIsDisabledCop = false; field_1356 = 0; m_attackTimer = 0; - field_1351 = 0; + m_bBeatingSuspect = false; m_bZoneDisabledButClose = false; m_bZoneDisabled = false; field_1364 = -1; m_pPointGunAt = nil; + + // VC also initializes in here, but it keeps object +#ifdef FIX_BUGS + m_wRoadblockNode = -1; +#endif } CCopPed::~CCopPed() @@ -181,15 +189,15 @@ 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; @@ -275,6 +283,274 @@ 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); + if (m_fDistanceToTarget > 15.0f) + m_bZoneDisabledButClose = true; + } + } else if (m_bZoneDisabled && !CCullZones::NoPolice()) { + m_bZoneDisabled = false; + m_bIsDisabledCop = false; + m_bZoneDisabledButClose = 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->m_ped_flagE2 = 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); + } + } +} + class CCopPed_ : public CCopPed { public: @@ -290,4 +566,5 @@ STARTPATCHES 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 -- cgit v1.2.3 From 739e80614db70f726c47180173ba19688bec5167 Mon Sep 17 00:00:00 2001 From: aap Date: Sat, 28 Mar 2020 09:37:04 +0100 Subject: remove include from common.h --- src/peds/CopPed.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'src/peds/CopPed.cpp') diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index dae866a4..94acac05 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -551,6 +551,8 @@ CCopPed::CopAI(void) } } +#include + class CCopPed_ : public CCopPed { public: -- cgit v1.2.3