#pragma once #include "RwHelper.h" #include "AnimManager.h" #include "Crime.h" #include "EventList.h" #include "PedIK.h" #include "PedType.h" #include "Physical.h" #include "Weapon.h" #include "WeaponInfo.h" #include "AnimationId.h" #include "PathFind.h" #define FEET_OFFSET 1.04f #define CHECK_NEARBY_THINGS_MAX_DIST 15.0f #define ENTER_CAR_MAX_DIST 30.0f #define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f) class CAccident; class CObject; class CFire; struct AnimBlendFrameData; class CAnimBlendAssociation; class CPedAttractor; struct PedAudioData { int m_nFixedDelayTime; int m_nOverrideFixedDelayTime; int m_nOverrideMaxRandomDelayTime; int m_nMaxRandomDelayTime; }; enum { ATTACK_IN_PROGRESS, CANT_ATTACK, WATCH_UNTIL_HE_DISAPPEARS, }; enum eFormation { FORMATION_UNDEFINED, FORMATION_REAR, FORMATION_REAR_LEFT, FORMATION_REAR_RIGHT, FORMATION_FRONT_LEFT, FORMATION_FRONT_RIGHT, FORMATION_LEFT, FORMATION_RIGHT, FORMATION_FRONT }; enum FightState { FIGHTSTATE_MOVE_FINISHED = -2, FIGHTSTATE_JUST_ATTACKED, FIGHTSTATE_NO_MOVE, FIGHTSTATE_1 }; 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 }; enum FightMoveHitLevel { HITLEVEL_NULL, HITLEVEL_GROUND, HITLEVEL_LOW, HITLEVEL_MEDIUM, HITLEVEL_HIGH }; struct FightMove { AnimationId animId; float startFireTime; float endFireTime; float comboFollowOnTime; float strikeRadius; float extendReachMultiplier; uint8 hitLevel; // FightMoveHitLevel uint8 damage; uint8 flags; }; // TODO: This is eFightState on mobile. enum PedFightMoves { FIGHTMOVE_NULL, // Attacker // FIGHTMOVE_STDPUNCH, FIGHTMOVE_IDLE, FIGHTMOVE_SHUFFLE_F, // Combos FIGHTMOVE_COMBO_A1, FIGHTMOVE_COMBO_A2, FIGHTMOVE_COMBO_A3, FIGHTMOVE_COMBO_B1, FIGHTMOVE_COMBO_B2, FIGHTMOVE_COMBO_B3, // Melee FIGHTMOVE_MELEE1, FIGHTMOVE_MELEE2, FIGHTMOVE_MELEE3, // Special FIGHTMOVE_GROUNDKICK, // Opponent FIGHTMOVE_HITFRONT, FIGHTMOVE_HITBACK, FIGHTMOVE_HITRIGHT, FIGHTMOVE_HITLEFT, FIGHTMOVE_HITONFLOOR, FIGHTMOVE_HITBEHIND, FIGHTMOVE_IDLE2NORM, /* FIGHTMOVE_KNEE, FIGHTMOVE_PUNCHHOOK, FIGHTMOVE_PUNCHJAB, FIGHTMOVE_PUNCH, FIGHTMOVE_LONGKICK, FIGHTMOVE_ROUNDHOUSE, // Directionals FIGHTMOVE_FWDLEFT, FIGHTMOVE_FWDRIGHT, FIGHTMOVE_BACKKICK, FIGHTMOVE_BACKFLIP, FIGHTMOVE_BACKLEFT, FIGHTMOVE_BACKRIGHT, FIGHTMOVE_RIGHTSWEEP, // Special FIGHTMOVE_GROUNDKICK, // Opponent FIGHTMOVE_HITFRONT, FIGHTMOVE_HITBACK, FIGHTMOVE_HITRIGHT, FIGHTMOVE_HITLEFT, FIGHTMOVE_HITBODY, FIGHTMOVE_HITCHEST, FIGHTMOVE_HITHEAD, FIGHTMOVE_HITBIGSTEP, FIGHTMOVE_HITONFLOOR, FIGHTMOVE_HITBEHIND, FIGHTMOVE_MELEE1, FIGHTMOVE_MELEE2, FIGHTMOVE_MELEE3, FIGHTMOVE_IDLE2NORM, */ NUM_FIGHTMOVES, // LCS replacements for the old names: // NB: this may be totally bogus, i just need it to compile FIGHTMOVE_PUNCH = FIGHTMOVE_COMBO_A2, FIGHTMOVE_FWDRIGHT = FIGHTMOVE_COMBO_B1, FIGHTMOVE_LONGKICK = FIGHTMOVE_COMBO_B2, FIGHTMOVE_ROUNDHOUSE = FIGHTMOVE_COMBO_B3, }; enum ePedPieceTypes { PEDPIECE_TORSO, PEDPIECE_MID, PEDPIECE_LEFTARM, PEDPIECE_RIGHTARM, PEDPIECE_LEFTLEG, PEDPIECE_RIGHTLEG, PEDPIECE_HEAD, }; enum eWaitState { WAITSTATE_FALSE, WAITSTATE_TRAFFIC_LIGHTS, WAITSTATE_CROSS_ROAD, WAITSTATE_CROSS_ROAD_LOOK, WAITSTATE_LOOK_PED, WAITSTATE_LOOK_SHOP, WAITSTATE_LOOK_ACCIDENT, WAITSTATE_FACEOFF_GANG, WAITSTATE_DOUBLEBACK, WAITSTATE_HITWALL, WAITSTATE_TURN180, WAITSTATE_SURPRISE, WAITSTATE_STUCK, WAITSTATE_LOOK_ABOUT, WAITSTATE_PLAYANIM_DUCK, WAITSTATE_PLAYANIM_COWER, WAITSTATE_PLAYANIM_TAXI, WAITSTATE_PLAYANIM_HANDSUP, WAITSTATE_PLAYANIM_HANDSCOWER, WAITSTATE_PLAYANIM_CHAT, 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 { OBJECTIVE_NONE, OBJECTIVE_WAIT_ON_FOOT, OBJECTIVE_WAIT_ON_FOOT_FOR_COP, OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE, OBJECTIVE_GUARD_SPOT, OBJECTIVE_GUARD_AREA, OBJECTIVE_WAIT_IN_CAR, OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT, OBJECTIVE_KILL_CHAR_ON_FOOT, OBJECTIVE_KILL_CHAR_ANY_MEANS, OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, OBJECTIVE_GOTO_CHAR_ON_FOOT, OBJECTIVE_GOTO_CHAR_ON_FOOT_WALKING, OBJECTIVE_HASSLE_CHAR, OBJECTIVE_FOLLOW_CHAR_IN_FORMATION, OBJECTIVE_LEAVE_CAR, OBJECTIVE_ENTER_CAR_AS_PASSENGER, OBJECTIVE_ENTER_CAR_AS_DRIVER, OBJECTIVE_FOLLOW_CAR_IN_CAR, OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE, OBJECTIVE_DESTROY_OBJECT, OBJECTIVE_DESTROY_CAR, OBJECTIVE_GOTO_AREA_ANY_MEANS, OBJECTIVE_GOTO_AREA_ON_FOOT, OBJECTIVE_RUN_TO_AREA, OBJECTIVE_GOTO_AREA_IN_CAR, OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET, OBJECTIVE_GUARD_ATTACK, OBJECTIVE_SET_LEADER, OBJECTIVE_FOLLOW_ROUTE, OBJECTIVE_SOLICIT_VEHICLE, OBJECTIVE_HAIL_TAXI, OBJECTIVE_CATCH_TRAIN, OBJECTIVE_BUY_ICE_CREAM, OBJECTIVE_STEAL_ANY_CAR, OBJECTIVE_STEAL_ANY_MISSION_CAR, OBJECTIVE_MUG_CHAR, OBJECTIVE_LEAVE_CAR_AND_DIE, OBJECTIVE_GOTO_SEAT_ON_FOOT, OBJECTIVE_GOTO_ATM_ON_FOOT, OBJECTIVE_FLEE_CAR, OBJECTIVE_SUN_BATHE, OBJECTIVE_GOTO_BUS_STOP_ON_FOOT, OBJECTIVE_GOTO_PIZZA_ON_FOOT, OBJECTIVE_GOTO_SHELTER_ON_FOOT, OBJECTIVE_AIM_GUN_AT, OBJECTIVE_WANDER, OBJECTIVE_WAIT_ON_FOOT_AT_SHELTER, OBJECTIVE_SPRINT_TO_AREA, OBJECTIVE_KILL_CHAR_ON_BOAT, OBJECTIVE_SOLICIT_FOOT, OBJECTIVE_WAIT_ON_FOOT_AT_BUS_STOP, OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT, OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN, OBJ_55, OBJ_56, OBJ_57, OBJ_58, OBJ_59 }; enum { RANDOM_CHAR = 1, MISSION_CHAR, UNK_CHAR, }; enum PedLineUpPhase { LINE_UP_TO_CAR_START, LINE_UP_TO_CAR_END, LINE_UP_TO_CAR_2, // Buggy. Used for cops arresting you from passenger door LINE_UP_TO_CAR_FALL }; enum PedOnGroundState { NO_PED, PED_IN_FRONT_OF_ATTACKER, PED_ON_THE_FLOOR, PED_DEAD_ON_THE_FLOOR }; enum PointBlankNecessity { NO_POINT_BLANK_PED, POINT_BLANK_FOR_WANTED_PED, POINT_BLANK_FOR_SOMEONE_ELSE }; enum PedState { PED_NONE, PED_IDLE, PED_LOOK_ENTITY, PED_LOOK_HEADING, PED_WANDER_RANGE, PED_WANDER_PATH, PED_SEEK_POS, PED_SEEK_ENTITY, PED_FLEE_POS, PED_FLEE_ENTITY, PED_PURSUE, PED_FOLLOW_PATH, PED_SNIPER_MODE, PED_ROCKET_MODE, PED_DUMMY, PED_PAUSE, PED_ATTACK, PED_FIGHT, PED_FACE_PHONE, PED_MAKE_CALL, PED_CHAT, PED_MUG, PED_AIM_GUN, PED_AI_CONTROL, PED_SEEK_CAR, PED_SEEK_IN_BOAT, PED_FOLLOW_ROUTE, PED_CPR, PED_SOLICIT, PED_BUY_ICECREAM, PED_INVESTIGATE, PED_STEP_AWAY, PED_ON_FIRE, PED_SUN_BATHE, PED_FLASH, PED_JOG, PED_ANSWER_MOBILE, PED_UNKNOWN, // Same with IDLE, but also infects up to 5 peds with same pedType and WANDER_PATH, so they become stone too. HANG_OUT in Fire_Head's idb PED_STATES_NO_AI, PED_ABSEIL, PED_SIT, PED_JUMP, PED_FALL, PED_GETUP, PED_STAGGER, PED_DIVE_AWAY, PED_STATES_NO_ST, PED_ENTER_TRAIN, PED_EXIT_TRAIN, PED_ARREST_PLAYER, PED_DRIVING, PED_PASSENGER, PED_TAXI_PASSENGER, PED_OPEN_DOOR, PED_DIE, PED_DEAD, PED_CARJACK, PED_DRAG_FROM_CAR, PED_ENTER_CAR, PED_STEAL_CAR, PED_EXIT_CAR, PED_HANDS_UP, PED_ARRESTED, PED_DEPLOY_STINGER }; enum eMoveState { PEDMOVE_NONE, PEDMOVE_STILL, PEDMOVE_WALK, PEDMOVE_JOG, PEDMOVE_RUN, PEDMOVE_SPRINT, PEDMOVE_THROWN }; extern float gfTommyFatness; class CVehicle; class CPed : public CPhysical { public: #ifdef USE_CUTSCENE_SHADOW_FOR_PED class CCutsceneShadow *m_pRTShadow; #endif // 0x128 CStoredCollPoly m_collPoly; float m_fCollisionSpeed; // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R* uint32 bIsStanding : 1; uint32 bWasStanding : 1; uint32 bIsAttacking : 1; // doesn't reset after fist fight uint32 bIsPointingGunAt : 1; uint32 bIsLooking : 1; uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles uint32 bIsRestoringLook : 1; uint32 bIsAimingGun : 1; uint32 bIsRestoringGun : 1; uint32 bCanPointGunAtTarget : 1; uint32 bIsTalking : 1; uint32 bIsInTheAir : 1; uint32 bIsLanding : 1; uint32 bIsRunning : 1; // on some conditions uint32 bHitSomethingLastFrame : 1; uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there uint32 bCanPedEnterSeekedCar : 1; uint32 bRespondsToThreats : 1; uint32 bRenderPedInCar : 1; uint32 bChangedSeat : 1; uint32 bUpdateAnimHeading : 1; uint32 bBodyPartJustCameOff : 1; uint32 bIsShooting : 1; uint32 bFindNewNodeAfterStateRestore : 1; uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion uint32 bGonnaInvestigateEvent : 1; uint32 bPedIsBleeding : 1; uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun uint32 bIsPedDieAnimPlaying : 1; uint32 bUsePedNodeSeek : 1; uint32 bObjectiveCompleted : 1; uint32 bScriptObjectiveCompleted : 1; uint32 bKindaStayInSamePlace : 1; uint32 bBeingChasedByPolice : 1; uint32 bNotAllowedToDuck : 1; uint32 bCrouchWhenShooting : 1; uint32 bIsDucking : 1; uint32 bGetUpAnimStarted : 1; uint32 bDoBloodyFootprints : 1; uint32 bFleeAfterExitingCar : 1; uint32 bWanderPathAfterExitingCar : 1; uint32 bIsLeader : 1; uint32 bDontDragMeOutCar : 1; // unfinished feature uint32 m_ped_flagF8 : 1; uint32 bWillBeQuickJacked : 1; uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked uint32 bObstacleShowedUpDuringKillObjective : 1; uint32 bDuckAndCover : 1; uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision uint32 bAllowMedicsToReviveMe : 1; uint32 bResetWalkAnims : 1; uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found uint32 bOnBoat : 1; // not just driver, may be just standing uint32 bBusJacked : 1; uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police uint32 bFadeOut : 1; uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type) uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks) uint32 bClearObjective : 1; uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land uint32 bCollidedWithMyVehicle : 1; uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such) uint32 bShakeFist : 1; // test shake hand at look entity uint32 bNoCriticalHits : 1; // if set, limbs won't came off uint32 bVehExitWillBeInstant : 1; uint32 bHasAlreadyBeenRecorded : 1; uint32 bFallenDown : 1; uint32 bDontAcceptIKLookAts : 1; uint32 bReachedAttractorHeadingTarget : 1; uint32 bTurnedAroundOnAttractor : 1; uint32 bHasAlreadyUsedAttractor : 1; uint32 bHasAlreadyStoleACar : 1; uint32 bCarPassenger : 1; uint32 bFleeWhenStanding : 1; uint32 bGotUpOfMyOwnAccord : 1; uint32 bMiamiViceCop : 1; uint32 bMoneyHasBeenGivenByScript : 1; // uint32 bHasBeenPhotographed : 1; // uint32 bIsDrowning : 1; uint32 bDrownsInWater : 1; uint32 bWaitForLeaderToComeCloser : 1; uint32 bHeldHostageInCar : 1; uint32 bIsPlayerFriend : 1; uint32 bHeadStuckInCollision : 1; uint32 bDeadPedInFrontOfCar : 1; uint32 bStayInCarOnJack : 1; uint32 bDontFight : 1; uint32 bDoomAim : 1; uint32 bCanBeShotInVehicle : 1; uint32 bCanGiveUpSunbathing : 1; uint32 bMakeFleeScream : 1; uint32 bPushedAlongByCar : 1; uint32 bRemoveMeWhenIGotIntoCar : 1; uint32 bIgnoreThreatsBehindObjects : 1; uint32 bNeverEverTargetThisPed : 1; uint32 bCrouchWhenScared : 1; uint32 bKnockedOffBike : 1; uint32 b158_8 : 1; uint32 bCollectBusFare : 1; uint32 bBoughtIceCream : 1; uint32 bDonePositionOutOfCollision : 1; uint32 bCanAttackPlayerWithCops : 1; // 1A1_1 on PS2 uint32 b1A1_2 : 1; uint32 b1A1_4 : 1; uint32 b1A1_8 : 1; uint32 b1A1_10 : 1; uint32 b1A1_20 : 1; #ifdef KANGAROO_CHEAT // our own flags uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle #endif uint8 m_gangFlags; uint8 m_unused15D; // these 3 can't be padding but had to actually have been members ... uint8 m_unused15E; uint8 m_unused15F; 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; CEntity *m_threatEntity; CVector2D m_eventOrThreat; uint32 m_eventType; CEntity* m_pEventEntity; float m_fAngleToEvent; AnimBlendFrameData *m_pFrames[PED_NODE_MAX]; RpAtomic *m_pWeaponModel; AssocGroupId m_animGroup; CAnimBlendAssociation *m_pVehicleAnim; CVector2D m_vecAnimMoveDelta; CVector m_vecOffsetSeek; CPedIK m_pedIK; float m_actionX; float m_actionY; uint32 m_nPedStateTimer; PedState m_nPedState; PedState m_nLastPedState; eMoveState m_nMoveState; int32 m_nStoredMoveState; int32 m_nPrevMoveState; eWaitState m_nWaitState; uint32 m_nWaitTimer; CPathNode* m_pathNodesToGo[8]; int16 m_nNumPathNodes; int16 m_nCurPathNodeId; CEntity* m_followPathWalkAroundEnt; CEntity* m_followPathTargetEnt; uint32 m_pathNodeTimer; CPathNode m_pathNodeObjPool[8]; CPathNode* m_pCurPathNode; int8 m_nPathDir; CPathNode* m_pLastPathNode; CPathNode* m_pNextPathNode; CVector m_followPathDestPos; float m_followPathAbortDist; eMoveState m_followPathMoveState; float m_fHealth; float m_fArmour; uint32 m_nExtendedRangeTimer; int16 m_routeLastPoint; uint16 m_routeStartPoint; int16 m_routePointsPassed; int16 m_routeType; // See PedRouteType int16 m_routePointsBeingPassed; CVector2D m_moved; float m_fRotationCur; float m_fRotationDest; float m_headingRate; uint16 m_vehEnterType; int16 m_walkAroundType; CPhysical *m_pCurrentPhysSurface; CVector m_vecOffsetFromPhysSurface; CEntity *m_pCurSurface; CVector m_vecSeekPos; CEntity *m_pSeekTarget; CVehicle *m_pMyVehicle; bool bInVehicle; float m_distanceToCountSeekDone; float m_acceptableHeadingOffset; CVehicle* m_vehicleInAccident; CPedAttractor* m_attractor; int32 m_positionInQueue; bool bRunningToPhone; int16 m_phoneId; eCrimeType m_crimeToReportOnPhone; uint32 m_phoneTalkTimer; CAccident *m_lastAccident; uint32 m_nPedType; CPedStats *m_pedStats; CVector2D m_fleeFromPos; CEntity *m_fleeFrom; uint32 m_fleeTimer; CEntity* m_threatEx; // TODO(Miami): What is this? CEntity* m_collidingEntityWhileFleeing; uint32 m_collidingThingTimer; CEntity *m_pCollidingEntity; uint8 m_stateUnused; uint32 m_timerUnused; class CRange2D *m_wanderRangeBounds; CWeapon m_weapons[TOTAL_WEAPON_SLOTS]; eWeaponType m_storedWeapon; eWeaponType m_delayedWeapon; uint32 m_delayedWeaponAmmo; uint8 m_currentWeapon; // eWeaponType uint8 m_maxWeaponTypeAllowed; // eWeaponType uint8 m_wepSkills; uint8 m_wepAccuracy; CEntity *m_pPointGunAt; CVector m_vecHitLastPos; uint32 m_curFightMove; uint32 m_lastFightMove; uint8 m_fightButtonPressure; int8 m_fightState; bool m_takeAStepAfterAttack; uint8 m_bleedCounter; CFire *m_pFire; CEntity *m_pLookTarget; float m_fLookDirection; int32 m_wepModelID; uint32 m_leaveCarTimer; uint32 m_getUpTimer; uint32 m_lookTimer; uint32 m_standardTimer; uint32 m_attackTimer; uint32 m_shootTimer; // shooting is a part of attack uint32 m_hitRecoverTimer; uint32 m_objectiveTimer; uint32 m_duckTimer; uint32 m_duckAndCoverTimer; uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision uint32 m_shotTime; 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_nPedMoney; int8 m_lastWepDam; CEntity *m_lastDamEntity; CEntity *m_attachedTo; CVector m_vecAttachOffset; uint16 m_attachType; float m_attachRotStep; uint32 m_attachWepAmmo; uint32 m_threatFlags; uint32 m_threatCheckTimer; uint32 m_threatCheckInterval; uint32 m_delayedSoundID; uint32 m_delayedSoundTimer; uint32 m_lastSoundStart; uint32 m_soundStart; uint16 m_lastQueuedSound; uint16 m_queuedSound; bool m_canTalk; uint32 m_lastComment; CVector m_vecSpotToGuard; float m_radiusToGuard; static void *operator new(size_t); static void *operator new(size_t, int); static void operator delete(void*, size_t); static void operator delete(void*, int); CPed(uint32 pedType); ~CPed(void); void DeleteRwObject(); void SetModelIndex(uint32 mi); void ProcessControl(void); void Teleport(CVector); void PreRender(void); void Render(void); bool SetupLighting(void); void RemoveLighting(bool); void FlagToDestroyWhenNextProcessed(void); int32 ProcessEntityCollision(CEntity*, CColPoint*); virtual void SetMoveAnim(void); void AddWeaponModel(int id); void AimGun(void); void KillPedWithCar(CVehicle *veh, float impulse); void Say(uint16 audio); void Say(uint16 audio, int32 time); void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false); void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false); void SetLookTimer(int time); void SetDie(AnimationId anim = ANIM_KO_SHOT_FRONT1, float arg1 = 4.0f, float arg2 = 0.0f); void SetDead(void); void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer); void RemoveBodyPart(PedNode nodeId, int8 direction); bool OurPedCanSeeThisOne(CEntity *target, bool shootablesDoBlock = false); void Avoid(void); void Attack(void); void ClearAimFlag(void); void ClearLookFlag(void); void RestorePreviousState(void); void ClearAttack(void); bool IsPedHeadAbovePos(float zOffset); void RemoveWeaponModel(int modelId); void SetCurrentWeapon(eWeaponType weaponType); void SetCurrentWeapon(int weapon); void Duck(void); void ClearDuck(bool = false); void ClearPointGunAt(void); void BeingDraggedFromCar(void); void RestartNonPartialAnims(void); void LineUpPedWithCar(PedLineUpPhase phase); void SetPedPositionInCar(void); void PlayFootSteps(void); void QuitEnteringCar(void); void BuildPedLists(void); int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = true); void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); bool CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD); void RestorePreviousObjective(void); void SetIdle(void); #ifdef _MSC_VER __declspec(noinline) // workaround for a compiler bug, hooray MS :P #endif void SetObjective(eObjective, void*); void SetObjective(eObjective); 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, bool = false); void RegisterThreatWithGangPeds(CEntity*); bool TurnBody(void); void Chat(void); void CheckAroundForPossibleCollisions(void); void SetSeek(CVector, float); void SetSeek(CEntity*, float); bool MakePhonecall(void); bool FacePhone(void); CPed *CheckForDeadPeds(void); bool CheckForExplosions(CVector2D &area); CPed *CheckForGunShots(void); uint8 CheckForPointBlankPeds(CPed*); bool CheckIfInTheAir(void); void ClearAll(void); void SetPointGunAt(CEntity*); bool Seek(void); bool SetWanderPath(int8); 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); bool InflictDamage(CEntity*, eWeaponType, float, ePedPieceTypes, uint8); void ClearFlee(void); void ClearFall(void); void SetGetUp(void); void ClearInvestigateEvent(void); void ClearLeader(void); void ClearLook(void); void ClearObjective(void); void ClearPause(void); void ClearSeek(void); void ClearWeapons(void); void RestoreGunPosition(void); void RestoreHeadingRate(void); void SetAimFlag(CEntity* to); void SetAimFlag(float angle); void SetAmmo(eWeaponType weaponType, uint32 ammo); void SetEvasiveStep(CEntity*, uint8); void GrantAmmo(eWeaponType, uint32); void SetEvasiveDive(CPhysical*, uint8); void SetAttack(CEntity*); void StartFightAttack(uint8); void SetWaitState(eWaitState, void*); bool FightStrike(CVector&, bool); void FightHitPed(CPed*, CVector&, CVector&, int16); int32 ChooseAttackPlayer(uint8, bool); int32 ChooseAttackAI(uint8, bool); int GetLocalDirection(const CVector2D &); void StartFightDefend(uint8, uint8, uint8); void PlayHitSound(CPed*); void SetFall(int, AnimationId, uint8); void SetFlee(CEntity*, int); void SetFlee(CVector2D const &, int); void RemoveDrivebyAnims(void); void RemoveInCarAnims(void); void CollideWithPed(CPed*); void SetDirectionToWalkAroundObject(CEntity*); bool SetDirectionToWalkAroundVehicle(CVehicle*); 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); void SetBuyIceCream(void); void SetChat(CEntity*, uint32); void DeadPedMakesTyresBloody(void); void MakeTyresMuddySectorList(CPtrList&); bool DuckAndCover(void); void EndFight(uint8); void EnterCar(void); uint8 GetNearestTrainPedPosition(CVehicle*, CVector&); uint8 GetNearestTrainDoor(CVehicle*, CVector&); void ExitCar(void); void Fight(void); bool FindBestCoordsFromNodes(CVector, CVector*); void Wait(void); void ProcessObjective(void); CVector *SeekFollowingPath(void); void Flee(void); void FollowPath(void); CVector GetFormationPosition(void); void GetNearestDoor(CVehicle*, CVector&); bool GetNearestPassengerDoor(CVehicle*, CVector&); int GetNextPointOnRoute(void); int GetWeaponSlot(eWeaponType); bool CanWeRunAndFireWithWeapon(void); void GoToNearestDoor(CVehicle*); bool HaveReachedNextPointOnRoute(float); void Idle(void); void InTheAir(void); void SetLanding(void); void InvestigateEvent(void); bool IsPedDoingDriveByShooting(void); bool IsRoomToBeCarJacked(void); void SetInvestigateEvent(eEventType, CVector2D, float, uint16, float); bool LookForInterestingNodes(void); void LookForSexyCars(void); void LookForSexyPeds(void); void Mug(void); void MoveHeadToLook(void); void Pause(void); void ProcessBuoyancy(void); void ServiceTalking(void); void SetJump(void); void WanderPath(void); void ReactToPointGun(CEntity*); void SeekCar(void); bool PositionPedOutOfCollision(void); bool PositionAnyPedOutOfCollision(void); bool RunToReportCrime(eCrimeType); bool PlacePedOnDryLand(void); bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*); void UpdateFromLeader(void); uint32 ScanForThreats(void); void SetEnterCar(CVehicle*, uint32); bool WarpPedToNearEntityOffScreen(CEntity*); void SetExitCar(CVehicle*, uint32); void SetFormation(eFormation); bool WillChat(CPed*); void SetEnterCar_AllClear(CVehicle*, uint32, uint32); void SetSolicit(uint32 time); void ScanForInterestingStuff(void); void WarpPedIntoCar(CVehicle*); void SetCarJack(CVehicle*); bool WarpPedToNearLeaderOffScreen(void); void Solicit(void); void SetExitBoat(CVehicle*); void ClearFollowPath(); void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo); void RequestDelayedWeapon(); void AddInCarAnims(CVehicle* car, bool isDriver); bool CanBeDamagedByThisGangMember(CPed*); void AnswerMobile(void); void BuyIceCream(void); void CheckThreatValidity(void); void ClearAnswerMobile(void); void SetAnswerMobile(void); void AttachPedToEntity(CEntity*, CVector, uint16, float, eWeaponType); void DettachPedFromEntity(); void PedShuffle(); void DriveVehicle(); void PositionAttachedPed(); bool CanUseTorsoWhenLooking(); void ScanForDelayedResponseThreats(); // 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 void PedGetupCB(CAnimBlendAssociation *assoc, void *arg); static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg); static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg); static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg); static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg); static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg); static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetInCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg); #ifdef GTA_TRAIN static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); #endif static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg); static void FinishedReloadCB(CAnimBlendAssociation *assoc, void *arg); static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg); static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg); static void PedLandCB(CAnimBlendAssociation *assoc, void *arg); static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void DeleteSunbatheIdleAnimCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetPreviousStateCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimShuffleCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetGetInCarPositionCB(CAnimBlendAssociation* assoc, void* arg); bool IsPlayer(void) const; bool IsFemale(void) { return m_nPedType == PEDTYPE_CIVFEMALE || m_nPedType == PEDTYPE_PROSTITUTE; } bool UseGroundColModel(void); bool CanSetPedState(void); bool IsPedInControl(void); bool CanPedDriveOff(void); bool CanBeDeleted(void); bool CanBeDeletedEvenInVehicle(void); bool CanStrafeOrMouseControl(void); bool CanPedReturnToState(void); void SetMoveState(eMoveState); bool IsTemporaryObjective(eObjective objective); void SetObjectiveTimer(int); bool SelectGunIfArmed(void); bool IsPointerValid(void); void SortPeds(CPed**, int, int); void ForceStoredObjective(eObjective); void SetStoredObjective(void); void SetLeader(CEntity* leader); void SetPedStats(ePedStats); bool IsGangMember(void) const; void Die(void); #ifdef GTA_TRAIN void EnterTrain(void); void ExitTrain(void); void SetExitTrain(CVehicle*); void SetPedPositionInTrain(void); void LineUpPedWithTrain(void); void SetEnterTrain(CVehicle*, uint32); #endif void Fall(void); bool IsPedShootable(void); void Look(void); void SetInTheAir(void); void RestoreHeadPosition(void); void PointGunAt(void); bool ServiceTalkingWhenDead(void); void SetShootTimer(uint32); void SetSeekCar(CVehicle*, uint32); void SetSeekBoatPosition(CVehicle*); void WanderRange(void); void SetFollowRoute(int16, int16); void SeekBoatPosition(void); void UpdatePosition(void); CObject *SpawnFlyingComponent(int, int8); void SetCarJack_AllClear(CVehicle*, uint32, uint32); bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil); void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int); void ClearWaitState(void); void Undress(const char*); void Dress(void); int32 KillCharOnFootMelee(CVector&, CVector&, CVector&); int32 KillCharOnFootArmed(CVector&, CVector&, CVector&); void SetLook(CEntity* to); void SetLook(float direction); bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; } 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) { if (GetPedState() == PED_FOLLOW_PATH && state != 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; } bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } bool OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; } 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); bool IsUseAttractorObjective(eObjective obj) { return obj == OBJECTIVE_GOTO_ATM_ON_FOOT || obj == OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT || obj == OBJECTIVE_GOTO_PIZZA_ON_FOOT || obj == OBJECTIVE_GOTO_SEAT_ON_FOOT || obj == OBJECTIVE_GOTO_SHELTER_ON_FOOT || obj == OBJECTIVE_GOTO_BUS_STOP_ON_FOOT; } void ReplaceWeaponWhenExitingVehicle(void); void RemoveWeaponWhenEnteringVehicle(void); bool IsNotInWreckedVehicle() { return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED; } // My names. Inlined in VC AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD)) return Get3rdFireAnim(weapon); else return GetPrimaryFireAnim(weapon); } static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_COP3_RD)) return ANIM_WEAPON_FIRE_3RD; else return (AnimationId)0; } static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) { if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND)) return ANIM_WEAPON_CROUCHFIRE; else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD)) return ANIM_WEAPON_FIRE_3RD; else if (kickFloorIfNone) return ANIM_KICK_FLOOR; else return (AnimationId)0; } static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE)) return ANIM_BOMBER; else return ANIM_WEAPON_FIRE; } static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_RELOAD)) return ANIM_WEAPON_CROUCHRELOAD; else return (AnimationId)0; } static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE)) return ANIM_WEAPON_CROUCHFIRE; else return (AnimationId)0; } static AnimationId GetReloadAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_RELOAD)) return ANIM_WEAPON_RELOAD; else return (AnimationId)0; } static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_FIGHTMODE)) return ANIM_MELEE_IDLE_FIGHTMODE; else return (AnimationId)0; } static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_FINISH_3RD)) return ANIM_MELEE_ATTACK_FINISH; else return (AnimationId)0; } static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND)) return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND else return (AnimationId)0; } static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) { if (weapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK)) return ANIM_MELEE_ATTACK_START; else return (AnimationId)0; } static AnimationId GetThrowAnim(CWeaponInfo *weapon) { if (weapon->IsFlagSet(WEAPONFLAG_THROW)) return ANIM_THROWABLE_START_THROW; else return (AnimationId)0; } // -- // My additions, because there were many, many instances of that. inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false) { SetFlee(fleeFrom, time); bUsePedNodeSeek = true; m_pNextPathNode = nil; if (walk) SetMoveState(PEDMOVE_WALK); } inline void SetFindPathAndFlee(CVector2D const &from, int time, bool walk = false) { SetFlee(from, time); bUsePedNodeSeek = true; m_pNextPathNode = nil; if (walk) SetMoveState(PEDMOVE_WALK); } // -- inline void SetWeaponLockOnTarget(CEntity *target) { if (m_pPointGunAt) m_pPointGunAt->CleanUpOldReference(&m_pPointGunAt); m_pPointGunAt = (CPed*)target; if (target) ((CEntity*)target)->RegisterReference(&m_pPointGunAt); } // Using this to abstract nodes of skinned and non-skinned meshes CVector GetNodePosition(int32 node) { RwV3d pos = { 0.0f, 0.0f, 0.0f }; RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); pos = mats[idx].pos; return pos; } void TransformToNode(CVector &pos, int32 node) { RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]); } // set by 0482:set_threat_reaction_range_multiplier opcode static uint16 nThreatReactionRangeMultiplier; // set by 0481:set_enter_car_range_multiplier opcode static uint16 nEnterCarRangeMultiplier; static bool bNastyLimbsCheat; static bool bFannyMagnetCheat; static bool bPedCheat3; static CVector2D ms_vec2DFleePosition; #ifndef MASTER // Mobile things void DebugDrawPedDestination(CPed *, int, int); void DebugDrawPedDesiredHeading(CPed *, int, int); void DebugDrawCollisionRadius(float, float, float, float, int); void DebugDrawVisionRange(CVector, float); void DebugDrawVisionSimple(CVector, float); void DebugDrawLook(); void DebugDrawPedPsyche(); void DebugDrawDebugLines(); static void SwitchDebugDisplay(void); static int GetDebugDisplay(void); void DebugDrawLookAtPoints(); void DebugRenderOnePedText(void); void DebugRenderClosePedText(); #endif #ifdef COMPATIBLE_SAVES virtual void Save(uint8*& buf); virtual void Load(uint8*& buf); #endif }; void FinishTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg); void StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg); void PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount); VALIDATE_SIZE(CPed, 0x5F4); bool IsPedPointerValid(CPed*); bool IsPedPointerValid_NotInWorld(CPed*);