diff options
Diffstat (limited to '')
-rw-r--r-- | src/peds/CopPed.cpp | 216 |
1 files changed, 214 insertions, 2 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index 40481ad9..bf0cc59c 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -1,10 +1,14 @@ #include "common.h" #include "patcher.h" +#include "World.h" +#include "PlayerPed.h" #include "CopPed.h" #include "ModelIndices.h" +#include "Vehicle.h" +#include "RpAnimBlend.h" +#include "General.h" WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); } -WRAPPER void CCopPed::SetArrestPlayer(CPed*) { EAXJMP(0x4C2B00); } CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP) { @@ -66,7 +70,210 @@ CCopPed::~CCopPed() ClearPursuit(); } -WRAPPER void CCopPed::ClearPursuit(void) { EAXJMP(0x4C28C0); } +// 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; + } + if (player->EnteringCar()) { + if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) + return; + + // why? + player->bGonnaKillTheCarJacker = true; + + // Genius + FindPlayerPed()->m_bCanBeDamaged = false; + ((CPlayerPed*)player)->m_pArrestingCop = this; + this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop); + + } 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; + + FindPlayerPed()->m_bCanBeDamaged = false; + ((CPlayerPed*)player)->m_pArrestingCop = this; + this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop); + } + + m_nPedState = PED_ARREST_PLAYER; + SetObjective(OBJECTIVE_NONE); + m_prevObjective = OBJECTIVE_NONE; + bIsPointingGunAt = false; + m_pSeekTarget = player; + m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget); + SetCurrentWeapon(WEAPONTYPE_COLT45); + if (player->InVehicle()) { + player->m_pMyVehicle->m_nNumGettingIn = 0; + player->m_pMyVehicle->m_nGettingInFlags = 0; + player->m_pMyVehicle->bIsHandbrakeOn = true; + player->m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED; + } + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED) + SetCurrentWeapon(WEAPONTYPE_COLT45); +} + +void +CCopPed::ClearPursuit(void) +{ + CPlayerPed *player = FindPlayerPed(); + if (!player) + return; + + CWanted *wanted = player->m_pWanted; + int ourCopId = 0; + bool foundMyself = false; + int biggestCopId = 0; + if (!m_bIsInPursuit) + return; + + m_bIsInPursuit = false; + for (int i = 0; i < max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) { + if (!foundMyself && wanted->m_pCops[i] == this) { + wanted->m_pCops[i] = nil; + --wanted->m_CurrentCops; + foundMyself = true; + ourCopId = i; + biggestCopId = i; + } else { + if (wanted->m_pCops[i]) + biggestCopId = i; + } + } + if (foundMyself && biggestCopId > ourCopId) { + wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId]; + wanted->m_pCops[biggestCopId] = nil; + } + m_objective = OBJECTIVE_NONE; + m_prevObjective = OBJECTIVE_NONE; + m_nLastPedState = PED_NONE; + bIsRunning = false; + bNotAllowedToDuck = false; + bKindaStayInSamePlace = false; + m_bZoneDisabledButClose = false; + m_bZoneDisabled = false; + ClearObjective(); + if (IsPedInControl()) { + if (!m_pMyVehicle || wanted->m_nWantedLevel != 0) { + if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) { + m_nLastPedState = PED_IDLE; + SetSeek((CEntity*)m_pMyVehicle, 2.5f); + } else { + m_nLastPedState = PED_WANDER_PATH; + SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true); + } + } else { + SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle); + } + } +} + +// TO-DO: m_MaxCops in for loop may be a bug, check it out after CopAI +void +CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit) +{ + CWanted *wanted = FindPlayerPed()->m_pWanted; + if (m_bIsInPursuit || !IsPedInControl()) + return; + + if (wanted->m_CurrentCops < wanted->m_MaxCops || iMayAlreadyBeInPursuit) { + for (int i = 0; i < wanted->m_MaxCops; ++i) { + if (!wanted->m_pCops[i]) { + m_bIsInPursuit = true; + ++wanted->m_CurrentCops; + wanted->m_pCops[i] = this; + break; + } + } + if (m_bIsInPursuit) { + ClearObjective(); + m_prevObjective = OBJECTIVE_NONE; + SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed()); + SetObjectiveTimer(0); + bNotAllowedToDuck = true; + bIsRunning = true; + m_bZoneDisabledButClose = false; + } + } +} + +void +CCopPed::ArrestPlayer(void) +{ + m_pVehicleAnim = nil; + CPed *suspect = (CPed*)m_pSeekTarget; + if (suspect) { + if (suspect->CanSetPedState()) + suspect->m_nPedState = PED_ARRESTED; + + if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) { + + // BUG? I will never understand why they used LINE_UP_TO_CAR_2... + LineUpPedWithCar(LINE_UP_TO_CAR_2); + } + + if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) { + + CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ARREST_GUN); + if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f) + CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f); + + CVector suspMidPos; + suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID); + m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y, + GetPosition().x, GetPosition().y); + + m_fRotationCur = m_fRotationDest; + SetOrientation(0.0f, 0.0f, m_fRotationCur); + } else { + ClearPursuit(); + } + } else { + ClearPursuit(); + } +} + +void +CCopPed::ScanForCrimes(void) +{ + CVehicle *playerVeh = FindPlayerVehicle(); + + // Look for car alarms + if (playerVeh && playerVeh->IsCar()) { + if (playerVeh->IsAlarmOn()) { + if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f)) + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + } + + // Look for stolen cop cars (it was broken until now) + if (!m_bIsInPursuit) { + CPlayerPed *player = FindPlayerPed(); +#ifdef FIX_BUGS + if ((player->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || player->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) +#else + if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER) +#endif + && player->m_pWanted->m_nWantedLevel == 0 && player->m_pMyVehicle) { + + if (player->m_pMyVehicle->bIsLawEnforcer) + player->SetWantedLevelNoDrop(1); + } + } +} class CCopPed_ : public CCopPed { @@ -78,4 +285,9 @@ public: STARTPATCHES InjectHook(0x4C11B0, &CCopPed_::ctor, PATCH_JUMP); InjectHook(0x4C13E0, &CCopPed_::dtor, 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); ENDPATCHES |