diff options
Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r-- | src/peds/Ped.h | 433 |
1 files changed, 328 insertions, 105 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 63d8e598..b3d2f71c 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -9,16 +9,18 @@ #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 -struct CPathNode; class CAccident; class CObject; class CFire; struct AnimBlendFrameData; class CAnimBlendAssociation; +class CPedAttractor; struct PedAudioData { @@ -28,6 +30,13 @@ struct PedAudioData int m_nMaxRandomDelayTime; }; +enum +{ + ATTACK_IN_PROGRESS, + CANT_ATTACK, + WATCH_UNTIL_HE_DISAPPEARS, +}; + enum eFormation { FORMATION_UNDEFINED, @@ -78,11 +87,11 @@ struct FightMove float endFireTime; float comboFollowOnTime; float strikeRadius; + float extendReachMultiplier; uint8 hitLevel; // FightMoveHitLevel uint8 damage; uint8 flags; }; -VALIDATE_SIZE(FightMove, 0x18); // TODO: This is eFightState on mobile. enum PedFightMoves @@ -93,13 +102,20 @@ enum PedFightMoves FIGHTMOVE_IDLE, FIGHTMOVE_SHUFFLE_F, FIGHTMOVE_KNEE, - FIGHTMOVE_HEADBUTT, - FIGHTMOVE_PUNCHJAB, FIGHTMOVE_PUNCHHOOK, - FIGHTMOVE_KICK, + FIGHTMOVE_PUNCHJAB, + FIGHTMOVE_PUNCH, FIGHTMOVE_LONGKICK, FIGHTMOVE_ROUNDHOUSE, - FIGHTMOVE_BODYBLOW, + // Directionals + FIGHTMOVE_FWDLEFT, + FIGHTMOVE_FWDRIGHT, + FIGHTMOVE_BACKKICK, + FIGHTMOVE_BACKFLIP, + FIGHTMOVE_BACKLEFT, + FIGHTMOVE_BACKRIGHT, + FIGHTMOVE_RIGHTSWEEP, + // Special FIGHTMOVE_GROUNDKICK, // Opponent FIGHTMOVE_HITFRONT, @@ -112,6 +128,9 @@ enum PedFightMoves FIGHTMOVE_HITBIGSTEP, FIGHTMOVE_HITONFLOOR, FIGHTMOVE_HITBEHIND, + FIGHTMOVE_MELEE1, + FIGHTMOVE_MELEE2, + FIGHTMOVE_MELEE3, FIGHTMOVE_IDLE2NORM, NUM_FIGHTMOVES }; @@ -148,15 +167,31 @@ enum eWaitState { WAITSTATE_PLAYANIM_HANDSUP, WAITSTATE_PLAYANIM_HANDSCOWER, WAITSTATE_PLAYANIM_CHAT, - WAITSTATE_FINISH_FLEE + 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 : uint32 { OBJECTIVE_NONE, OBJECTIVE_WAIT_ON_FOOT, + OBJECTIVE_WAIT_ON_FOOT_FOR_COP, OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE, OBJECTIVE_GUARD_SPOT, - OBJECTIVE_GUARD_AREA, // not implemented + OBJECTIVE_GUARD_AREA, OBJECTIVE_WAIT_IN_CAR, OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT, OBJECTIVE_KILL_CHAR_ON_FOOT, @@ -164,19 +199,21 @@ enum eObjective : uint32 { 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, // not implemented - OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE, // not implemented - OBJECTIVE_DESTROY_OBJECT, // not implemented + 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, // not implemented - OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET, // not implemented + OBJECTIVE_GOTO_AREA_IN_CAR, + OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET, OBJECTIVE_GUARD_ATTACK, OBJECTIVE_SET_LEADER, OBJECTIVE_FOLLOW_ROUTE, @@ -185,22 +222,44 @@ enum eObjective : uint32 { 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, -#ifdef VC_PED_PORTS - OBJECTIVE_LEAVE_CAR_AND_DIE -#endif + 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, + TODO_CHAR, // TODO(Miami) }; 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_2, // Buggy. Used for cops arresting you from passenger door + LINE_UP_TO_CAR_FALL }; enum PedOnGroundState { @@ -251,12 +310,17 @@ enum PedState 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, - // One of these states isn't on PS2 - start + PED_ABSEIL, + PED_SIT, PED_JUMP, PED_FALL, PED_GETUP, @@ -267,7 +331,6 @@ enum PedState PED_ENTER_TRAIN, PED_EXIT_TRAIN, PED_ARREST_PLAYER, - // One of these states isn't on PS2 - end PED_DRIVING, PED_PASSENGER, @@ -282,14 +345,17 @@ enum PedState 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 }; class CVehicle; @@ -339,7 +405,7 @@ public: uint32 bScriptObjectiveCompleted : 1; uint32 bKindaStayInSamePlace : 1; - uint32 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members + uint32 bBeingChasedByPolice : 1; uint32 bNotAllowedToDuck : 1; uint32 bCrouchWhenShooting : 1; uint32 bIsDucking : 1; @@ -379,21 +445,59 @@ public: uint32 bVehExitWillBeInstant : 1; uint32 bHasAlreadyBeenRecorded : 1; uint32 bFallenDown : 1; -#ifdef VC_PED_PORTS - uint32 bSomeVCflag1 : 1; -#endif #ifdef PED_SKIN uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this #endif - uint32 m_ped_flagI40 : 1; - uint32 m_ped_flagI80 : 1; // originally unused, KANGAROO_CHEAT define makes use of this as cheat toggle + uint32 bReachedAttractorHeadingTarget : 1; + uint32 bTurnedAroundOnAttractor : 1; + + uint32 bHasAlreadyUsedAttractor : 1; + //uint32 b155_2 + uint32 bCarPassenger : 1; + //uint32 b155_8 + //uint32 b155_10 + uint32 bMiamiViceCop : 1; + uint32 bMoneyHasBeenGivenByScript : 1; // + uint32 bHasBeenPhotographed : 1; // + + uint32 bIsDrowning : 1; + uint32 bDrownsInWater : 1; + //uint32 b156_4 + 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 b157_8 + uint32 bMakeFleeScream : 1; + uint32 bPushedAlongByCar : 1; + uint32 b157_40 : 1; + uint32 bIgnoreThreatsBehindObjects : 1; + uint32 bNeverEverTargetThisPed : 1; + uint32 bCrouchWhenScared : 1; + uint32 bKnockedOffBike : 1; + uint32 b158_8 : 1; + uint32 b158_10 : 1; + uint32 bBoughtIceCream : 1; + uint32 b158_40 : 1; + //uint32 b158_80 + + // our own flags + uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle + + uint8 m_gangFlags; 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; @@ -422,16 +526,23 @@ public: int32 m_nPrevMoveState; eWaitState m_nWaitState; uint32 m_nWaitTimer; - void *m_pPathNodesStates[8]; // unused, probably leftover from VC - CVector2D m_stPathNodeStates[10]; - uint16 m_nPathNodes; - int16 m_nCurPathNode; - int8 m_nPathDir; -public: - CPathNode *m_pLastPathNode; - CPathNode *m_pNextPathNode; + 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; + char 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; @@ -451,12 +562,13 @@ public: CVehicle *m_pMyVehicle; bool bInVehicle; float m_distanceToCountSeekDone; + float m_acceptableHeadingOffset; + CPedAttractor* m_attractor; + int32 m_positionInQueue; + CVehicle* m_vehicleInAccident; + bool bRunningToPhone; int16 m_phoneId; -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - bool m_facePhoneStart; - CEntity *m_victimOfPlayerCrime; -#endif eCrimeType m_crimeToReportOnPhone; uint32 m_phoneTalkTimer; CAccident *m_lastAccident; @@ -466,14 +578,17 @@ public: float m_fleeFromPosY; CEntity *m_fleeFrom; uint32 m_fleeTimer; + CEntity* pThreatEx; // 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[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS]; + 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; @@ -481,9 +596,11 @@ public: CEntity *m_pPointGunAt; CVector m_vecHitLastPos; uint32 m_curFightMove; + uint32 m_lastFightMove; uint8 m_fightButtonPressure; FightState m_fightState; bool m_takeAStepAfterAttack; + uint8 m_bleedCounter; CFire *m_pFire; CEntity *m_pLookTarget; float m_fLookDirection; @@ -499,12 +616,26 @@ public: 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; - int8 m_lastWepDam; + 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_threatCheck; + uint32 m_lastThreatCheck; + uint32 m_delayedSoundID; + uint32 m_delayedSoundTimer; uint32 m_lastSoundStart; uint32 m_soundStart; uint16 m_lastQueuedSound; @@ -536,14 +667,15 @@ public: void AimGun(void); void KillPedWithCar(CVehicle *veh, float impulse); void Say(uint16 audio); - void SetLookFlag(CEntity *target, bool keepTryingToLook); - void SetLookFlag(float direction, bool keepTryingToLook); + 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, float arg1, float arg2); + 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 OurPedCanSeeThisOne(CEntity *target, bool shootablesDoBlock = false); void Avoid(void); void Attack(void); void ClearAimFlag(void); @@ -552,9 +684,10 @@ public: void ClearAttack(void); bool IsPedHeadAbovePos(float zOffset); void RemoveWeaponModel(int modelId); - void SetCurrentWeapon(uint32 weaponType); + void SetCurrentWeapon(eWeaponType weaponType); + void SetCurrentWeapon(int weapon); void Duck(void); - void ClearDuck(void); + void ClearDuck(bool = false); void ClearPointGunAt(void); void BeingDraggedFromCar(void); void RestartNonPartialAnims(void); @@ -563,7 +696,7 @@ public: void PlayFootSteps(void); void QuitEnteringCar(void); void BuildPedLists(void); - uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo); + int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = false); void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); @@ -577,11 +710,11 @@ public: 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); + void SetDuck(uint32, bool = false); void RegisterThreatWithGangPeds(CEntity*); bool TurnBody(void); void Chat(void); @@ -591,9 +724,6 @@ public: bool MakePhonecall(void); bool FacePhone(void); CPed *CheckForDeadPeds(void); -#ifdef PEDS_REPORT_CRIMES_ON_PHONE - int32 CheckForPlayerCrimes(CPed *victim = nil); -#endif bool CheckForExplosions(CVector2D &area); CPed *CheckForGunShots(void); PointBlankNecessity CheckForPointBlankPeds(CPed*); @@ -602,7 +732,9 @@ public: void SetPointGunAt(CEntity*); bool Seek(void); bool SetWanderPath(int8); - bool SetFollowPath(CVector); + 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); @@ -628,7 +760,10 @@ public: void SetAttack(CEntity*); void StartFightAttack(uint8); void SetWaitState(eWaitState, void*); - bool FightStrike(CVector&); + 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*); @@ -638,8 +773,11 @@ public: 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); @@ -647,19 +785,17 @@ public: void SetChat(CEntity*, uint32); void DeadPedMakesTyresBloody(void); 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, CVector*); void Wait(void); void ProcessObjective(void); - bool SeekFollowingPath(CVector*); + CVector *SeekFollowingPath(void); void Flee(void); void FollowPath(void); CVector GetFormationPosition(void); @@ -668,6 +804,7 @@ public: int GetNextPointOnRoute(void); uint8 GetPedRadioCategory(uint32); int GetWeaponSlot(eWeaponType); + bool CanWeRunAndFireWithWeapon(void); void GoToNearestDoor(CVehicle*); bool HaveReachedNextPointOnRoute(float); void Idle(void); @@ -700,7 +837,6 @@ public: void SetExitCar(CVehicle*, uint32); void SetFormation(eFormation); bool WillChat(CPed*); - void SetEnterTrain(CVehicle*, uint32); void SetEnterCar_AllClear(CVehicle*, uint32, uint32); void SetSolicit(uint32 time); void ScanForInterestingStuff(void); @@ -709,6 +845,22 @@ public: 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(); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -736,8 +888,11 @@ public: 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); @@ -747,6 +902,7 @@ public: static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); bool IsPlayer(void); + bool IsFemale(void) { return m_nPedType == PEDTYPE_CIVFEMALE || m_nPedType == PEDTYPE_PROSTITUTE; } bool UseGroundColModel(void); bool CanSetPedState(void); bool IsPedInControl(void); @@ -766,8 +922,14 @@ public: void SetPedStats(ePedStats); bool IsGangMember(void); 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); @@ -775,29 +937,34 @@ public: void RestoreHeadPosition(void); void PointGunAt(void); bool ServiceTalkingWhenDead(void); - void SetPedPositionInTrain(void); void SetShootTimer(uint32); void SetSeekCar(CVehicle*, uint32); void SetSeekBoatPosition(CVehicle*); - void SetExitTrain(CVehicle*); void WanderRange(void); void SetFollowRoute(int16, int16); void SeekBoatPosition(void); void UpdatePosition(void); CObject *SpawnFlyingComponent(int, int8); void SetCarJack_AllClear(CVehicle*, uint32, uint32); -#ifdef VC_PED_PORTS bool CanPedJumpThis(CEntity*, CVector*); -#else - bool CanPedJumpThis(CEntity*); -#endif + 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&); - bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } - CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } + 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) { m_nPedState = state; } + void SetPedState(PedState state) + { + if (GetPedState() == 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; } @@ -807,10 +974,86 @@ public: 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) { return m_attractor != nil; } + 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(); + + // My names. Inlined in VC + AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { + if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd) + return ANIM_WEAPON_FIRE_3RD; + else + return GetPrimaryFireAnim(weapon); + } + + static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) { + if (!!weapon->m_bGround2nd) + return ANIM_WEAPON_CROUCHFIRE; + else if (!!weapon->m_bGround3rd) + return ANIM_WEAPON_FIRE_3RD; + else if (kickFloorIfNone) + return ANIM_KICK_FLOOR; + else + return (AnimationId)0; + } + + static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) { + if (weapon->m_bAnimDetonate) + return ANIM_BOMBER; + else + return ANIM_WEAPON_FIRE; + } + + static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bReload) + return ANIM_WEAPON_CROUCHRELOAD; + else + return (AnimationId)0; + } + + static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bCrouchFire) + return ANIM_WEAPON_CROUCHFIRE; + else + return (AnimationId)0; + } + + static AnimationId GetReloadAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bReload) + return ANIM_WEAPON_RELOAD; + else + return (AnimationId)0; + } + + static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bFightMode) + return ANIM_MELEE_IDLE_FIGHTMODE; + else + return (AnimationId)0; + } + + static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bFinish3rd) + return ANIM_MELEE_ATTACK_FINISH; + else + return (AnimationId)0; + } + + static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bUse2nd) + return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND + else + return (AnimationId)0; + } + // -- + // My additions, because there were many, many instances of that. inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false) { @@ -829,43 +1072,24 @@ public: if (walk) SetMoveState(PEDMOVE_WALK); } + // -- // Using this to abstract nodes of skinned and non-skinned meshes CVector GetNodePosition(int32 node) { -#ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ - RwV3d pos = { 0.0f, 0.0f, 0.0f }; - RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); - int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); - RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); - // this is just stupid - //RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]); - pos = mats[idx].pos; - return pos; - }else -#endif - { - RwMatrix mat; - CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat); - return mat.pos; - } + 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) { -#ifdef PED_SKIN - if(IsClumpSkinned(GetClump())){ - RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); - int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); - RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); - RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]); - }else -#endif - { - RwFrame *frame; - for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame)) - RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame)); - } + RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump()); + int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID); + RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier); + RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]); } // set by 0482:set_threat_reaction_range_multiplier opcode @@ -875,14 +1099,11 @@ public: static uint16 nEnterCarRangeMultiplier; static bool bNastyLimbsCheat; + static bool bFannyMagnetCheat; static bool bPedCheat2; static bool bPedCheat3; static CVector2D ms_vec2DFleePosition; -#ifdef DEBUGMENU - static bool bPopHeadsOnHeadshot; -#endif - #ifndef MASTER // Mobile things void DebugDrawPedDestination(CPed *, int, int); @@ -902,18 +1123,20 @@ public: void DebugRenderClosePedText(); #endif -#ifdef PED_SKIN - void renderLimb(int node); -#endif - #ifdef COMPATIBLE_SAVES virtual void Save(uint8*& buf); virtual void Load(uint8*& buf); #endif }; -void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg); +void FinishTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg); +void StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg); +void PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount); +// TODO(Miami): Change those when Ped struct is done #ifndef PED_SKIN VALIDATE_SIZE(CPed, 0x53C); #endif + +bool IsPedPointerValid(CPed*); +bool IsPedPointerValid_NotInWorld(CPed*); |