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re3/src/peds/CopPed.cpp
2020-03-21 14:58:54 +03:00

294 lines
7.9 KiB
C++

#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); }
CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
{
m_nCopType = copType;
switch (copType) {
case COP_STREET:
SetModelIndex(MI_COP);
GiveWeapon(WEAPONTYPE_COLT45, 1000);
m_currentWeapon = WEAPONTYPE_UNARMED;
m_fArmour = 0.0f;
m_wepSkills = 208; /* TODO: what is this? seems unused */
m_wepAccuracy = 60;
break;
case COP_FBI:
SetModelIndex(MI_FBI);
GiveWeapon(WEAPONTYPE_COLT45, 1000);
GiveWeapon(WEAPONTYPE_AK47, 1000);
SetCurrentWeapon(WEAPONTYPE_AK47);
m_fArmour = 100.0f;
m_wepSkills = 176; /* TODO: what is this? seems unused */
m_wepAccuracy = 76;
break;
case COP_SWAT:
SetModelIndex(MI_SWAT);
GiveWeapon(WEAPONTYPE_COLT45, 1000);
GiveWeapon(WEAPONTYPE_UZI, 1000);
SetCurrentWeapon(WEAPONTYPE_UZI);
m_fArmour = 50.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
m_wepAccuracy = 64;
break;
case COP_ARMY:
SetModelIndex(MI_ARMY);
GiveWeapon(WEAPONTYPE_COLT45, 1000);
GiveWeapon(WEAPONTYPE_M16, 1000);
GiveWeapon(WEAPONTYPE_GRENADE, 10);
SetCurrentWeapon(WEAPONTYPE_M16);
m_fArmour = 100.0f;
m_wepSkills = 32; /* TODO: what is this? seems unused */
m_wepAccuracy = 84;
break;
default:
break;
}
m_bIsInPursuit = false;
field_1350 = 1;
m_bIsDisabledCop = false;
field_1356 = 0;
m_attackTimer = 0;
field_1351 = 0;
m_bZoneDisabledButClose = false;
m_bZoneDisabled = false;
field_1364 = -1;
m_pPointGunAt = nil;
}
CCopPed::~CCopPed()
{
ClearPursuit();
}
// 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
if (!m_bIsInPursuit) {
CPlayerPed *player = FindPlayerPed();
if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
&& player->m_pWanted->m_nWantedLevel == 0) {
if (player->m_pMyVehicle
#ifdef FIX_BUGS
&& m_pMyVehicle == player->m_pMyVehicle
#endif
&& player->m_pMyVehicle->bIsLawEnforcer)
player->SetWantedLevelNoDrop(1);
}
}
}
class CCopPed_ : public CCopPed
{
public:
CCopPed *ctor(eCopType type) { return ::new (this) CCopPed(type); };
void dtor(void) { CCopPed::~CCopPed(); }
};
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