294 lines
8.0 KiB
C++
294 lines
8.0 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "World.h"
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#include "PlayerPed.h"
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#include "CopPed.h"
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#include "ModelIndices.h"
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#include "Vehicle.h"
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#include "RpAnimBlend.h"
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#include "General.h"
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WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); }
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CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
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{
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m_nCopType = copType;
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switch (copType) {
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case COP_STREET:
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SetModelIndex(MI_COP);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_fArmour = 0.0f;
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m_wepSkills = 208; /* TODO: what is this? seems unused */
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m_wepAccuracy = 60;
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break;
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case COP_FBI:
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SetModelIndex(MI_FBI);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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GiveWeapon(WEAPONTYPE_AK47, 1000);
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SetCurrentWeapon(WEAPONTYPE_AK47);
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m_fArmour = 100.0f;
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m_wepSkills = 176; /* TODO: what is this? seems unused */
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m_wepAccuracy = 76;
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break;
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case COP_SWAT:
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SetModelIndex(MI_SWAT);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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GiveWeapon(WEAPONTYPE_UZI, 1000);
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SetCurrentWeapon(WEAPONTYPE_UZI);
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m_fArmour = 50.0f;
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m_wepSkills = 32; /* TODO: what is this? seems unused */
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m_wepAccuracy = 64;
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break;
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case COP_ARMY:
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SetModelIndex(MI_ARMY);
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GiveWeapon(WEAPONTYPE_COLT45, 1000);
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GiveWeapon(WEAPONTYPE_M16, 1000);
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GiveWeapon(WEAPONTYPE_GRENADE, 10);
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SetCurrentWeapon(WEAPONTYPE_M16);
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m_fArmour = 100.0f;
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m_wepSkills = 32; /* TODO: what is this? seems unused */
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m_wepAccuracy = 84;
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break;
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default:
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break;
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}
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m_bIsInPursuit = false;
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field_1350 = 1;
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m_bIsDisabledCop = false;
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field_1356 = 0;
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m_attackTimer = 0;
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field_1351 = 0;
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m_bZoneDisabledButClose = false;
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m_bZoneDisabled = false;
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field_1364 = -1;
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m_pPointGunAt = nil;
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}
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CCopPed::~CCopPed()
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{
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ClearPursuit();
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}
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// Parameter should always be CPlayerPed, but it seems they considered making civilians arrestable at some point
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void
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CCopPed::SetArrestPlayer(CPed *player)
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{
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if (!IsPedInControl() || !player)
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return;
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switch (m_nCopType) {
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case COP_FBI:
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Say(SOUND_PED_ARREST_FBI);
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break;
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case COP_SWAT:
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Say(SOUND_PED_ARREST_SWAT);
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break;
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default:
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Say(SOUND_PED_ARREST_COP);
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break;
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}
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if (player->EnteringCar()) {
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if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer)
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return;
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// why?
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player->bGonnaKillTheCarJacker = true;
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// Genius
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FindPlayerPed()->m_bCanBeDamaged = false;
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((CPlayerPed*)player)->m_pArrestingCop = this;
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this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
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} else if (player->m_nPedState != PED_DIE && player->m_nPedState != PED_DEAD && player->m_nPedState != PED_ARRESTED) {
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player->m_nLastPedState = player->m_nPedState;
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player->m_nPedState = PED_ARRESTED;
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FindPlayerPed()->m_bCanBeDamaged = false;
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((CPlayerPed*)player)->m_pArrestingCop = this;
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this->RegisterReference((CEntity**) &((CPlayerPed*)player)->m_pArrestingCop);
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}
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m_nPedState = PED_ARREST_PLAYER;
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SetObjective(OBJECTIVE_NONE);
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m_prevObjective = OBJECTIVE_NONE;
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bIsPointingGunAt = false;
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m_pSeekTarget = player;
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m_pSeekTarget->RegisterReference((CEntity**) &m_pSeekTarget);
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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if (player->InVehicle()) {
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player->m_pMyVehicle->m_nNumGettingIn = 0;
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player->m_pMyVehicle->m_nGettingInFlags = 0;
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player->m_pMyVehicle->bIsHandbrakeOn = true;
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player->m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;
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}
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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}
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void
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CCopPed::ClearPursuit(void)
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{
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CPlayerPed *player = FindPlayerPed();
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if (!player)
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return;
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CWanted *wanted = player->m_pWanted;
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int ourCopId = 0;
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bool foundMyself = false;
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int biggestCopId = 0;
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if (!m_bIsInPursuit)
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return;
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m_bIsInPursuit = false;
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for (int i = 0; i < max(wanted->m_MaxCops, wanted->m_CurrentCops); ++i) {
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if (!foundMyself && wanted->m_pCops[i] == this) {
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wanted->m_pCops[i] = nil;
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--wanted->m_CurrentCops;
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foundMyself = true;
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ourCopId = i;
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biggestCopId = i;
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} else {
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if (wanted->m_pCops[i])
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biggestCopId = i;
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}
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}
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if (foundMyself && biggestCopId > ourCopId) {
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wanted->m_pCops[ourCopId] = wanted->m_pCops[biggestCopId];
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wanted->m_pCops[biggestCopId] = nil;
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}
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m_objective = OBJECTIVE_NONE;
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m_prevObjective = OBJECTIVE_NONE;
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m_nLastPedState = PED_NONE;
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bIsRunning = false;
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bNotAllowedToDuck = false;
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bKindaStayInSamePlace = false;
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m_bZoneDisabledButClose = false;
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m_bZoneDisabled = false;
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ClearObjective();
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if (IsPedInControl()) {
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if (!m_pMyVehicle || wanted->m_nWantedLevel != 0) {
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if (m_pMyVehicle && (m_pMyVehicle->GetPosition() - GetPosition()).MagnitudeSqr() < sq(5.0f)) {
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m_nLastPedState = PED_IDLE;
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SetSeek((CEntity*)m_pMyVehicle, 2.5f);
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} else {
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m_nLastPedState = PED_WANDER_PATH;
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SetFindPathAndFlee(FindPlayerPed()->GetPosition(), 10000, true);
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}
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} else {
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SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
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}
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}
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}
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// TO-DO: m_MaxCops in for loop may be a bug, check it out after CopAI
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void
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CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit)
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{
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CWanted *wanted = FindPlayerPed()->m_pWanted;
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if (m_bIsInPursuit || !IsPedInControl())
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return;
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if (wanted->m_CurrentCops < wanted->m_MaxCops || iMayAlreadyBeInPursuit) {
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for (int i = 0; i < wanted->m_MaxCops; ++i) {
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if (!wanted->m_pCops[i]) {
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m_bIsInPursuit = true;
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++wanted->m_CurrentCops;
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wanted->m_pCops[i] = this;
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break;
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}
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}
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if (m_bIsInPursuit) {
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ClearObjective();
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m_prevObjective = OBJECTIVE_NONE;
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SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed());
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SetObjectiveTimer(0);
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bNotAllowedToDuck = true;
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bIsRunning = true;
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m_bZoneDisabledButClose = false;
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}
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}
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}
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void
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CCopPed::ArrestPlayer(void)
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{
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m_pVehicleAnim = nil;
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CPed *suspect = (CPed*)m_pSeekTarget;
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if (suspect) {
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if (suspect->CanSetPedState())
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suspect->m_nPedState = PED_ARRESTED;
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if (suspect->bInVehicle && m_pMyVehicle && suspect->m_pMyVehicle == m_pMyVehicle) {
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// BUG? I will never understand why they used LINE_UP_TO_CAR_2...
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LineUpPedWithCar(LINE_UP_TO_CAR_2);
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}
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if (suspect && (suspect->m_nPedState == PED_ARRESTED || suspect->DyingOrDead() || suspect->EnteringCar())) {
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CAnimBlendAssociation *arrestAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_ARREST_GUN);
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if (!arrestAssoc || arrestAssoc->blendDelta < 0.0f)
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
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CVector suspMidPos;
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suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID);
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
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GetPosition().x, GetPosition().y);
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m_fRotationCur = m_fRotationDest;
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SetOrientation(0.0f, 0.0f, m_fRotationCur);
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} else {
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ClearPursuit();
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}
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} else {
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ClearPursuit();
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}
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}
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void
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CCopPed::ScanForCrimes(void)
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{
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CVehicle *playerVeh = FindPlayerVehicle();
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// Look for car alarms
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if (playerVeh && playerVeh->IsCar()) {
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if (playerVeh->IsAlarmOn()) {
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if ((playerVeh->GetPosition() - GetPosition()).MagnitudeSqr() < sq(20.0f))
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FindPlayerPed()->SetWantedLevelNoDrop(1);
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}
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}
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// Look for stolen cop cars (it was broken until now)
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if (!m_bIsInPursuit) {
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CPlayerPed *player = FindPlayerPed();
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#ifdef FIX_BUGS
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if ((player->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || player->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
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#else
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if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
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#endif
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&& player->m_pWanted->m_nWantedLevel == 0 && player->m_pMyVehicle) {
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if (player->m_pMyVehicle->bIsLawEnforcer)
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player->SetWantedLevelNoDrop(1);
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}
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}
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}
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class CCopPed_ : public CCopPed
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{
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public:
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CCopPed *ctor(eCopType type) { return ::new (this) CCopPed(type); };
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void dtor(void) { CCopPed::~CCopPed(); }
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};
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STARTPATCHES
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InjectHook(0x4C11B0, &CCopPed_::ctor, PATCH_JUMP);
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InjectHook(0x4C13E0, &CCopPed_::dtor, PATCH_JUMP);
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InjectHook(0x4C28C0, &CCopPed::ClearPursuit, PATCH_JUMP);
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InjectHook(0x4C2B00, &CCopPed::SetArrestPlayer, PATCH_JUMP);
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InjectHook(0x4C27D0, &CCopPed::SetPursuit, PATCH_JUMP);
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InjectHook(0x4C2C90, &CCopPed::ArrestPlayer, PATCH_JUMP);
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InjectHook(0x4C26A0, &CCopPed::ScanForCrimes, PATCH_JUMP);
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ENDPATCHES
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