summaryrefslogtreecommitdiffstats
path: root/src/peds/CopPed.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/peds/CopPed.cpp')
-rw-r--r--src/peds/CopPed.cpp485
1 files changed, 476 insertions, 9 deletions
diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp
index 53ae1747..b5812136 100644
--- a/src/peds/CopPed.cpp
+++ b/src/peds/CopPed.cpp
@@ -3,12 +3,19 @@
#include "World.h"
#include "PlayerPed.h"
#include "CopPed.h"
+#include "Wanted.h"
+#include "DMAudio.h"
#include "ModelIndices.h"
#include "Vehicle.h"
#include "RpAnimBlend.h"
+#include "AnimBlendAssociation.h"
#include "General.h"
-
-WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); }
+#include "ZoneCull.h"
+#include "PathFind.h"
+#include "RoadBlocks.h"
+#include "CarCtrl.h"
+#include "Renderer.h"
+#include "Camera.h"
CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
{
@@ -58,11 +65,16 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
m_bIsDisabledCop = false;
field_1356 = 0;
m_attackTimer = 0;
- field_1351 = 0;
- m_bZoneDisabledButClose = false;
+ m_bBeatingSuspect = false;
+ m_bStopAndShootDisabledZone = false;
m_bZoneDisabled = false;
field_1364 = -1;
m_pPointGunAt = nil;
+
+ // VC also initializes in here, but as nil
+#ifdef FIX_BUGS
+ m_wRoadblockNode = -1;
+#endif
}
CCopPed::~CCopPed()
@@ -163,7 +175,7 @@ CCopPed::ClearPursuit(void)
bIsRunning = false;
bNotAllowedToDuck = false;
bKindaStayInSamePlace = false;
- m_bZoneDisabledButClose = false;
+ m_bStopAndShootDisabledZone = false;
m_bZoneDisabled = false;
ClearObjective();
if (IsPedInControl()) {
@@ -181,15 +193,15 @@ CCopPed::ClearPursuit(void)
}
}
-// TO-DO: m_MaxCops in for loop may be a bug, check it out after CopAI
+// TODO: I don't know why they needed that parameter.
void
-CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit)
+CCopPed::SetPursuit(bool ignoreCopLimit)
{
CWanted *wanted = FindPlayerPed()->m_pWanted;
if (m_bIsInPursuit || !IsPedInControl())
return;
- if (wanted->m_CurrentCops < wanted->m_MaxCops || iMayAlreadyBeInPursuit) {
+ if (wanted->m_CurrentCops < wanted->m_MaxCops || ignoreCopLimit) {
for (int i = 0; i < wanted->m_MaxCops; ++i) {
if (!wanted->m_pCops[i]) {
m_bIsInPursuit = true;
@@ -205,7 +217,7 @@ CCopPed::SetPursuit(bool iMayAlreadyBeInPursuit)
SetObjectiveTimer(0);
bNotAllowedToDuck = true;
bIsRunning = true;
- m_bZoneDisabledButClose = false;
+ m_bStopAndShootDisabledZone = false;
}
}
}
@@ -275,19 +287,474 @@ CCopPed::ScanForCrimes(void)
}
}
+void
+CCopPed::CopAI(void)
+{
+ CWanted *wanted = FindPlayerPed()->m_pWanted;
+ int wantedLevel = wanted->m_nWantedLevel;
+ CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
+
+ if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) {
+ if (m_nPedState != PED_ARREST_PLAYER)
+ ClearPursuit();
+
+ return;
+ }
+ if (CCullZones::NoPolice() && m_bIsInPursuit && !m_bIsDisabledCop) {
+ if (bHitSomethingLastFrame) {
+ m_bZoneDisabled = true;
+ m_bIsDisabledCop = true;
+#ifdef FIX_BUGS
+ m_wRoadblockNode = -1;
+#else
+ m_wRoadblockNode = 0;
+#endif
+ bKindaStayInSamePlace = true;
+ bIsRunning = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ SetIdle();
+ ClearObjective();
+ ClearPursuit();
+ m_prevObjective = OBJECTIVE_NONE;
+ m_nLastPedState = PED_NONE;
+ SetAttackTimer(0);
+
+ // Safe distance for disabled zone? Or to just make game easier?
+ if (m_fDistanceToTarget > 15.0f)
+ m_bStopAndShootDisabledZone = true;
+ }
+ } else if (m_bZoneDisabled && !CCullZones::NoPolice()) {
+ m_bZoneDisabled = false;
+ m_bIsDisabledCop = false;
+ m_bStopAndShootDisabledZone = false;
+ bKindaStayInSamePlace = false;
+ bCrouchWhenShooting = false;
+ bDuckAndCover = false;
+ ClearPursuit();
+ }
+ if (wantedLevel > 0) {
+ if (!m_bIsDisabledCop) {
+ if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) {
+ CCopPed *copFarthestToTarget = nil;
+ float copFarthestToTargetDist = m_fDistanceToTarget;
+
+ int oldCopNum = wanted->m_CurrentCops;
+ int maxCops = wanted->m_MaxCops;
+
+ for (int i = 0; i < max(maxCops, oldCopNum); i++) {
+ CCopPed *cop = wanted->m_pCops[i];
+ if (cop && cop->m_fDistanceToTarget > copFarthestToTargetDist) {
+ copFarthestToTargetDist = cop->m_fDistanceToTarget;
+ copFarthestToTarget = wanted->m_pCops[i];
+ }
+ }
+
+ if (m_bIsInPursuit) {
+ if (copFarthestToTarget && oldCopNum > maxCops) {
+ if (copFarthestToTarget == this && m_fDistanceToTarget > 10.0f) {
+ ClearPursuit();
+ } else if(copFarthestToTargetDist > 10.0f)
+ copFarthestToTarget->ClearPursuit();
+ }
+ } else {
+ if (oldCopNum < maxCops) {
+ SetPursuit(true);
+ } else {
+ if (m_fDistanceToTarget <= 10.0f || copFarthestToTarget && m_fDistanceToTarget < copFarthestToTargetDist) {
+ if (copFarthestToTarget && copFarthestToTargetDist > 10.0f)
+ copFarthestToTarget->ClearPursuit();
+
+ SetPursuit(true);
+ }
+ }
+ }
+ } else
+ SetPursuit(false);
+
+ if (!m_bIsInPursuit)
+ return;
+
+ if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
+ // i.e. if player is on top of car, cop will still use colt45.
+ SetCurrentWeapon(WEAPONTYPE_UNARMED);
+ }
+
+ if (FindPlayerVehicle()) {
+ if (m_bBeatingSuspect) {
+ --wanted->m_CopsBeatingSuspect;
+ m_bBeatingSuspect = false;
+ }
+ if (m_fDistanceToTarget * FindPlayerSpeed().Magnitude() > 4.0f)
+ ClearPursuit();
+ }
+ return;
+ }
+ float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
+ SetLookFlag(playerOrHisVeh, true);
+ TurnBody();
+ SetCurrentWeapon(WEAPONTYPE_COLT45);
+ if (!bIsDucking) {
+ if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) {
+ if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) {
+ CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition();
+ if (m_fDistanceToTarget > 30.0f) {
+ CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
+ if (crouchShootAssoc)
+ crouchShootAssoc->blendDelta = -1000.0f;
+
+ // Target is coming onto us
+ if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) {
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bDuckAndCover = false;
+ SetPursuit(false);
+ SetObjective(OBJECTIVE_KILL_CHAR_ANY_MEANS, FindPlayerPed());
+ }
+ } else if (m_fDistanceToTarget < 5.0f
+ && (!FindPlayerVehicle() || FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr() < sq(1.f/200.f))) {
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bDuckAndCover = false;
+ } else {
+ // VC checks for != nil compared to buggy behaviour of III. I check for != -1 here.
+#ifdef VC_PED_PORTS
+ float dotProd;
+ if (m_wRoadblockNode != -1) {
+ CTreadable *roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_wRoadblockNode]];
+ dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), GetPosition() - roadBlockRoad->GetPosition());
+ } else
+ dotProd = -1.0f;
+
+ if(dotProd >= 0.0f) {
+#else
+
+#ifndef FIX_BUGS
+ float copRoadDotProd, targetRoadDotProd;
+#else
+ float copRoadDotProd = 1.0f, targetRoadDotProd = 1.0f;
+ if (m_wRoadblockNode != -1)
+#endif
+ {
+ CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_wRoadblockNode]];
+ CVector2D roadFwd = roadBlockRoad->GetForward();
+ copRoadDotProd = DotProduct2D(GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
+ targetRoadDotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), roadFwd);
+ }
+ // Roadblock may be towards road's fwd or opposite, so check both
+ if ((copRoadDotProd >= 0.0f || targetRoadDotProd >= 0.0f)
+ && (copRoadDotProd <= 0.0f || targetRoadDotProd <= 0.0f)) {
+#endif
+ bIsPointingGunAt = true;
+ } else {
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ bIsDucking = false;
+ bDuckAndCover = false;
+ SetPursuit(false);
+ }
+ }
+ }
+ } else {
+ if (m_fDistanceToTarget < weaponRange) {
+ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
+ CVector gunPos = weaponInfo->m_vecFireOffset;
+ for (RwFrame *i = GetNodeFrame(PED_HANDR); i; i = RwFrameGetParent(i))
+ RwV3dTransformPoints((RwV3d*)&gunPos, (RwV3d*)&gunPos, 1, RwFrameGetMatrix(i));
+
+ CColPoint foundCol;
+ CEntity *foundEnt;
+ if (!CWorld::ProcessLineOfSight(gunPos, playerOrHisVeh->GetPosition(), foundCol, foundEnt,
+ false, true, false, false, true, false, false)
+ || foundEnt && foundEnt == playerOrHisVeh) {
+ m_pPointGunAt = playerOrHisVeh;
+ if (playerOrHisVeh)
+ playerOrHisVeh->RegisterReference((CEntity**) &m_pPointGunAt);
+
+ SetAttack(playerOrHisVeh);
+ SetShootTimer(CGeneral::GetRandomNumberInRange(500, 1000));
+ }
+ SetAttackTimer(CGeneral::GetRandomNumberInRange(100, 300));
+ }
+ SetMoveState(PEDMOVE_STILL);
+ }
+ }
+ } else {
+ if (!m_bIsDisabledCop || m_bZoneDisabled) {
+ if (m_nPedState != PED_AIM_GUN) {
+ if (m_bIsInPursuit)
+ ClearPursuit();
+
+ if (IsPedInControl()) {
+ // Entering the vehicle
+ if (m_pMyVehicle && !bInVehicle) {
+ if (m_pMyVehicle->IsLawEnforcementVehicle()) {
+ if (m_pMyVehicle->pDriver) {
+ if (m_pMyVehicle->pDriver->m_nPedType == PEDTYPE_COP) {
+ if (m_objective != OBJECTIVE_ENTER_CAR_AS_PASSENGER)
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, m_pMyVehicle);
+ } else if (m_pMyVehicle->pDriver->IsPlayer()) {
+ FindPlayerPed()->SetWantedLevelNoDrop(1);
+ }
+ } else if (m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER) {
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ } else {
+ m_pMyVehicle = nil;
+ ClearObjective();
+ SetWanderPath(CGeneral::GetRandomNumber() & 7);
+ }
+ }
+#ifdef VC_PED_PORTS
+ else {
+ if (m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && CharCreatedBy == RANDOM_CHAR) {
+ for (int i = 0; i < m_numNearPeds; i++) {
+ CPed *nearPed = m_nearPeds[i];
+ if (nearPed->CharCreatedBy == RANDOM_CHAR) {
+ if ((nearPed->m_nPedType == PEDTYPE_CRIMINAL || nearPed->IsGangMember())
+ && nearPed->IsPedInControl()) {
+
+ bool anotherCopChasesHim = false;
+ if (nearPed->m_nPedState == PED_FLEE_ENTITY) {
+ if (nearPed->m_fleeFrom && nearPed->m_fleeFrom->IsPed() &&
+ ((CPed*)nearPed->m_fleeFrom)->m_nPedType == PEDTYPE_COP) {
+ anotherCopChasesHim = true;
+ }
+ }
+ if (!anotherCopChasesHim) {
+ SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed);
+ nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this);
+ nearPed->bBeingChasedByPolice = true;
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+#endif
+ }
+ }
+ } else {
+ if (m_bIsInPursuit && m_nPedState != PED_AIM_GUN)
+ ClearPursuit();
+
+ m_bIsDisabledCop = false;
+ bKindaStayInSamePlace = false;
+ bNotAllowedToDuck = false;
+ bCrouchWhenShooting = false;
+ bIsDucking = false;
+ bDuckAndCover = false;
+ if (m_pMyVehicle)
+ SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, m_pMyVehicle);
+ }
+ }
+}
+
+void
+CCopPed::ProcessControl(void)
+{
+ if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
+ return;
+
+ CPed::ProcessControl();
+ if (bWasPostponed)
+ return;
+
+ if (m_nPedState == PED_DEAD) {
+ ClearPursuit();
+ m_objective = OBJECTIVE_NONE;
+ return;
+ }
+ if (m_nPedState == PED_DIE)
+ return;
+
+ if (m_nPedState == PED_ARREST_PLAYER) {
+ ArrestPlayer();
+ return;
+ }
+ GetWeapon()->Update(m_audioEntityId);
+ if (m_moved.Magnitude() > 0.0f)
+ Avoid();
+
+ CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
+ CPlayerPed *player = FindPlayerPed();
+
+ m_fDistanceToTarget = (playerOrHisVeh->GetPosition() - GetPosition()).Magnitude();
+ if (player->m_nPedState == PED_ARRESTED || player->DyingOrDead()) {
+ if (m_fDistanceToTarget < 5.0f) {
+ SetArrestPlayer(player);
+ return;
+ }
+ if (IsPedInControl())
+ SetIdle();
+ }
+ if (m_bIsInPursuit) {
+ if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) {
+ switch (m_nCopType) {
+ case COP_FBI:
+ Say(SOUND_PED_PURSUIT_FBI);
+ break;
+ case COP_SWAT:
+ Say(SOUND_PED_PURSUIT_SWAT);
+ break;
+ case COP_ARMY:
+ Say(SOUND_PED_PURSUIT_ARMY);
+ break;
+ default:
+ Say(SOUND_PED_PURSUIT_COP);
+ break;
+ }
+ }
+ }
+
+ if (IsPedInControl()) {
+ CopAI();
+ /* switch (m_nCopType)
+ {
+ case COP_FBI:
+ CopAI();
+ break;
+ case COP_SWAT:
+ CopAI();
+ break;
+ case COP_ARMY:
+ CopAI();
+ break;
+ default:
+ CopAI();
+ break;
+ } */
+ } else if (InVehicle()) {
+ if (m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE &&
+ CanPedDriveOff() && m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE) {
+
+ CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle);
+ m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
+ m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
+ m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 17;
+ }
+ }
+ if (IsPedInControl() || m_nPedState == PED_DRIVING)
+ ScanForCrimes();
+
+ // They may have used goto to jump here in case of PED_ATTACK.
+ if (m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK) {
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT &&
+ player && player->EnteringCar() && m_fDistanceToTarget < 1.3f) {
+ SetArrestPlayer(player);
+ }
+ } else {
+ if (m_nPedState == PED_SEEK_POS) {
+ if (player->m_nPedState == PED_ARRESTED) {
+ SetIdle();
+ SetLookFlag(player, false);
+ SetLookTimer(1000);
+ RestorePreviousObjective();
+ } else {
+ if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) {
+ // This is 1.3f when arresting in car without seeking first (in above)
+#if defined(VC_PED_PORTS) || defined(FIX_BUGS)
+ m_distanceToCountSeekDone = 1.3f;
+#else
+ m_distanceToCountSeekDone = 2.0f;
+#endif
+ }
+
+ if (bDuckAndCover) {
+ if (!bNotAllowedToDuck && Seek()) {
+ SetMoveState(PEDMOVE_STILL);
+ SetMoveAnim();
+ SetPointGunAt(m_pedInObjective);
+ }
+ } else if (Seek()) {
+ CVehicle *playerVeh = FindPlayerVehicle();
+ if (!playerVeh && player && player->EnteringCar()) {
+ SetArrestPlayer(player);
+ } else if (1.5f + GetPosition().z <= m_vecSeekPos.z || GetPosition().z - 0.3f >= m_vecSeekPos.z) {
+ SetMoveState(PEDMOVE_STILL);
+ } else if (playerVeh && playerVeh->CanPedEnterCar() && playerVeh->m_nNumGettingIn == 0) {
+ SetCarJack(playerVeh);
+ }
+ }
+ }
+ } else if (m_nPedState == PED_SEEK_ENTITY) {
+ if (!m_pSeekTarget) {
+ RestorePreviousState();
+ } else {
+ m_vecSeekPos = m_pSeekTarget->GetPosition();
+ if (Seek()) {
+ if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_fDistanceToTarget < 2.5f && player) {
+ if (player->m_nPedState == PED_ARRESTED || player->m_nPedState == PED_ENTER_CAR ||
+ (player->m_nPedState == PED_CARJACK && m_fDistanceToTarget < 1.3f)) {
+ SetArrestPlayer(player);
+ } else
+ RestorePreviousState();
+ } else {
+ RestorePreviousState();
+ }
+
+ }
+ }
+ }
+ }
+ if (!m_bStopAndShootDisabledZone)
+ return;
+
+ bool dontShoot = false;
+ if (GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(this)) {
+ if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
+ CEntity *foundBuilding = nil;
+ CColPoint foundCol;
+ CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
+ CVector camPos = TheCamera.GetGameCamPosition();
+ CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
+ true, false, false, false, false, false, false);
+
+ // He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
+ // and now has building on front of him. He's stupid, we don't need him.
+ if (foundBuilding) {
+ FlagToDestroyWhenNextProcessed();
+ dontShoot = true;
+ }
+ }
+ } else {
+ FlagToDestroyWhenNextProcessed();
+ dontShoot = true;
+ }
+
+ if (!dontShoot) {
+ bStopAndShoot = true;
+ bKindaStayInSamePlace = true;
+ bIsPointingGunAt = true;
+ SetAttack(m_pedInObjective);
+ }
+}
+
+#include <new>
+
class CCopPed_ : public CCopPed
{
public:
CCopPed *ctor(eCopType type) { return ::new (this) CCopPed(type); };
void dtor(void) { CCopPed::~CCopPed(); }
+ void ProcessControl_(void) { CCopPed::ProcessControl(); }
};
STARTPATCHES
InjectHook(0x4C11B0, &CCopPed_::ctor, PATCH_JUMP);
InjectHook(0x4C13E0, &CCopPed_::dtor, PATCH_JUMP);
+ InjectHook(0x4C1400, &CCopPed_::ProcessControl_, 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);
+ InjectHook(0x4C1B50, &CCopPed::CopAI, PATCH_JUMP);
ENDPATCHES