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#pragma once

#include "Physical.h"
#include "Weapon.h"
#include "PedStats.h"
#include "PedType.h"
#include "PedIK.h"
#include "AnimManager.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "WeaponInfo.h"

struct CPathNode;

enum PedOnGroundState {
	NO_PED,
	PED_BELOW_PLAYER,
	PED_ON_THE_FLOOR,
	PED_DEAD_ON_THE_FLOOR
};

enum PedState
{
	PED_NONE,
	PED_IDLE,
	PED_LOOK_ENTITY,
	PED_LOOK_HEADING,
	PED_WANDER_RANGE,
	PED_WANDER_PATH,
	PED_SEEK_POS,
	PED_SEEK_ENTITY,
	PED_FLEE_POS,
	PED_FLEE_ENTITY,
	PED_PURSUE,
	PED_FOLLOW_PATH,
	PED_SNIPER_MODE,
	PED_ROCKET_ODE,
	PED_DUMMY,
	PED_PAUSE,
	PED_ATTACK,
	PED_FIGHT,
	PED_FACE_PHONE,
	PED_MAKE_CALL,
	PED_CHAT,
	PED_MUG,
	PED_AIM_GUN,
	PED_AI_CONTROL,
	PED_SEEK_CAR,
	PED_SEEK_IN_BOAT,
	PED_FOLLOW_ROUTE,
	PED_CPR,
	PED_SOLICIT,
	PED_BUY_ICECREAM,
	PED_INVESTIGATE,
	PED_STEP_AWAY,
	PED_ON_FIRE,

	PED_UNKNOWN,	// HANG_OUT in Fire_Head's idb

	PED_STATES_NO_AI,
	PED_JUMP,
	PED_FALL,
	PED_GETUP,
	PED_STAGGER,
	PED_DIVE_AWAY,

	PED_STATES_NO_ST,
	PED_ENTER_TRAIN,
	PED_EXIT_TRAIN,
	PED_ARREST_PLAYER,
	PED_DRIVING,
	PED_PASSENGER,
	PED_TAXI_PASSENGER,
	PED_OPEN_DOOR,
	PED_DIE,
	PED_DEAD,
	PED_CARJACK,
	PED_DRAG_FROM_CAR,
	PED_ENTER_CAR,
	PED_STEAL_CAR,
	PED_EXIT_CAR,
	PED_HANDS_UP,
	PED_ARRESTED,
};

enum {
	PEDMOVE_NONE,
	PEDMOVE_STILL,
	PEDMOVE_WALK,
	PEDMOVE_RUN,
	PEDMOVE_SPRINT,
};

class CVehicle;

class CPed : public CPhysical
{
public:
	// 0x128
	CStoredCollPoly m_collPoly;
	float m_fCollisionSpeed;
	uint8 m_ped_flagA1 : 1;
	uint8 m_ped_flagA2 : 1;
	uint8 m_ped_flagA4 : 1;		// stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
	uint8 m_ped_flagA8 : 1;
	uint8 bIsLooking : 1;
	uint8 m_ped_flagA20 : 1;	// "look" method? - probably missing in SA
	uint8 bIsRestoringLook : 1;
	uint8 bIsAimingGun : 1;
	uint8 bIsRestoringGun : 1;
	uint8 bCanPointGunAtTarget : 1;
	uint8 m_ped_flagB4 : 1;
	uint8 m_ped_flagB8 : 1;
	uint8 m_ped_flagB10 : 1;
	uint8 m_ped_flagB20 : 1;
	uint8 m_ped_flagB40 : 1;
	uint8 m_ped_flagB80 : 1;
	uint8 m_ped_flagC1 : 1;
	uint8 m_ped_flagC2 : 1;
	uint8 m_ped_flagC4 : 1;
	uint8 m_ped_flagC8 : 1;
	uint8 m_ped_flagC10 : 1;
	uint8 m_ped_flagC20 : 1;	// just left some body part?
	uint8 m_ped_flagC40 : 1;
	uint8 m_ped_flagC80 : 1;
	uint8 m_ped_flagD1 : 1;
	uint8 m_ped_flagD2 : 1;
	uint8 m_ped_flagD4 : 1;
	uint8 m_ped_flagD8 : 1;
	uint8 m_ped_flagD10 : 1;
	uint8 m_ped_flagD20 : 1;
	uint8 m_ped_flagD40 : 1;
	uint8 m_ped_flagD80 : 1;
	uint8 m_ped_flagE1 : 1;
	uint8 m_ped_flagE2 : 1;
	uint8 m_ped_flagE4 : 1;
	uint8 m_ped_flagE8 : 1;		// can duck?
	uint8 m_ped_flagE10 : 1;	// can't attack if it's set
	uint8 m_ped_flagE20 : 1;
	uint8 m_ped_flagE40 : 1;
	uint8 m_ped_flagE80 : 1;
	uint8 m_ped_flagF1 : 1;
	uint8 m_ped_flagF2 : 1;
	uint8 m_ped_flagF4 : 1;
	uint8 m_ped_flagF8 : 1;
	uint8 m_ped_flagF10 : 1;
	uint8 m_ped_flagF20 : 1;
	uint8 m_ped_flagF40 : 1;
	uint8 m_ped_flagF80 : 1;
	uint8 m_ped_flagG1 : 1;
	uint8 m_ped_flagG2 : 1;
	uint8 m_ped_flagG4 : 1;
	uint8 m_ped_flagG8 : 1;
	uint8 m_ped_flagG10 : 1;
	uint8 m_ped_flagG20 : 1;
	uint8 m_ped_flagG40 : 1;
	uint8 m_ped_flagG80 : 1;
	uint8 m_ped_flagH1 : 1;
	uint8 m_ped_flagH2 : 1;
	uint8 m_ped_flagH4 : 1;
	uint8 m_ped_flagH8 : 1;
	uint8 m_ped_flagH10 : 1;
	uint8 m_ped_flagH20 : 1;
	uint8 m_ped_flagH40 : 1;
	uint8 m_ped_flagH80 : 1;
	uint8 m_ped_flagI1 : 1;
	uint8 m_ped_flagI2 : 1;
	uint8 m_ped_flagI4 : 1;
	uint8 m_ped_flagI8 : 1;
	uint8 m_ped_flagI10 : 1;
	uint8 m_ped_flagI20 : 1;
	uint8 m_ped_flagI40 : 1;
	uint8 m_ped_flagI80 : 1;
	uint8 stuff10[15];
	CPed *m_field_16C;
	uint8 stuff12[44];
	int32 m_pEventEntity;
	float m_fAngleToEvent;
	AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
	int32 m_animGroup;
	int32 m_pVehicleAnim;
	CVector2D m_vecAnimMoveDelta;
	CVector m_vecOffsetSeek;
	CPedIK m_pedIK; 
	uint8 stuff1[8];
	uint32 m_nPedStateTimer;
	PedState m_nPedState;
	int32 m_nLastPedState;
	int32 m_nMoveState;
	int32 m_nStoredActionState;
	int32 m_nPrevActionState;
	int32 m_nWaitState;
	int32 m_nWaitTimer;
private:
	uint32 stuff0[28];
public:
	uint16 m_nPathNodes;
	uint8 m_nCurPathNode;
	int8 m_nPathState;
private:
	int8 _pad2B5[3];
public:
	CPathNode *m_pNextPathNode;
	CPathNode *m_pLastPathNode;
	float m_fHealth;
	float m_fArmour;
	uint8 stuff2[20];
	float m_fRotationCur;
	float m_fRotationDest;
	uint8 stuff13[6];
	CEntity *m_pCurrentPhysSurface;
	CVector m_vecOffsetFromPhysSurface;
	CEntity *m_pCurSurface;
	uint8 stuff3[12];
	CPed *m_pSeekTarget;
	CVehicle *m_pMyVehicle;
	bool bInVehicle;
	uint8 stuff4[23];
	int32 m_nPedType;
	CPedStats *m_pedStats;
	uint8 stuff5[24];
	CEntity *m_pCollidingEntity;
	uint8 stuff6[12];
	CWeapon m_weapons[NUM_PED_WEAPONTYPES];
	int32 stuff7;
	uint8 m_currentWeapon;			// eWeaponType
	uint8 m_maxWeaponTypeAllowed;	// eWeaponType
	uint8 stuff[2];
	int32 m_pPointGunAt;
	CVector m_vecHitLastPos;
	uint8 stuff8[12];
	CEntity *m_pLookTarget;
	float m_fLookDirection;
	int32 m_wepModelID;
	uint32 m_leaveCarTimer;
	uint32 m_getUpTimer;
	uint32 m_lookTimer;
	uint32 m_standardTimer;
	uint32 m_attackTimer;
	uint32 m_lastHitTime;
	uint32 m_hitRecoverTimer;
	uint32 field_4E0;
	uint32 m_duckTimer;
	uint8 stuff9[10];
	uint8 m_bodyPartBleeding;		// PedNode
	uint8 m_field_4F3;
	CPed *m_nearPeds[10];
	uint16 m_numNearPeds;
	uint8 stuff11[30];

	static void *operator new(size_t);
	static void operator delete(void*, size_t);

	bool IsPlayer(void);
	bool UseGroundColModel(void);
	void AddWeaponModel(int id);
	void AimGun(void);
	void KillPedWithCar(CVehicle *veh, float impulse);
	void Say(uint16 audio);
	void SetLookFlag(CPed *target, bool unknown);
	void SetLookFlag(float direction, bool unknown);
	void SetLookTimer(int time);
	void SetDie(AnimationId anim, float arg1, float arg2);
	void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
	void RemoveBodyPart(PedNode nodeId, int8 unknown);
	void SpawnFlyingComponent(int, int8 unknown);
	bool OurPedCanSeeThisOne(CEntity *target);
	void Avoid(void);
	void Attack(void);
	void ClearAimFlag(void);
	void ClearLookFlag(void);
	void RestorePreviousState(void);
	void ClearAttack(void);
	bool IsPedHeadAbovePos(float zOffset);
	void RemoveWeaponModel(int modelId);
	void SetCurrentWeapon(eWeaponType weaponType);
	bool SelectGunIfArmed(void);
	void Duck(void);
	void ClearDuck(void);
	void ClearPointGunAt(void);
	static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
	static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
	static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);

	bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
	CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
	RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }

	static bool &bNastyLimbsCheat;
	static bool &bPedCheat2;
	static bool &bPedCheat3;
};

static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
static_assert(offsetof(CPed, m_field_16C) == 0x16C, "CPed: error");
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
static_assert(sizeof(CPed) == 0x53C, "CPed: error");