diff options
Diffstat (limited to 'src/peds')
-rw-r--r-- | src/peds/Ped.cpp | 75 | ||||
-rw-r--r-- | src/peds/Ped.h | 54 | ||||
-rw-r--r-- | src/peds/PedAI.cpp | 2 |
3 files changed, 118 insertions, 13 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index f5123b39..8be58d66 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -9447,8 +9447,10 @@ CPed::SetRadioStation(void) // --MIAMI: Done void -CPed::WarpPedIntoCar(CVehicle *car) +CPed::WarpPedIntoCar(CVehicle *car) // LCS TODO: remove passenger logic { + if (GetPedState() == PED_FACE_PHONE) + QuitEnteringCar(); bInVehicle = true; m_pMyVehicle = car; m_pMyVehicle->RegisterReference((CEntity **) &m_pMyVehicle); @@ -9513,6 +9515,77 @@ CPed::WarpPedIntoCar(CVehicle *car) bChangedSeat = true; } +void +CPed::WarpPedIntoCarAsPassenger(CVehicle* pVehicle, int32 position) +{ + if (GetPedState() == PED_FACE_PHONE) + QuitEnteringCar(); + bInVehicle = true; + m_pMyVehicle = pVehicle; + m_pMyVehicle->RegisterReference((CEntity**)&m_pMyVehicle); + m_carInObjective = pVehicle; + m_carInObjective->RegisterReference((CEntity**)&m_carInObjective); + SetPedState(PED_DRIVING); // TODO: this is PED_PASSENGER, but it needs to have some logic applied first + bUsesCollision = false; + bIsInTheAir = false; + bVehExitWillBeInstant = true; + if (pVehicle->IsBike() && !pVehicle->pPassengers[0]) { + pVehicle->pPassengers[0] = this; + pVehicle->pPassengers[0]->RegisterReference((CEntity**)&pVehicle->pPassengers[0]); + } + if (position >= 0) { + if (!pVehicle->pPassengers[position]) { + pVehicle->pPassengers[position] = this; + pVehicle->pPassengers[position]->RegisterReference((CEntity**)&pVehicle->pPassengers[position]); + } + } + else { + for (int i = 0; i < 4; i++) { + if (!pVehicle->pPassengers[i]) { + pVehicle->pPassengers[i] = this; + pVehicle->pPassengers[i]->RegisterReference((CEntity**)&pVehicle->pPassengers[i]); + break; + } + } + } + + if (IsPlayer()) { + pVehicle->SetStatus(STATUS_PLAYER); + AudioManager.PlayerJustGotInCar(); + CCarCtrl::RegisterVehicleOfInterest(pVehicle); + } + else { + pVehicle->SetStatus(STATUS_PHYSICS); + } + + CWorld::Remove(this); + SetPosition(pVehicle->GetPosition()); + CWorld::Add(this); + + if (pVehicle->bIsAmbulanceOnDuty) { + pVehicle->bIsAmbulanceOnDuty = false; + --CCarCtrl::NumAmbulancesOnDuty; + } + if (pVehicle->bIsFireTruckOnDuty) { + pVehicle->bIsFireTruckOnDuty = false; + --CCarCtrl::NumFiretrucksOnDuty; + } + if (!pVehicle->bEngineOn) { + pVehicle->bEngineOn = true; + DMAudio.PlayOneShot(pVehicle->m_audioEntityId, SOUND_CAR_ENGINE_START, 1.0f); + } + + RpAnimBlendClumpSetBlendDeltas(GetClump(), ASSOC_PARTIAL, -1000.0f); + + AddInCarAnims(pVehicle, pVehicle->pDriver == this); + RemoveWeaponWhenEnteringVehicle(); + + if (pVehicle->bIsBus) + bRenderPedInCar = false; + + bChangedSeat = true; +} + // --MIAMI: Done bool CPed::HasAttractor(void) diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 242a86f2..1acd571b 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -406,7 +406,7 @@ public: float m_fCollisionSpeed; // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R* - uint32 bIsStanding : 1; + uint32 bIsStanding : 1; // 0x194 on PS2, 0x1A4 on android uint32 bWasStanding : 1; uint32 bIsAttacking : 1; // doesn't reset after fist fight uint32 bIsPointingGunAt : 1; @@ -499,7 +499,7 @@ public: uint32 bIsDrowning : 1; uint32 bDrownsInWater : 1; uint32 bWaitForLeaderToComeCloser : 1; - uint32 bHeldHostageInCar : 1; + uint32 bHeldHostageInCar : 1; // one flag was added somewhere after this one (TODO: figure out where and which) uint32 bIsPlayerFriend : 1; uint32 bHeadStuckInCollision : 1; uint32 bDeadPedInFrontOfCar : 1; @@ -512,7 +512,7 @@ public: uint32 bMakeFleeScream : 1; uint32 bPushedAlongByCar : 1; uint32 bRemoveMeWhenIGotIntoCar : 1; - uint32 bIgnoreThreatsBehindObjects : 1; + uint32 bIgnoreThreatsBehindObjects : 1; // one flag was added somewhere before this one (TODO: figure out where and which) uint32 bNeverEverTargetThisPed : 1; uint32 bCrouchWhenScared : 1; @@ -523,22 +523,40 @@ public: uint32 bDonePositionOutOfCollision : 1; uint32 bCanAttackPlayerWithCops : 1; // 1A1_1 on PS2 - uint32 b1A1_2 : 1; - uint32 b1A1_4 : 1; + uint32 bOnlyAllowedToSitBehind : 1; + uint32 bOnlyAllowedToSitInFront : 1; uint32 b1A1_8 : 1; uint32 b1A1_10 : 1; - uint32 b1A1_20 : 1; + uint32 bOverrideMoveAnim : 1; #ifdef KANGAROO_CHEAT // our own flags uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle #endif - uint8 m_gangFlags; - uint8 m_unused15D; // these 3 can't be padding but had to actually have been members ... - uint8 m_unused15E; - uint8 m_unused15F; - uint8 CharCreatedBy; + uint16 m_gangFlags; // <- this one is uint16 + + uint8 bDropsWeaponsOnDeath : 1; + uint8 b1A4_2 : 1; + uint8 bAttacksPlayerWithCops : 1; + uint8 b1A4_8 : 1; + uint8 b1A4_10 : 1; + uint8 b1A4_20 : 1; + uint8 b1A4_40 : 1; + uint8 b1A4_80 : 1; + + uint8 bCanBeTargettedByLeader : 1; + uint8 b1A5_2 : 1; + uint8 b1A5_4 : 1; + uint8 b1A5_8 : 1; + uint8 b1A5_10 : 1; + uint8 b1A5_20 : 1; + uint8 b1A5_40 : 1; + uint8 b1A5_80 : 1; + + uint8 unk_1A6; // <- init with 100 in constructor + + uint8 CharCreatedBy; // 1AC eObjective m_objective; eObjective m_prevObjective; CPed *m_pedInObjective; @@ -587,6 +605,8 @@ public: float m_fHealth; float m_fArmour; uint32 m_nExtendedRangeTimer; + uint32 m_nScriptShootTimer; + uint32 m_nScriptAttackTimer; int16 m_routeLastPoint; uint16 m_routeStartPoint; int16 m_routePointsPassed; @@ -686,6 +706,7 @@ public: uint32 m_lastComment; CVector m_vecSpotToGuard; float m_radiusToGuard; + float m_fMaxHealth; static void *operator new(size_t); static void *operator new(size_t, int); @@ -888,6 +909,7 @@ public: void SetSolicit(uint32 time); void ScanForInterestingStuff(void); void WarpPedIntoCar(CVehicle*); + void WarpPedIntoCarAsPassenger(CVehicle*, int32); void SetCarJack(CVehicle*); bool WarpPedToNearLeaderOffScreen(void); void Solicit(void); @@ -1042,6 +1064,16 @@ public: { return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED; } + bool CanStartMission() // used in CAN_PLAYER_START_MISSION and can looks like inlined function + { + if (m_nPedState >= PED_WANDER_RANGE && m_nPedState < PED_STATES_NO_AI && m_nPedState != PED_ANSWER_MOBILE) + return false; + if (m_nPedState >= PED_JUMP && m_nPedState < PED_STATES_NO_ST) + return false; + if (m_nPedState >= PED_ENTER_TRAIN && m_nPedState < PED_DEPLOY_STINGER) + return false; + return !bIsInTheAir && !bIsLanding && m_fHealth > 0.0f; + } // My names. Inlined in VC AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp index cd1befd9..8b832670 100644 --- a/src/peds/PedAI.cpp +++ b/src/peds/PedAI.cpp @@ -6487,7 +6487,7 @@ CPed::KillCharOnFootArmed(CVector &ourPos, CVector &targetPos, CVector &distWith } } if (m_pedInObjective->IsPlayer() && m_nPedType != PEDTYPE_COP - && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops != 0) { + && CharCreatedBy != MISSION_CHAR && FindPlayerPed()->m_pWanted->m_CurrentCops != 0/* TODO: && !bAttacksPlayerWithCops*/) { SetObjective(OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE); return CANT_ATTACK; |