From 53023eb65bdcde43e341c1ecb7cf0c7f8ee524fb Mon Sep 17 00:00:00 2001 From: aap Date: Sun, 7 Jul 2019 13:09:11 +0200 Subject: the great reorganization --- src/peds/Ped.h | 577 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 577 insertions(+) create mode 100644 src/peds/Ped.h (limited to 'src/peds/Ped.h') diff --git a/src/peds/Ped.h b/src/peds/Ped.h new file mode 100644 index 00000000..95731e15 --- /dev/null +++ b/src/peds/Ped.h @@ -0,0 +1,577 @@ +#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" +#include "Fire.h" + +struct CPathNode; + +enum eWaitState : uint32 { + WAITSTATE_FALSE, + WAITSTATE_TRAFFIC_LIGHTS, + WAITSTATE_CROSS_ROAD, + WAITSTATE_CROSS_ROAD_LOOK, + WAITSTATE_LOOK_PED, + WAITSTATE_LOOK_SHOP, + WAITSTATE_LOOK_ACCIDENT, + WAITSTATE_FACEOFF_GANG, + WAITSTATE_DOUBLEBACK, + WAITSTATE_HITWALL, + WAITSTATE_TURN180, + WAITSTATE_SURPRISE, + WAITSTATE_STUCK, + WAITSTATE_LOOK_ABOUT, + WAITSTATE_PLAYANIM_DUCK, + WAITSTATE_PLAYANIM_COWER, + WAITSTATE_PLAYANIM_TAXI, + WAITSTATE_PLAYANIM_HANDSUP, + WAITSTATE_PLAYANIM_HANDSCOWER, + WAITSTATE_PLAYANIM_CHAT, + WAITSTATE_FINISH_FLEE +}; + +enum eObjective : uint32 { + OBJECTIVE_NONE, + OBJECTIVE_IDLE, + OBJECTIVE_FLEE_TILL_SAFE, + OBJECTIVE_GUARD_SPOT, + OBJECTIVE_GUARD_AREA, + OBJECTIVE_WAIT_IN_CAR, + OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT, + OBJECTIVE_KILL_CHAR_ON_FOOT, + OBJECTIVE_KILL_CHAR_ANY_MEANS, + OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, + OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, + OBJECTIVE_GOTO_CHAR_ON_FOOT, + OBJECTIVE_FOLLOW_PED_IN_FORMATION, + OBJECTIVE_LEAVE_VEHICLE, + OBJECTIVE_ENTER_CAR_AS_PASSENGER, + OBJECTIVE_ENTER_CAR_AS_DRIVER, + OBJECTIVE_FOLLOW_CAR_IN_CAR, + OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE, + OBJECTIVE_DESTROY_OBJ, + OBJECTIVE_DESTROY_CAR, + OBJECTIVE_GOTO_AREA_ANY_MEANS, + OBJECTIVE_GOTO_AREA_ON_FOOT, + OBJECTIVE_RUN_TO_AREA, + OBJECTIVE_23, + OBJECTIVE_24, + OBJECTIVE_FIGHT_CHAR, + OBJECTIVE_SET_LEADER, + OBJECTIVE_FOLLOW_ROUTE, + OBJECTIVE_SOLICIT, + OBJECTIVE_HAIL_TAXI, + OBJECTIVE_CATCH_TRAIN, + OBJECTIVE_BUY_ICE_CREAM, + OBJECTIVE_STEAL_ANY_CAR, + OBJECTIVE_MUG_CHAR, + OBJECTIVE_FLEE_CAR, + OBJECTIVE_35 +}; + +enum eVehEnter : uint16 { + VEHICLE_ENTER_FRONT_RIGHT = 11, + VEHICLE_ENTER_REAR_RIGHT = 12, + VEHICLE_ENTER_FRONT_LEFT = 15, + VEHICLE_ENTER_REAR_LEFT = 16, +}; + +enum { + RANDOM_CHAR = 1, + MISSION_CHAR, +}; + +enum PedLineUpPhase { + LINE_UP_TO_CAR_START, + LINE_UP_TO_CAR_END, + LINE_UP_TO_CAR_2 +}; + +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 eMoveState { + PEDMOVE_NONE, + PEDMOVE_STILL, + PEDMOVE_WALK, + PEDMOVE_RUN, + PEDMOVE_SPRINT, +}; + +class CVehicle; + +class CPed : public CPhysical +{ +public: + // 0x128 + CStoredCollPoly m_collPoly; + float m_fCollisionSpeed; + + // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R* + uint8 bIsStanding : 1; + uint8 m_ped_flagA2 : 1; + uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime) + uint8 bIsPointingGunAt : 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 bIsTalking : 1; + uint8 bIsInTheAir : 1; + uint8 bIsLanding : 1; + uint8 m_ped_flagB20 : 1; + uint8 m_ped_flagB40 : 1; + uint8 m_ped_flagB80 : 1; + + uint8 m_ped_flagC1 : 1; + uint8 bRespondsToThreats : 1; + uint8 m_ped_flagC4 : 1; // false when in bus, bRenderPedInCar? + 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; // reset when objective changes + uint8 m_ped_flagD80 : 1; + + uint8 m_ped_flagE1 : 1; + uint8 m_ped_flagE2 : 1; + uint8 bNotAllowedToDuck : 1; + uint8 bCrouchWhenShooting : 1; + uint8 bIsDucking : 1; // set if you don't want ped to attack + uint8 m_ped_flagE20 : 1; + uint8 bDoBloodyFootprints : 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 bRecordedForReplay : 1; + uint8 m_ped_flagI10 : 1; + uint8 m_ped_flagI20 : 1; + uint8 m_ped_flagI40 : 1; + uint8 m_ped_flagI80 : 1; + + uint8 stuff10[3]; + uint8 CharCreatedBy; + uint8 field_161; + uint8 pad_162[2]; + eObjective m_objective; + eObjective m_prevObjective; + CPed *m_pedInObjective; + CVehicle *m_carInObjective; + uint32 field_174; + uint32 field_178; + uint32 field_17C; + CPed *m_leader; + uint32 m_pedFormation; + uint32 m_fearFlags; + CEntity *m_threatEntity; + CVector2D m_eventOrThread; + uint32 m_eventType; + CEntity* m_pEventEntity; + float m_fAngleToEvent; + AnimBlendFrameData *m_pFrames[PED_NODE_MAX]; + AssocGroupId m_animGroup; + CAnimBlendAssociation *m_pVehicleAnim; + CVector2D m_vecAnimMoveDelta; + CVector m_vecOffsetSeek; + CPedIK m_pedIK; + float m_actionX; + float m_actionY; + uint32 m_nPedStateTimer; + PedState m_nPedState; + PedState m_nLastPedState; + eMoveState m_nMoveState; + int32 m_nStoredActionState; + int32 m_nPrevActionState; + eWaitState m_nWaitState; + uint32 m_nWaitTimer; + void *m_pPathNodesStates[8]; + CVector2D m_stPathNodeStates[10]; + 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; + int16 m_routeLastPoint; + uint16 m_routePoints; + int16 m_routePos; + int16 m_routeType; + int16 m_routeCurDir; + uint16 field_2D2; + CVector2D m_moved; + float m_fRotationCur; + float m_fRotationDest; + float m_headingRate; + eVehEnter m_vehEnterType; + uint16 m_walkAroundType; + CEntity *m_pCurrentPhysSurface; + CVector m_vecOffsetFromPhysSurface; + CEntity *m_pCurSurface; + CVector m_vecSeekVehicle; + CEntity *m_pSeekTarget; + CVehicle *m_pMyVehicle; + bool bInVehicle; + uint8 pad_315[3]; + uint32 field_318; + uint8 field_31C; + uint8 field_31D; + int16 m_phoneId; + uint32 m_lookingForPhone; + uint32 m_phoneTalkTimer; + void *m_lastAccident; + int32 m_nPedType; + CPedStats *m_pedStats; + float m_fleeFromPosX; + float m_fleeFromPosY; + CEntity *m_fleeFrom; + uint32 m_fleeTimer; + uint32 field_344; + uint32 m_lastThreatTimer; + CEntity *m_pCollidingEntity; + uint8 m_stateUnused; + uint8 pad_351[3]; + uint32 m_timerUnused; + CEntity *m_targetUnused; + CWeapon m_weapons[NUM_PED_WEAPONTYPES]; + eWeaponType m_storedWeapon; + uint8 m_currentWeapon; // eWeaponType + uint8 m_maxWeaponTypeAllowed; // eWeaponType + uint8 m_wepSkills; + uint8 m_wepAccuracy; + CEntity *m_pPointGunAt; + CVector m_vecHitLastPos; + uint32 m_lastHitState; + uint8 m_fightFlags1; + uint8 m_fightFlags2; + uint8 pad_4B2[2]; + CFire* m_pFire; + 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 m_objectiveTimer; + uint32 m_duckTimer; + uint32 field_4E8; + int32 m_bloodyFootprintCount; + uint8 stuff9[2]; + int8 m_bodyPartBleeding; // PedNode + uint8 m_field_4F3; + CPed *m_nearPeds[10]; + uint16 m_numNearPeds; + int8 m_lastWepDam; + uint8 pad_51F; + uint8 field_520; + uint8 pad_521[3]; + uint32 m_talkTimer; + uint16 m_talkTypeLast; + uint16 m_talkType; + CVector m_vecSeekPosEx; + float m_seekExAngle; + + static void *operator new(size_t); + static void *operator new(size_t, int); + static void operator delete(void*, size_t); + static void operator delete(void*, int); + + CPed(uint32 pedType); + virtual ~CPed(void); + + virtual void SetModelIndex(uint32 mi); + virtual void ProcessControl(void); + virtual void Teleport(CVector); + virtual void PreRender(void); + virtual void Render(void); + virtual bool SetupLighting(void); + virtual void RemoveLighting(bool); + virtual void FlagToDestroyWhenNextProcessed(void); + virtual int32 ProcessEntityCollision(CEntity*, CColPoint*); + virtual void SetMoveAnim(void); + + CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); } + void dtor(void) { this->CPed::~CPed(); } + + void AddWeaponModel(int id); + void AimGun(void); + void KillPedWithCar(CVehicle *veh, float impulse); + void Say(uint16 audio); + void SetLookFlag(CEntity *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(uint32 weaponType); + void Duck(void); + void ClearDuck(void); + void ClearPointGunAt(void); + void BeingDraggedFromCar(void); + void RestartNonPartialAnims(void); + void LineUpPedWithCar(PedLineUpPhase phase); + void SetPedPositionInCar(void); + void PlayFootSteps(void); + void QuitEnteringCar(void); + void BuildPedLists(void); + uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo); + void CalculateNewOrientation(void); + float WorkOutHeadingForMovingFirstPerson(float); + void CalculateNewVelocity(void); + bool CanPedJumpThis(int32); + bool CanSeeEntity(CEntity*, float); + void RestorePreviousObjective(void); + void SetIdle(void); + void SetObjective(eObjective, void*); + void SetObjective(eObjective); + void SetObjective(eObjective, int16, int16); + void ClearChat(void); + void InformMyGangOfAttack(CEntity*); + void SetFollowRoute(int16, int16); + void ReactToAttack(CEntity*); + void SetDuck(uint32); + void RegisterThreatWithGangPeds(CEntity*); + bool TurnBody(void); + void Chat(void); + + // Static methods + static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset); + static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult); + static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType); + + // Callbacks + static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data); + static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data); + static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg); + static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg); + static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg); + static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg); + static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg); + static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg); + static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg); + static void SetInCarCB(CAnimBlendAssociation *assoc, void *arg); + static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg); + static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg); + static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg); + static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg); + static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg); + static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg); + static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg); + static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg); + static void PedLandCB(CAnimBlendAssociation *assoc, void *arg); + static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg); + static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); + static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); + + // functions that I see unnecessary to hook + bool IsPlayer(void); + bool UseGroundColModel(void); + bool CanSetPedState(void); + bool IsPedInControl(void); + bool CanPedDriveOff(void); + bool CanBeDeleted(void); + bool CanStrafeOrMouseControl(void); + bool CanPedReturnToState(void); + void SetMoveState(eMoveState); + bool IsTemporaryObjective(eObjective objective); + void SetObjectiveTimer(int); + bool SelectGunIfArmed(void); + bool IsPointerValid(void); + void SortPeds(CPed**, int, int); + void ForceStoredObjective(eObjective); + void SetStoredObjective(void); + void SetLeader(CEntity* leader); + void SetPedStats(ePedStats); + bool IsGangMember(void); + + bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } + CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } + CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } + RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } + static uint8 GetVehEnterExitFlag(eVehEnter vehEnter) { + switch (vehEnter) { + case VEHICLE_ENTER_FRONT_RIGHT: + return 4; + case VEHICLE_ENTER_REAR_RIGHT: + return 8; + case VEHICLE_ENTER_FRONT_LEFT: + return 1; + case VEHICLE_ENTER_REAR_LEFT: + return 2; + default: + return 0; + } + } + PedState GetPedState(void) { return m_nPedState; } + void SetPedState(PedState state) { m_nPedState = state; } + + // to make patching virtual functions possible + void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); } + void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); } + bool SetupLighting_(void) { return CPed::SetupLighting(); } + void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); } + void Teleport_(CVector pos) { CPed::Teleport(pos); } + + // set by 0482:set_threat_reaction_range_multiplier opcode + static uint16 &distanceMultToCountPedNear; + + static CVector &offsetToOpenRegularCarDoor; + static CVector &offsetToOpenLowCarDoor; + static CVector &offsetToOpenVanDoor; + static bool &bNastyLimbsCheat; + static bool &bPedCheat2; + static bool &bPedCheat3; +}; + +void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg); + +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_pedInObjective) == 0x16C, "CPed: error"); +static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error"); +static_assert(sizeof(CPed) == 0x53C, "CPed: error"); -- cgit v1.2.3