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750 lines
22 KiB
C++
750 lines
22 KiB
C++
#include "common.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 "Wanted.h"
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#include "DMAudio.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 "AnimBlendAssociation.h"
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#include "General.h"
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#include "ZoneCull.h"
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#include "PathFind.h"
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#include "RoadBlocks.h"
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#include "CarCtrl.h"
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#include "Renderer.h"
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#include "Camera.h"
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CCopPed::CCopPed(eCopType copType, int32 modifier) : 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_NIGHTSTICK, 1000, true); // TODO(Miami)
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GiveDelayedWeapon(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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GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
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SetCurrentWeapon(WEAPONTYPE_MP5);
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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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GiveDelayedWeapon(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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GiveDelayedWeapon(WEAPONTYPE_MP5, 1000);
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SetCurrentWeapon(WEAPONTYPE_MP5);
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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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case COP_MIAMIVICE:
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switch (modifier) {
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case 0: SetModelIndex(MI_VICE1); break;
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case 1: SetModelIndex(MI_VICE2); break;
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case 2: SetModelIndex(MI_VICE3); break;
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case 3: SetModelIndex(MI_VICE4); break;
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case 4: SetModelIndex(MI_VICE5); break;
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case 5: SetModelIndex(MI_VICE6); break;
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case 6: SetModelIndex(MI_VICE7); break;
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case 7: SetModelIndex(MI_VICE8); break;
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default: assert(0); break;
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}
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GiveDelayedWeapon(WEAPONTYPE_UZI, 1000);
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SetCurrentWeapon(WEAPONTYPE_UZI);
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m_fArmour = 100.0f;
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m_wepSkills = 176;
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m_wepAccuracy = 76;
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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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m_fAbseilPos = 0.0f;
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m_attackTimer = 0;
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m_bBeatingSuspect = false;
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m_bStopAndShootDisabledZone = 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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// VC also initializes in here, but as nil
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#ifdef FIX_BUGS
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m_nRoadblockNode = -1;
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#endif
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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->SetStatus(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_bStopAndShootDisabledZone = 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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// TODO: I don't know why they needed that parameter.
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void
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CCopPed::SetPursuit(bool ignoreCopLimit)
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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 || ignoreCopLimit) {
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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_bStopAndShootDisabledZone = 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
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if (!m_bIsInPursuit) {
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CPlayerPed *player = FindPlayerPed();
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if ((m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER || m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER)
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&& player->m_pWanted->m_nWantedLevel == 0) {
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if (player->m_pMyVehicle
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#ifdef FIX_BUGS
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&& m_pMyVehicle == player->m_pMyVehicle
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#endif
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&& 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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void
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CCopPed::CopAI(void)
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{
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CWanted *wanted = FindPlayerPed()->m_pWanted;
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int wantedLevel = wanted->m_nWantedLevel;
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CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
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if (wanted->m_bIgnoredByEveryone || wanted->m_bIgnoredByCops) {
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if (m_nPedState != PED_ARREST_PLAYER)
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ClearPursuit();
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return;
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}
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if (CCullZones::NoPolice() && m_bIsInPursuit && !m_bIsDisabledCop) {
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if (bHitSomethingLastFrame) {
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m_bZoneDisabled = true;
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m_bIsDisabledCop = true;
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#ifdef FIX_BUGS
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m_nRoadblockNode = -1;
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#else
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m_nRoadblockNode = 0;
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#endif
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bKindaStayInSamePlace = true;
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bIsRunning = false;
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bNotAllowedToDuck = false;
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bCrouchWhenShooting = false;
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SetIdle();
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ClearObjective();
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ClearPursuit();
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m_prevObjective = OBJECTIVE_NONE;
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m_nLastPedState = PED_NONE;
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SetAttackTimer(0);
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// Safe distance for disabled zone? Or to just make game easier?
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if (m_fDistanceToTarget > 15.0f)
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m_bStopAndShootDisabledZone = true;
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}
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} else if (m_bZoneDisabled && !CCullZones::NoPolice()) {
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m_bZoneDisabled = false;
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m_bIsDisabledCop = false;
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m_bStopAndShootDisabledZone = false;
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bKindaStayInSamePlace = false;
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bCrouchWhenShooting = false;
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bDuckAndCover = false;
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ClearPursuit();
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}
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if (wantedLevel > 0) {
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if (!m_bIsDisabledCop) {
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if (!m_bIsInPursuit || wanted->m_CurrentCops > wanted->m_MaxCops) {
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CCopPed *copFarthestToTarget = nil;
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float copFarthestToTargetDist = m_fDistanceToTarget;
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int oldCopNum = wanted->m_CurrentCops;
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int maxCops = wanted->m_MaxCops;
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for (int i = 0; i < Max(maxCops, oldCopNum); i++) {
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CCopPed *cop = wanted->m_pCops[i];
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if (cop && cop->m_fDistanceToTarget > copFarthestToTargetDist) {
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copFarthestToTargetDist = cop->m_fDistanceToTarget;
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copFarthestToTarget = wanted->m_pCops[i];
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}
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}
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if (m_bIsInPursuit) {
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if (copFarthestToTarget && oldCopNum > maxCops) {
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if (copFarthestToTarget == this && m_fDistanceToTarget > 10.0f) {
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ClearPursuit();
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} else if(copFarthestToTargetDist > 10.0f)
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copFarthestToTarget->ClearPursuit();
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}
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} else {
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if (oldCopNum < maxCops) {
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SetPursuit(true);
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} else {
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if (m_fDistanceToTarget <= 10.0f || copFarthestToTarget && m_fDistanceToTarget < copFarthestToTargetDist) {
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if (copFarthestToTarget && copFarthestToTargetDist > 10.0f)
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copFarthestToTarget->ClearPursuit();
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SetPursuit(true);
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}
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}
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}
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} else
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SetPursuit(false);
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if (!m_bIsInPursuit)
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return;
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if (wantedLevel > 1 && GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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else if (wantedLevel == 1 && GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && !FindPlayerPed()->m_pCurrentPhysSurface) {
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// i.e. if player is on top of car, cop will still use colt45.
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SetCurrentWeapon(WEAPONTYPE_UNARMED);
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}
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if (FindPlayerVehicle()) {
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if (m_bBeatingSuspect) {
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--wanted->m_CopsBeatingSuspect;
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m_bBeatingSuspect = false;
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}
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if (m_fDistanceToTarget * FindPlayerSpeed().Magnitude() > 4.0f)
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ClearPursuit();
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}
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return;
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}
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float weaponRange = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_fRange;
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SetLookFlag(playerOrHisVeh, true);
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TurnBody();
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SetCurrentWeapon(WEAPONTYPE_COLT45);
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if (!bIsDucking) {
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if (m_attackTimer >= CTimer::GetTimeInMilliseconds()) {
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if (m_nPedState != PED_ATTACK && m_nPedState != PED_FIGHT && !m_bZoneDisabled) {
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CVector targetDist = playerOrHisVeh->GetPosition() - GetPosition();
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if (m_fDistanceToTarget > 30.0f) {
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CAnimBlendAssociation* crouchShootAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT);
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if (crouchShootAssoc)
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crouchShootAssoc->blendDelta = -1000.0f;
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// Target is coming onto us
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if (DotProduct(playerOrHisVeh->m_vecMoveSpeed, targetDist) > 0.0f) {
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m_bIsDisabledCop = false;
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bKindaStayInSamePlace = false;
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bNotAllowedToDuck = false;
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bDuckAndCover = false;
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SetPursuit(false);
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SetObjective(OBJECTIVE_KILL_CHAR_ANY_MEANS, FindPlayerPed());
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}
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} else if (m_fDistanceToTarget < 5.0f
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&& (!FindPlayerVehicle() || FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr() < sq(1.f/200.f))) {
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m_bIsDisabledCop = false;
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bKindaStayInSamePlace = false;
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bNotAllowedToDuck = false;
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bDuckAndCover = false;
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} else {
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// VC checks for != nil compared to buggy behaviour of III. I check for != -1 here.
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#ifdef VC_PED_PORTS
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float dotProd;
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if (m_nRoadblockNode != -1) {
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// TODO(MIAMI): check this, i'm only getting this compile here....
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CPathNode *roadBlockNode = &ThePaths.m_pathNodes[CRoadBlocks::RoadBlockNodes[m_nRoadblockNode]];
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dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockNode->GetPosition(), GetPosition() - roadBlockNode->GetPosition());
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} else
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dotProd = -1.0f;
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if(dotProd >= 0.0f) {
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#else
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#ifndef FIX_BUGS
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float copRoadDotProd, targetRoadDotProd;
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#else
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float copRoadDotProd = 1.0f, targetRoadDotProd = 1.0f;
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if (m_nRoadblockNode != -1)
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#endif
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{
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CTreadable* roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]];
|
|
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;
|
|
TransformToNode(gunPos, PED_HANDR);
|
|
|
|
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)
|
|
{
|
|
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, nil);
|
|
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 !defined(GTA3_1_1_PATCH) && !defined(VC_PED_PORTS)
|
|
if (!bNotAllowedToDuck && Seek()) {
|
|
SetMoveState(PEDMOVE_STILL);
|
|
SetMoveAnim();
|
|
SetPointGunAt(m_pedInObjective);
|
|
}
|
|
#endif
|
|
} 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()) {
|
|
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);
|
|
}
|
|
}
|