re3-wiiu/src/entities/Ped.h
aap 6c7df4487e
Merge pull request #29 from erorcun/erorcun
Shotgun fix, CPed, CWeaponInfo
2019-06-22 21:31:38 +02:00

306 lines
7.5 KiB
C++

#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 bRecordedForReplay : 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");