Example #1
0
bool PedInstance::createActQFindEnemy(actionQueueGroupType &as) {
    as.state = 1;
    actionQueueType aq;
    aq.as = PedInstance::pa_smNone;
    aq.group_desc = PedInstance::gd_mThink;
    aq.state = 1;
    aq.ot_execute = PedInstance::ai_aFindEnemy;
    as.actions.push_back(aq);
    pedWeaponToUse pw_to_use;
    Mod *pMod = slots_[Mod::MOD_BRAIN];
    if (getMainType() == PedInstance::m_tpAgent) {
        aq.multi_var.enemy_var.pw_to_use.use_ranks = pMod || (!isOurAgent())
            ? true: false;
        WeaponInstance *wi = selectedWeapon();
        if (wi && wi->usesAmmo() && wi->ammoRemaining() == 0) {
            wi = NULL;
            setSelectedWeapon(-1);
        }
        if (wi && wi->canShoot()) {
            if (pMod) {
                // This overrides selected weapon
                // might be confusing for player
                if (pMod->getVersion() == Mod::MOD_V3) {
                    pw_to_use.desc = 5;
                    pw_to_use.wpn.dmg_type = wi->dmgType();
                } else if (pMod->getVersion() == Mod::MOD_V2) {
                    pw_to_use.desc = 4;
                    pw_to_use.wpn.dmg_type = wi->dmgType();
                } else {
                    // Mod::MOD_V1
                    pw_to_use.desc = 3;
                    pw_to_use.wpn.wpn_type = wi->getWeaponType();
                }
            } else {
                pw_to_use.desc = 2;
                pw_to_use.wpn.wi = wi;
            }
        } else {
            pw_to_use.desc = 5;
            pw_to_use.wpn.dmg_type = MapObject::dmg_Physical;
        }
    } else {
        pw_to_use.desc = 5;
        pw_to_use.wpn.dmg_type = MapObject::dmg_Physical;
    }
    if (createActQFiring(as, NULL, NULL, false, 0, &pw_to_use))
        as.actions.back().state |= 64;
    else
        return false;
    createActQFollowing(as, NULL, 1);
    as.actions.back().state |= 64;
    return true;
}
Example #2
0
bool PedInstance::createActQFiring(actionQueueGroupType &as, PathNode *tpn,
    ShootableMapObject *tsmo, bool forced_shot, uint32 make_shots, 
    pedWeaponToUse *pw_to_use, int32 value)
{
    as.state = 1;
    actionQueueType aq;
    aq.group_desc = PedInstance::gd_mFire;
    bool can_shoot = false;
    bool does_phys_dmg = false;
    Weapon *pWeapon = NULL;
    if (pw_to_use) {
        switch (pw_to_use->desc) {
            case 1:
                pw_to_use->wpn.wi = weapon(pw_to_use->wpn.indx);
                can_shoot = pw_to_use->wpn.wi->canShoot();
                does_phys_dmg = pw_to_use->wpn.wi->doesPhysicalDmg();
                pw_to_use->desc = 2;
                break;
            case 2:
                // pointer
                can_shoot = pw_to_use->wpn.wi->canShoot();
                does_phys_dmg = pw_to_use->wpn.wi->doesPhysicalDmg();
                break;
            case 3:
                // weapon type
                pWeapon = g_App.weapons().getWeapon(pw_to_use->wpn.wpn_type);
                can_shoot = pWeapon->canShoot();
                does_phys_dmg = pWeapon->doesPhysicalDmg();
                break;
            case 4:
                // strict damage type
                if(!g_App.weapons().checkDmgTypeCanShootStrict(
                    pw_to_use->wpn.dmg_type, can_shoot)) {
                    return false;
                }
                does_phys_dmg = (pw_to_use->wpn.dmg_type
                    & MapObject::dmg_Physical) != 0;
                break;
            case 5:
                // non-strict damage type
                if(!g_App.weapons().checkDmgTypeCanShootNonStrict(
                    pw_to_use->wpn.dmg_type, can_shoot)) {
                    return false;
                }
                does_phys_dmg = (pw_to_use->wpn.dmg_type
                    & MapObject::dmg_Physical) != 0;
                break;
        }
        aq.multi_var.enemy_var.pw_to_use = *pw_to_use;
    } else {
        WeaponInstance *wi = selectedWeapon();
        if (wi) {
            can_shoot = wi->canShoot();
            does_phys_dmg = wi->doesPhysicalDmg();
            Mod *pMod = slots_[Mod::MOD_BRAIN];
            if (pMod) {
                if (pMod->getVersion() == Mod::MOD_V3) {
                    aq.multi_var.enemy_var.pw_to_use.desc = 5;
                    aq.multi_var.enemy_var.pw_to_use.wpn.dmg_type = wi->dmgType();
                } else if (pMod->getVersion() == Mod::MOD_V2) {
                    aq.multi_var.enemy_var.pw_to_use.desc = 4;
                    aq.multi_var.enemy_var.pw_to_use.wpn.dmg_type = wi->dmgType();
                } else {
                    aq.multi_var.enemy_var.pw_to_use.desc = 3;
                    aq.multi_var.enemy_var.pw_to_use.wpn.wpn_type = wi->getWeaponType();
                }
            } else {
                aq.multi_var.enemy_var.pw_to_use.desc = 2;
                aq.multi_var.enemy_var.pw_to_use.wpn.wi = wi;
            }
        } else
            return false;
    }

    if (!can_shoot)
        return false;

    aq.multi_var.enemy_var.pw_to_use.use_ranks = slots_[Mod::MOD_BRAIN] ? true: false;
    aq.multi_var.enemy_var.value = value;
    aq.multi_var.enemy_var.forced_shot = forced_shot;
    if (does_phys_dmg) {
        aq.as = PedInstance::pa_smFiring;
        // TODO: use condition to set more information for action execution
        // continuos shooting until ammo ends(or all weapons ammo),
        // until target destroyed, type of damage that will complete action
        aq.multi_var.enemy_var.make_shots = make_shots;
        aq.multi_var.enemy_var.shots_done = 0;
        if (tpn) {
            aq.t_pn = *tpn;
            aq.ot_execute = PedInstance::ai_aAttackLocation;
            aq.t_smo = NULL;
        } else {
            aq.t_smo = tsmo;
            aq.ot_execute = PedInstance::ai_aDestroyObject;
        }
    } else {
        if (tsmo && tsmo->majorType() == MapObject::mjt_Ped) {
            aq.as = PedInstance::pa_smNone;
            aq.multi_var.enemy_var.make_shots = make_shots;
            aq.multi_var.enemy_var.shots_done = 0;
            aq.t_smo = tsmo;
            aq.ot_execute = PedInstance::ai_aAquireControl;
        } else
            return false;
    }
    aq.state = 1;
    aq.ot_execute |= PedInstance::ai_aWait;
    aq.multi_var.time_var.desc = 1;
    as.actions.push_back(aq);
    return true;
}