cleanup on CPed and CPedType

This commit is contained in:
aap 2019-06-19 14:06:13 +02:00
parent f8438e8ab6
commit 78e33785ec
6 changed files with 146 additions and 116 deletions

View file

@ -176,6 +176,13 @@ static char WaitStateText[21][16] = {
"Finish Flee",
};
bool
CPed::IsPlayer(void)
{
return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 ||
m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
}
bool
CPed::UseGroundColModel(void)
{
@ -217,7 +224,7 @@ CPed::AimGun()
CPed::Say(SOUND_PED_ATTACK);
m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
if (m_pPedFight != m_pSeekTarget) {
if (m_pLookTarget != m_pSeekTarget) {
CPed::SetLookFlag(m_pSeekTarget, 1);
}
@ -327,16 +334,16 @@ CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
}
void
CPed::SetLookFlag(CPed *to, bool set)
CPed::SetLookFlag(CPed *target, bool unknown)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
m_ped_flagA10 = 1;
m_ped_flagA40 = 0;
m_pPedFight = to;
m_pPedFight->RegisterReference((CEntity**)&m_pPedFight);
bIsLooking = true;
m_ped_flagA40 = false;
m_pLookTarget = target;
m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
m_fLookDirection = 999999.0f;
m_lookTimer = 0;
m_ped_flagA20_look = set;
m_ped_flagA20_look = unknown;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
}
@ -344,15 +351,15 @@ CPed::SetLookFlag(CPed *to, bool set)
}
void
CPed::SetLookFlag(float angle, bool set)
CPed::SetLookFlag(float direction, bool unknown)
{
if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
m_ped_flagA10 = 1;
m_ped_flagA40 = 0;
m_pPedFight = 0;
m_fLookDirection = angle;
bIsLooking = true;
m_ped_flagA40 = false;
m_pLookTarget = nil;
m_fLookDirection = direction;
m_lookTimer = 0;
m_ped_flagA20_look = set;
m_ped_flagA20_look = unknown;
if (m_nPedState != PED_DRIVING) {
m_pedIK.m_flags &= ~CPedIK::FLAG_2;
}
@ -368,76 +375,65 @@ CPed::SetLookTimer(int time)
}
bool
CPed::OurPedCanSeeThisOne(CEntity* who)
CPed::OurPedCanSeeThisOne(CEntity *target)
{
float distance;
CColPoint colpoint;
CEntity* ent;
CVector ourPos;
CVector itsPos;
CEntity *ent;
ourPos = this->GetPosition();
itsPos = who->GetPosition();
CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());
CVector2D posDiff(
itsPos.x - ourPos.x,
itsPos.y - ourPos.y
);
if ((posDiff.y * this->GetForward().y) + (posDiff.x * this->GetForward().x) < 0.0f)
// Check if target is behind ped
if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
return 0;
distance = posDiff.Magnitude();
if (distance < 40.0f)
// Check if target is too far away
if (dist.Magnitude() < 40.0f)
return 0;
ourPos.z += 1.0f;
return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0);
// Check line of sight from head
CVector headPos = this->GetPosition();
headPos.z += 1.0f;
return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
}
void
CPed::Avoid(void) {
int8 temper;
int moveState;
CPed* nearestPed;
float walkAngle;
float distance;
CPed::Avoid(void)
{
CPed *nearestPed;
temper = m_pedStats->m_temper;
if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
moveState = m_nMoveState;
if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
return;
if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) {
if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
nearestPed = m_nearPeds[0];
if (nearestPed) {
if (nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C
&& (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
& CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) {
// Check if this ped wants to avoid the nearest one
if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
walkAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
// Game converts from radians to degress and back again here, doesn't make much sense
CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
forward.Normalise(); // this is kinda pointless
// Original code was multiplying sin/cos with the number below, which is pointless because it's always 1.
// ratio = 1.0f / sqrt(sin*sin + cos*cos);
// Move forward 1.25 meters
CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
CVector2D walkedUpToPed(
nearestPed->GetPosition().x - (1.25 * -sin(walkAngle) + GetPosition().x),
nearestPed->GetPosition().y - (1.25 * cos(walkAngle) + GetPosition().y)
);
// Get distance to ped we want to avoid
CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
distance = walkedUpToPed.Magnitude();
if (distance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
% 1000 / 5;
m_fRotationDest += DEGTORAD(45.0f);
if (!m_ped_flagA10) {
if (!bIsLooking) {
CPed::SetLookFlag(nearestPed, 0);
CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
}