From 78e33785ecfd176616b1a1b1588c771b978a4c19 Mon Sep 17 00:00:00 2001 From: aap Date: Wed, 19 Jun 2019 14:06:13 +0200 Subject: cleanup on CPed and CPedType --- src/entities/Ped.cpp | 112 +++++++++++++++++++++++++-------------------------- src/entities/Ped.h | 13 +++--- 2 files changed, 60 insertions(+), 65 deletions(-) (limited to 'src/entities') diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp index 12528b20..9e986dd0 100644 --- a/src/entities/Ped.cpp +++ b/src/entities/Ped.cpp @@ -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; - - temper = m_pedStats->m_temper; - if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) { - moveState = m_nMoveState; - - if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) { +CPed::Avoid(void) +{ + CPed *nearestPed; + + if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50) + return; + + 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); - - // 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); + // 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 - CVector2D walkedUpToPed( - nearestPed->GetPosition().x - (1.25 * -sin(walkAngle) + GetPosition().x), - nearestPed->GetPosition().y - (1.25 * cos(walkAngle) + GetPosition().y) - ); + // Move forward 1.25 meters + CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f; - distance = walkedUpToPed.Magnitude(); + // Get distance to ped we want to avoid + CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition; - 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); } diff --git a/src/entities/Ped.h b/src/entities/Ped.h index f9e46dae..60b88765 100644 --- a/src/entities/Ped.h +++ b/src/entities/Ped.h @@ -97,7 +97,7 @@ public: uint8 m_ped_flagA2 : 1; uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime) uint8 m_ped_flagA8 : 1; - uint8 m_ped_flagA10 : 1; // set when A20 just changed? + uint8 bIsLooking : 1; // set when A20 just changed? uint8 m_ped_flagA20_look : 1; uint8 m_ped_flagA40 : 1; uint8 m_ped_flagA80 : 1; @@ -222,7 +222,7 @@ public: int32 m_pPointGunAt; CVector m_vecHitLastPos; uint8 stuff8[12]; - CPed *m_pPedFight; + CEntity *m_pLookTarget; float m_fLookDirection; int32 m_wepModelID; uint32 m_leaveCarTimer; @@ -240,21 +240,20 @@ public: static void *operator new(size_t); static void operator delete(void*, size_t); - // TODO: enum! - bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; } + bool IsPlayer(void); bool UseGroundColModel(void); void AddWeaponModel(int id); void AimGun(); void KillPedWithCar(CVehicle *veh, float impulse); void Say(uint16 audio); - void SetLookFlag(CPed *to, bool set); - void SetLookFlag(float angle, bool set); + 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* who); + bool OurPedCanSeeThisOne(CEntity *target); void Avoid(void); static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data); static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data); -- cgit v1.2.3