mirror of
https://github.com/halpz/re3.git
synced 2025-07-22 10:39:47 +00:00
cleanup on CPed and CPedType
This commit is contained in:
@ -176,6 +176,13 @@ static char WaitStateText[21][16] = {
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"Finish Flee",
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};
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bool
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CPed::IsPlayer(void)
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{
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return m_nPedType == PEDTYPE_PLAYER1 || m_nPedType== PEDTYPE_PLAYER2 ||
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m_nPedType == PEDTYPE_PLAYER3 || m_nPedType == PEDTYPE_PLAYER4;
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}
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bool
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CPed::UseGroundColModel(void)
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{
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@ -217,7 +224,7 @@ CPed::AimGun()
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CPed::Say(SOUND_PED_ATTACK);
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m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
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if (m_pPedFight != m_pSeekTarget) {
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if (m_pLookTarget != m_pSeekTarget) {
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CPed::SetLookFlag(m_pSeekTarget, 1);
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}
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@ -327,16 +334,16 @@ CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
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}
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void
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CPed::SetLookFlag(CPed *to, bool set)
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CPed::SetLookFlag(CPed *target, bool unknown)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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m_ped_flagA10 = 1;
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m_ped_flagA40 = 0;
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m_pPedFight = to;
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m_pPedFight->RegisterReference((CEntity**)&m_pPedFight);
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bIsLooking = true;
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m_ped_flagA40 = false;
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m_pLookTarget = target;
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m_pLookTarget->RegisterReference((CEntity**)&m_pLookTarget);
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m_fLookDirection = 999999.0f;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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m_ped_flagA20_look = unknown;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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@ -344,15 +351,15 @@ CPed::SetLookFlag(CPed *to, bool set)
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}
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void
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CPed::SetLookFlag(float angle, bool set)
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CPed::SetLookFlag(float direction, bool unknown)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds()) {
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m_ped_flagA10 = 1;
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m_ped_flagA40 = 0;
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m_pPedFight = 0;
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m_fLookDirection = angle;
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bIsLooking = true;
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m_ped_flagA40 = false;
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m_pLookTarget = nil;
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m_fLookDirection = direction;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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m_ped_flagA20_look = unknown;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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@ -368,76 +375,65 @@ CPed::SetLookTimer(int time)
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}
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bool
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CPed::OurPedCanSeeThisOne(CEntity* who)
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CPed::OurPedCanSeeThisOne(CEntity *target)
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{
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float distance;
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CColPoint colpoint;
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CEntity* ent;
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CVector ourPos;
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CVector itsPos;
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CEntity *ent;
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ourPos = this->GetPosition();
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itsPos = who->GetPosition();
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CVector2D dist = CVector2D(target->GetPosition()) - CVector2D(this->GetPosition());
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CVector2D posDiff(
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itsPos.x - ourPos.x,
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itsPos.y - ourPos.y
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);
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if ((posDiff.y * this->GetForward().y) + (posDiff.x * this->GetForward().x) < 0.0f)
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// Check if target is behind ped
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if (DotProduct2D(dist, CVector2D(this->GetForward())) < 0.0f)
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return 0;
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distance = posDiff.Magnitude();
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if (distance < 40.0f)
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// Check if target is too far away
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if (dist.Magnitude() < 40.0f)
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return 0;
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ourPos.z += 1.0f;
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return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0);
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// Check line of sight from head
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CVector headPos = this->GetPosition();
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headPos.z += 1.0f;
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return !CWorld::ProcessLineOfSight(headPos, target->GetPosition(), colpoint, ent, true, false, false, false, false, false);
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}
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void
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CPed::Avoid(void) {
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int8 temper;
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int moveState;
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CPed* nearestPed;
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float walkAngle;
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float distance;
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CPed::Avoid(void)
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{
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CPed *nearestPed;
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temper = m_pedStats->m_temper;
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if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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moveState = m_nMoveState;
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if(m_pedStats->m_temper > m_pedStats->m_fear && m_pedStats->m_temper > 50)
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return;
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if (moveState != PEDMOVE_NONE && moveState != PEDMOVE_STILL) {
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if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
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nearestPed = m_nearPeds[0];
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if (nearestPed) {
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if (nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C
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&& (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
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& CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
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if (nearestPed && nearestPed->m_nPedState != PED_DEAD && nearestPed != m_pSeekTarget && nearestPed != m_field_16C) {
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// Check if this ped wants to avoid the nearest one
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if (CPedType::GetAvoid(this->m_nPedType) & CPedType::GetFlag(nearestPed->m_nPedType)) {
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// 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.
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// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
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walkAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
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// Game converts from radians to degress and back again here, doesn't make much sense
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CVector2D forward(-sin(m_fRotationCur), cos(m_fRotationCur));
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forward.Normalise(); // this is kinda pointless
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// Original code was multiplying sin/cos with the number below, which is pointless because it's always 1.
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// ratio = 1.0f / sqrt(sin*sin + cos*cos);
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// Move forward 1.25 meters
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CVector2D testPosition = CVector2D(GetPosition()) + forward*1.25f;
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CVector2D walkedUpToPed(
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nearestPed->GetPosition().x - (1.25 * -sin(walkAngle) + GetPosition().x),
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nearestPed->GetPosition().y - (1.25 * cos(walkAngle) + GetPosition().y)
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);
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// Get distance to ped we want to avoid
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CVector2D distToPed = CVector2D(nearestPed->GetPosition()) - testPosition;
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distance = walkedUpToPed.Magnitude();
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if (distance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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if (distToPed.Magnitude() <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
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+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
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% 1000 / 5;
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m_fRotationDest += DEGTORAD(45.0f);
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if (!m_ped_flagA10) {
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if (!bIsLooking) {
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CPed::SetLookFlag(nearestPed, 0);
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CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500);
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}
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@ -97,7 +97,7 @@ public:
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 m_ped_flagA8 : 1;
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uint8 m_ped_flagA10 : 1; // set when A20 just changed?
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uint8 bIsLooking : 1; // set when A20 just changed?
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uint8 m_ped_flagA20_look : 1;
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uint8 m_ped_flagA40 : 1;
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uint8 m_ped_flagA80 : 1;
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@ -222,7 +222,7 @@ public:
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int32 m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint8 stuff8[12];
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CPed *m_pPedFight;
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CEntity *m_pLookTarget;
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float m_fLookDirection;
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int32 m_wepModelID;
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uint32 m_leaveCarTimer;
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@ -240,21 +240,20 @@ public:
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static void *operator new(size_t);
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static void operator delete(void*, size_t);
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// TODO: enum!
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bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; }
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bool IsPlayer(void);
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bool UseGroundColModel(void);
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void AddWeaponModel(int id);
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void AimGun();
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void KillPedWithCar(CVehicle *veh, float impulse);
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void Say(uint16 audio);
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void SetLookFlag(CPed *to, bool set);
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void SetLookFlag(float angle, bool set);
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void SetLookFlag(CPed *target, bool unknown);
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void SetLookFlag(float direction, bool unknown);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim, float arg1, float arg2);
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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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bool OurPedCanSeeThisOne(CEntity* who);
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bool OurPedCanSeeThisOne(CEntity *target);
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void Avoid(void);
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static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
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static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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