diff options
Diffstat (limited to '')
-rw-r--r-- | src/entities/Ped.cpp | 64 | ||||
-rw-r--r-- | src/entities/Ped.h | 12 |
2 files changed, 70 insertions, 6 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp index ccb07d46..b8236ecc 100644 --- a/src/entities/Ped.cpp +++ b/src/entities/Ped.cpp @@ -7,6 +7,8 @@ #include "PedStat.h" #include "DMaudio.h" #include "Ped.h" +#include "PedType.h" +#include "General.h" bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44; bool &CPed::bPedCheat2 = *(bool*)0x95CD5A; @@ -229,8 +231,6 @@ CPed::AimGun() } } - -// After I finished this I realized it's only for SCM opcode... void CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer) { @@ -397,6 +397,65 @@ CPed::OurPedCanSeeThisOne(CEntity* who) return !CWorld::ProcessLineOfSight(ourPos, itsPos, colpoint, ent, 1, 0, 0, 0, 0, 0, 0); } +void +CPed::Avoid(void) { + int8 temper; + int moveState; + CPed* nearestPed; + float sinValue; + float cosValue; + float someRate; + float someY; + float someX; + float someDistance; + float simplifiedAngle; + + 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) { + 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)) { + + simplifiedAngle = RADTODEG(m_fRotationCur) / RADTODEG(1); + sinValue = -sin(simplifiedAngle); + cosValue = cos(simplifiedAngle); + + // sin^2 + cos^2 must always return 1, and it does return... so what's the point? + someRate = 1.0f / sqrt(cosValue * cosValue + sinValue * sinValue); + + // 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. + someY = nearestPed->GetPosition().y + - (1.25 * (cosValue * someRate) + + GetPosition().y); + someX = nearestPed->GetPosition().x + - (1.25 * (sinValue * someRate) + + GetPosition().x); + someDistance = sqrt(someY * someY + someX * someX); + + if (someDistance <= 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) { + CPed::SetLookFlag(nearestPed, 0); + CPed::SetLookTimer(CGeneral::GetRandomNumberInRange(0, 300) + 500); + } + } + } + } + } + } +} + STARTPATCHES InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP); InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP); @@ -406,4 +465,5 @@ STARTPATCHES InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP); InjectHook(0x4D12E0, &CPed::SetLookTimer, PATCH_JUMP); InjectHook(0x4C5700, &CPed::OurPedCanSeeThisOne, PATCH_JUMP); + InjectHook(0x4D2BB0, &CPed::Avoid, PATCH_JUMP); ENDPATCHES diff --git a/src/entities/Ped.h b/src/entities/Ped.h index 0b0a5562..0249c707 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; uint8 m_ped_flagA8 : 1; - uint8 m_ped_flagA10 : 1; + uint8 m_ped_flagA10 : 1; // set when A20 just changed? uint8 m_ped_flagA20_look : 1; uint8 m_ped_flagA40 : 1; uint8 m_ped_flagA80 : 1; @@ -114,7 +114,7 @@ public: uint8 m_ped_flagC4 : 1; uint8 m_ped_flagC8 : 1; uint8 m_ped_flagC10 : 1; - uint8 m_ped_flagC20 : 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; @@ -166,7 +166,7 @@ public: uint8 m_ped_flagI40 : 1; uint8 m_ped_flagI80 : 1; uint8 stuff10[15]; - int32 m_field_16C; + CPed *m_field_16C; uint8 stuff12[44]; int32 m_pEventEntity; float m_fAngleToEvent; @@ -198,7 +198,10 @@ public: CPathNode *m_pLastPathNode; float m_fHealth; float m_fArmour; - uint8 stuff2[34]; + uint8 stuff2[20]; + float m_fRotationCur; + float m_fRotationDest; + uint8 stuff13[6]; CEntity *m_pCurrentPhysSurface; CVector m_vecOffsetFromPhysSurface; CEntity *m_pCurSurface; @@ -249,6 +252,7 @@ public: void RemoveBodyPart(PedNode nodeId, int8 unknown); void SpawnFlyingComponent(int, int8 unknown); bool OurPedCanSeeThisOne(CEntity* who); + void Avoid(void); static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data); static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data); |