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author | eray orçunus <erayorcunus@gmail.com> | 2020-06-20 15:23:32 +0200 |
---|---|---|
committer | eray orçunus <erayorcunus@gmail.com> | 2020-06-20 15:23:32 +0200 |
commit | 0625954bb74e687ed73b496bc06e9db58407e045 (patch) | |
tree | 3ec342a96685889bf2512ececcfc76f1bdac14a0 /src/weapons | |
parent | bikes in garages + bugfix (diff) | |
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Diffstat (limited to 'src/weapons')
-rw-r--r-- | src/weapons/BulletInfo.cpp | 30 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 128 | ||||
-rw-r--r-- | src/weapons/Weapon.h | 3 |
3 files changed, 124 insertions, 37 deletions
diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp index 26fc459d..129e4b2b 100644 --- a/src/weapons/BulletInfo.cpp +++ b/src/weapons/BulletInfo.cpp @@ -76,7 +76,6 @@ bool CBulletInfo::AddBullet(CEntity* pSource, eWeaponType type, CVector vecPosit void CBulletInfo::Update(void) { - bool bAddSound = true; bPlayerSniperBullet = false; for (int i = 0; i < NUM_BULLETS; i++) { CBulletInfo* pBullet = &gaBulletInfo[i]; @@ -93,26 +92,23 @@ void CBulletInfo::Update(void) CWorld::pIgnoreEntity = pBullet->m_pSource; CColPoint point; CEntity* pHitEntity; - if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, true)) { + if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, false, false, true)) { if (pBullet->m_pSource && (pHitEntity->IsPed() || pHitEntity->IsVehicle())) CStats::InstantHitsHitByPlayer++; + + CWeapon::CheckForShootingVehicleOccupant(&pHitEntity, &point, pBullet->m_eWeaponType, vecOldPos, vecNewPos); if (pHitEntity->IsPed()) { CPed* pPed = (CPed*)pHitEntity; if (!pPed->DyingOrDead() && pPed != pBullet->m_pSource) { - if (pPed->DoesLOSBulletHitPed(point)) { - if (pPed->IsPedInControl() && !pPed->bIsDucking) { - pPed->ClearAttackByRemovingAnim(); - CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_SHOT_FRONT_PARTIAL); - pAnim->SetBlend(0.0f, 8.0f); - } - pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point)); - CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000); - pBullet->m_bInUse = false; - vecNewPos = point.point; - } - else { - bAddSound = false; + if (pPed->IsPedInControl() && !pPed->bIsDucking) { + pPed->ClearAttackByRemovingAnim(); + CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_SHOT_FRONT_PARTIAL); + pAnim->SetBlend(0.0f, 8.0f); } + pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point)); + CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000); + pBullet->m_bInUse = false; + vecNewPos = point.point; } if (CGame::nastyGame) { CVector vecParticleDirection = (point.point - pPed->GetPosition()) * 0.01f; @@ -170,7 +166,7 @@ void CBulletInfo::Update(void) vecNewPos = point.point; #endif } - if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE && bAddSound) { + if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) { cAudioScriptObject* pAudio; switch (pHitEntity->GetType()) { case ENTITY_TYPE_BUILDING: @@ -210,7 +206,7 @@ void CBulletInfo::Update(void) CWorld::pIgnoreEntity = nil; CWorld::bIncludeDeadPeds = false; CWorld::bIncludeCarTyres = false; - if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE) { + if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) { bPlayerSniperBullet = true; PlayerSniperBulletStart = pBullet->m_vecPosition; PlayerSniperBulletEnd = vecNewPos; diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index e8c5c3d1..d3b92b07 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -386,6 +386,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) return fired; } +// --MIAMI: Done bool CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right) { @@ -401,8 +402,11 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right) { DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f); - if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--; - if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 ) m_nAmmoTotal--; + if ( m_nAmmoInClip > 0 ) + m_nAmmoInClip--; + + if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 && (!shooter || shooter->GetStatus() != STATUS_PLAYER || CStats::GetPercentageProgress() < 100.f)) + m_nAmmoTotal--; m_eWeaponState = WEAPONSTATE_FIRING; @@ -418,8 +422,6 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left, bool right) } m_nTimer = CTimer::GetTimeInMilliseconds() + 1000; - if ( shooter == FindPlayerVehicle() ) - CStats::RoundsFiredByPlayer++; } return true; @@ -898,18 +900,17 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) CWorld::bIncludeDeadPeds = true; - // bProcessVehicleWheels = true; // TODO(Miami) + CWorld::bIncludeCarTyres = true; CWorld::ProcessLineOfSight(src, trgt, point, victim, true, true, true, true, true, false, false, true); // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) CWorld::bIncludeDeadPeds = false; - // bProcessVehicleWheels = false; // TODO(Miami) + CWorld::bIncludeCarTyres = false; - // TODO(Miami) - // if (victim) - // CWeapon::CheckForShootingVehicleOccupant(v39, victim, point, m_eWeaponType, src, trgt); + if (victim) + CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, src, trgt); int32 rotSpeed = 1; - if ( m_eWeaponType == WEAPONTYPE_M4 ) + if ( m_eWeaponType == WEAPONTYPE_M4 ) rotSpeed = 4; CVector bulletPos; @@ -1579,12 +1580,12 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) target *= info->m_fRange; target += source; CWorld::bIncludeDeadPeds = true; - //bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels + CWorld::bIncludeCarTyres = true; //bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true); CWorld::bIncludeDeadPeds = false; - //bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels + CWorld::bIncludeCarTyres = false; } else { @@ -2074,7 +2075,7 @@ CWeapon::FireSniper(CEntity *shooter) return true; } -// --MIAMI: Heavily TODO +// --MIAMI: Done bool CWeapon::FireM16_1stPerson(CEntity *shooter) { @@ -2096,10 +2097,12 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) CWeaponInfo *info = GetInfo(); + CWorld::bIncludeCarTyres = true; + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) + CColPoint point; CEntity *victim; - CWorld::bIncludeCarTyres = true; CWorld::pIgnoreEntity = shooter; CWorld::bIncludeDeadPeds = true; @@ -2109,9 +2112,12 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) CVector source = cam->Source; CVector target = cam->Front*info->m_fRange + source; - ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); - CWorld::bIncludeDeadPeds = false; + if (CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true)) { + CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, source, target); + } CWorld::pIgnoreEntity = nil; + CWorld::bIncludeDeadPeds = false; + // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) CWorld::bIncludeCarTyres = false; CVector2D front(cam->Front.x, cam->Front.y); @@ -2129,18 +2135,18 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) if ( shooter == FindPlayerPed() ) { - CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z); - float mult; switch (m_eWeaponType) { case WEAPONTYPE_M4: - case WEAPONTYPE_HELICANNON: - case WEAPONTYPE_M60: mult = 0.0003f; break; case WEAPONTYPE_RUGER: mult = 0.00015f; break; + case WEAPONTYPE_HELICANNON: + case WEAPONTYPE_M60: + mult = 0.0003f; + break; default: mult = 0.0002f; break; @@ -2151,6 +2157,13 @@ CWeapon::FireM16_1stPerson(CEntity *shooter) TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * mult; TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * mult; + + // yes, double + double notFiringRate = (20.0 - info->m_nFiringRate) / 80.0; + double raisedNotFiringRate = Max(1.0, Max(0.0, notFiringRate)); + + uint8 shakeFreq = 80.0 * raisedNotFiringRate + 130.0; + CPad::GetPad(0)->StartShake(20000.0f * CTimer::GetTimeStep() / shakeFreq, shakeFreq); } return true; @@ -2957,6 +2970,81 @@ CWeapon::AddGunFlashBigGuns(CVector start, CVector end) CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x * rnd, ahead.y * rnd, 0.0f)); } +// --MIAMI: Done +void +CWeapon::CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target) +{ + if (!(*victim)->IsVehicle()) + return; + + CColSphere headSphere; + + CVehicle *veh = (CVehicle*)*victim; + CColPoint origPoint(*point); + float radius = 1.0f; + bool found = false; + CColLine shootLine(source, target); + + if (veh->pDriver && veh->pDriver->bCanBeShotInVehicle) { + CVector pos(0.f, 0.f, 0.f); + veh->pDriver->TransformToNode(pos, PED_HEAD); + headSphere.Set(0.2f, pos + CVector(0.f, 0.f, 0.1f), 0, PEDPIECE_HEAD); + if (CCollision::ProcessLineSphere(shootLine, headSphere, *point, radius)) { + *victim = veh->pDriver; + found = true; + } + } + + for(int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) { + CPed *passenger = veh->pPassengers[i]; + if (passenger && passenger->bCanBeShotInVehicle) { + CVector pos(0.f, 0.f, 0.f); + passenger->TransformToNode(pos, PED_HEAD); + headSphere.Set(0.2f, pos + CVector(0.f, 0.f, 0.1f), 0, PEDPIECE_HEAD); + if (CCollision::ProcessLineSphere(shootLine, headSphere, *point, radius)) { + *victim = passenger; + found = true; + } + } + } + if (veh->IsCar()) { + CVector distVec = target - source; + if (DotProduct(distVec, veh->GetForward()) < 0.0f && DotProduct(distVec, veh->GetUp()) <= 0.0f) { + CColModel *colModel = veh->GetColModel(); + if (colModel->numTriangles > 0) { + bool passesGlass = false; + CMatrix invVehMat; + Invert(veh->GetMatrix(), invVehMat); + shootLine.p0 = invVehMat * shootLine.p0; + shootLine.p1 = invVehMat * shootLine.p1; + CCollision::CalculateTrianglePlanes(colModel); + for (int i = 0; i < colModel->numTriangles; i++) { + if (colModel->triangles[i].surface == SURFACE_GLASS && + CCollision::TestLineTriangle(shootLine, colModel->vertices, colModel->triangles[i], colModel->trianglePlanes[i])) { + passesGlass = true; + break; + } + } + CAutomobile *car = (CAutomobile*)veh; + + // No need to damage windscreen if there isn't one. + if (passesGlass && car->Damage.ProgressPanelDamage(VEHPANEL_WINDSCREEN)) { + if (car->Damage.GetPanelStatus(VEHPANEL_WINDSCREEN) == PANEL_STATUS_SMASHED2) + car->Damage.ProgressPanelDamage(VEHPANEL_WINDSCREEN); + + car->SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN, true); + DMAudio.PlayOneShot(veh->m_audioEntityId, SOUND_CAR_WINDSHIELD_CRACK, 0.f); + } + } + } + } + + if (!found) { + *victim = veh; + *point = origPoint; + } +} + #ifdef COMPATIBLE_SAVES #define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); #define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data)); diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index 5c56d9e4..cb59582f 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -72,8 +72,11 @@ public: static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; } + // TODO(Miami): Is that still used? static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects); + static void CheckForShootingVehicleOccupant(CEntity**, CColPoint*, eWeaponType, CVector const&, CVector const&); + #ifdef COMPATIBLE_SAVES void Save(uint8*& buf); void Load(uint8*& buf); |