diff options
Diffstat (limited to 'src/weapons')
-rw-r--r-- | src/weapons/Weapon.cpp | 194 | ||||
-rw-r--r-- | src/weapons/Weapon.h | 4 |
2 files changed, 150 insertions, 48 deletions
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index ad28cc59..f4bce9d7 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -795,6 +795,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) return true; } +// --MIAMI: Done except comments bool CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) { @@ -842,19 +843,40 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) target = threatAttack->GetPosition(); target -= *fireSource; - target *= info->m_fRange / target.Magnitude(); + float distToTarget = target.Magnitude(); + target *= info->m_fRange / distToTarget; target += *fireSource; - if ( inaccuracy != 0 ) + if (shooter == FindPlayerPed() && inaccuracy != 0.f) { + float newInaccuracy = 2.5f * FindPlayerPed()->m_fAttackButtonCounter * (inaccuracy * Min(1.f, 5.f / distToTarget)); + if (FindPlayerPed()->bIsDucking) + newInaccuracy *= 0.4f; + + target.x += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy; + target.y += CGeneral::GetRandomNumberInRange(-0.15f, 0.15f) * newInaccuracy; + target.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * newInaccuracy; + FindPlayerPed()->m_fAttackButtonCounter += info->m_nDamage * 0.04f; + } + else if (inaccuracy > 0.f) + { + if (threatAttack == FindPlayerPed()) + { + float speed = Min(0.33f, FindPlayerPed()->m_vecMoveSpeed.Magnitude()); + inaccuracy *= (0.3f * speed * 100.f / 33.f + 0.8f); + } target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy; target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy; target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy; } - CWorld::bIncludeDeadPeds = true; - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + if (shooter == FindPlayerPed()) + CWorld::bIncludeDeadPeds = true; + + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); CWorld::bIncludeDeadPeds = false; + // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) } else { @@ -864,7 +886,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) shooterPed->TransformToNode(target, PED_HANDR); - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + // bProcessPedsOnBoatsAndBikes = false; // TODO(Miami) } } else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() ) @@ -872,9 +896,17 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) CVector src, trgt; TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt); + // bProcessPedsOnBoatsAndBikes = true; // TODO(Miami) CWorld::bIncludeDeadPeds = true; - ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + // bProcessVehicleWheels = true; // TODO(Miami) + 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) + + // TODO(Miami) + // if (victim) + // CWeapon::CheckForShootingVehicleOccupant(v39, victim, point, m_eWeaponType, src, trgt); int32 rotSpeed = 1; if ( m_eWeaponType == WEAPONTYPE_M4 ) @@ -889,30 +921,77 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) } else { - float shooterHeading = RADTODEG(shooter->GetForward().Heading()); - float shooterAngle = DEGTORAD(shooterHeading); + uint32 model = shooter->GetModelIndex(); + if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW) + { + float inaccuracyMult = 0.6f; + target = shooter->GetForward(); + if (shooter->GetStatus() == STATUS_PLAYER) + { + target *= info->m_fRange; + target += *fireSource; + CWeapon::DoDriveByAutoAiming(FindPlayerPed(), (CVehicle*)shooter, fireSource, &target); + target -= *fireSource; + target.Normalise(); + if (model == MI_SEASPAR || model == MI_SPARROW) + inaccuracyMult = 0.1f; + else + inaccuracyMult = 0.3f; + } + target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult; + target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracyMult; + target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracyMult; - CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle)); - rotOffset.Normalise(); + target.Normalise(); + target *= info->m_fRange; + target += *fireSource; + CWorld::pIgnoreEntity = shooter; + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + CWorld::pIgnoreEntity = nil; - target = *fireSource; - target.x += rotOffset.x * info->m_fRange; - target.y += rotOffset.y * info->m_fRange; + int32 rotSpeed = 1; + if (m_eWeaponType == WEAPONTYPE_M4) + rotSpeed = 4; - if ( shooter->IsPed() ) - DoDoomAiming(shooter, fireSource, &target); + CVector bulletPos; + if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4)) + { + for (int32 i = 0; i < 16; i++) + CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed); + } + } + else + { + float shooterHeading = RADTODEG(shooter->GetForward().Heading()); + float shooterAngle = DEGTORAD(shooterHeading); - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false); + CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle)); + rotOffset.Normalise(); - int32 rotSpeed = 1; - if ( m_eWeaponType == WEAPONTYPE_M4 ) - rotSpeed = 4; + target = *fireSource; + target.x += rotOffset.x * info->m_fRange; + target.y += rotOffset.y * info->m_fRange; - CVector bulletPos; - if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) ) - { - for ( int32 i = 0; i < 16; i++ ) - CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed); + CParticle::HandleShootableBirdsStuff(shooter, *fireSource); + if (shooter->IsPed() && ((CPed*)shooter)->bDoomAim && (shooter != FindPlayerPed() || !info->m_bCanAim)) + { + CWeapon::DoDoomAiming(shooter, fireSource, &target); + } + + // CWorld::bProcessPedsOnBoatsAndBikes = 1; // TODO(Miami) + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); + // CWorld::bProcessPedsOnBoatsAndBikes = 0; // TODO(Miami) + + int32 rotSpeed = 1; + if (m_eWeaponType == WEAPONTYPE_M4) + rotSpeed = 4; + + CVector bulletPos; + if (CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4)) + { + for (int32 i = 0; i < 16; i++) + CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed); + } } } @@ -932,7 +1011,6 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource) if ( shooter == FindPlayerPed() ) { - CStats::InstantHitsFiredByPlayer++; if ( !(CTimer::GetFrameCounter() & 3) ) MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target); } @@ -1345,6 +1423,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim, BlowUpExplosiveThings(victim); } +// --MIAMI: Done except comments, and didn't check particle coords precisely bool CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) { @@ -1438,7 +1517,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) //bProcessVehicleWheels = true; // TODO(Miami): bProcessVehicleWheels //bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes - ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true); + CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true); CWorld::bIncludeDeadPeds = false; //bProcessVehicleWheels = false; // TODO(Miami): bProcessVehicleWheels } @@ -1471,7 +1550,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource) CWorld::bIncludeDeadPeds = true; //bProcessPedsOnBoatsAndBikes = true; // TODO(Miami): bProcessPedsOnBoatsAndBikes - ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false); // TODO(Miami): New parameter: ,true); + CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true); CWorld::bIncludeDeadPeds = false; } //bProcessPedsOnBoatsAndBikes = false; // TODO(Miami): bProcessPedsOnBoatsAndBikes @@ -2056,7 +2135,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right) float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f, float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f); - DoDriveByAutoAiming(FindPlayerPed(), &source, &target); + DoDriveByAutoAiming(FindPlayerPed(), shooter, &source, &target); CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000); @@ -2176,6 +2255,7 @@ CWeapon::FireInstantHitFromCar(CVehicle *shooter, bool left, bool right) return true; } +// --MIAMI: Done void CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) { @@ -2188,8 +2268,6 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) #endif CPed *shooterPed = (CPed*)shooter; - if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting ) - return; int16 lastEntity; CEntity *entities[16]; @@ -2208,7 +2286,8 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING || victim->GetStatus() == STATUS_TRAIN_NOT_MOVING || victim->GetStatus() == STATUS_HELI - || victim->GetStatus() == STATUS_PLANE) ) + || victim->GetStatus() == STATUS_PLANE + || victim->GetStatus() == STATUS_WRECKED) ) { float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D(); float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z); @@ -2227,7 +2306,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target) } } - if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST ) + CColPoint foundCol; + CEntity *foundEnt; + if (closestEntityDist < DOOMAUTOAIMING_MAXDIST + && !CWorld::ProcessLineOfSight(*source, entities[closestEntity]->GetPosition(), foundCol, foundEnt, true, false, false, false, false, false, false, true)) { CEntity *victim = entities[closestEntity]; ASSERT(victim !=nil); @@ -2316,10 +2398,11 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV } } +// --MIAMI: Done void -CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) +CWeapon::DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target) { - ASSERT(shooter!=nil); + ASSERT(driver!=nil); ASSERT(source!=nil); ASSERT(target!=nil); @@ -2327,27 +2410,36 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) CEntity entity; // unused #endif - CPed *shooterPed = (CPed*)shooter; - if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting ) - return; + CPed *shooterPed = (CPed*)driver; int16 lastEntity; - CEntity *entities[16]; - CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false); + CEntity *peds[16]; + CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, peds, false, false, true, false, false); float closestEntityDist = 10000.0f; int16 closestEntity; for ( int32 i = 0; i < lastEntity; i++ ) { - CEntity *victim = entities[i]; + CPed *victim = (CPed*)peds[i]; ASSERT(victim!=nil); - if ( shooter != victim ) + if (driver != victim && !victim->DyingOrDead() && victim->m_attachedTo != vehicle) { float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition()); - float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude(); - float pedDist = 0.15f*distToVictim + lineDist; + + uint32 model = vehicle->GetModelIndex(); + float pedDist; + if (model == MI_HUNTER || model == MI_SEASPAR || model == MI_SPARROW) + { + float distToVictim = (victim->GetPosition() - vehicle->GetPosition()).Magnitude(); + pedDist = lineDist / Max(5.f, distToVictim); + } + else + { + float distToVictim = (victim->GetPosition() - driver->GetPosition()).Magnitude(); + pedDist = 0.15f * distToVictim + lineDist; + } if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist) { @@ -2356,14 +2448,24 @@ CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target) } } } + uint32 model = vehicle->GetModelIndex(); + float maxAimDistance = CAR_DRIVEBYAUTOAIMING_MAXDIST; + if (model == MI_HUNTER) + { + maxAimDistance = Tan(DEGTORAD(30.f)); + } + else if (model == MI_SEASPAR || model == MI_SPARROW) + { + maxAimDistance = Tan(DEGTORAD(10.f)); + } - if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST ) + if ( closestEntityDist < maxAimDistance ) { - CEntity *victim = entities[closestEntity]; + CEntity *victim = peds[closestEntity]; ASSERT(victim!=nil); float distToTarget = (*source - *target).Magnitude(); - float distToSource = (*source - victim->GetPosition()).Magnitude(); + float distToSource = (*source - victim->GetPosition()).Magnitude(); *target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source; } } diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index cb1d9835..5c56d9e4 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -2,7 +2,7 @@ #include "WeaponType.h" -#define DRIVEBYAUTOAIMING_MAXDIST (2.5f) +#define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f) #define DOOMAUTOAIMING_MAXDIST (9000.0f) class CEntity; @@ -56,7 +56,7 @@ public: static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target); static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target); - static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target); + static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target); void Reload(void); void Update(int32 audioEntity, CPed *pedToAdjustSound); |