re3/src/weapons/BulletInfo.cpp

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#include "common.h"
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#include "BulletInfo.h"
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#include "AnimBlendAssociation.h"
#include "DMAudio.h"
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#include "AudioScriptObject.h"
#ifdef FIX_BUGS
#include "Collision.h"
#endif
#include "RpAnimBlend.h"
#include "Entity.h"
#include "EventList.h"
#include "Fire.h"
#include "Glass.h"
#include "Particle.h"
#include "Ped.h"
#include "Object.h"
#include "Stats.h"
#include "Timer.h"
#include "Vehicle.h"
#include "Weapon.h"
#include "WeaponInfo.h"
#include "World.h"
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#include "SurfaceTable.h"
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#ifdef SQUEEZE_PERFORMANCE
uint32 bulletInfoInUse;
#endif
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#define BULLET_LIFETIME (1000)
#define NUM_PED_BLOOD_PARTICLES (8)
#define BLOOD_PARTICLE_OFFSET (CVector(0.0f, 0.0f, 0.0f))
#define NUM_VEHICLE_SPARKS (16)
#define NUM_OTHER_SPARKS (8)
#define BULLET_HIT_FORCE (7.5f)
#define MAP_BORDER (1960.0f)
CBulletInfo gaBulletInfo[CBulletInfo::NUM_BULLETS];
bool bPlayerSniperBullet;
CVector PlayerSniperBulletStart;
CVector PlayerSniperBulletEnd;
void CBulletInfo::Initialise(void)
{
debug("Initialising CBulletInfo...\n");
for (int i = 0; i < NUM_BULLETS; i++) {
gaBulletInfo[i].m_bInUse = false;
gaBulletInfo[i].m_eWeaponType = WEAPONTYPE_COLT45;
gaBulletInfo[i].m_fTimer = 0.0f;
gaBulletInfo[i].m_pSource = nil;
}
debug("CBulletInfo ready\n");
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse = 0;
#endif
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}
void CBulletInfo::Shutdown(void)
{
debug("Shutting down CBulletInfo...\n");
debug("CBulletInfo shut down\n");
}
bool CBulletInfo::AddBullet(CEntity* pSource, eWeaponType type, CVector vecPosition, CVector vecSpeed)
{
int i;
for (i = 0; i < NUM_BULLETS; i++) {
if (!gaBulletInfo[i].m_bInUse)
break;
}
if (i == NUM_BULLETS)
return false;
gaBulletInfo[i].m_pSource = pSource;
gaBulletInfo[i].m_eWeaponType = type;
gaBulletInfo[i].m_nDamage = CWeaponInfo::GetWeaponInfo(type)->m_nDamage;
gaBulletInfo[i].m_vecPosition = vecPosition;
gaBulletInfo[i].m_vecSpeed = vecSpeed;
gaBulletInfo[i].m_fTimer = CTimer::GetTimeInMilliseconds() + BULLET_LIFETIME;
gaBulletInfo[i].m_bInUse = true;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse++;
#endif
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return true;
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}
void CBulletInfo::Update(void)
{
#ifdef SQUEEZE_PERFORMANCE
if (bulletInfoInUse == 0)
return;
#endif
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bPlayerSniperBullet = false;
for (int i = 0; i < NUM_BULLETS; i++) {
CBulletInfo* pBullet = &gaBulletInfo[i];
if (pBullet->m_pSource && pBullet->m_pSource->IsPed() && !((CPed*)pBullet->m_pSource)->IsPointerValid())
pBullet->m_pSource = nil;
if (!pBullet->m_bInUse)
continue;
if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer) {
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pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
}
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CVector vecOldPos = pBullet->m_vecPosition;
CVector vecNewPos = pBullet->m_vecPosition + pBullet->m_vecSpeed * CTimer::GetTimeStep() * 0.5f;
CWorld::bIncludeCarTyres = true;
CWorld::bIncludeDeadPeds = true;
CWorld::pIgnoreEntity = pBullet->m_pSource;
CColPoint point;
CEntity* pHitEntity;
if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, false, false, true)) {
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if (pBullet->m_pSource && (pHitEntity->IsPed() || pHitEntity->IsVehicle()))
CStats::BulletsThatHit++;
CWeapon::CheckForShootingVehicleOccupant(&pHitEntity, &point, pBullet->m_eWeaponType, vecOldPos, vecNewPos);
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if (pHitEntity->IsPed()) {
CPed* pPed = (CPed*)pHitEntity;
if (!pPed->DyingOrDead() && pPed != pBullet->m_pSource) {
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);
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}
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;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
vecNewPos = point.point;
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}
if (CGame::nastyGame) {
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CVector vecParticleDirection = (point.point - pPed->GetPosition()) * 0.01f;
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vecParticleDirection.z = 0.01f;
if (pPed->GetIsOnScreen()) {
for (int j = 0; j < NUM_PED_BLOOD_PARTICLES; j++)
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point + BLOOD_PARTICLE_OFFSET, vecParticleDirection);
}
if (pPed->GetPedState() == PED_DEAD) {
CAnimBlendAssociation* pAnim;
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if (RpAnimBlendClumpGetFirstAssociation(pPed->GetClump(), ASSOC_FRONTAL))
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pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
else
pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
if (pAnim) {
pAnim->SetCurrentTime(0.0f);
pAnim->flags |= ASSOC_RUNNING;
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pAnim->flags &= ~ASSOC_FADEOUTWHENDONE;
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}
}
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
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vecNewPos = point.point;
}
}
else if (pHitEntity->IsVehicle()) {
CVehicle* pVehicle = (CVehicle*)pHitEntity;
pVehicle->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage);
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if (pBullet->m_eWeaponType == WEAPONTYPE_FLAMETHROWER) // huh?
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gFireManager.StartFire(pVehicle, pBullet->m_pSource, 0.8f, true);
else {
for (int j = 0; j < NUM_VEHICLE_SPARKS; j++)
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal / 20);
}
#ifdef FIX_BUGS
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
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vecNewPos = point.point;
#endif
}
else {
for (int j = 0; j < NUM_OTHER_SPARKS; j++)
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal / 20);
if (pHitEntity->IsObject()) {
CObject* pObject = (CObject*)pHitEntity;
if (!pObject->bInfiniteMass) {
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if (pObject->IsStatic() && pObject->m_fUprootLimit <= 0.0f) {
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pObject->bIsStatic = false;
pObject->AddToMovingList();
}
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if (!pObject->IsStatic())
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pObject->ApplyMoveForce(-BULLET_HIT_FORCE * point.normal);
}
}
#ifdef FIX_BUGS
pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
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vecNewPos = point.point;
#endif
}
if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) {
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cAudioScriptObject* pAudio;
switch (pHitEntity->GetType()) {
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case ENTITY_TYPE_BUILDING:
pAudio = new cAudioScriptObject();
pAudio->Posn = pHitEntity->GetPosition();
pAudio->AudioId = SCRIPT_SOUND_BULLET_HIT_GROUND_1;
pAudio->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(pAudio);
break;
case ENTITY_TYPE_OBJECT:
pAudio = new cAudioScriptObject();
pAudio->Posn = pHitEntity->GetPosition();
pAudio->AudioId = SCRIPT_SOUND_BULLET_HIT_GROUND_2;
pAudio->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(pAudio);
break;
case ENTITY_TYPE_DUMMY:
pAudio = new cAudioScriptObject();
pAudio->Posn = pHitEntity->GetPosition();
pAudio->AudioId = SCRIPT_SOUND_BULLET_HIT_GROUND_3;
pAudio->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(pAudio);
break;
case ENTITY_TYPE_PED:
DMAudio.PlayOneShot(((CPed*)pHitEntity)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
((CPed*)pHitEntity)->Say(SOUND_PED_BULLET_HIT);
break;
case ENTITY_TYPE_VEHICLE:
DMAudio.PlayOneShot(((CVehicle*)pHitEntity)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
break;
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default: break;
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}
}
CGlass::WasGlassHitByBullet(pHitEntity, point.point);
CWeapon::BlowUpExplosiveThings(pHitEntity);
}
CWorld::pIgnoreEntity = nil;
CWorld::bIncludeDeadPeds = false;
CWorld::bIncludeCarTyres = false;
if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || pBullet->m_eWeaponType == WEAPONTYPE_LASERSCOPE) {
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bPlayerSniperBullet = true;
PlayerSniperBulletStart = pBullet->m_vecPosition;
PlayerSniperBulletEnd = vecNewPos;
}
pBullet->m_vecPosition = vecNewPos;
if (pBullet->m_vecPosition.x < -MAP_BORDER || pBullet->m_vecPosition.x > MAP_BORDER ||
pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER) {
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pBullet->m_bInUse = false;
#ifdef SQUEEZE_PERFORMANCE
bulletInfoInUse--;
#endif
}
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}
}
bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, float z1, float z2)
{
if (!bPlayerSniperBullet)
return false;
#ifdef FIX_BUGS // original code is not going work anyway...
CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
CColBox box;
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box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), SURFACE_DEFAULT, 0);
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return CCollision::TestLineBox(line, box);
#else
float minP = 0.0f;
float maxP = 1.0f;
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float minX = Min(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x);
float maxX = Max(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x);
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if (minX < x2 || maxX > x1) {
if (minX < x1)
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minP = Min(minP, (x1 - minX) / (maxX - minX));
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if (maxX > x2)
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maxP = Max(maxP, (maxX - x2) / (maxX - minX));
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}
else
return false;
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float minY = Min(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y);
float maxY = Max(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y);
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if (minY < y2 || maxY > y1) {
if (minY < y1)
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minP = Min(minP, (y1 - minY) / (maxY - minY));
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if (maxY > y2)
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maxP = Max(maxP, (maxY - y2) / (maxY - minY));
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}
#ifdef FIX_BUGS
else
return false;
#endif
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float minZ = Min(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z);
float maxZ = Max(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z);
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if (minZ < z2 || maxZ > z1) {
if (minZ < z1)
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minP = Min(minP, (z1 - minZ) / (maxZ - minZ));
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if (maxZ > z2)
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maxP = Max(maxP, (maxZ - z2) / (maxZ - minZ));
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}
else
return false;
return minP <= maxP;
#endif
}