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https://github.com/GTAmodding/re3.git
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131 lines
No EOL
4.1 KiB
C++
131 lines
No EOL
4.1 KiB
C++
#include "common.h"
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#include "ShotInfo.h"
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#include "Entity.h"
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#include "Weapon.h"
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#include "World.h"
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#include "WeaponInfo.h"
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#include "General.h"
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#include "Timer.h"
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#include "Ped.h"
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#include "Fire.h"
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CShotInfo gaShotInfo[NUMSHOTINFOS];
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float CShotInfo::ms_afRandTable[20];
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/*
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Used for flamethrower. I don't know why it's name is CShotInfo.
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Has no relation with any visual, just calculates the area fire affects
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(including spreading and slowing of fire) and make entities burn/flee.
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*/
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void
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CShotInfo::Initialise()
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{
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debug("Initialising CShotInfo...\n");
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for(int i=0; i<ARRAY_SIZE(gaShotInfo); i++) {
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gaShotInfo[i].m_inUse = false;
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gaShotInfo[i].m_weapon = WEAPONTYPE_COLT45;
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gaShotInfo[i].m_startPos = CVector(0.0f, 0.0f, 0.0f);
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gaShotInfo[i].m_areaAffected = CVector(0.0f, 0.0f, 0.0f);
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gaShotInfo[i].m_radius = 1.0f;
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gaShotInfo[i].m_sourceEntity = nil;
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gaShotInfo[i].m_timeout = 0;
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}
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// Not random for sure
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float nextVal = -0.05f;
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for (int i = 0; i < ARRAY_SIZE(ms_afRandTable); i++) {
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ms_afRandTable[i] = nextVal;
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nextVal += 0.005f;
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}
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debug("CShotInfo ready\n");
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}
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bool
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CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos, CVector endPos)
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{
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
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int slot;
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for (slot = 0; slot < ARRAY_SIZE(gaShotInfo) && gaShotInfo[slot].m_inUse; slot++);
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if (slot == ARRAY_SIZE(gaShotInfo))
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return false;
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gaShotInfo[slot].m_inUse = true;
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gaShotInfo[slot].m_weapon = weapon;
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gaShotInfo[slot].m_startPos = startPos;
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gaShotInfo[slot].m_areaAffected = endPos - startPos;
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gaShotInfo[slot].m_radius = weaponInfo->m_fRadius;
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if (weaponInfo->m_fSpread != 0.0f) {
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gaShotInfo[slot].m_areaAffected.x += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread;
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gaShotInfo[slot].m_areaAffected.y += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread;
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gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)];
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}
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gaShotInfo[slot].m_areaAffected.Normalise();
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if (weaponInfo->m_bRandSpeed)
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gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed;
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else
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gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed;
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gaShotInfo[slot].m_sourceEntity = sourceEntity;
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gaShotInfo[slot].m_timeout = CTimer::GetTimeInMilliseconds() + weaponInfo->m_fLifespan;
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return true;
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}
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void
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CShotInfo::Shutdown()
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{
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debug("Shutting down CShotInfo...\n");
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debug("CShotInfo shut down\n");
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}
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void
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CShotInfo::Update()
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{
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for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) {
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CShotInfo &shot = gaShotInfo[slot];
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if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid())
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shot.m_sourceEntity = nil;
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if (!shot.m_inUse)
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continue;
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CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon);
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if (CTimer::GetTimeInMilliseconds() > shot.m_timeout)
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shot.m_inUse = false;
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if (weaponInfo->m_bSlowsDown)
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shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE
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if (weaponInfo->m_bExpands)
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shot.m_radius += 0.075f * CTimer::GetTimeStep();
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shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected;
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if (shot.m_sourceEntity) {
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assert(shot.m_sourceEntity->IsPed());
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CPed *ped = (CPed*) shot.m_sourceEntity;
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float radius = Max(1.0f, shot.m_radius);
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for (int i = 0; i < ped->m_numNearPeds; ++i) {
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CPed *nearPed = ped->m_nearPeds[i];
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if (nearPed->IsPointerValid()) {
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if (nearPed->IsPedInControl() && (nearPed->GetPosition() - shot.m_startPos).MagnitudeSqr() < radius && !nearPed->bFireProof) {
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if (!nearPed->IsPlayer()) {
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nearPed->SetFindPathAndFlee(shot.m_sourceEntity, 10000);
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nearPed->SetMoveState(PEDMOVE_SPRINT);
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}
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gFireManager.StartFire(nearPed, shot.m_sourceEntity, 0.8f, true);
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}
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}
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}
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}
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if (!((CTimer::GetFrameCounter() + slot) & 3))
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CWorld::SetCarsOnFire(shot.m_startPos.x, shot.m_startPos.y, shot.m_startPos.z, 4.0f, shot.m_sourceEntity);
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}
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} |