mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-15 07:18:59 +00:00
306 lines
9.7 KiB
C++
306 lines
9.7 KiB
C++
#include "common.h"
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#include "BulletInfo.h"
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#include "AnimBlendAssociation.h"
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#include "DMAudio.h"
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#include "AudioScriptObject.h"
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#ifdef FIX_BUGS
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#include "Collision.h"
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#endif
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#include "RpAnimBlend.h"
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#include "Entity.h"
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#include "EventList.h"
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#include "Fire.h"
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#include "Glass.h"
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#include "Particle.h"
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#include "Ped.h"
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#include "Object.h"
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#include "Stats.h"
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#include "Timer.h"
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#include "Vehicle.h"
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#include "Weapon.h"
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#include "WeaponInfo.h"
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#include "World.h"
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#include "SurfaceTable.h"
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#ifdef SQUEEZE_PERFORMANCE
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uint32 bulletInfoInUse;
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#endif
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#define BULLET_LIFETIME (1000)
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#define NUM_PED_BLOOD_PARTICLES (8)
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#define BLOOD_PARTICLE_OFFSET (CVector(0.0f, 0.0f, 0.0f))
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#define NUM_VEHICLE_SPARKS (16)
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#define NUM_OTHER_SPARKS (8)
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#define BULLET_HIT_FORCE (7.5f)
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#define MAP_BORDER (1960.0f)
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CBulletInfo gaBulletInfo[CBulletInfo::NUM_BULLETS];
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bool bPlayerSniperBullet;
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CVector PlayerSniperBulletStart;
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CVector PlayerSniperBulletEnd;
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void CBulletInfo::Initialise(void)
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{
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debug("Initialising CBulletInfo...\n");
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for (int i = 0; i < NUM_BULLETS; i++) {
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gaBulletInfo[i].m_bInUse = false;
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gaBulletInfo[i].m_eWeaponType = WEAPONTYPE_COLT45;
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gaBulletInfo[i].m_fTimer = 0.0f;
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gaBulletInfo[i].m_pSource = nil;
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}
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debug("CBulletInfo ready\n");
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse = 0;
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#endif
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}
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void CBulletInfo::Shutdown(void)
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{
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debug("Shutting down CBulletInfo...\n");
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debug("CBulletInfo shut down\n");
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}
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bool CBulletInfo::AddBullet(CEntity* pSource, eWeaponType type, CVector vecPosition, CVector vecSpeed)
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{
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int i;
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for (i = 0; i < NUM_BULLETS; i++) {
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if (!gaBulletInfo[i].m_bInUse)
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break;
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}
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if (i == NUM_BULLETS)
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return false;
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gaBulletInfo[i].m_pSource = pSource;
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gaBulletInfo[i].m_eWeaponType = type;
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gaBulletInfo[i].m_nDamage = CWeaponInfo::GetWeaponInfo(type)->m_nDamage;
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gaBulletInfo[i].m_vecPosition = vecPosition;
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gaBulletInfo[i].m_vecSpeed = vecSpeed;
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gaBulletInfo[i].m_fTimer = CTimer::GetTimeInMilliseconds() + BULLET_LIFETIME;
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gaBulletInfo[i].m_bInUse = true;
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse++;
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#endif
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return true;
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}
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void CBulletInfo::Update(void)
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{
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#ifdef SQUEEZE_PERFORMANCE
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if (bulletInfoInUse == 0)
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return;
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#endif
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bool bAddSound = true;
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bPlayerSniperBullet = false;
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for (int i = 0; i < NUM_BULLETS; i++) {
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CBulletInfo* pBullet = &gaBulletInfo[i];
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if (pBullet->m_pSource && pBullet->m_pSource->IsPed() && !((CPed*)pBullet->m_pSource)->IsPointerValid())
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pBullet->m_pSource = nil;
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if (!pBullet->m_bInUse)
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continue;
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if (CTimer::GetTimeInMilliseconds() > pBullet->m_fTimer) {
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pBullet->m_bInUse = false;
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse--;
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#endif
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}
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CVector vecOldPos = pBullet->m_vecPosition;
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CVector vecNewPos = pBullet->m_vecPosition + pBullet->m_vecSpeed * CTimer::GetTimeStep() * 0.5f;
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CWorld::bIncludeCarTyres = true;
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CWorld::bIncludeDeadPeds = true;
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CWorld::pIgnoreEntity = pBullet->m_pSource;
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CColPoint point;
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CEntity* pHitEntity;
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if (CWorld::ProcessLineOfSight(vecOldPos, vecNewPos, point, pHitEntity, true, true, true, true, true, true)) {
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if (pBullet->m_pSource && (pHitEntity->IsPed() || pHitEntity->IsVehicle()))
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CStats::InstantHitsHitByPlayer++;
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if (pHitEntity->IsPed()) {
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CPed* pPed = (CPed*)pHitEntity;
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if (!pPed->DyingOrDead() && pPed != pBullet->m_pSource) {
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if (pPed->DoesLOSBulletHitPed(point)) {
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if (pPed->IsPedInControl() && !pPed->bIsDucking) {
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pPed->ClearAttackByRemovingAnim();
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CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HITBYGUN_FRONT);
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pAnim->SetBlend(0.0f, 8.0f);
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}
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pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point));
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CEventList::RegisterEvent(pPed->m_nPedType == PEDTYPE_COP ? EVENT_SHOOT_COP : EVENT_SHOOT_PED, EVENT_ENTITY_PED, pPed, (CPed*)pBullet->m_pSource, 1000);
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pBullet->m_bInUse = false;
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse--;
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#endif
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vecNewPos = point.point;
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}
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else {
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bAddSound = false;
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}
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}
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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;
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if (pPed->GetIsOnScreen()) {
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for (int j = 0; j < NUM_PED_BLOOD_PARTICLES; j++)
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point + BLOOD_PARTICLE_OFFSET, vecParticleDirection);
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}
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if (pPed->GetPedState() == PED_DEAD) {
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CAnimBlendAssociation* pAnim;
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if (RpAnimBlendClumpGetFirstAssociation(pPed->GetClump(), ASSOC_FRONTAL))
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pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 8.0f);
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else
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pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR, 8.0f);
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if (pAnim) {
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pAnim->SetCurrentTime(0.0f);
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pAnim->flags |= ASSOC_RUNNING;
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pAnim->flags &= ~ASSOC_FADEOUTWHENDONE;
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}
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}
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pBullet->m_bInUse = false;
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse--;
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#endif
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vecNewPos = point.point;
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}
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}
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else if (pHitEntity->IsVehicle()) {
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CVehicle* pVehicle = (CVehicle*)pHitEntity;
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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);
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else {
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for (int j = 0; j < NUM_VEHICLE_SPARKS; j++)
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CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal / 20);
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}
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#ifdef FIX_BUGS
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pBullet->m_bInUse = false;
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse--;
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#endif
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vecNewPos = point.point;
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#endif
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}
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else {
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for (int j = 0; j < NUM_OTHER_SPARKS; j++)
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CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal / 20);
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if (pHitEntity->IsObject()) {
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CObject* pObject = (CObject*)pHitEntity;
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if (!pObject->bInfiniteMass) {
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if (pObject->GetIsStatic() && pObject->m_fUprootLimit <= 0.0f) {
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pObject->SetIsStatic(false);
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pObject->AddToMovingList();
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}
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if (!pObject->GetIsStatic())
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pObject->ApplyMoveForce(-BULLET_HIT_FORCE * point.normal);
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}
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}
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#ifdef FIX_BUGS
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pBullet->m_bInUse = false;
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse--;
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#endif
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vecNewPos = point.point;
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#endif
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}
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if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE && bAddSound) {
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cAudioScriptObject* pAudio;
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switch (pHitEntity->GetType()) {
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case ENTITY_TYPE_BUILDING:
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pAudio = new cAudioScriptObject();
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pAudio->Posn = pHitEntity->GetPosition();
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pAudio->AudioId = SCRIPT_SOUND_BULLET_HIT_GROUND_1;
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pAudio->AudioEntity = AEHANDLE_NONE;
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DMAudio.CreateOneShotScriptObject(pAudio);
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break;
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case ENTITY_TYPE_OBJECT:
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pAudio = new cAudioScriptObject();
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pAudio->Posn = pHitEntity->GetPosition();
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pAudio->AudioId = SCRIPT_SOUND_BULLET_HIT_GROUND_2;
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pAudio->AudioEntity = AEHANDLE_NONE;
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DMAudio.CreateOneShotScriptObject(pAudio);
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break;
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case ENTITY_TYPE_DUMMY:
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pAudio = new cAudioScriptObject();
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pAudio->Posn = pHitEntity->GetPosition();
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pAudio->AudioId = SCRIPT_SOUND_BULLET_HIT_GROUND_3;
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pAudio->AudioEntity = AEHANDLE_NONE;
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DMAudio.CreateOneShotScriptObject(pAudio);
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break;
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case ENTITY_TYPE_PED:
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DMAudio.PlayOneShot(((CPed*)pHitEntity)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
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((CPed*)pHitEntity)->Say(SOUND_PED_BULLET_HIT);
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break;
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case ENTITY_TYPE_VEHICLE:
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DMAudio.PlayOneShot(((CVehicle*)pHitEntity)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
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break;
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default: break;
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}
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}
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CGlass::WasGlassHitByBullet(pHitEntity, point.point);
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CWeapon::BlowUpExplosiveThings(pHitEntity);
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}
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CWorld::pIgnoreEntity = nil;
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CWorld::bIncludeDeadPeds = false;
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CWorld::bIncludeCarTyres = false;
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if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE) {
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bPlayerSniperBullet = true;
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PlayerSniperBulletStart = pBullet->m_vecPosition;
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PlayerSniperBulletEnd = vecNewPos;
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}
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pBullet->m_vecPosition = vecNewPos;
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if (pBullet->m_vecPosition.x < -MAP_BORDER || pBullet->m_vecPosition.x > MAP_BORDER ||
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pBullet->m_vecPosition.y < -MAP_BORDER || pBullet->m_vecPosition.y > MAP_BORDER) {
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pBullet->m_bInUse = false;
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#ifdef SQUEEZE_PERFORMANCE
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bulletInfoInUse--;
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#endif
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}
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}
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}
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bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, float z1, float z2)
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{
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if (!bPlayerSniperBullet)
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return false;
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#ifdef FIX_BUGS // original code is not going work anyway...
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CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
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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);
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#else
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float minP = 0.0f;
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float maxP = 1.0f;
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float minX = Min(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x);
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float maxX = Max(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x);
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if (minX < x2 || maxX > x1) {
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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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}
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else
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return false;
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float minY = Min(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y);
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float maxY = Max(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y);
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if (minY < y2 || maxY > y1) {
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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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}
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#ifdef FIX_BUGS
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else
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return false;
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#endif
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float minZ = Min(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z);
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float maxZ = Max(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z);
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if (minZ < z2 || maxZ > z1) {
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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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}
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else
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return false;
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return minP <= maxP;
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#endif
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}
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