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-rw-r--r--src/weapons/BulletInfo.cpp266
1 files changed, 265 insertions, 1 deletions
diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp
index 54fa6844..9e83a4ec 100644
--- a/src/weapons/BulletInfo.cpp
+++ b/src/weapons/BulletInfo.cpp
@@ -2,4 +2,268 @@
#include "patcher.h"
#include "BulletInfo.h"
-WRAPPER bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, float z1, float z2) { EAXJMP(0x558D40); }
+#include "AnimBlendAssociation.h"
+#include "AudioManager.h"
+#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"
+
+#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");
+}
+
+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;
+ return true;
+}
+
+void CBulletInfo::Update(void)
+{
+ bool bAddSound = true;
+ 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)
+ pBullet->m_bInUse = false;
+ 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, true)) {
+ if (pBullet->m_pSource && (pHitEntity->IsPed() || pHitEntity->IsVehicle()))
+ CStats::InstantHitsHitByPlayer++;
+ 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 (CGame::nastyGame) {
+ CVector vecParticleDirection = (point.point - pPed->GetPosition()) * 0.01f;
+ 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;
+ if (RpAnimBlendClumpGetFirstAssociation(pPed->GetClump(), ASSOC_FLAG800))
+ 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;
+ pAnim->flags &= ~ASSOC_FADEOUTWHENDONE;
+ }
+ }
+ pBullet->m_bInUse = false;
+ vecNewPos = point.point;
+ }
+ }
+ else if (pHitEntity->IsVehicle()) {
+ CVehicle* pVehicle = (CVehicle*)pHitEntity;
+ pVehicle->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage);
+ if (pBullet->m_eWeaponType == WEAPONTYPE_FLAMETHROWER) // huh?
+ 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;
+ 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) {
+ if (pObject->bIsStatic && pObject->m_fUprootLimit <= 0.0f) {
+ pObject->bIsStatic = false;
+ pObject->AddToMovingList();
+ }
+ if (!pObject->bIsStatic)
+ pObject->ApplyMoveForce(-BULLET_HIT_FORCE * point.normal);
+ }
+ }
+#ifdef FIX_BUGS
+ pBullet->m_bInUse = false;
+ vecNewPos = point.point;
+#endif
+ }
+ if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE && bAddSound) {
+ cAudioScriptObject* pAudio;
+ switch (pHitEntity->m_type) {
+ 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;
+ }
+ }
+ CGlass::WasGlassHitByBullet(pHitEntity, point.point);
+ CWeapon::BlowUpExplosiveThings(pHitEntity);
+ }
+ CWorld::pIgnoreEntity = nil;
+ CWorld::bIncludeDeadPeds = false;
+ CWorld::bIncludeCarTyres = false;
+ if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE) {
+ 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)
+ pBullet->m_bInUse = false;
+ }
+}
+
+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;
+ box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), 0, 0);
+ return CCollision::TestLineBox(line, box);
+#else
+ float minP = 0.0f;
+ float maxP = 1.0f;
+ float minX = min(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x);
+ float maxX = max(PlayerSniperBulletStart.x, PlayerSniperBulletEnd.x);
+ if (minX < x2 || maxX > x1) {
+ if (minX < x1)
+ minP = min(minP, (x1 - minX) / (maxX - minX));
+ if (maxX > x2)
+ maxP = max(maxP, (maxX - x2) / (maxX - minX));
+ }
+ else
+ return false;
+ float minY = min(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y);
+ float maxY = max(PlayerSniperBulletStart.y, PlayerSniperBulletEnd.y);
+ if (minY < y2 || maxY > y1) {
+ if (minY < y1)
+ minP = min(minP, (y1 - minY) / (maxY - minY));
+ if (maxY > y2)
+ maxP = max(maxP, (maxY - y2) / (maxY - minY));
+ }
+#ifdef FIX_BUGS
+ else
+ return false;
+#endif
+ float minZ = min(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z);
+ float maxZ = max(PlayerSniperBulletStart.z, PlayerSniperBulletEnd.z);
+ if (minZ < z2 || maxZ > z1) {
+ if (minZ < z1)
+ minP = min(minP, (z1 - minZ) / (maxZ - minZ));
+ if (maxZ > z2)
+ maxP = max(maxP, (maxZ - z2) / (maxZ - minZ));
+ }
+ else
+ return false;
+ return minP <= maxP;
+#endif
+}