diff options
Diffstat (limited to '')
-rw-r--r-- | src/weapons/ShotInfo.cpp | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/src/weapons/ShotInfo.cpp b/src/weapons/ShotInfo.cpp new file mode 100644 index 00000000..43d0579d --- /dev/null +++ b/src/weapons/ShotInfo.cpp @@ -0,0 +1,140 @@ +#include "common.h" +#include "patcher.h" +#include "ShotInfo.h" +#include "Entity.h" +#include "Weapon.h" +#include "World.h" +#include "WeaponInfo.h" +#include "General.h" +#include "Timer.h" +#include "Ped.h" +#include "Fire.h" + +CShotInfo gaShotInfo[NUMSHOTINFOS]; +float CShotInfo::ms_afRandTable[20]; + +// CShotInfo (&gaShotInfo)[100] = *(CShotInfo(*)[100])*(uintptr*)0x64F0D0; +// float (&CShotInfo::ms_afRandTable)[20] = *(float(*)[20])*(uintptr*)0x6E9878; + +/* + Used for flamethrower. I don't know why it's name is CShotInfo. + Has no relation with any visual, just calculates the area fire affects + (including spreading and slowing of fire) and make entities burn/flee. +*/ + +void +CShotInfo::Initialise() +{ + debug("Initialising CShotInfo...\n"); + for(int i=0; i<ARRAY_SIZE(gaShotInfo); i++) { + gaShotInfo[i].m_inUse = false; + gaShotInfo[i].m_weapon = WEAPONTYPE_COLT45; + gaShotInfo[i].m_startPos = CVector(0.0f, 0.0f, 0.0f); + gaShotInfo[i].m_areaAffected = CVector(0.0f, 0.0f, 0.0f); + gaShotInfo[i].m_radius = 1.0f; + gaShotInfo[i].m_sourceEntity = nil; + gaShotInfo[i].m_timeout = 0; + } + + // Not random for sure + float nextVal = -0.05f; + for (int i = 0; i < ARRAY_SIZE(ms_afRandTable); i++) { + ms_afRandTable[i] = nextVal; + nextVal += 0.005f; + } + debug("CShotInfo ready\n"); +} + +bool +CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos, CVector endPos) +{ + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon); + + int slot; + for (slot = 0; slot < ARRAY_SIZE(gaShotInfo) && gaShotInfo[slot].m_inUse; slot++); + + if (slot == ARRAY_SIZE(gaShotInfo)) + return false; + + gaShotInfo[slot].m_inUse = true; + gaShotInfo[slot].m_weapon = weapon; + gaShotInfo[slot].m_startPos = startPos; + gaShotInfo[slot].m_areaAffected = endPos - startPos; + gaShotInfo[slot].m_radius = weaponInfo->m_fRadius; + + if (weaponInfo->m_fSpread != 0.0f) { + gaShotInfo[slot].m_areaAffected.x += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread; + gaShotInfo[slot].m_areaAffected.y += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread; + gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)]; + } + gaShotInfo[slot].m_areaAffected.Normalise(); + if (weaponInfo->m_bRandSpeed) + gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed; + else + gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed; + + gaShotInfo[slot].m_sourceEntity = sourceEntity; + gaShotInfo[slot].m_timeout = CTimer::GetTimeInMilliseconds() + weaponInfo->m_fLifespan; + + return true; +} + +void +CShotInfo::Shutdown() +{ + debug("Shutting down CShotInfo...\n"); + debug("CShotInfo shut down\n"); +} + +void +CShotInfo::Update() +{ + for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) { + CShotInfo &shot = gaShotInfo[slot]; + if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid()) + shot.m_sourceEntity = nil; + + if (!shot.m_inUse) + continue; + + CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon); + if (CTimer::GetTimeInMilliseconds() > shot.m_timeout) + shot.m_inUse = false; + + if (weaponInfo->m_bSlowsDown) + shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE + + if (weaponInfo->m_bExpands) + shot.m_radius += 0.075f * CTimer::GetTimeStep(); + + shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected; + if (shot.m_sourceEntity) { + assert(shot.m_sourceEntity->IsPed()); + CPed *ped = (CPed*) shot.m_sourceEntity; + float radius = max(1.0f, shot.m_radius); + + for (int i = 0; i < ped->m_numNearPeds; ++i) { + CPed *nearPed = ped->m_nearPeds[i]; + if (nearPed->IsPointerValid()) { + if (nearPed->IsPedInControl() && (nearPed->GetPosition() - shot.m_startPos).MagnitudeSqr() < radius && !nearPed->bFireProof) { + + if (!nearPed->IsPlayer()) { + nearPed->SetFindPathAndFlee(shot.m_sourceEntity, 10000); + nearPed->SetMoveState(PEDMOVE_SPRINT); + } + gFireManager.StartFire(nearPed, shot.m_sourceEntity, 0.8f, true); + } + } + } + } + if (!((CTimer::GetFrameCounter() + slot) & 3)) + CWorld::SetCarsOnFire(shot.m_startPos.x, shot.m_startPos.y, shot.m_startPos.z, 4.0f, shot.m_sourceEntity); + } +} + +STARTPATCHES + InjectHook(0x55BFF0, &CShotInfo::Update, PATCH_JUMP); + InjectHook(0x55BD70, &CShotInfo::AddShot, PATCH_JUMP); + InjectHook(0x55BC60, &CShotInfo::Initialise, PATCH_JUMP); + InjectHook(0x55BD50, &CShotInfo::Shutdown, PATCH_JUMP); +ENDPATCHES
\ No newline at end of file |