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author | Nikolay Korolev <nickvnuk@gmail.com> | 2020-05-19 22:27:41 +0200 |
---|---|---|
committer | Nikolay Korolev <nickvnuk@gmail.com> | 2020-05-19 22:27:41 +0200 |
commit | fec0028e12fb7e362344cfc07d7dcb6b07c29e04 (patch) | |
tree | 675e1d491bd8f9cb80c707fbba45ae41005a4d31 /src | |
parent | slightly restructured ped flags for convenience (diff) | |
parent | Merge pull request #567 from erorcun/miami (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/control/Pickups.cpp | 22 | ||||
-rw-r--r-- | src/control/Script.cpp | 12 | ||||
-rw-r--r-- | src/core/EventList.h | 6 | ||||
-rw-r--r-- | src/core/Streaming.cpp | 3 | ||||
-rw-r--r-- | src/entities/Physical.h | 2 | ||||
-rw-r--r-- | src/modelinfo/ModelIndices.h | 1 | ||||
-rw-r--r-- | src/peds/CopPed.cpp | 2 | ||||
-rw-r--r-- | src/peds/Gangs.cpp | 2 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 279 | ||||
-rw-r--r-- | src/peds/Ped.h | 52 | ||||
-rw-r--r-- | src/peds/PedAttactor.cpp | 6 | ||||
-rw-r--r-- | src/peds/PlayerPed.cpp | 29 | ||||
-rw-r--r-- | src/peds/Population.cpp | 14 | ||||
-rw-r--r-- | src/render/Hud.cpp | 296 | ||||
-rw-r--r-- | src/render/Hud.h | 39 | ||||
-rw-r--r-- | src/vehicles/Vehicle.h | 1 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 342 | ||||
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 15 | ||||
-rw-r--r-- | src/weapons/WeaponType.h | 10 |
19 files changed, 819 insertions, 314 deletions
diff --git a/src/control/Pickups.cpp b/src/control/Pickups.cpp index 01a28193..cccf9cc4 100644 --- a/src/control/Pickups.cpp +++ b/src/control/Pickups.cpp @@ -49,6 +49,16 @@ uint16 AmmoForWeapon[20] = { 0, 1, 45, 125, 25, 150, 300, 25, 5, 250, 5, 5, 0, 5 uint16 AmmoForWeapon_OnStreet[WEAPONTYPE_TOTALWEAPONS] = { 0, 1, + 1, + 1, + 1, + 1, + 1, + 1, + 1, + 1, + 1, + 1, 4, 4, 4, @@ -70,16 +80,20 @@ uint16 AmmoForWeapon_OnStreet[WEAPONTYPE_TOTALWEAPONS] = { uint16 CostOfWeapon[20] = { 0, 10, 250, 800, 1500, 3000, 5000, 10000, 25000, 25000, 2000, 2000, 0, 50000, 0, 3000, 0, 0, 0, 0 }; // TODO(Miami): Those are all placeholders!! -uint8 aWeaponReds[] = { 0, 255, 0, 128, 255, 255, 0, 255, 0, 128, 128, 255, +uint8 aWeaponReds[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, +255, 0, 128, 255, 255, 0, 255, 0, 128, 128, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 128, 0, 255, 0 }; -uint8 aWeaponGreens[] = { 0, 0, 255, 128, 255, 0, 255, 128, 255, 0, 255, 255, +uint8 aWeaponGreens[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, +0, 255, 128, 255, 0, 255, 128, 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0, 255, 0, 255, 0 }; -uint8 aWeaponBlues[] = { 0, 0, 0, 255, 0, 255, 255, 0, 128, 255, 0, 255, +uint8 aWeaponBlues[] = { 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, +0, 0, 255, 0, 255, 255, 0, 128, 255, 0, 255, 255, 255, 255, 255, 255, 255, 255, 255, 0, 128, 255, 0, 0 }; -float aWeaponScale[] = { 1.0f, 1.0f, 2.0f, 1.5f, 1.0f, 1.0f, 1.5f, 1.0f, 2.0f, 1.0f, 2.0f, 2.5f, +float aWeaponScale[] = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, +2.0f, 1.5f, 1.0f, 1.0f, 1.5f, 1.0f, 2.0f, 1.0f, 2.0f, 2.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }; diff --git a/src/control/Script.cpp b/src/control/Script.cpp index 4112acf4..0129b155 100644 --- a/src/control/Script.cpp +++ b/src/control/Script.cpp @@ -10334,8 +10334,20 @@ int8 CRunningScript::ProcessCommands1300To1399(int32 command) { switch (command) { case COMMAND_SET_CHAR_CAN_BE_DAMAGED_BY_MEMBERS_OF_GANG: + { + CollectParameters(&m_nIp, 3); + CPed *pTarget = CPools::GetPedPool()->GetAt(ScriptParams[0]); + uint8 flag = 1 << (uint8)ScriptParams[1]; + if (ScriptParams[2]) + pTarget->m_gangFlags |= flag; + else + pTarget->m_gangFlags &= ~flag; + + return 0; + } case COMMAND_LOAD_AND_LAUNCH_MISSION_EXCLUSIVE: case COMMAND_IS_MISSION_AUDIO_PLAYING: + assert(0); case COMMAND_CREATE_LOCKED_PROPERTY_PICKUP: { CollectParameters(&m_nIp, 3); diff --git a/src/core/EventList.h b/src/core/EventList.h index 8840afc4..f2c3d7a8 100644 --- a/src/core/EventList.h +++ b/src/core/EventList.h @@ -22,10 +22,12 @@ enum eEventType EVENT_PED_SET_ON_FIRE, EVENT_COP_SET_ON_FIRE, EVENT_CAR_SET_ON_FIRE, - EVENT_ASSAULT_NASTYWEAPON, // not sure + EVENT_ASSAULT_NASTYWEAPON, + EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ICECREAM, EVENT_ATM, - EVENT_SHOPSTALL, // used on graffitis + EVENT_SHOPSTALL, + EVENT_SHOPWINDOW, EVENT_LAST_EVENT }; diff --git a/src/core/Streaming.cpp b/src/core/Streaming.cpp index 09d5cc72..0ce8b50e 100644 --- a/src/core/Streaming.cpp +++ b/src/core/Streaming.cpp @@ -1337,8 +1337,7 @@ CStreaming::LoadInitialPeds(void) void CStreaming::LoadInitialWeapons(void) { - // TODO(Miami): Enable when weapons have been ported - //CStreaming::RequestModel(MI_NIGHTSTICK, STREAMFLAGS_DONT_REMOVE); + CStreaming::RequestModel(MI_NIGHTSTICK, STREAMFLAGS_DONT_REMOVE); CStreaming::RequestModel(MI_MISSILE, STREAMFLAGS_DONT_REMOVE); } diff --git a/src/entities/Physical.h b/src/entities/Physical.h index ce02e463..b6e28275 100644 --- a/src/entities/Physical.h +++ b/src/entities/Physical.h @@ -46,7 +46,7 @@ public: float m_fDistanceTravelled; // damaged piece - float m_fDamageImpulse; + float m_fDamageImpulse; // fCollisionPower CEntity *m_pDamageEntity; CVector m_vecDamageNormal; int16 m_nDamagePieceType; diff --git a/src/modelinfo/ModelIndices.h b/src/modelinfo/ModelIndices.h index 25ba0b7b..d9ffda4a 100644 --- a/src/modelinfo/ModelIndices.h +++ b/src/modelinfo/ModelIndices.h @@ -406,6 +406,7 @@ enum MI_TRAIN = -1, MI_DODO = -2, + MI_NIGHTSTICK = 262, MI_BASEBALL_BAT = 264, MI_GRENADE = 270, MI_MOLOTOV = 272, diff --git a/src/peds/CopPed.cpp b/src/peds/CopPed.cpp index 578f2454..b84dcf14 100644 --- a/src/peds/CopPed.cpp +++ b/src/peds/CopPed.cpp @@ -23,7 +23,7 @@ CCopPed::CCopPed(eCopType copType, int32 modifier) : CPed(PEDTYPE_COP) switch (copType) { case COP_STREET: SetModelIndex(MI_COP); - // GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); // TODO(Miami) + GiveWeapon(WEAPONTYPE_NIGHTSTICK, 1000, true); GiveDelayedWeapon(WEAPONTYPE_COLT45, 1000); m_currentWeapon = WEAPONTYPE_UNARMED; m_fArmour = 0.0f; diff --git a/src/peds/Gangs.cpp b/src/peds/Gangs.cpp index 301eb3be..2d6d1137 100644 --- a/src/peds/Gangs.cpp +++ b/src/peds/Gangs.cpp @@ -36,7 +36,7 @@ void CGangs::Initialise(void) SetGangVehicleModel(GANG_BIKER, MI_ANGEL); SetGangVehicleModel(GANG_PLAYER, -1); SetGangVehicleModel(GANG_GOLFER, MI_CADDY); - //SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB); // TODO(MIAMI) + SetGangWeapons(GANG_GOLFER, WEAPONTYPE_GOLFCLUB, WEAPONTYPE_GOLFCLUB); #ifdef FIX_BUGS for (int i = 0; i < NUM_GANGS; i++) SetGangPedModelOverride(i, -1); diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index f7140b2b..12870236 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -116,32 +116,8 @@ uint16 nPlayerInComboMove; RpClump *flyingClumpTemp; -// This is beta fistfite.dat array. Not used anymore since they're being fetched from fistfite.dat. FightMove tFightMoves[NUM_FIGHTMOVES] = { - {NUM_ANIMS, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_PUNCH_R, 0.2f, 8.0f / 30.0f, 0.0f, 0.3f, HITLEVEL_HIGH, 1, 0}, - {ANIM_FIGHT_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_FIGHT_SH_F, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_FIGHT_KNEE, 4.0f / 30.0f, 0.2f, 0.0f, 0.6f, HITLEVEL_LOW, 2, 0}, - {ANIM_FIGHT_HEAD, 4.0f / 30.0f, 0.2f, 0.0f, 0.7f, HITLEVEL_HIGH, 3, 0}, - {ANIM_FIGHT_PUNCH, 4.0f / 30.0f, 7.0f / 30.0f, 10.0f / 30.0f, 0.4f, HITLEVEL_HIGH, 1, 0}, - {ANIM_FIGHT_LHOOK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_HIGH, 3, 0}, - {ANIM_FIGHT_KICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 2, 0}, - {ANIM_FIGHT_LONGKICK, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.5, HITLEVEL_MEDIUM, 4, 0}, - {ANIM_FIGHT_ROUNDHOUSE, 8.0f / 30.0f, 10.0f / 30.0f, 0.0f, 0.6f, HITLEVEL_MEDIUM, 4, 0}, - {ANIM_FIGHT_BODYBLOW, 5.0f / 30.0f, 7.0f / 30.0f, 0.0f, 0.35f, HITLEVEL_LOW, 2, 0}, - {ANIM_KICK_FLOOR, 10.0f / 30.0f, 14.0f / 30.0f, 0.0f, 0.4f, HITLEVEL_GROUND, 1, 0}, - {ANIM_HIT_FRONT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_BACK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_RIGHT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_LEFT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_BODYBLOW, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_CHEST, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_HEAD, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_WALK, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_FLOOR_HIT, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_HIT_BEHIND, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, - {ANIM_FIGHT2_IDLE, 0.0f, 0.0f, 0.0f, 0.0f, HITLEVEL_NULL, 0, 0}, + // TODO(Miami) }; uint16 CPed::nThreatReactionRangeMultiplier = 1; @@ -620,6 +596,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) m_ped_flagI80 = false; #endif + m_gangFlags = 0xFF; + bReachedAttractorHeadingTarget = false; bTurnedAroundOnAttractor = false; bCarPassenger = false; @@ -666,9 +644,16 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) GiveWeapon(WEAPONTYPE_UNARMED, 0, true); m_wepAccuracy = 60; m_lastWepDam = -1; + m_lastDamEntity = nil; + m_attachedTo = nil; + m_attachWepAmmo = 0; m_collPoly.valid = false; m_fCollisionSpeed = 0.0f; m_wepModelID = -1; + uint16 random = CGeneral::GetRandomNumber(); + m_nPedMoney = random % 25; + if (m_nPedMoney == 23) + m_nPedMoney = 400; #ifdef PED_SKIN m_pWeaponModel = nil; #endif @@ -1183,7 +1168,7 @@ CPed::FinishedReloadCB(CAnimBlendAssociation *reloadAssoc, void *arg) if (ped->bIsDucking && ped->bCrouchWhenShooting) { CAnimBlendAssociation *crouchFireAssoc = nil; if (!!weapon->m_bCrouchFire) { - crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), ANIM_WEAPON_CROUCHFIRE); + crouchFireAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchFireAnim(weapon)); } if (!!weapon->m_bReload && reloadAssoc) { if (reloadAssoc->animId == GetCrouchReloadAnim(weapon) && !crouchFireAssoc) { @@ -1222,7 +1207,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon)); } if (currentWeapon->m_bCrouchFire && attackAssoc) { - if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) { + if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) { newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f); newAnim->SetCurrentTime(newAnim->hierarchy->totalLength); newAnim->flags &= ~ASSOC_RUNNING; @@ -1248,7 +1233,7 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) reloadAnimAssoc = RpAnimBlendClumpGetAssociation(ped->GetClump(), GetCrouchReloadAnim(currentWeapon)); } if (currentWeapon->m_bCrouchFire && attackAssoc) { - if (attackAssoc->animId == ANIM_WEAPON_CROUCHFIRE && !reloadAnimAssoc) { + if (attackAssoc->animId == GetCrouchFireAnim(currentWeapon) && !reloadAnimAssoc) { newAnim = CAnimManager::BlendAnimation(ped->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 8.0f); newAnim->SetCurrentTime(newAnim->hierarchy->totalLength); newAnim->flags &= ~ASSOC_RUNNING; @@ -1276,15 +1261,6 @@ CPed::FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg) newAnim->SetFinishCallback(FinishedAttackCB, ped); } } else { - // TODO(Miami): Remove this block when fighting has been ported - if (attackAssoc && attackAssoc->animId == ANIM_FIGHT_PPUNCH && currentWeapon->m_AnimToPlay == ASSOCGRP_STD) - { - attackAssoc->blendDelta = -8.0f; - attackAssoc->flags |= ASSOC_DELETEFADEDOUT; - ped->ClearAttack(); - return; - } - if (attackAssoc && attackAssoc->animId == ANIM_MELEE_ATTACK && currentWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) { attackAssoc->blendDelta = -8.0f; @@ -1343,7 +1319,7 @@ CPed::Attack(void) if (bIsDucking) { if (!!ourWeapon->m_bCrouchFire && bCrouchWhenShooting) { - weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(ourWeapon)); if (weaponAnimAssoc) { animLoopStart = ourWeapon->m_fAnim2LoopStart; animLoopEnd = ourWeapon->m_fAnim2LoopEnd; @@ -1396,7 +1372,6 @@ CPed::Attack(void) meleeAttackStarted = true; switch ( ourWeapon->m_AnimToPlay ) { - case ASSOCGRP_STD: // TODO(Miami): Remove that when weapons ported case ASSOCGRP_UNARMED: case ASSOCGRP_SCREWDRIVER: case ASSOCGRP_KNIFE: @@ -1437,7 +1412,7 @@ CPed::Attack(void) if (attackShouldContinue) { if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { if (bCrouchWhenShooting && bIsDucking && !!ourWeapon->m_bCrouchFire) { - weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f); + weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f); } else if(!!ourWeapon->m_bUse2nd && CGeneral::GetRandomNumber() & 1){ weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE_2ND, 8.0f); @@ -1499,9 +1474,7 @@ CPed::Attack(void) if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) { firePos = GetMatrix() * firePos; } else { - // TODO(Miami): Remove ANIM_KICK_FLOOR when fighting is done - TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_KICK_FLOOR || - weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR); + TransformToNode(firePos, (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_2ND && ourWeapon->m_AnimToPlay == ASSOCGRP_UNARMED) ? PED_FOOTR : PED_HANDR); } GetWeapon()->Fire(this, &firePos); @@ -1521,10 +1494,8 @@ CPed::Attack(void) damagerType = m_pDamageEntity->GetType(); } switch (ourWeapon->m_AnimToPlay) { - case ASSOCGRP_STD: // TODO(Miami): Remove after fighting done case ASSOCGRP_UNARMED: - if (weaponAnimAssoc->animId == ANIM_FIGHT_PPUNCH || // TODO(Miami): Remove after fighting done - weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) { + if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) { #ifdef AUDIO_NOT_READY DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f); #else @@ -1783,15 +1754,19 @@ CPed::SetCurrentWeapon(int slot) } } -// --MIAMI: TODO when weapons got converted +// --MIAMI: Done // Only used while deciding which gun ped should switch to, if no ammo left. bool CPed::SelectGunIfArmed(void) { - for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { + for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) { if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; - if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { + + // First condition checks for Pistol, Python and Shotguns + if ((weaponType >= WEAPONTYPE_COLT45 && weaponType < WEAPONTYPE_TEC9) || + weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M16 || weaponType == WEAPONTYPE_MP5 || + weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) { SetCurrentWeapon(i); return true; } @@ -1801,39 +1776,54 @@ CPed::SelectGunIfArmed(void) return false; } +// --MIAMI: Done void CPed::Duck(void) { if (CTimer::GetTimeInMilliseconds() > m_duckTimer) ClearDuck(); + else if (bIsDucking && bCrouchWhenShooting) { + CWeaponInfo *weapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); + CAnimBlendAssociation *attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH); + if (!attackAssoc) { + if(!!weapon->m_bCrouchFire) + attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon)); + } + if (!attackAssoc) { + if(!!weapon->m_bReload) + attackAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchReloadAnim(weapon)); + } + if (!attackAssoc) { + bIsDucking = false; + } + } } +// --MIAMI: Done void -CPed::ClearDuck(void) +CPed::ClearDuck(bool clearTimer) { CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!animAssoc) { animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); - - if (!animAssoc) { - bIsDucking = false; - return; - } } - if (!bCrouchWhenShooting) - return; + if (!animAssoc) { + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCH); + } - if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN) - return; + if (animAssoc) { + animAssoc->flags |= ASSOC_DELETEFADEDOUT; + animAssoc->blendDelta = -4.0f; + } + bIsDucking = false; - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RBLOCK_CSHOOT); - if (!animAssoc || animAssoc->blendDelta < 0.0f) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_RBLOCK_CSHOOT, 4.0f); + if (clearTimer) { + m_duckTimer = 0; } } -// --MIAMI: Done except commented thing +// --MIAMI: Done void CPed::ClearPointGunAt(void) { @@ -1854,7 +1844,7 @@ CPed::ClearPointGunAt(void) animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (!animAssoc || animAssoc->blendDelta < 0.0f) { if (!!weaponInfo->m_bCrouchFire) { - animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo)); } } if (animAssoc) { @@ -2693,7 +2683,7 @@ CPed::SetModelIndex(uint32 mi) m_animGroup = (AssocGroupId) modelInfo->m_animGroup; CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE); - // TODO(Miami): This is something inlined for sure + // TODO(Miami): This is inlined CanUseTorsoWhenLooking bool canUseMyBody = false; if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) { if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN) @@ -2717,7 +2707,13 @@ CPed::SetModelIndex(uint32 mi) void CPed::RemoveLighting(bool reset) { - CRenderer::RemoveVehiclePedLights(this, reset); + if (!bRenderScorched) { + CRenderer::RemoveVehiclePedLights(this, reset); + if (reset) + ReSetAmbientAndDirectionalColours(); + } + SetAmbientColours(); + DeActivateDirectional(); } bool @@ -2782,14 +2778,15 @@ CPed::WorkOutHeadingForMovingFirstPerson(float offset) angle = CGeneral::GetRadianAngleBetweenPoints(0.0f, 0.0f, -leftRight, upDown); } else { if (leftRight < 0.0f) - angle = 0.5f * PI; + angle = HALFPI; else if (leftRight > 0.0f) - angle = -0.5f * PI; + angle = -HALFPI; } return CGeneral::LimitRadianAngle(offset + angle); } +// --MIAMI: Done void CPed::CalculateNewVelocity(void) { @@ -2804,9 +2801,6 @@ CPed::CalculateNewVelocity(void) limitedRotDest -= 2 * PI; } - if (IsPlayer() && m_nPedState == PED_ATTACK) - headAmount /= 4.0f; - float neededTurn = limitedRotDest - m_fRotationCur; if (neededTurn <= headAmount) { if (neededTurn > (-headAmount)) @@ -2830,8 +2824,12 @@ CPed::CalculateNewVelocity(void) } if ((!TheCamera.Cams[TheCamera.ActiveCam].GetWeaponFirstPersonOn() && !TheCamera.Cams[0].Using3rdPersonMouseCam()) - || FindPlayerPed() != this || !CanStrafeOrMouseControl()) + || FindPlayerPed() != this || !CanStrafeOrMouseControl()) { + + if (FindPlayerPed() == this) + FindPlayerPed()->m_fWalkAngle = 0.0f; return; + } float walkAngle = WorkOutHeadingForMovingFirstPerson(m_fRotationCur); float pedSpeed = m_moved.Magnitude(); @@ -2851,16 +2849,13 @@ CPed::CalculateNewVelocity(void) CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE); CAnimBlendAssociation *fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE); -#ifdef VC_PED_PORTS if(!fightAssoc) fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED); - // There is one more anim in VC. + if(!fightAssoc) + fightAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD); if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc && !bIsDucking) { -#else - if ((!idleAssoc || idleAssoc->blendAmount < 0.5f) && !fightAssoc) { -#endif LimbOrientation newUpperLegs; newUpperLegs.yaw = localWalkAngle; @@ -3944,7 +3939,7 @@ CPed::ClearAttackByRemovingAnim(void) if (!weaponAssoc) { if (!!weapon->m_bCrouchFire) - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weapon)); } if (!weaponAssoc) { if(!!weapon->m_bFinish3rd) @@ -4916,7 +4911,7 @@ CPed::SetPointGunAt(CEntity *to) if (bCrouchWhenShooting && bIsDucking) { if (!!curWeapon->m_bCrouchFire) { - aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon)); } } else { aimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); @@ -4925,7 +4920,7 @@ CPed::SetPointGunAt(CEntity *to) if (!aimAssoc || aimAssoc->blendDelta < 0.0f) { if (bCrouchWhenShooting && bIsDucking) { if (!!curWeapon->m_bCrouchFire) { - aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 4.0f); + aimAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 4.0f); } } else { aimAssoc = CAnimManager::AddAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_FIRE); @@ -5197,7 +5192,7 @@ CPed::SetAttack(CEntity *victim) } // TODO(Miami): Brass knuckles - if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode /* || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES */) { + if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED || curWeapon->m_bFightMode || GetWeapon()->m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) { if (IsPlayer() || (m_nPedState != PED_FIGHT && m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL && !(m_pedStats->m_flags & STAT_SHOPPING_BAGS) && curWeapon->m_bPartialAttack)) { @@ -5209,10 +5204,7 @@ CPed::SetAttack(CEntity *victim) m_nPedState = PED_ATTACK; bIsAttacking = false; - // TODO(Miami): Revert when fighting got ported - animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, - GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED ? ANIM_FIGHT_PPUNCH : ANIM_MELEE_ATTACK_START, 8.0f); - // CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); + CAnimBlendAssociation *animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_MELEE_ATTACK_START, 8.0f); animAssoc->SetRun(); if (animAssoc->currentTime == animAssoc->hierarchy->totalLength) animAssoc->SetCurrentTime(0.0f); @@ -5316,13 +5308,13 @@ CPed::SetAttack(CEntity *victim) m_nPedState = PED_ATTACK; SetMoveState(PEDMOVE_NONE); if (bCrouchWhenShooting && bIsDucking && !!curWeapon->m_bCrouchFire) { - CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + CAnimBlendAssociation* curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(curWeapon)); if (curMoveAssoc) { - if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE)->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) { + if (strcmp(CAnimManager::GetAnimAssociation(curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon))->hierarchy->name, curMoveAssoc->hierarchy->name) != 0) { delete curMoveAssoc; } } - animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, ANIM_WEAPON_CROUCHFIRE, 8.0f); + animAssoc = CAnimManager::BlendAnimation(GetClump(), curWeapon->m_AnimToPlay, GetCrouchFireAnim(curWeapon), 8.0f); } else { float animDelta = 8.0f; if (curWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE) @@ -5442,10 +5434,11 @@ CPed::StartFightAttack(uint8 buttonPressure) nPlayerInComboMove = 0; } +// --MIAMI: Done void CPed::LoadFightData(void) { - float startFireTime, endFireTime, comboFollowOnTime, strikeRadius; + float startFireTime, endFireTime, comboFollowOnTime, strikeRadius, extendReachMultiplier; int damage, flags; char line[256], moveName[32], animName[32], hitLevel; int moveId = 0; @@ -5474,12 +5467,13 @@ CPed::LoadFightData(void) sscanf( &line[lp], - "%s %f %f %f %f %c %s %d %d", + "%s %f %f %f %f %f %c %s %d %d", moveName, &startFireTime, &endFireTime, &comboFollowOnTime, &strikeRadius, + &extendReachMultiplier, &hitLevel, animName, &damage, @@ -5492,6 +5486,7 @@ CPed::LoadFightData(void) tFightMoves[moveId].endFireTime = endFireTime / 30.0f; tFightMoves[moveId].comboFollowOnTime = comboFollowOnTime / 30.0f; tFightMoves[moveId].strikeRadius = strikeRadius; + tFightMoves[moveId].extendReachMultiplier = extendReachMultiplier; tFightMoves[moveId].damage = damage; tFightMoves[moveId].flags = flags; @@ -5515,11 +5510,14 @@ CPed::LoadFightData(void) break; } - if (strncmp(animName, "null", 4) != 0) { - animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName); - tFightMoves[moveId].animId = (AnimationId)animAssoc->animId; - } else { - tFightMoves[moveId].animId = ANIM_WALK; + if (strncmp(animName, "default", 8) != 0) { + if (strncmp(animName, "null", 5) != 0) { + animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animName); + tFightMoves[moveId].animId = (AnimationId)animAssoc->animId; + } + else { + tFightMoves[moveId].animId = ANIM_WALK; + } } moveId++; } @@ -5612,6 +5610,7 @@ CPed::FightStrike(CVector &touchedNodePos) damageMult *= m_pedStats->m_attackStrength; } + /* // Change direction if we used kick. if (m_lastFightMove == FIGHTMOVE_KICK) { if (CGeneral::GetRandomNumber() & 1) { @@ -5619,7 +5618,7 @@ CPed::FightStrike(CVector &touchedNodePos) if (direction > 3) direction -= 4; } - } + } */ nearPed->ReactToAttack(this); // Mostly unused. if > 5, ANIM_HIT_WALK will be run, that's it. @@ -6359,6 +6358,7 @@ CPed::CollideWithPed(CPed *collideWith) } } +// --MIAMI: Done except commented thing void CPed::CreateDeadPedMoney(void) { @@ -6366,29 +6366,31 @@ CPed::CreateDeadPedMoney(void) return; int skin = GetModelIndex(); + + // TODO(Miami): New flag if ((skin >= MI_COP && skin <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle) return; - int money = CGeneral::GetRandomNumber() % 60; + int money = m_nPedMoney; if (money < 10) return; - if (money == 43) - money = 700; + CVector pickupPos = GetPosition(); + bool found; - int pickupCount = money / 40 + 1; + int pickupCount = Min(money / 20 + 1, 7); int moneyPerPickup = money / pickupCount; for(int i = 0; i < pickupCount; i++) { // (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish. - float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x; - float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y; - bool found = false; - float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f; + pickupPos.x += 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128); + pickupPos.y += 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128); + pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f; if (found) { - CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7)); + CPickups::GenerateNewOne(CVector(pickupPos.x, pickupPos.y, pickupPos.z), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 3)); } } + m_nPedMoney = 0; } void @@ -6559,13 +6561,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta) CAnimBlendAssociation *weaponAssoc; //CWeaponInfo::GetWeaponInfo(unused); - // TODO(Miami): Remove when fighting got ported - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_PPUNCH); - if (weaponAssoc) { - weaponAssoc->blendDelta = animDelta; - weaponAssoc->flags |= ASSOC_DELETEFADEDOUT; - } - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (weaponAssoc) { weaponAssoc->blendDelta = animDelta; @@ -6726,6 +6721,7 @@ CPed::DoesLOSBulletHitPed(CColPoint &colPoint) return retVal; } +// TODO(Miami): Ducking doesn't work, fix this bool CPed::DuckAndCover(void) { @@ -6743,9 +6739,11 @@ CPed::DuckAndCover(void) SetAimFlag(m_pedInObjective); } else { - bCrouchWhenShooting = false; bKindaStayInSamePlace = false; - bIsDucking = false; + if (bIsDucking) + ClearDuck(true); + + bCrouchWhenShooting = false; bDuckAndCover = false; m_headingRate = 10.0f; m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(20000,30000); @@ -6758,8 +6756,11 @@ CPed::DuckAndCover(void) bool justDucked = false; CVehicle *foundVeh = nil; float maxDist = 225.0f; - bIsDucking = false; + if (bIsDucking) + ClearDuck(true); + bCrouchWhenShooting = false; + if (CTimer::GetTimeInMilliseconds() > m_leaveCarTimer) { CVector pos = GetPosition(); int16 lastVehicle; @@ -7148,13 +7149,9 @@ CPed::Fight(void) case FIGHTMOVE_KNEE: TransformToNode(touchingNodePos, PED_LOWERLEGR); break; - case FIGHTMOVE_HEADBUTT: - TransformToNode(touchingNodePos, PED_HEAD); - break; case FIGHTMOVE_PUNCHJAB: TransformToNode(touchingNodePos, PED_HANDL); break; - case FIGHTMOVE_KICK: case FIGHTMOVE_LONGKICK: case FIGHTMOVE_ROUNDHOUSE: case FIGHTMOVE_GROUNDKICK: @@ -7215,12 +7212,12 @@ CPed::Fight(void) canRoundhouse = false; punchOnly = false; canKick = true; - nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); + nextFightMove = (m_fightButtonPressure > 190 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE); hasShoppingBags = false; canKneeHead = true; nPlayerInComboMove = 0; } else { - nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_HEADBUTT : FIGHTMOVE_KNEE); + nextFightMove = (m_fightButtonPressure > 120 ? FIGHTMOVE_BODYBLOW : FIGHTMOVE_KNEE); uint16 pedFeatures = m_pedStats->m_flags; punchOnly = pedFeatures & STAT_PUNCH_ONLY; canRoundhouse = pedFeatures & STAT_CAN_ROUNDHOUSE; @@ -7259,7 +7256,7 @@ CPed::Fight(void) && neededTurn < DEGTORAD(35.0f) && (canKick || hasShoppingBags)) { - nextFightMove = FIGHTMOVE_KICK; + nextFightMove = FIGHTMOVE_LONGKICK; if (hasShoppingBags) { nextFightMove = FIGHTMOVE_ROUNDHOUSE; } else if (canRoundhouse && CGeneral::GetRandomNumber() & 1) { @@ -7352,7 +7349,7 @@ CPed::Fight(void) if (fightingPedDist >= 1.3f) { if (fightingPedDist < 1.7f && canKick) { - nextFightMove = FIGHTMOVE_KICK; + nextFightMove = FIGHTMOVE_LONGKICK; if (canRoundhouse && CGeneral::GetRandomNumber() & 1) nextFightMove = FIGHTMOVE_ROUNDHOUSE; @@ -9329,7 +9326,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse) void CPed::Look(void) { - // UNUSED: This is a perfectly empty function. + TurnBody(); } bool @@ -11270,6 +11267,7 @@ CPed::SetInTheAir(void) void CPed::RestoreHeadPosition(void) { + // TODO(Miami): This is inlined CanUseTorsoWhenLooking bool canUseMyBody = false; if (m_nPedState != PED_DRIVING && m_nPedState != PED_DRAG_FROM_CAR && !bIsDucking) { if (m_animGroup != ASSOCGRP_SEXYWOMAN && m_animGroup != ASSOCGRP_WOMAN) @@ -11299,7 +11297,7 @@ CPed::PointGunAt(void) CAnimBlendAssociation *weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE); if (!weaponAssoc || weaponAssoc->blendDelta < 0.0f) { if (!!weaponInfo->m_bCrouchFire) { - weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE); + weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetCrouchFireAnim(weaponInfo)); animLoopStart = weaponInfo->m_fAnim2LoopStart; } } @@ -15627,19 +15625,22 @@ CPed::SetEnterTrain(CVehicle *train, uint32 unused) } #endif +// --MIAMI: Done, but what is this parameter for? void -CPed::SetDuck(uint32 time) +CPed::SetDuck(uint32 time, bool sth) { - if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer) + if (bIsDucking || CTimer::GetTimeInMilliseconds() <= m_duckTimer && !sth) { + if (sth && CTimer::GetTimeInMilliseconds() + time > m_duckTimer) + m_duckTimer = CTimer::GetTimeInMilliseconds() + time; return; + } - if (bCrouchWhenShooting && (m_nPedState == PED_ATTACK || m_nPedState == PED_AIM_GUN)) { - CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_LOW); - if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { - CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_DUCK_LOW, 4.0f); - bIsDucking = true; - m_duckTimer = CTimer::GetTimeInMilliseconds() + time; - } + CAnimBlendAssociation *duckAssoc; + if (bCrouchWhenShooting) { + duckAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_WEAPON_CROUCH, 4.0f); + duckAssoc->flags &= ~ASSOC_FADEOUTWHENDONE; + bIsDucking = true; + m_duckTimer = CTimer::GetTimeInMilliseconds() + time; } else { CAnimBlendAssociation *duckAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_DUCK_DOWN); if (!duckAssoc || duckAssoc->blendDelta < 0.0f) { @@ -18563,7 +18564,7 @@ CPed::ClearFollowPath() m_nCurPathNode = 0; } -// --MIAMI: Done +// --MIAMI: Done except bikes void CPed::AddInCarAnims(CVehicle* car, bool isDriver) { @@ -18604,6 +18605,12 @@ CPed::AddInCarAnims(CVehicle* car, bool isDriver) } bool +CPed::CanBeDamagedByThisGangMember(CPed* who) +{ + return m_gangFlags & (1 << (uint8)(who->m_nPedType - PEDTYPE_GANG1)); +} + +bool IsPedPointerValid_NotInWorld(CPed* pPed) { if (!pPed) @@ -18626,4 +18633,4 @@ IsPedPointerValid(CPed* pPed) if (pPed->bInVehicle && pPed->m_pMyVehicle) return IsEntityPointerValid(pPed->m_pMyVehicle); return pPed->m_entryInfoList.first || pPed == FindPlayerPed(); -} +}
\ No newline at end of file diff --git a/src/peds/Ped.h b/src/peds/Ped.h index c01e3630..f5e6d95a 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -79,11 +79,11 @@ struct FightMove float endFireTime; float comboFollowOnTime; float strikeRadius; + float extendReachMultiplier; uint8 hitLevel; // FightMoveHitLevel uint8 damage; uint8 flags; }; -VALIDATE_SIZE(FightMove, 0x18); // TODO: This is eFightState on mobile. enum PedFightMoves @@ -94,13 +94,21 @@ enum PedFightMoves FIGHTMOVE_IDLE, FIGHTMOVE_SHUFFLE_F, FIGHTMOVE_KNEE, - FIGHTMOVE_HEADBUTT, - FIGHTMOVE_PUNCHJAB, FIGHTMOVE_PUNCHHOOK, - FIGHTMOVE_KICK, + FIGHTMOVE_PUNCHJAB, + FIGHTMOVE_PUNCH, + FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH, FIGHTMOVE_LONGKICK, FIGHTMOVE_ROUNDHOUSE, - FIGHTMOVE_BODYBLOW, + // Directionals + FIGHTMOVE_FWDLEFT, + FIGHTMOVE_FWDRIGHT, + FIGHTMOVE_BACKKICK, + FIGHTMOVE_BACKFLIP, + FIGHTMOVE_BACKLEFT, + FIGHTMOVE_BACKRIGHT, + FIGHTMOVE_RIGHTSWEEP, + // Special FIGHTMOVE_GROUNDKICK, // Opponent FIGHTMOVE_HITFRONT, @@ -113,6 +121,9 @@ enum PedFightMoves FIGHTMOVE_HITBIGSTEP, FIGHTMOVE_HITONFLOOR, FIGHTMOVE_HITBEHIND, + FIGHTMOVE_MELEE1, + FIGHTMOVE_MELEE2, + FIGHTMOVE_MELEE3, FIGHTMOVE_IDLE2NORM, NUM_FIGHTMOVES }; @@ -466,6 +477,7 @@ public: uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle + uint8 m_gangFlags; uint8 CharCreatedBy; eObjective m_objective; eObjective m_prevObjective; @@ -588,7 +600,7 @@ public: int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't CPed *m_nearPeds[10]; uint16 m_numNearPeds; - uint16 m_pedMoney; + uint16 m_nPedMoney; int8 m_lastWepDam; CEntity *m_lastDamEntity; CEntity *m_attachedTo; @@ -651,7 +663,7 @@ public: void SetCurrentWeapon(eWeaponType weaponType); void SetCurrentWeapon(int weapon); void Duck(void); - void ClearDuck(void); + void ClearDuck(bool = false); void ClearPointGunAt(void); void BeingDraggedFromCar(void); void RestartNonPartialAnims(void); @@ -679,7 +691,7 @@ public: void ClearChat(void); void InformMyGangOfAttack(CEntity*); void ReactToAttack(CEntity*); - void SetDuck(uint32); + void SetDuck(uint32, bool = false); void RegisterThreatWithGangPeds(CEntity*); bool TurnBody(void); void Chat(void); @@ -810,6 +822,7 @@ public: void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo); void RequestDelayedWeapon(); void AddInCarAnims(CVehicle* car, bool isDriver); + bool CanBeDamagedByThisGangMember(CPed*); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -915,7 +928,7 @@ public: bool Dead(void) { return m_nPedState == PED_DEAD; } bool Dying(void) { return m_nPedState == PED_DIE; } bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } - bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD || m_nWaitState == WAITSTATE_SUN_BATHE_IDLE; } + bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } bool Driving(void) { return m_nPedState == PED_DRIVING; } bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state. @@ -933,10 +946,6 @@ public: // My names. Inlined in VC AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { - // TODO(Miami): Revert that when weapons got ported - if (weapon->m_AnimToPlay == ASSOCGRP_STD) - return ANIM_FIGHT_PPUNCH; - if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd) return ANIM_WEAPON_FIRE_3RD; else @@ -944,14 +953,10 @@ public: } static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) { - // TODO(Miami): Revert that when weapons got ported - if (weapon->m_AnimToPlay == ASSOCGRP_STD) - return ANIM_KICK_FLOOR; - if (!!weapon->m_bGround2nd) return ANIM_WEAPON_CROUCHFIRE; else if (!!weapon->m_bGround3rd) - return ANIM_WEAPON_SPECIAL; + return ANIM_WEAPON_FIRE_3RD; else if (kickFloorIfNone) return ANIM_KICK_FLOOR; else @@ -959,10 +964,6 @@ public: } static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) { - // TODO(Miami): Revert that when weapons got ported - if (weapon->m_AnimToPlay == ASSOCGRP_STD) - return ANIM_FIGHT_PPUNCH; - if (weapon->m_bAnimDetonate) return ANIM_BOMBER; else @@ -976,6 +977,13 @@ public: return (AnimationId)0; } + static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bCrouchFire) + return ANIM_WEAPON_CROUCHFIRE; + else + return (AnimationId)0; + } + static AnimationId GetReloadAnim(CWeaponInfo* weapon) { if (!!weapon->m_bReload) return ANIM_WEAPON_RELOAD; diff --git a/src/peds/PedAttactor.cpp b/src/peds/PedAttactor.cpp index 0df59b1c..782d2770 100644 --- a/src/peds/PedAttactor.cpp +++ b/src/peds/PedAttactor.cpp @@ -12,7 +12,7 @@ const int gcMaxSizeOfPizzaQueue = 5; const int gcMaxSizeOfShelterQueue = 5; const int gcMaxSizeOfIceCreamQueue = 1; -//--MIAMI: file done, except TODO(MIAMI) +//--MIAMI: file done std::vector<CVector> CPedShelterAttractor::ms_displacements; @@ -167,19 +167,15 @@ CPedAttractor::CPedAttractor(C2dEffect* pEffect, const CMatrix& matrix, int32 ma void CPedPizzaAttractor::UpdatePedStateOnDeparture(CPed* pPed) const { - /* TODO(MIAMI): uncomment if (pPed->m_nPedMoney > 10) pPed->m_nPedMoney -= 10; else pPed->m_nPedMoney = 0; - */ } void CPedAtmAttractor::UpdatePedStateOnDeparture(CPed* pPed) const { - /* TODO(MIAMI): uncomment pPed->m_nPedMoney += 20 * CGeneral::GetRandomNumberInRange(1, 51); - */ }; float CPedAttractor::ComputeDeltaHeading() const diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp index 69a6d211..9f972882 100644 --- a/src/peds/PlayerPed.cpp +++ b/src/peds/PlayerPed.cpp @@ -1088,6 +1088,7 @@ CPlayerPed::ProcessAnimGroups(void) } } +// TODO(Miami): Hella TODO void CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) { @@ -1099,8 +1100,9 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) } if (!m_pFire) { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || - GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16) { - if (padUsed->TargetJustDown()) { + GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE || GetWeapon()->m_eWeaponType == WEAPONTYPE_M16 || + GetWeapon()->m_eWeaponType == WEAPONTYPE_AK47) { + if (padUsed->TargetJustDown() || TheCamera.m_bJustJumpedOutOf1stPersonBecauseOfTarget) { SetStoredState(); m_nPedState = PED_SNIPER_MODE; #ifdef FREE_CAM @@ -1134,7 +1136,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) else #endif SetAttack(m_pPointGunAt); - } else if (m_currentWeapon != WEAPONTYPE_UNARMED) { + } else { if (m_nPedState == PED_ATTACK) { if (padUsed->WeaponJustDown()) { m_bHaveTargetSelected = true; @@ -1145,12 +1147,19 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) m_fAttackButtonCounter = 0.0f; m_bHaveTargetSelected = false; } - SetAttack(nil); - } else if (padUsed->WeaponJustDown()) { - if (m_fMoveSpeed < 1.0f) - StartFightAttack(padUsed->GetWeapon()); - else - SetAttack(nil); + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED && GetWeapon()->m_eWeaponType != WEAPONTYPE_BRASSKNUCKLE && + !weaponInfo->m_bFightMode) { + + if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR && GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE || + padUsed->WeaponJustDown()) + + SetAttack(nil); + } else if (padUsed->WeaponJustDown()) { + if (m_fMoveSpeed < 1.0f || m_nPedState == PED_FIGHT) + StartFightAttack(padUsed->GetWeapon()); + else + SetAttack(nil); + } } } } else { @@ -1185,7 +1194,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed) #endif } else { m_fRotationDest = limitedCam; - m_headingRate = 50.0f; + m_headingRate = 12.5f; // Anim. fix for shotgun, ak47 and m16 (we must finish rot. it quickly) if (weaponInfo->m_bCanAim && padUsed->WeaponJustDown()) { diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp index 44bedab9..338c47f0 100644 --- a/src/peds/Population.cpp +++ b/src/peds/Population.cpp @@ -461,17 +461,16 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors, if (ms_bGivePedsWeapons) { eWeaponType weapon; - // TODO(Miami): Look here when weapons have been ported switch (CGeneral::GetRandomNumber() & 3) { case 0: weapon = WEAPONTYPE_COLT45; break; case 1: - //weapon = WEAPONTYPE_NIGHTSTICK; - //break; + weapon = WEAPONTYPE_NIGHTSTICK; + break; case 2: - //weapon = WEAPONTYPE_GOLFCLUB; - //break; + weapon = WEAPONTYPE_GOLFCLUB; + break; case 3: weapon = WEAPONTYPE_TEC9; break; @@ -1093,8 +1092,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit) return nil; CPed* pPed = CPopulation::AddPed(PEDTYPE_CIVMALE, MI_MALE01, pos); // TODO(MIAMI): 4th parameter pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f); - //TODO(MIAMI): uncomment - //pPed->m_nPedMoney = 0; + pPed->m_nPedMoney = 0; pPed->bDeadPedInFrontOfCar = true; pPed->m_vehicleInAccident = pCulprit; pCulprit->RegisterReference((CEntity**)&pPed->m_vehicleInAccident); @@ -1108,7 +1106,7 @@ CPopulation::AddDeadPedInFrontOfCar(const CVector& pos, CVehicle* pCulprit) } } } - CColPoint colpts[32]; + CColPoint colpts[MAX_COLLISION_POINTS]; if (CCollision::ProcessColModels(pCulprit->GetMatrix(), *pCulprit->GetColModel(), pPed->GetMatrix(), *pPed->GetColModel(), colpts, nil, nil)) { CWorld::Remove(pPed); delete pPed; diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index 6a0b7eea..7289d70c 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -88,6 +88,21 @@ float CHud::PagerXOffset; int16 CHud::PagerTimer; int16 CHud::PagerOn; +uint32 CHud::m_WantedFadeTimer; +uint32 CHud::m_WantedState; +uint32 CHud::m_WantedTimer; +uint32 CHud::m_EnergyLostFadeTimer; +uint32 CHud::m_EnergyLostState; +uint32 CHud::m_EnergyLostTimer; +uint32 CHud::m_DisplayScoreFadeTimer; +uint32 CHud::m_DisplayScoreState; +uint32 CHud::m_DisplayScoreTimer; +uint32 CHud::m_WeaponFadeTimer; +uint32 CHud::m_WeaponState; +uint32 CHud::m_WeaponTimer; + +uint32 CHud::m_LastDisplayScore; + CSprite2d CHud::Sprites[NUM_HUD_SPRITES]; struct @@ -125,6 +140,10 @@ RwTexture *gpRocketSightTex; void CHud::Draw() { + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST); + RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + // disable hud via second controller if (CPad::GetPad(1)->GetStartJustDown()) m_Wants_To_Draw_Hud = !m_Wants_To_Draw_Hud; @@ -136,22 +155,29 @@ void CHud::Draw() bool DrawCrossHair = 0; bool DrawCrossHairPC = 0; - int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType; + CPlayerPed *playerPed = FindPlayerPed(); + eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType; int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; - if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON) - DrawCrossHair = 1; - if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT) - DrawCrossHairPC = 1; + // TODO(Miami): New cam mode + if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/) + && playerPed && !playerPed->GetWeapon()->IsTypeMelee()) + DrawCrossHair = true; - /* - Draw Crosshairs - */ - if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && - (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) { - if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) { - if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER) - DrawCrossHairPC = 1; + if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT) + DrawCrossHairPC = true; + if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) + || Mode == CCam::MODE_1STPERSON_RUNABOUT) { + if (playerPed) { + if (playerPed->m_nPedState != PED_ENTER_CAR && playerPed->m_nPedState != PED_CARJACK) { + + // TODO(Miami): Uncomment + if (WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_AK47 + /*|| WeaponType == WEAPONTYPE_M60 || || WeaponType == WEAPONTYPE_MINIGUN */ + || WeaponType == WEAPONTYPE_FLAMETHROWER) { + DrawCrossHairPC = 1; + } + } } } @@ -171,7 +197,8 @@ void CHud::Draw() #ifdef ASPECT_RATIO_SCALE f3rdY -= SCREEN_SCALE_Y(2.0f); #endif - if (FindPlayerPed() && WeaponType == WEAPONTYPE_M16) { + // TODO(Miami): M60 + if (playerPed && (WeaponType == WEAPONTYPE_M16 || WeaponType == WEAPONTYPE_AK47/* || WeaponType == WEAPONTYPE_M60*/)) { rect.left = f3rdX - SCREEN_SCALE_X(32.0f * 0.6f); rect.top = f3rdY - SCREEN_SCALE_Y(32.0f * 0.6f); rect.right = f3rdX + SCREEN_SCALE_X(32.0f * 0.6f); @@ -187,8 +214,7 @@ void CHud::Draw() Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); } - } - else { + } else { if (Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_HELICANNON_1STPERSON) { @@ -215,8 +241,11 @@ void CHud::Draw() RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRocketSightTex)); CSprite::RenderOneXLUSprite(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1.0f, SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), (100.0f * fMultBright), (200.0f * fMultBright), (100.0f * fMultBright), 255, 1.0f, 255); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); } else { + + // TODO(Miami) // Sniper rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f); rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f); @@ -243,9 +272,9 @@ void CHud::Draw() Sprites[HUD_SITESNIPER].Draw(CRect(rect), CRGBA(255, 255, 255, 255)); } } - RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); } else { SpriteBrightness = 0; @@ -254,34 +283,48 @@ void CHud::Draw() /* DrawMoneyCounter */ + wchar sPrint[16]; wchar sPrintIcon[16]; char sTemp[16]; + float alpha; - sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney); - AsciiToUnicode(sTemp, sPrint); - - CFont::SetPropOff(); - CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); - CFont::SetCentreOff(); - CFont::SetRightJustifyOn(); - CFont::SetRightJustifyWrap(0.0f); - CFont::SetBackGroundOnlyTextOff(); - CFont::SetFontStyle(FONT_HEADING); - CFont::SetPropOff(); - CFont::SetColor(CRGBA(0, 0, 0, 255)); - - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f), SCREEN_SCALE_Y(43.0f + 2.0f), sPrint); + if (m_LastDisplayScore == CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney) { + alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 0); + } else { + alpha = CHud::DrawFadeState(HUD_SCORE_FADING, 1); + m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney; + } + if (m_DisplayScoreState != FADED_OUT) { + sprintf(sTemp, "$%08d", CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney); + AsciiToUnicode(sTemp, sPrint); - CFont::SetColor(MONEY_COLOR); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint); + CFont::SetPropOff(); + CFont::SetBackgroundOff(); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); + CFont::SetCentreOff(); + CFont::SetRightJustifyOn(); + CFont::SetRightJustifyWrap(0.0f); + CFont::SetBackGroundOnlyTextOff(); + CFont::SetFontStyle(FONT_HEADING); + CFont::SetPropOff(); + CFont::SetDropShadowPosition(2); + CFont::SetDropColor(CRGBA(0, 0, 0, alpha)); + MONEY_COLOR.a = alpha; + CFont::SetColor(MONEY_COLOR); + + // TODO(Miami): m_nHudMode + //if (CMenuManager.m_nHudMode) + { + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f), SCREEN_SCALE_Y(43.0f), sPrint); + } + } /* DrawAmmo */ CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType); - CWeapon *weapon = FindPlayerPed()->GetWeapon(); + CWeapon *weapon = playerPed->GetWeapon(); uint32 AmmoAmount = weaponInfo->m_nAmountofAmmunition; uint32 AmmoInClip = weapon->m_nAmmoInClip; uint32 TotalAmmo = weapon->m_nAmmoTotal; @@ -347,14 +390,15 @@ void CHud::Draw() } CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f)); + CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.8f)); CFont::SetJustifyOff(); CFont::SetCentreOn(); CFont::SetCentreSize(SCREEN_SCALE_X(640.0f)); CFont::SetPropOn(); + CFont::SetDropShadowPosition(0); CFont::SetFontStyle(FONT_BANK); - if (!CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) { + if (Min(9999, TotalAmmo - AmmoInClip) != 9999 && !CDarkel::FrenzyOnGoing() && weaponInfo->m_nWeaponSlot > 1 && weapon->m_eWeaponType != WEAPONTYPE_DETONATOR) { CFont::SetDropShadowPosition(2); CFont::SetDropColor(CRGBA(0, 0, 0, 255)); CFont::SetColor(AMMO_COLOR); @@ -366,7 +410,7 @@ void CHud::Draw() DrawHealth */ CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetJustifyOff(); CFont::SetCentreOff(); CFont::SetRightJustifyWrap(0.0f); @@ -376,16 +420,16 @@ void CHud::Draw() if (m_ItemToFlash == ITEM_HEALTH && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_HEALTH - || FindPlayerPed()->m_fHealth < 10 + || playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) { - if (FindPlayerPed()->m_fHealth >= 10 - || FindPlayerPed()->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) { + if (playerPed->m_fHealth >= 10 + || playerPed->m_fHealth < 10 && CTimer::GetFrameCounter() & 8) { AsciiToUnicode("{", sPrintIcon); #ifdef FIX_BUGS - sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fHealth + 0.5f)); + sprintf(sTemp, "%03d", int32(playerPed->m_fHealth + 0.5f)); #else - sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fHealth); + sprintf(sTemp, "%03d", (int32)playerPed->m_fHealth); #endif AsciiToUnicode(sTemp, sPrint); @@ -409,13 +453,13 @@ void CHud::Draw() DrawArmour */ if (m_ItemToFlash == ITEM_ARMOUR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_ARMOUR) { - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); - if (FindPlayerPed()->m_fArmour > 1.0f) { + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); + if (playerPed->m_fArmour > 1.0f) { AsciiToUnicode("[", sPrintIcon); #ifdef FIX_BUGS - sprintf(sTemp, "%03d", int32(FindPlayerPed()->m_fArmour + 0.5f)); + sprintf(sTemp, "%03d", int32(playerPed->m_fArmour + 0.5f)); #else - sprintf(sTemp, "%03d", (int32)FindPlayerPed()->m_fArmour); + sprintf(sTemp, "%03d", (int32)playerPed->m_fArmour); #endif AsciiToUnicode(sTemp, sPrint); @@ -440,30 +484,33 @@ void CHud::Draw() DrawWantedLevel */ CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(1.25f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetJustifyOff(); CFont::SetCentreOff(); CFont::SetRightJustifyOn(); CFont::SetPropOn(); CFont::SetFontStyle(FONT_HEADING); + CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above AsciiToUnicode("]", sPrintIcon); for (int i = 0; i < 6; i++) { - CFont::SetColor(CRGBA(0, 0, 0, 255)); - CFont::PrintString(2.0f + SCREEN_SCALE_FROM_RIGHT(110.0f - 2.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f + 2.0f), sPrintIcon); - if (FindPlayerPed()->m_pWanted->m_nWantedLevel > i - && (CTimer::GetTimeInMilliseconds() > FindPlayerPed()->m_pWanted->m_nLastWantedLevelChange + if (playerPed->m_pWanted->m_nWantedLevel > i + && (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange + 2000 || CTimer::GetFrameCounter() & 4)) { CFont::SetColor(WANTED_COLOR); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon); - }else{ + + // TODO(Miami): There is one more condition in here + }else if (playerPed->m_pWanted->m_nWantedLevel <= i) { CFont::SetColor(NOTWANTED_COLOR); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon); } } + CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open + /* DrawZoneName */ @@ -675,7 +722,7 @@ void CHud::Draw() CFont::SetJustifyOff(); CFont::SetCentreOff(); CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetBackGroundOnlyTextOff(); CFont::SetPropOff(); CFont::SetFontStyle(FONT_HEADING); @@ -724,7 +771,7 @@ void CHud::Draw() AsciiToUnicode(CUserDisplay::OnscnTimer.m_sEntries[0].m_bTimerBuffer, sTimer); CFont::SetPropOn(); CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(0.0f); CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING)); @@ -732,7 +779,7 @@ void CHud::Draw() CFont::SetBackGroundOnlyTextOn(); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(110.0f) + SCREEN_SCALE_Y(2.0f), sTimer); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetColor(TIMER_COLOR); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET), SCREEN_SCALE_Y(110.0f), sTimer); @@ -764,7 +811,7 @@ void CHud::Draw() CFont::SetPropOn(); CFont::SetBackgroundOff(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetCentreOff(); CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(0.0f); @@ -790,7 +837,7 @@ void CHud::Draw() if (CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText[0]) { CFont::SetPropOn(); - CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); + CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y)); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(61.0f) + SCREEN_SCALE_Y(2.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(2.0f), TheText.Get(CUserDisplay::OnscnTimer.m_sEntries[0].m_aCounterText)); @@ -1456,6 +1503,21 @@ void CHud::Initialise() PagerSoundPlayed = 0; PagerXOffset = 150.0f; + m_WantedFadeTimer = 0; + m_WantedState = FADE_DISABLED; + m_WantedTimer = 0; + m_EnergyLostFadeTimer = 0; + m_EnergyLostState = FADE_DISABLED; + m_EnergyLostTimer = 0; + m_DisplayScoreFadeTimer = 0; + m_DisplayScoreState = FADE_DISABLED; + m_DisplayScoreTimer = 0; + m_WeaponFadeTimer = 0; + m_WeaponState = FADE_DISABLED; + m_WeaponTimer = 0; + + m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney; + CTxdStore::PopCurrentTxd(); } @@ -1479,6 +1541,21 @@ void CHud::ReInitialise() { PagerTimer = 0; PagerSoundPlayed = 0; PagerXOffset = 150.0f; + + m_WantedFadeTimer = 0; + m_WantedState = FADE_DISABLED; + m_WantedTimer = 0; + m_EnergyLostFadeTimer = 0; + m_EnergyLostState = FADE_DISABLED; + m_EnergyLostTimer = 0; + m_DisplayScoreFadeTimer = 0; + m_DisplayScoreState = FADE_DISABLED; + m_DisplayScoreTimer = 0; + m_WeaponFadeTimer = 0; + m_WeaponState = FADE_DISABLED; + m_WeaponTimer = 0; + + m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney; } wchar LastBigMessage[6][128]; @@ -1575,3 +1652,106 @@ void CHud::Shutdown() int HudTXD = CTxdStore::FindTxdSlot("hud"); CTxdStore::RemoveTxdSlot(HudTXD); } + +float CHud::DrawFadeState(DRAW_FADE_STATE fadingElement, int forceFadingIn) +{ + float alpha = 255.0f; + uint32 operation, timer; + int32 fadeTimer; + + switch (fadingElement) { + case HUD_WANTED_FADING: + fadeTimer = m_WantedFadeTimer; + operation = m_WantedState; + timer = m_WantedTimer; + break; + case HUD_ENERGY_FADING: + fadeTimer = m_EnergyLostFadeTimer; + operation = m_EnergyLostState; + timer = m_EnergyLostTimer; + break; + case HUD_SCORE_FADING: + fadeTimer = m_DisplayScoreFadeTimer; + operation = m_DisplayScoreState; + timer = m_DisplayScoreTimer; + break; + case HUD_WEAPON_FADING: + fadeTimer = m_WeaponFadeTimer; + operation = m_WeaponState; + timer = m_WeaponTimer; + break; + default: + break; + } + if (forceFadingIn) { + switch (operation) { + case FADED_OUT: + fadeTimer = 0; + case START_FADE_OUT: + case FADING_OUT: + timer = 5; + operation = FADING_IN; + break; + default: + break; + } + } + if (operation != FADED_OUT && operation != FADE_DISABLED) { + switch (operation) { + case START_FADE_OUT: + fadeTimer = 1000; + alpha = 255.0f; + if (timer > 10000) { + fadeTimer = 3000; + operation = FADING_OUT; + } + break; + case FADING_IN: + fadeTimer += CTimer::GetTimeStepInMilliseconds(); + if (fadeTimer > 1000.0f) { + operation = START_FADE_OUT; + fadeTimer = 1000; + } + alpha = fadeTimer / 1000.0f * 255.0f; + break; + case FADING_OUT: + fadeTimer -= CTimer::GetTimeStepInMilliseconds(); + if (fadeTimer < 0.0f) { + fadeTimer = 0; + operation = FADED_OUT; + } + alpha = fadeTimer / 1000.0f * 255.0f; + break; + default: + break; + } + timer += CTimer::GetTimeStepInMilliseconds(); + } + + switch (fadingElement) { + case HUD_WANTED_FADING: + m_WantedFadeTimer = fadeTimer; + m_WantedState = operation; + m_WantedTimer = timer; + break; + case HUD_ENERGY_FADING: + m_EnergyLostFadeTimer = fadeTimer; + m_EnergyLostState = operation; + m_EnergyLostTimer = timer; + break; + case HUD_SCORE_FADING: + m_DisplayScoreFadeTimer = fadeTimer; + m_DisplayScoreState = operation; + m_DisplayScoreTimer = timer; + break; + case HUD_WEAPON_FADING: + m_WeaponFadeTimer = fadeTimer; + m_WeaponState = operation; + m_WeaponTimer = timer; + break; + default: + break; + } + + return clamp(alpha, 0.0f, 255.0f); +} diff --git a/src/render/Hud.h b/src/render/Hud.h index 701e47e2..bae19ee4 100644 --- a/src/render/Hud.h +++ b/src/render/Hud.h @@ -9,6 +9,25 @@ enum eItems ITEM_RADAR = 8 }; +// Thanks for vague name, R* +enum DRAW_FADE_STATE +{ + HUD_WANTED_FADING = 0, + HUD_ENERGY_FADING, + HUD_SCORE_FADING, + HUD_WEAPON_FADING, +}; + +// My name +enum eFadeOperation +{ + FADED_OUT = 0, + START_FADE_OUT, + FADING_IN, + FADING_OUT, + FADE_DISABLED = 5, +}; + enum eSprites { HUD_FIST, @@ -32,6 +51,10 @@ enum eSprites NUM_HUD_SPRITES, }; +// TODO(Miami): Make those 0.7f - 1.25f once fonts have been ported +#define HUD_TEXT_SCALE_X 0.8f +#define HUD_TEXT_SCALE_Y 1.35f + class CHud { public: @@ -82,6 +105,21 @@ public: static int16 PagerTimer; static int16 PagerOn; + static uint32 m_WantedFadeTimer; + static uint32 m_WantedState; + static uint32 m_WantedTimer; + static uint32 m_EnergyLostFadeTimer; + static uint32 m_EnergyLostState; + static uint32 m_EnergyLostTimer; + static uint32 m_DisplayScoreFadeTimer; + static uint32 m_DisplayScoreState; + static uint32 m_DisplayScoreTimer; + static uint32 m_WeaponFadeTimer; + static uint32 m_WeaponState; + static uint32 m_WeaponTimer; + + static uint32 m_LastDisplayScore; + public: static void Draw(); static void DrawAfterFade(); @@ -95,4 +133,5 @@ public: static void SetVehicleName(wchar *name); static void SetZoneName(wchar *name); static void Shutdown(); + static float DrawFadeState(DRAW_FADE_STATE, int); }; diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index cce07410..0b7d3cba 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -213,6 +213,7 @@ public: float m_fMapObjectHeightBehind; // rear Z? eCarLock m_nDoorLock; int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage + CEntity *m_pLastDamageEntity; int8 m_nRadioStation; uint8 m_bRainAudioCounter; uint8 m_bRainSamplesCounter; diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index 1f901f88..4c1f1c52 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -36,7 +36,17 @@ uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] = { 0, // UNARMED - 0, // BASEBALLBAT + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, + 0, 0, // GRENADE 0, // DETONATEGRENADE 0, // MOLOTOV @@ -156,6 +166,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) return false; bool fired; + bool addFireRateAsDelay = true; if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE ) { @@ -166,6 +177,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) { case WEAPONTYPE_SHOTGUN: { + addFireRateAsDelay = true; fired = FireShotgun(shooter, source); break; @@ -181,13 +193,13 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) case WEAPONTYPE_HELICANNON: { if ((TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON) - && shooter == FindPlayerPed()) - { + && shooter == FindPlayerPed()) { + addFireRateAsDelay = false; fired = FireM16_1stPerson(shooter); - } - else + } else { + addFireRateAsDelay = true; fired = FireInstantHit(shooter, source); - + } break; } @@ -267,54 +279,58 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) } } - if ( fired ) + if (fired) { bool isPlayer = false; - if ( shooter->IsPed() ) + if (shooter->IsPed()) { - CPed *shooterPed = (CPed*)shooter; + CPed* shooterPed = (CPed*)shooter; shooterPed->bIsShooting = true; - if ( shooterPed->IsPlayer() ) + if (shooterPed->IsPlayer()) isPlayer = true; DMAudio.PlayOneShot(shooterPed->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f); } - if ( m_nAmmoInClip > 0 ) + if (m_nAmmoInClip > 0) m_nAmmoInClip--; - if ( m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) && (!isPlayer || CStats::GetPercentageProgress() < 100.0f || m_eWeaponType == WEAPONTYPE_DETONATOR)) + if (m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer) && (!isPlayer || CStats::GetPercentageProgress() < 100.0f || m_eWeaponType == WEAPONTYPE_DETONATOR)) m_nAmmoTotal--; - if ( m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER ) + if (m_eWeaponState == WEAPONSTATE_READY && m_eWeaponType == WEAPONTYPE_FLAMETHROWER) DMAudio.PlayOneShot(((CPhysical*)shooter)->m_audioEntityId, SOUND_WEAPON_FLAMETHROWER_FIRE, 0.0f); m_eWeaponState = WEAPONSTATE_FIRING; - } - if ( m_nAmmoInClip == 0 ) - { - if ( m_nAmmoTotal == 0 ) - return true; + if (m_nAmmoInClip == 0) + { + if (m_nAmmoTotal == 0) + return true; - m_eWeaponState = WEAPONSTATE_RELOADING; - m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload; + m_eWeaponState = WEAPONSTATE_RELOADING; + m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload; - if ( shooter == FindPlayerPed() ) - { - if ( CWorld::Players[CWorld::PlayerInFocus].m_bFastReload ) - m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4; + if (shooter == FindPlayerPed()) + { + if (CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) + m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload / 4; + } + + return true; } - return true; - } + if (addFireRateAsDelay) + m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nFiringRate; + else + m_nTimer = CTimer::GetTimeInMilliseconds(); - m_nTimer = CTimer::GetTimeInMilliseconds() + 1000; - if ( shooter == FindPlayerPed() ) - CStats::RoundsFiredByPlayer++; + if (shooter == FindPlayerPed()) + CStats::RoundsFiredByPlayer++; + } } else { @@ -322,9 +338,15 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource) { m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload; m_eWeaponState = WEAPONSTATE_FIRING; +#ifndef AUDIO_NOT_READY + if (shooter->IsPed() && m_eWeaponType != WEAPONTYPE_CHAINSAW) + { + DMAudio.PlayOneShot(((CPed*)shooter)->m_audioEntityId, 188, m_eWeaponType << 8); + } +#endif } - FireMelee(shooter, *source); + fired = FireMelee(shooter, *source); } if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT ) @@ -372,7 +394,7 @@ CWeapon::FireFromCar(CVehicle *shooter, bool left) return true; } -// --MIAMI: Just a few lines is done +// --MIAMI: Done, except commented things bool CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) { @@ -386,18 +408,31 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) CPed *shooterPed = (CPed*)shooter; + if (shooterPed == FindPlayerPed()) { + if (m_eWeaponType == WEAPONTYPE_GOLFCLUB || m_eWeaponType == WEAPONTYPE_NIGHTSTICK || + (m_eWeaponType >= WEAPONTYPE_BASEBALLBAT && m_eWeaponType <= WEAPONTYPE_CHAINSAW)) { + + // TODO(Miami): BreakGlassPhysically + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) { + CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000); + } + } + } + + int damageEntityRegistered = 0; + for ( int32 i = 0; i < shooterPed->m_numNearPeds; i++ ) { CPed *victimPed = shooterPed->m_nearPeds[i]; ASSERT(victimPed!=nil); if ( (victimPed->m_nPedType != shooterPed->m_nPedType || victimPed == shooterPed->m_pSeekTarget) - && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) ) + && victimPed != shooterPed->m_leader || !(CGeneral::GetRandomNumber() & 31) + && (!shooterPed->IsGangMember() || victimPed->CanBeDamagedByThisGangMember(shooterPed)) ) { bool collided = false; - // TODO(Miami) - if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED /*|| m_eWeaponType == WEAPONTYPE_BRASSKNUCKLES*/ + if (victimPed->m_nPedState == PED_DRIVING && (m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE || info->m_bFightMode)) continue; @@ -451,65 +486,115 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) int32 localDir = victimPed->GetLocalDirection(posOffset); - bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT; + bool isHeavy = m_eWeaponType >= WEAPONTYPE_GOLFCLUB && m_eWeaponType <= WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_HAMMER; + + if (shooterPed->m_fDamageImpulse == 0.0f) { + shooterPed->m_pDamageEntity = victimPed; + victimPed->RegisterReference(&shooterPed->m_pDamageEntity); + } + + damageEntityRegistered = 3; + // TODO(Miami): Bike if ( !victimPed->DyingOrDead() ) victimPed->ReactToAttack(shooterPed); uint8 hitLevel = HITLEVEL_HIGH; - if ( isBat && victimPed->OnGround() ) + if ( isHeavy && (victimPed->OnGround() || victimPed->m_nWaitState == WAITSTATE_SUN_BATHE_IDLE)) hitLevel = HITLEVEL_GROUND; victimPed->StartFightDefend(localDir, hitLevel, 10); if ( !victimPed->DyingOrDead() ) { - if ( shooterPed->IsPlayer() && isBat && anim2Playing ) + if ( shooterPed->IsPlayer() && isHeavy && anim2Playing ) victimPed->InflictDamage(shooterPed, m_eWeaponType, 100.0f, PEDPIECE_TORSO, localDir); else if ( shooterPed->IsPlayer() && ((CPlayerPed*)shooterPed)->m_bAdrenalineActive ) victimPed->InflictDamage(shooterPed, m_eWeaponType, 3.5f*info->m_nDamage, PEDPIECE_TORSO, localDir); else { - if ( victimPed->IsPlayer() && isBat ) // wtf, it's not fair + if ( victimPed->IsPlayer() && isHeavy ) // wtf, it's not fair victimPed->InflictDamage(shooterPed, m_eWeaponType, 2.0f*info->m_nDamage, PEDPIECE_TORSO, localDir); else victimPed->InflictDamage(shooterPed, m_eWeaponType, info->m_nDamage, PEDPIECE_TORSO, localDir); } } - if ( CGame::nastyGame ) + if ( CGame::nastyGame && victimPed->GetIsOnScreen() ) { - if ( victimPed->GetIsOnScreen() ) - { - CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr()); + CVector dir = collisionDist * RecipSqrt(1.0f, 10.0f*collisionDist.MagnitudeSqr()); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + + if ( isHeavy ) + { + dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); + dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + + dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); + dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + } - if ( isBat ) + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + if (victimPed->m_nPedState != PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 1) + || victimPed->m_nPedState == PED_DEAD && !((CTimer::GetFrameCounter() + 17) & 3)) { - dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); - - dir.x += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - dir.y += CGeneral::GetRandomNumberInRange(-0.05f, 0.05f); - CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, dir); + CParticle::AddParticle(PARTICLE_TEST, bloodPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f); } + CVector newDir(dir); + newDir.z += 0.2f; + CParticle::AddParticle(PARTICLE_BLOOD_SMALL, bloodPos, newDir); + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir); + newDir.z = dir.z + 0.1f; + CParticle::AddParticle(PARTICLE_BLOOD, bloodPos, newDir); + newDir.x = 0.0f; + newDir.y = 0.0f; + newDir.z = 0.01f; + CParticle::AddParticle(PARTICLE_DEBRIS2, bloodPos, newDir); + + // TODO(Miami): New particle + /* + v116.z = 0.0; + v116.x = CGeneral::GetRandomNumberInRange(-0.15f, 0.15f); + v116.y = CGeneral::GetRandomNumberInRange(0.1f, 0.35f); + v115.x = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_X(50.0f), SCREEN_STRETCH_FROM_RIGHT(50.0f)); + v115.z = 1.0; + v115.y = CGeneral::GetRandomNumberInRange(SCREEN_STRETCH_Y(50.0f), SCREEN_STRETCH_FROM_BOTTOM(50.0f)); + CParticle::AddParticle(41, v115, v116, nil, CGeneral::GetRandomNumberInRange(0.1f, 0.15f), + CRGBA(0, 0, 0, 0), 0, 0, CGeneral::GetRandomNumber() & 1, 0); + + */ + } + if (info->m_AnimToPlay == ASSOCGRP_KNIFE) + { + dir.x += 0.1f * shooterPed->GetUp().x + 0.05f * shooterPed->GetRight().x; + dir.y += 0.1f * shooterPed->GetUp().y + 0.05f * shooterPed->GetRight().y; + dir.z += 0.1f * shooterPed->GetUp().z + 0.05f * shooterPed->GetRight().z; + CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir); + CParticle::AddParticle(PARTICLE_BLOOD_SPURT, bloodPos, dir); } } if ( !victimPed->OnGround() ) { if ( victimPed->m_fHealth > 0.0f - && (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) ) + && (victimPed->m_fHealth < 30.0f && victimPedHealth > 20.0f || + (isHeavy || m_eWeaponType == WEAPONTYPE_BRASSKNUCKLE) && !victimPed->IsPlayer()) ) { posOffset.Normalise(); victimPed->bIsStanding = false; - victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); + if(m_eWeaponType == WEAPONTYPE_CHAINSAW) + victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 2.0f); + else + victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); - if ( isBat && victimPed->IsPlayer() ) + if ( isHeavy && victimPed->IsPlayer() ) victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); else victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false); @@ -522,21 +607,152 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource) { posOffset.Normalise(); victimPed->bIsStanding = false; - victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); + if(m_eWeaponType == WEAPONTYPE_CHAINSAW) + victimPed->ApplyMoveForce(posOffset.x*-1.0f, posOffset.y*-1.0f, 1.0f); + else + victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f); } m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT; - if ( victimPed->m_nPedType == PEDTYPE_COP ) - CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); - else - CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + if (m_eWeaponType != WEAPONTYPE_KNIFE && m_eWeaponType != WEAPONTYPE_MACHETE + && m_eWeaponType != WEAPONTYPE_KATANA && m_eWeaponType != WEAPONTYPE_CHAINSAW) { + + if (victimPed->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + } else { + if (victimPed->m_nPedType == PEDTYPE_COP) + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON_POLICE, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + else + CEventList::RegisterEvent(EVENT_ASSAULT_NASTYWEAPON, EVENT_ENTITY_PED, victimPed, shooterPed, 2000); + } } } } } } } + CVehicle *nearVeh = (CVehicle*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, false, true, false, false, false, false); + if (nearVeh && nearVeh->IsCar()) + { + CAutomobile *nearCar = (CAutomobile*)nearVeh; + m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT; + if (shooterPed == FindPlayerPed()) + { + if (nearCar->IsLawEnforcementVehicle()) + { + FindPlayerPed()->SetWantedLevelNoDrop(1); + } + CEventList::RegisterEvent(EVENT_ASSAULT, EVENT_ENTITY_VEHICLE, nearCar, shooterPed, 2000); + } + float oldHealth = nearCar->m_fHealth; + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + for(int i=0; i<4; i++) { + CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f)); + CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, gaTempSphereColPoints[0].normal * 0.1f); + } + } + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + nearCar->VehicleDamage(info->m_nDamage * (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB); + + // TODO(Miami): Particle not in III + // CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0); + } + else + { + nearCar->VehicleDamage(info->m_nDamage* (0.00075f * nearCar->pHandling->fMass), gaTempSphereColPoints[0].pieceB); + } + if (nearCar->m_fHealth < oldHealth) + { + nearCar->m_nLastWeaponDamage = m_eWeaponType; + nearCar->m_pLastDamageEntity = shooterPed; + } + if (shooterPed->m_fDamageImpulse == 0.0f) + { + shooterPed->m_pDamageEntity = nearCar; + nearCar->RegisterReference(&shooterPed->m_pDamageEntity); + } + damageEntityRegistered = 2; + if (FindPlayerPed()->GetWeapon() == this && nearCar->VehicleCreatedBy != MISSION_VEHICLE) + { + if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH + && (CGeneral::GetRandomTrueFalse() || nearCar->AutoPilot.m_nCarMission != MISSION_CRUISE)) + { + int leaveCarDelay = 200; + CPed *driver = nearCar->pDriver; + if (driver && driver->CharCreatedBy != MISSION_CHAR) + { + if (driver->m_pedStats->m_temper <= driver->m_pedStats->m_fear) + { + driver->SetObjective(OBJECTIVE_FLEE_TILL_SAFE); + } + else + { + driver->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, FindPlayerPed()); + driver->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000; + driver->m_prevObjective = OBJECTIVE_KILL_CHAR_ON_FOOT; + } + driver->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 200; + leaveCarDelay = 400; + } + for (int j = 0; j < nearCar->m_nNumPassengers; ++j) + { + CPed *passenger = nearCar->pPassengers[j]; + if (passenger && passenger->CharCreatedBy != MISSION_CHAR) + { + nearCar->pPassengers[j]->SetObjective(OBJECTIVE_FLEE_TILL_SAFE); + passenger->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + leaveCarDelay; + leaveCarDelay += 200; + } + } + } + else + { + CPed *driver = nearCar->pDriver; + if (driver) + { + if (driver->m_objective != OBJECTIVE_LEAVE_VEHICLE && driver->m_objective != OBJECTIVE_KILL_CHAR_ON_FOOT && + driver->m_objective != OBJECTIVE_FLEE_TILL_SAFE) + { + if (nearCar->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH) + nearCar->AutoPilot.m_nCruiseSpeed = nearCar->AutoPilot.m_nCruiseSpeed * 1.5f; + + nearCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH; + } + } + } + } + } + if (m_eWeaponType == WEAPONTYPE_CHAINSAW) + { + CEntity *nearStatic = (CObject*)CWorld::TestSphereAgainstWorld(fireSource, info->m_fRadius, nil, true, false, false, true, false, false); + if (nearStatic) + { + for(int i=0; i < 4; i++) { + CParticle::AddParticle(PARTICLE_SPARK_SMALL, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.3f), 0, 0.0f, 0, 0, 0, 0); + CParticle::AddParticle(PARTICLE_SPARK, gaTempSphereColPoints[0].point, 0.1f * gaTempSphereColPoints[0].normal, 0, 0.0f, 0, 0, 0, 0); + } + + // TODO(Miami): Particle not in III + //CParticle::AddParticle(81, gaTempSphereColPoints[0].point, CVector(0.0f, 0.0f, 0.0f), 0, 0.0f, 0, 0, 0, 0); + + if (!damageEntityRegistered) + { + m_eWeaponState = WEAPONSTATE_MELEE_MADECONTACT; + if (shooterPed->m_fDamageImpulse == 0.0f) + { + shooterPed->m_pDamageEntity = nearStatic; + nearStatic->RegisterReference(&shooterPed->m_pDamageEntity); + } + } + if (nearStatic->IsObject() && ((CObject*)nearStatic)->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY) + ((CObject*)nearStatic)->ObjectDamage(200.0f); + } + } return true; } @@ -2239,13 +2455,17 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage) bool CWeapon::IsTypeMelee(void) { - return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT; + return CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_eWeaponFire == WEAPON_FIRE_MELEE; } bool CWeapon::IsType2Handed(void) { - return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER; + // TODO(Miami): Uncomment + return m_eWeaponType == WEAPONTYPE_FLAMETHROWER || m_eWeaponType == WEAPONTYPE_HELICANNON || /* m_eWeaponType == WEAPONTYPE_M60 */ + m_eWeaponType == WEAPONTYPE_M16 || + (m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType < WEAPONTYPE_TEC9) || // Shotguns + m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_SNIPERRIFLE /*|| m_eWeaponType == WEAPONTYPE_LASERSCOPE*/; } void diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index 420171f2..d5e759b9 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -11,7 +11,7 @@ // Yeah... int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = { - -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 + -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, }; CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; @@ -19,7 +19,17 @@ CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; // --MIAMI: Todo static char ms_aWeaponNames[][32] = { "Unarmed", + "BrassKnuckle", + "ScrewDriver", + "GolfClub", + "NightStick", + "Knife", "BaseballBat", + "Hammer", + "Cleaver", + "Machete", + "Katana", + "Chainsaw", "Grenade", "DetonateGrenade", "Molotov", @@ -61,8 +71,7 @@ CWeaponInfo::Initialise(void) ms_apWeaponInfos[i].m_fLifespan = 0.0f; ms_apWeaponInfos[i].m_fSpread = 0.0f; ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f); - // TODO(Miami): ASSOCGRP_UNARMED - ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_STD; + ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_UNARMED; ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f; ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f; ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f; diff --git a/src/weapons/WeaponType.h b/src/weapons/WeaponType.h index 8c1f598d..6516828a 100644 --- a/src/weapons/WeaponType.h +++ b/src/weapons/WeaponType.h @@ -4,7 +4,17 @@ enum eWeaponType { WEAPONTYPE_UNARMED, + WEAPONTYPE_BRASSKNUCKLE, + WEAPONTYPE_SCREWDRIVER, + WEAPONTYPE_GOLFCLUB, + WEAPONTYPE_NIGHTSTICK, + WEAPONTYPE_KNIFE, WEAPONTYPE_BASEBALLBAT, + WEAPONTYPE_HAMMER, + WEAPONTYPE_CLEAVER, + WEAPONTYPE_MACHETE, + WEAPONTYPE_KATANA, + WEAPONTYPE_CHAINSAW, WEAPONTYPE_GRENADE, WEAPONTYPE_DETONATOR_GRENADE, WEAPONTYPE_MOLOTOV, |