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Merge pull request #696 from Fire-Head/miami

Miami Weapon, WeaponEffects done
This commit is contained in:
aap 2020-09-01 17:30:49 +02:00 committed by GitHub
commit 6fc6ed8635
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 589 additions and 294 deletions

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@ -110,6 +110,9 @@ public:
static CVehicle *pPlayerVehicle; static CVehicle *pPlayerVehicle;
static CVector StaticCamCoors; static CVector StaticCamCoors;
static uint32 StaticCamStartTime; static uint32 StaticCamStartTime;
//TODO(MIAMI)
static void RemoveAllPickupsOfACertainWeaponGroupWithNoAmmo(eWeaponType) {}
}; };
extern uint16 AmmoForWeapon[20]; extern uint16 AmmoForWeapon[20];

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@ -49,6 +49,7 @@ bool CWorld::bProcessCutsceneOnly;
bool CWorld::bDoingCarCollisions; bool CWorld::bDoingCarCollisions;
bool CWorld::bIncludeCarTyres; bool CWorld::bIncludeCarTyres;
bool CWorld::bIncludeBikers;
CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS]; CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS];
@ -63,6 +64,7 @@ CWorld::Initialise()
bIncludeDeadPeds = false; bIncludeDeadPeds = false;
bForceProcessControl = false; bForceProcessControl = false;
bIncludeCarTyres = false; bIncludeCarTyres = false;
bIncludeBikers = false;
} }
void void
@ -272,7 +274,9 @@ CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoin
{ {
float mindist = dist; float mindist = dist;
bool deadPeds = !!bIncludeDeadPeds; bool deadPeds = !!bIncludeDeadPeds;
bool bikers = !!bIncludeBikers;
bIncludeDeadPeds = false; bIncludeDeadPeds = false;
bIncludeBikers = false;
if(checkBuildings) { if(checkBuildings) {
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity, ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
@ -290,11 +294,13 @@ CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoin
if(checkPeds) { if(checkPeds) {
if(deadPeds) bIncludeDeadPeds = true; if(deadPeds) bIncludeDeadPeds = true;
if(bikers) bIncludeBikers = true;
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity, ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
ignoreSeeThrough, false, ignoreShootThrough); ignoreSeeThrough, false, ignoreShootThrough);
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity, ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
ignoreSeeThrough, false, ignoreShootThrough); ignoreSeeThrough, false, ignoreShootThrough);
bIncludeDeadPeds = false; bIncludeDeadPeds = false;
bIncludeBikers = false;
} }
if(checkObjects) { if(checkObjects) {
@ -312,6 +318,7 @@ CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoin
} }
bIncludeDeadPeds = deadPeds; bIncludeDeadPeds = deadPeds;
bIncludeBikers = bikers;
if(mindist < dist) { if(mindist < dist) {
dist = mindist; dist = mindist;
@ -325,22 +332,24 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough) CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
{ {
bool deadPeds = false; bool deadPeds = false;
bool bikers = false;
float mindist = dist; float mindist = dist;
CPtrNode *node; CPtrNode *node;
CEntity *e; CEntity *e;
CColModel *colmodel; CColModel *colmodel;
if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true; if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true;
if(list.first && bIncludeBikers && ((CEntity *)list.first->item)->IsPed()) bikers = true;
for(node = list.first; node; node = node->next) { for(node = list.first; node; node = node->next) {
e = (CEntity *)node->item; e = (CEntity *)node->item;
if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds) && if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds || bikers) &&
!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) { !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
colmodel = nil; colmodel = nil;
e->m_scanCode = GetCurrentScanCode(); e->m_scanCode = GetCurrentScanCode();
if(e->IsPed()) { if(e->IsPed()) {
if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD) { if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD || bikers) {
colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump()); colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump());
} else } else
colmodel = nil; colmodel = nil;

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@ -71,6 +71,7 @@ public:
static bool bProcessCutsceneOnly; static bool bProcessCutsceneOnly;
static bool bDoingCarCollisions; static bool bDoingCarCollisions;
static bool bIncludeCarTyres; static bool bIncludeCarTyres;
static bool bIncludeBikers;
static CColPoint m_aTempColPts[MAX_COLLISION_POINTS]; static CColPoint m_aTempColPts[MAX_COLLISION_POINTS];
static void Remove(CEntity *entity); static void Remove(CEntity *entity);

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@ -53,4 +53,5 @@ public:
//TODO(MIAMI) //TODO(MIAMI)
static void CarWindscreenShatters(CVehicle *vehicle, bool unk) {} static void CarWindscreenShatters(CVehicle *vehicle, bool unk) {}
static void BreakGlassPhysically(CVector, float) {}
}; };

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@ -32,6 +32,7 @@ RwIm3DVertex TraceVertices[6];
RwImVertexIndex TraceIndexList[12]; RwImVertexIndex TraceIndexList[12];
bool CSpecialFX::bSnapShotActive; bool CSpecialFX::bSnapShotActive;
int32 CSpecialFX::SnapShotFrames;
void void
CSpecialFX::Init(void) CSpecialFX::Init(void)

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@ -4,6 +4,7 @@ class CSpecialFX
{ {
public: public:
static bool bSnapShotActive; static bool bSnapShotActive;
static int32 SnapShotFrames;
static void Render(void); static void Render(void);
static void Update(void); static void Update(void);
@ -56,6 +57,13 @@ public:
static void AddTrace(CVector*, CVector*); static void AddTrace(CVector*, CVector*);
static void Render(void); static void Render(void);
static void Update(void); static void Update(void);
//TODO(MIAMI)
static void AddTrace(CVector *, CVector *, float, unsigned int, unsigned char) {}
static void AddTrace(CVector *a, CVector *b, int32 weapontype, class CEntity *shooter)
{
AddTrace(a, b); //TODO: temp
}
}; };
enum enum

File diff suppressed because it is too large Load diff

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@ -22,6 +22,8 @@ public:
uint32 m_nTimer; uint32 m_nTimer;
bool m_bAddRotOffset; bool m_bAddRotOffset;
static bool bPhotographHasBeenTaken;
CWeapon() { CWeapon() {
m_bAddRotOffset = false; m_bAddRotOffset = false;
} }
@ -41,6 +43,7 @@ public:
bool FireMelee (CEntity *shooter, CVector &fireSource); bool FireMelee (CEntity *shooter, CVector &fireSource);
bool FireInstantHit(CEntity *shooter, CVector *fireSource); bool FireInstantHit(CEntity *shooter, CVector *fireSource);
static void AddGunFlashBigGuns(CVector start, CVector end);
void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size); void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size);
void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead); void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead);
@ -50,13 +53,15 @@ public:
static void GenerateFlameThrowerParticles(CVector pos, CVector dir); static void GenerateFlameThrowerParticles(CVector pos, CVector dir);
bool FireAreaEffect (CEntity *shooter, CVector *fireSource); bool FireAreaEffect (CEntity *shooter, CVector *fireSource);
bool LaserScopeDot (CVector *pOutPos, float *pOutSize);
bool FireSniper (CEntity *shooter); bool FireSniper (CEntity *shooter);
bool TakePhotograph (CEntity *shooter);
bool FireM16_1stPerson (CEntity *shooter); bool FireM16_1stPerson (CEntity *shooter);
bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right); bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right);
static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target); static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target);
static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target); static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target);
static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target); static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target);
void Reload(void); void Reload(void);
void Update(int32 audioEntity, CPed *pedToAdjustSound); void Update(int32 audioEntity, CPed *pedToAdjustSound);
@ -68,14 +73,12 @@ public:
bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo); bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo);
static void BlowUpExplosiveThings(CEntity *thing); static void BlowUpExplosiveThings(CEntity *thing);
bool HasWeaponAmmoToBeUsed(void); bool HasWeaponAmmoToBeUsed(void);
static void AddGunFlashBigGuns(CVector, CVector);
static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; } static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; }
// TODO(Miami): Is that still used?
static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects); static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects);
static void CheckForShootingVehicleOccupant(CEntity**, CColPoint*, eWeaponType, CVector const&, CVector const&); static void CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target);
#ifdef COMPATIBLE_SAVES #ifdef COMPATIBLE_SAVES
void Save(uint8*& buf); void Save(uint8*& buf);

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@ -3,6 +3,9 @@
#include "WeaponEffects.h" #include "WeaponEffects.h"
#include "TxdStore.h" #include "TxdStore.h"
#include "Sprite.h" #include "Sprite.h"
#include "PlayerPed.h"
#include "World.h"
#include "WeaponType.h"
RwTexture *gpCrossHairTex; RwTexture *gpCrossHairTex;
RwRaster *gpCrossHairRaster; RwRaster *gpCrossHairRaster;
@ -24,10 +27,10 @@ CWeaponEffects::Init(void)
{ {
gCrossHair.m_bActive = false; gCrossHair.m_bActive = false;
gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f); gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
gCrossHair.m_nRed = 0; gCrossHair.m_nRed = 255;
gCrossHair.m_nGreen = 0; gCrossHair.m_nGreen = 0;
gCrossHair.m_nBlue = 0; gCrossHair.m_nBlue = 0;
gCrossHair.m_nAlpha = 255; gCrossHair.m_nAlpha = 127;
gCrossHair.m_fSize = 1.0f; gCrossHair.m_fSize = 1.0f;
gCrossHair.m_fRotation = 0.0f; gCrossHair.m_fRotation = 0.0f;
@ -46,9 +49,7 @@ void
CWeaponEffects::Shutdown(void) CWeaponEffects::Shutdown(void)
{ {
RwTextureDestroy(gpCrossHairTex); RwTextureDestroy(gpCrossHairTex);
#ifdef GTA3_1_1_PATCH
gpCrossHairTex = nil; gpCrossHairTex = nil;
#endif
} }
void void
@ -56,10 +57,6 @@ CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint
{ {
gCrossHair.m_bActive = true; gCrossHair.m_bActive = true;
gCrossHair.m_vecPos = pos; gCrossHair.m_vecPos = pos;
gCrossHair.m_nRed = red;
gCrossHair.m_nGreen = green;
gCrossHair.m_nBlue = blue;
gCrossHair.m_nAlpha = alpha;
gCrossHair.m_fSize = size; gCrossHair.m_fSize = size;
} }
@ -72,12 +69,32 @@ CWeaponEffects::ClearCrossHair(void)
void void
CWeaponEffects::Render(void) CWeaponEffects::Render(void)
{ {
static float aCrossHairSize[WEAPONTYPE_TOTALWEAPONS] =
{
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, 1.0f, 1.0f, 1.0f, 1.0f,
0.4f, 0.4f,
0.5f,
0.3f,
0.9f, 0.9f, 0.9f,
0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f,
0.1f, 0.1f,
1.0f,
0.6f,
0.7f,
0.0f, 0.0f
};
if ( gCrossHair.m_bActive ) if ( gCrossHair.m_bActive )
{ {
float size = aCrossHairSize[FindPlayerPed()->GetWeapon()->m_eWeaponType];
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVDESTALPHA);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpCrossHairRaster);
RwV3d pos; RwV3d pos;
@ -85,15 +102,25 @@ CWeaponEffects::Render(void)
if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) ) if ( CSprite::CalcScreenCoors(gCrossHair.m_vecPos, &pos, &w, &h, true) )
{ {
float recipz = 1.0f / pos.z; float recipz = 1.0f / pos.z;
CSprite::RenderOneXLUSprite(pos.x, pos.y, pos.z, CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
gCrossHair.m_fSize * w, gCrossHair.m_fSize * h, w, h,
gCrossHair.m_nRed, gCrossHair.m_nGreen, gCrossHair.m_nBlue, 255, 255, 88, 100, 158,
recipz, 255); recipz, gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
float recipz2 = 1.0f / pos.z;
CSprite::RenderOneXLUSprite_Rotate_Aspect(pos.x, pos.y, pos.z,
size*w, size*h,
107, 134, 247, 158,
recipz2, TWOPI - gCrossHair.m_fRotation, gCrossHair.m_nAlpha);
gCrossHair.m_fRotation += 0.02f;
if ( gCrossHair.m_fRotation > TWOPI )
gCrossHair.m_fRotation = 0.0;
} }
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
} }
} }

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@ -9,16 +9,57 @@
#include "ModelInfo.h" #include "ModelInfo.h"
#include "ModelIndices.h" #include "ModelIndices.h"
uint16 CWeaponInfo::ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS] =
{
0, // UNARMED
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0, // GRENADE
0, // DETONATEGRENADE
0, // TEARGAS
0, // MOLOTOV
0, // ROCKET
250, // COLT45
250, // PYTHON
650, // SHOTGUN
650, // SPAS12 SHOTGUN
650, // STUBBY SHOTGUN
400, // TEC9
400, // UZIhec
400, // SILENCED_INGRAM
400, // MP5
300, // M16
300, // AK47
423, // SNIPERRIFLE
423, // LASERSCOPE
400, // ROCKETLAUNCHER
0, // FLAMETHROWER
0, // M60
0, // MINIGUN
0, // DETONATOR
0, // HELICANNON
0 // CAMERA
};
// Yeah... // Yeah...
int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = { 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, -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]; CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
char CWeaponInfo::ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32] =
// --MIAMI: Todo {
static char ms_aWeaponNames[][32] = {
"Unarmed", "Unarmed",
"BrassKnuckle", "BrassKnuckle",
"ScrewDriver", "ScrewDriver",
@ -61,7 +102,7 @@ static char ms_aWeaponNames[][32] = {
CWeaponInfo* CWeaponInfo*
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) CWeaponInfo::GetWeaponInfo(eWeaponType weaponType)
{ {
return &CWeaponInfo::ms_apWeaponInfos[weaponType]; return &ms_apWeaponInfos[weaponType];
} }
// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value // --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value

View file

@ -8,7 +8,9 @@ enum AssocGroupId;
class CWeaponInfo { class CWeaponInfo {
static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
static char ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32];
public: public:
static uint16 ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS];
static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS]; static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
eWeaponFire m_eWeaponFire; eWeaponFire m_eWeaponFire;