#include "common.h"
#include "Weapon.h"
#include "AnimBlendAssociation.h"
#include "AudioManager.h"
#include "BulletInfo.h"
#include "Camera.h"
#include "Coronas.h"
#include "DMAudio.h"
#include "Explosion.h"
#include "General.h"
#include "Glass.h"
#include "Heli.h"
#include "ModelIndices.h"
#include "Object.h"
#include "Pad.h"
#include "Particle.h"
#include "Ped.h"
#include "PointLights.h"
#include "Pools.h"
#include "ProjectileInfo.h"
#include "RpAnimBlend.h"
#include "ShotInfo.h"
#include "SpecialFX.h"
#include "Stats.h"
#include "TempColModels.h"
#include "Timer.h"
#include "Vehicle.h"
#include "WaterLevel.h"
#include "WeaponInfo.h"
#include "World.h"
uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
{
0, // UNARMED
0, // BASEBALLBAT
250, // COLT45
400, // UZI
650, // SHOTGUN
300, // AK47
300, // M16
423, // SNIPERRIFLE
400, // ROCKETLAUNCHER
0, // FLAMETHROWER
0, // MOLOTOV
0, // GRENADE
0, // DETONATOR
0 // HELICANNON
};
CWeaponInfo *
CWeapon::GetInfo()
{
CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
ASSERT(info!=nil);
return info;
}
void
CWeapon::InitialiseWeapons(void)
{
CWeaponInfo::Initialise();
CShotInfo::Initialise();
CExplosion::Initialise();
CProjectileInfo::Initialise();
CBulletInfo::Initialise();
}
void
CWeapon::ShutdownWeapons(void)
{
CWeaponInfo::Shutdown();
CShotInfo::Shutdown();
CExplosion::Shutdown();
CProjectileInfo::Shutdown();
CBulletInfo::Shutdown();
}
void
CWeapon::UpdateWeapons(void)
{
CShotInfo::Update();
CExplosion::Update();
CProjectileInfo::Update();
CBulletInfo::Update();
}
void
CWeapon::Initialise(eWeaponType type, int32 ammo)
{
m_eWeaponType = type;
m_eWeaponState = WEAPONSTATE_READY;
if (ammo > 99999)
m_nAmmoTotal = 99999;
else
m_nAmmoTotal = ammo;
m_nAmmoInClip = 0;
Reload();
m_nTimer = 0;
}
bool
CWeapon::Fire(CEntity *shooter, CVector *fireSource)
{
ASSERT(shooter!=nil);
CVector fireOffset(0.0f, 0.0f, 0.6f);
CVector *source = fireSource;
if (!fireSource) {
static CVector tmp;
tmp = shooter->GetMatrix() * fireOffset;
source = &tmp;
}
if ( m_bAddRotOffset )
{
float heading = RADTODEG(shooter->GetForward().Heading());
float angle = DEGTORAD(heading);
(*source).x += -Sin(angle) * 0.15f;
(*source).y += Cos(angle) * 0.15f;
}
if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
return false;
bool fired;
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE )
{
if ( m_nAmmoInClip <= 0 )
return false;
switch ( m_eWeaponType )
{
case WEAPONTYPE_SHOTGUN:
{
fired = FireShotgun(shooter, source);
break;
}
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
case WEAPONTYPE_AK47:
{
fired = FireInstantHit(shooter, source);
break;
}
case WEAPONTYPE_SNIPERRIFLE:
{
fired = FireSniper(shooter);
break;
}
case WEAPONTYPE_M16:
{
if ( TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON && shooter == FindPlayerPed() )
fired = FireM16_1stPerson(shooter);
else
fired = FireInstantHit(shooter, source);
break;
}
case WEAPONTYPE_ROCKETLAUNCHER:
{
if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
{
float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
if ( distToTarget > 8.0f || ((CPed*)shooter)->IsPlayer() )
fired = FireProjectile(shooter, source, 0.0f);
else
fired = false;
}
else
fired = FireProjectile(shooter, source, 0.0f);
break;
}
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
{
if ( shooter == FindPlayerPed() )
{
fired = FireProjectile(shooter, source, ((CPlayerPed*)shooter)->m_fAttackButtonCounter*0.0375f);
if ( m_eWeaponType == WEAPONTYPE_GRENADE )
CStats::KgsOfExplosivesUsed++;
}
else if ( shooter->IsPed() && ((CPed*)shooter)->m_pSeekTarget != nil )
{
float distToTarget = (shooter->GetPosition() - ((CPed*)shooter)->m_pSeekTarget->GetPosition()).Magnitude();
float power = clamp((distToTarget-10.0f)*0.02f, 0.2f, 1.0f);
fired = FireProjectile(shooter, source, power);
}
else
fired = FireProjectile(shooter, source, 0.3f);
break;
}
case WEAPONTYPE_FLAMETHROWER:
{
fired = FireAreaEffect(shooter, source);
break;
}
case WEAPONTYPE_DETONATOR:
{
CWorld::UseDetonator(shooter);
m_nAmmoTotal = 1;
m_nAmmoInClip = m_nAmmoTotal;
fired = true;
break;
}
case WEAPONTYPE_HELICANNON:
{
if ( (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_HELICANNON_1STPERSON || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON )
&& shooter == FindPlayerPed() )
{
fired = FireM16_1stPerson(shooter);
}
else
fired = FireInstantHit(shooter, source);
break;
}
default:
{
debug("Unknown weapon type, Weapon.cpp");
break;
}
}
if (fired)
{
bool isPlayer = false;
if (shooter->IsPed())
{
CPed* shooterPed = (CPed*)shooter;
shooterPed->bIsShooting = true;
if (shooterPed->IsPlayer())
isPlayer = true;
DMAudio.PlayOneShot(shooterPed->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
}
if (m_nAmmoInClip > 0) m_nAmmoInClip--;
if (m_nAmmoTotal > 0 && (m_nAmmoTotal < 25000 || isPlayer)) m_nAmmoTotal--;
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;
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;
}
return true;
}
m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
if (shooter == FindPlayerPed())
CStats::RoundsFiredByPlayer++;
}
}
else
{
if ( m_eWeaponState != WEAPONSTATE_FIRING )
{
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
m_eWeaponState = WEAPONSTATE_FIRING;
}
FireMelee(shooter, *source);
}
if ( m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT )
return true;
else
return fired;
}
bool
CWeapon::FireFromCar(CAutomobile *shooter, bool left)
{
ASSERT(shooter!=nil);
if ( m_eWeaponState != WEAPONSTATE_READY && m_eWeaponState != WEAPONSTATE_FIRING )
return false;
if ( m_nAmmoInClip <= 0 )
return false;
if ( FireInstantHitFromCar(shooter, left) )
{
DMAudio.PlayOneShot(shooter->m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
if ( m_nAmmoInClip > 0 ) m_nAmmoInClip--;
if ( m_nAmmoTotal < 25000 && m_nAmmoTotal > 0 ) m_nAmmoTotal--;
m_eWeaponState = WEAPONSTATE_FIRING;
if ( m_nAmmoInClip == 0 )
{
if ( m_nAmmoTotal == 0 )
return true;
m_eWeaponState = WEAPONSTATE_RELOADING;
m_nTimer = CTimer::GetTimeInMilliseconds() + GetInfo()->m_nReload;
return true;
}
m_nTimer = CTimer::GetTimeInMilliseconds() + 1000;
if ( shooter == FindPlayerVehicle() )
CStats::RoundsFiredByPlayer++;
}
return true;
}
bool
CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
ASSERT(shooter!=nil);
CWeaponInfo *info = GetInfo();
bool anim2Playing = false;
if ( RpAnimBlendClumpGetAssociation(shooter->GetClump(), info->m_Anim2ToPlay) )
anim2Playing = true;
ASSERT(shooter->IsPed());
CPed *shooterPed = (CPed*)shooter;
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) )
{
bool collided = false;
CColModel *victimPedCol = &CTempColModels::ms_colModelPed1;
if ( victimPed->OnGround() || !victimPed->IsPedHeadAbovePos(-0.3f) )
victimPedCol = &CTempColModels::ms_colModelPedGroundHit;
float victimPedRadius = victimPed->GetBoundRadius() + info->m_fRadius;
if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
{
CVector victimPedPos = victimPed->GetPosition();
if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() )
{
CVector collisionDist;
int32 s = 0;
while ( s < victimPedCol->numSpheres )
{
CColSphere *sphere = &victimPedCol->spheres[s];
collisionDist = victimPedPos+sphere->center-(*fireSource);
if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() )
{
collided = true;
break;
}
s++;
}
if ( !(victimPed->IsPlayer() && victimPed->GetPedState() == PED_GETUP) )
{
if ( collided )
{
float victimPedHealth = victimPed->m_fHealth;
CVector bloodPos = fireSource + (collisionDist*0.7f);
CVector2D posOffset(shooterPed->GetPosition().x-victimPedPos.x, shooterPed->GetPosition().y-victimPedPos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
bool isBat = m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
if ( !victimPed->DyingOrDead() )
victimPed->ReactToAttack(shooterPed);
uint8 hitLevel = HITLEVEL_HIGH;
if ( isBat && victimPed->OnGround() )
hitLevel = HITLEVEL_GROUND;
victimPed->StartFightDefend(localDir, hitLevel, 10);
if ( !victimPed->DyingOrDead() )
{
if ( shooterPed->IsPlayer() && isBat && 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
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 ( victimPed->GetIsOnScreen() )
{
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 ( isBat )
{
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);
}
}
}
if ( !victimPed->OnGround() )
{
if ( victimPed->m_fHealth > 0.0f
&& (victimPed->m_fHealth < 20.0f && victimPedHealth > 20.0f || isBat && !victimPed->IsPlayer()) )
{
posOffset.Normalise();
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
if ( isBat && victimPed->IsPlayer() )
victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
else
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
shooterPed->m_pSeekTarget = victimPed;
shooterPed->m_pSeekTarget->RegisterReference(&shooterPed->m_pSeekTarget);
}
}
else if (victimPed->Dying() && !anim2Playing)
{
posOffset.Normalise();
victimPed->bIsStanding = false;
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);
}
}
}
}
}
}
return true;
}
bool
CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
{
ASSERT(shooter!=nil);
ASSERT(fireSource!=nil);
CWeaponInfo *info = GetInfo();
CVector source, target;
CColPoint point;
CEntity *victim = nil;
float heading = RADTODEG(shooter->GetForward().Heading());
float angle = DEGTORAD(heading);
CVector2D ahead(-Sin(angle), Cos(angle));
ahead.Normalise();
CVector vel = ((CPed *)shooter)->m_vecMoveSpeed;
int32 shooterMoving = false;
if ( Abs(vel.x) > 0.0f && Abs(vel.y) > 0.0f )
shooterMoving = true;
if ( shooter == FindPlayerPed() )
{
static float prev_heading = 0.0f;
prev_heading = ((CPed*)shooter)->m_fRotationCur;
}
if ( shooter->IsPed() && ((CPed *)shooter)->m_pPointGunAt )
{
CPed *shooterPed = (CPed *)shooter;
if ( shooterPed->m_pedIK.m_flags & CPedIK::GUN_POINTED_SUCCESSFULLY )
{
int32 accuracy = shooterPed->m_wepAccuracy;
int32 inaccuracy = 100-accuracy;
if ( accuracy != 100 )
FindPlayerPed(); //what ?
CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt;
if ( threatAttack->IsPed() )
{
threatAttack->m_pedIK.GetComponentPosition(target, PED_MID);
threatAttack->ReactToPointGun(shooter);
}
else
target = threatAttack->GetPosition();
target -= *fireSource;
target *= info->m_fRange / target.Magnitude();
target += *fireSource;
if ( inaccuracy != 0 )
{
target.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
target.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f) * inaccuracy;
target.z += CGeneral::GetRandomNumberInRange(-0.1f, 0.1f) * inaccuracy;
}
CWorld::bIncludeDeadPeds = true;
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::bIncludeDeadPeds = false;
}
else
{
target.x = info->m_fRange;
target.y = 0.0f;
target.z = 0.0f;
shooterPed->TransformToNode(target, PED_HANDR);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}
}
else if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
CVector src, trgt;
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, src, trgt);
CWorld::bIncludeDeadPeds = true;
ProcessLineOfSight(src, trgt,point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::bIncludeDeadPeds = false;
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M16 )
rotSpeed = 4;
CVector bulletPos;
if ( CHeli::TestBulletCollision(&src, &trgt, &bulletPos, 4) )
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
}
}
else
{
float shooterHeading = RADTODEG(shooter->GetForward().Heading());
float shooterAngle = DEGTORAD(shooterHeading);
CVector2D rotOffset(-Sin(shooterAngle), Cos(shooterAngle));
rotOffset.Normalise();
target = *fireSource;
target.x += rotOffset.x * info->m_fRange;
target.y += rotOffset.y * info->m_fRange;
if ( shooter->IsPed() )
DoDoomAiming(shooter, fireSource, &target);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
int32 rotSpeed = 1;
if ( m_eWeaponType == WEAPONTYPE_M16 )
rotSpeed = 4;
CVector bulletPos;
if ( CHeli::TestBulletCollision(fireSource, &target, &bulletPos, 4) )
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, rotSpeed);
}
}
if ( victim && shooter->IsPed() && victim == ((CPed*)shooter)->m_leader )
return false;
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed *)shooter, 1000);
if ( shooter == FindPlayerPed() )
{
CStats::InstantHitsFiredByPlayer++;
if ( !(CTimer::GetFrameCounter() & 3) )
MakePedsJumpAtShot((CPhysical*)shooter, fireSource, &target);
}
switch ( m_eWeaponType )
{
case WEAPONTYPE_AK47:
{
static uint8 counter = 0;
if ( !(++counter & 1) )
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
CVector gunflashPos = *fireSource;
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.10f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
gunflashPos += CVector(0.05f*ahead.x, 0.05f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
CVector gunsmokePos = *fireSource;
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.5f*ahead.x, 0.5f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.018f);
}
break;
}
case WEAPONTYPE_M16:
{
static uint8 counter = 0;
if ( !(++counter & 1) )
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
CVector gunflashPos = *fireSource;
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.08f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos.z += 0.04f;
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos.z += 0.04f;
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos.z += 0.03f;
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos.z -= 0.04f;
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos.z -= 0.04f;
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos.z -= 0.03f;
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
CVector offset = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
offset.Normalise2D();
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos += CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos += CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos += CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos = *fireSource;
gunflashPos += CVector(-0.1f*ahead.x, -0.1f*ahead.y, 0.0f);
gunflashPos -= CVector(0.06f*offset.x, 0.06f*offset.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos -= CVector(0.04f*offset.x, 0.04f*offset.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos -= CVector(0.03f*offset.x, 0.03f*offset.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
CVector gunsmokePos = *fireSource;
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.65f*ahead.x, 0.65f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.02f);
}
break;
}
case WEAPONTYPE_UZI:
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
CVector gunflashPos = *fireSource;
if ( shooterMoving )
gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.07f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.05f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.03f);
gunflashPos += CVector(0.03f*ahead.x, 0.03f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
gunflashPos += CVector(0.02f*ahead.x, 0.02f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.01f);
CVector gunsmokePos = *fireSource;
float rnd = CGeneral::GetRandomNumberInRange(0.05f, 0.25f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*rnd, ahead.y*rnd, 0.0f));
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
break;
}
case WEAPONTYPE_COLT45:
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
CVector gunflashPos = *fireSource;
if ( shooterMoving )
gunflashPos += CVector(1.5f*vel.x, 1.5f*vel.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.06f);
gunflashPos += CVector(0.06f*ahead.x, 0.06f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.04f);
gunflashPos += CVector(0.04f*ahead.x, 0.04f*ahead.y, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH_NOANIM, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.02f);
CVector gunsmokePos = *fireSource;
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.10f, ahead.y*0.10f, 0.0f), nil, 0.005f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.15f, ahead.y*0.15f, 0.0f), nil, 0.015f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(ahead.x*0.20f, ahead.y*0.20f, 0.0f), nil, 0.025f);
CVector gunshellPos = *fireSource;
gunshellPos -= CVector(0.2f*ahead.x, 0.2f*ahead.y, 0.0f);
CVector dir = CrossProduct(CVector(ahead.x, ahead.y, 0.0f), CVector(0.0f, 0.0f, 5.0f));
dir.Normalise2D();
AddGunshell(shooter, gunshellPos, CVector2D(dir.x, dir.y), 0.015f);
break;
}
default: break;
}
DoBulletImpact(shooter, victim, fireSource, &target, &point, ahead);
return true;
}
void
CWeapon::AddGunshell(CEntity *shooter, CVector const &source, CVector2D const &direction, float size)
{
ASSERT(shooter!=nil);
if ( shooter == nil)
return;
CVector dir(direction.x*0.05f, direction.y*0.05f, CGeneral::GetRandomNumberInRange(0.02f, 0.08f));
static CVector prevEntityPosition(0.0f, 0.0f, 0.0f);
CVector entityPosition = shooter->GetPosition();
CVector diff = entityPosition - prevEntityPosition;
if ( Abs(diff.x)+Abs(diff.y)+Abs(diff.z) > 1.5f )
{
prevEntityPosition = entityPosition;
CParticle::AddParticle(PARTICLE_GUNSHELL_FIRST,
source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
}
else
{
CParticle::AddParticle(PARTICLE_GUNSHELL,
source, dir, nil, size, CGeneral::GetRandomNumberInRange(-20.0f, 20.0f));
}
}
void
CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
CVector *source, CVector *target, CColPoint *point, CVector2D ahead)
{
ASSERT(shooter!=nil);
ASSERT(source!=nil);
ASSERT(target!=nil);
ASSERT(point!=nil);
CWeaponInfo *info = GetInfo();
if ( victim )
{
CGlass::WasGlassHitByBullet(victim, point->point);
CVector traceTarget = point->point;
CBulletTraces::AddTrace(source, &traceTarget);
if ( shooter != nil )
{
if ( shooter == FindPlayerPed() )
{
if ( victim->IsPed() || victim->IsVehicle() )
CStats::InstantHitsHitByPlayer++;
}
}
if ( victim->IsPed() && ((CPed*)shooter)->m_nPedType != ((CPed*)victim)->m_nPedType || ((CPed*)shooter)->m_nPedType == PEDTYPE_PLAYER2 )
{
CPed *victimPed = (CPed *)victim;
if ( !victimPed->OnGround() && victim != shooter )
{
if ( victimPed->DoesLOSBulletHitPed(*point) )
{
CVector pos = victimPed->GetPosition();
CVector2D posOffset(source->x-pos.x, source->y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
victimPed->ReactToAttack(shooter);
if ( !victimPed->IsPedInControl() || victimPed->bIsDucking )
{
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
}
else
{
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
{
posOffset.Normalise();
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
}
else
{
if ( victimPed->IsPlayer() )
{
CPlayerPed *victimPlayer = (CPlayerPed *)victimPed;
if ( victimPlayer->m_nHitAnimDelayTimer < CTimer::GetTimeInMilliseconds() )
{
victimPed->ClearAttackByRemovingAnim();
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
if ( m_eWeaponType == WEAPONTYPE_AK47 || m_eWeaponType == WEAPONTYPE_M16 )
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 2500;
else
victimPlayer->m_nHitAnimDelayTimer = CTimer::GetTimeInMilliseconds() + 1000;
}
}
else
{
victimPed->ClearAttackByRemovingAnim();
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
}
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
}
}
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
else
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN || m_eWeaponType == WEAPONTYPE_HELICANNON )
bloodAmount = 32;
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
dir.z = 0.01f;
if ( victimPed->GetIsOnScreen() )
{
for ( uint8 i = 0; i < bloodAmount; i++ )
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point, dir);
}
}
}
}
else
{
if ( CGame::nastyGame )
{
CVector dir = (point->point - victim->GetPosition()) * 0.01f;
dir.z = 0.01f;
if ( victim->GetIsOnScreen() )
{
for ( int32 i = 0; i < 8; i++ )
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point->point + CVector(0.0f, 0.0f, 0.15f), dir);
}
if ( victimPed->Dead() )
{
CAnimBlendAssociation *asoc;
if ( RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FRONTAL) )
asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
else
asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
if ( asoc )
{
asoc->SetCurrentTime(0.0f);
asoc->flags |= ASSOC_RUNNING;
asoc->flags &= ~ASSOC_FADEOUTWHENDONE;
}
}
}
}
}
else
{
switch ( victim->GetType() )
{
case ENTITY_TYPE_BUILDING:
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
#ifndef FIX_BUGS
CVector dist = point->point - (*source);
CVector offset = dist - Max(0.2f * dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
CVector smokePos = *source + offset;
#else
CVector smokePos = point->point;
#endif // !FIX_BUGS
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
break;
}
case ENTITY_TYPE_VEHICLE:
{
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
#ifndef FIX_BUGS
CVector dist = point->point - (*source);
CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
CVector smokePos = *source + offset;
#else
CVector smokePos = point->point;
#endif // !FIX_BUGS
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
if ( shooter->IsPed() )
{
CPed *shooterPed = (CPed *)shooter;
if ( shooterPed->bNotAllowedToDuck )
{
if ( shooterPed->bKindaStayInSamePlace && victim != shooterPed->m_pPointGunAt )
{
shooterPed->bKindaStayInSamePlace = false;
shooterPed->m_duckAndCoverTimer = CTimer::GetTimeInMilliseconds() + 15000;
}
}
}
break;
}
case ENTITY_TYPE_OBJECT:
{
for ( int32 i = 0; i < 8; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
CObject *victimObject = (CObject *)victim;
if ( !victimObject->bInfiniteMass )
{
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
{
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
if ( !victimObject->IsStatic())
{
CVector moveForce = point->normal*-4.0f;
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
}
}
break;
}
default: break;
}
}
switch ( victim->GetType() )
{
case ENTITY_TYPE_BUILDING:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point->point);
break;
}
case ENTITY_TYPE_VEHICLE:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
break;
}
case ENTITY_TYPE_PED:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
break;
}
case ENTITY_TYPE_OBJECT:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point->point);
break;
}
case ENTITY_TYPE_DUMMY:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point->point);
break;
}
default: break;
}
}
else
CBulletTraces::AddTrace(source, target);
if ( shooter == FindPlayerPed() )
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
BlowUpExplosiveThings(victim);
}
bool
CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
{
ASSERT(shooter!=nil);
ASSERT(fireSource!=nil);
CWeaponInfo *info = GetInfo();
float heading = RADTODEG(shooter->GetForward().Heading());
float angle = DEGTORAD(heading);
CVector2D rotOffset(-Sin(angle), Cos(angle));
rotOffset.Normalise();
CVector gunflashPos = *fireSource;
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.15f);
gunflashPos += CVector(rotOffset.x*0.1f, rotOffset.y*0.1f, 0.0f);
CParticle::AddParticle(PARTICLE_GUNFLASH, gunflashPos, CVector(0.0f, 0.0f, 0.0f), nil, 0.2f);
CParticle::AddParticle(PARTICLE_GUNFLASH, *fireSource, CVector(0.0f, 0.0f, 0.0f), nil, 0.0f);
CVector gunsmokePos = *fireSource;
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.10f, rotOffset.y*0.10f, 0.0f), nil, 0.1f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.15f, rotOffset.y*0.15f, 0.0f), nil, 0.1f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.20f, rotOffset.y*0.20f, 0.0f), nil, 0.1f);
CParticle::AddParticle(PARTICLE_GUNSMOKE2, gunsmokePos, CVector(rotOffset.x*0.25f, rotOffset.y*0.25f, 0.0f), nil, 0.1f);
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, shooter, (CPed*)shooter, 1000);
CPointLights::AddLight(CPointLights::LIGHT_POINT, *fireSource, CVector(0.0, 0.0, 0.0), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
float shooterAngle;
if ( shooter->IsPed() && ((CPed*)shooter)->m_pPointGunAt != nil )
{
CEntity *threatAttack = ((CPed*)shooter)->m_pPointGunAt;
shooterAngle = CGeneral::GetAngleBetweenPoints(threatAttack->GetPosition().x, threatAttack->GetPosition().y,
(*fireSource).x, (*fireSource).y);
}
else
shooterAngle = RADTODEG(shooter->GetForward().Heading());
for ( int32 i = 0; i < 5; i++ ) // five shoots at once
{
float shootAngle = DEGTORAD(7.5f*i + shooterAngle - 15.0f);
CVector2D shootRot(-Sin(shootAngle), Cos(shootAngle));
CVector source, target;
CColPoint point;
CEntity *victim;
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(1.0f, *fireSource, source, target);
CVector Left = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Front, TheCamera.Cams[TheCamera.ActiveCam].Up);
float f = float(i - 2) * (DEGTORAD(7.5f) / 2);
target = f * Left + target - source;
target *= info->m_fRange;
target += source;
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}
else
{
target = *fireSource;
target.x += shootRot.x * info->m_fRange;
target.y += shootRot.y * info->m_fRange;
if ( shooter->IsPed() )
{
CPed *shooterPed = (CPed *)shooter;
if ( shooterPed->m_pPointGunAt == nil )
DoDoomAiming(shooter, fireSource, &target);
else
{
float distToTarget = (shooterPed->m_pPointGunAt->GetPosition() - (*fireSource)).Magnitude2D();
target.z += info->m_fRange / distToTarget * (shooterPed->m_pPointGunAt->GetPosition().z - target.z);
}
}
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
}
if ( victim )
{
CGlass::WasGlassHitByBullet(victim, point.point);
CBulletTraces::AddTrace(fireSource, &point.point);
if ( victim->IsPed() )
{
CPed *victimPed = (CPed *)victim;
if ( !victimPed->OnGround() && victim != shooter && victimPed->DoesLOSBulletHitPed(point) )
{
bool cantStandup = true;
CVector pos = victimPed->GetPosition();
CVector2D posOffset((*fireSource).x-pos.x, (*fireSource).y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
victimPed->ReactToAttack(FindPlayerPed());
posOffset.Normalise();
if ( victimPed->m_getUpTimer > (CTimer::GetTimeInMilliseconds() - 3000) )
cantStandup = false;
if ( victimPed->bIsStanding && cantStandup )
{
victimPed->bIsStanding = false;
victimPed->ApplyMoveForce(posOffset.x*-6.0f, posOffset.y*-6.0f, 5.0f);
}
else
victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 0.0f);
if ( cantStandup )
victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
else
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victim, (CPed*)shooter, 10000);
if ( CGame::nastyGame )
{
uint8 bloodAmount = 8;
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN )
bloodAmount = 32;
CVector dir = (point.point - victim->GetPosition()) * 0.01f;
dir.z = 0.01f;
if ( victimPed->GetIsOnScreen() )
{
for ( uint8 i = 0; i < bloodAmount; i++ )
CParticle::AddParticle(PARTICLE_BLOOD_SMALL, point.point, dir);
}
}
}
}
else
{
switch ( victim->GetType() )
{
case ENTITY_TYPE_VEHICLE:
{
((CVehicle *)victim)->InflictDamage(shooter, m_eWeaponType, info->m_nDamage);
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
#ifndef FIX_BUGS
CVector dist = point.point - (*fireSource);
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset;
#else
CVector smokePos = point.point;
#endif
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
break;
}
case ENTITY_TYPE_BUILDING:
case ENTITY_TYPE_OBJECT:
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
#ifndef FIX_BUGS
CVector dist = point.point - (*fireSource);
CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
CVector smokePos = *fireSource + offset;
#else
CVector smokePos = point.point;
#endif
smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.y += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
smokePos.z += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
if ( victim->IsObject() )
{
CObject *victimObject = (CObject *)victim;
if ( !victimObject->bInfiniteMass )
{
if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
{
victimObject->bIsStatic = false;
victimObject->AddToMovingList();
}
if ( !victimObject->IsStatic())
{
CVector moveForce = point.normal*-5.0f;
victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
}
}
}
break;
}
default: break;
}
}
switch ( victim->GetType() )
{
case ENTITY_TYPE_BUILDING:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
break;
}
case ENTITY_TYPE_VEHICLE:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
break;
}
case ENTITY_TYPE_PED:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
break;
}
case ENTITY_TYPE_OBJECT:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
break;
}
case ENTITY_TYPE_DUMMY:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
break;
}
default: break;
}
}
else
{
CVector traceTarget = *fireSource;
traceTarget += (target - (*fireSource)) * Min(info->m_fRange, 30.0f) / info->m_fRange;
CBulletTraces::AddTrace(fireSource, &traceTarget);
}
}
if ( shooter == FindPlayerPed() )
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
return true;
}
bool
CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
{
ASSERT(shooter!=nil);
ASSERT(fireSource!=nil);
CVector source, target;
if ( m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER )
{
source = *fireSource;
if ( shooter->IsPed() && ((CPed*)shooter)->IsPlayer() )
{
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (!( mode == CCam::MODE_M16_1STPERSON
|| mode == CCam::MODE_SNIPER
|| mode == CCam::MODE_ROCKETLAUNCHER
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|| mode == CCam::MODE_SNIPER_RUNABOUT
|| mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) )
{
return false;
}
*fireSource += TheCamera.Cams[TheCamera.ActiveCam].Front;
}
else
*fireSource += shooter->GetForward();
target = *fireSource;
}
else
{
float dot = DotProduct(*fireSource-shooter->GetPosition(), shooter->GetForward());
if ( dot < 0.3f )
*fireSource += (0.3f-dot) * shooter->GetForward();
target = *fireSource;
if ( target.z - shooter->GetPosition().z > 0.0f )
target += 0.6f*shooter->GetForward();
source = *fireSource - shooter->GetPosition();
source = *fireSource - DotProduct(source, shooter->GetForward()) * shooter->GetForward();
}
if ( !CWorld::GetIsLineOfSightClear(source, target, true, true, false, true, false, false, false) )
{
if ( m_eWeaponType != WEAPONTYPE_GRENADE )
CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource);
else
{
if ( shooter->IsPed() )
{
source = shooter->GetPosition() - shooter->GetForward();
source.z -= 0.4f;
if ( !CWorld::TestSphereAgainstWorld(source, 0.5f, nil, false, false, true, false, false, false) )
CProjectileInfo::AddProjectile(shooter, m_eWeaponType, source, 0.0f);
else
CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource);
}
}
}
else
CProjectileInfo::AddProjectile(shooter, m_eWeaponType, *fireSource, power);
return true;
}
void
CWeapon::GenerateFlameThrowerParticles(CVector pos, CVector dir)
{
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
dir *= 0.7f;
CParticle::AddParticle(PARTICLE_FIREBALL, pos, dir);
}
bool
CWeapon::FireAreaEffect(CEntity *shooter, CVector *fireSource)
{
ASSERT(shooter!=nil);
ASSERT(fireSource!=nil);
CWeaponInfo *info = GetInfo();
float heading = RADTODEG(shooter->GetForward().Heading());
CVector source;
CVector target;
CVector dir;
if ( shooter == FindPlayerPed() && TheCamera.Cams[0].Using3rdPersonMouseCam() )
{
TheCamera.Find3rdPersonCamTargetVector(info->m_fRange, *fireSource, source, target);
float norm = (1.0f / info->m_fRange);
dir = (target - source) * norm;
}
else
{
float angle = DEGTORAD(heading);
dir = CVector(-Sin(angle)*0.5f, Cos(angle)*0.5f, 0.0f);
target = *fireSource + dir;
}
CShotInfo::AddShot(shooter, m_eWeaponType, *fireSource, target);
CWeapon::GenerateFlameThrowerParticles(*fireSource, dir);
return true;
}
bool
CWeapon::FireSniper(CEntity *shooter)
{
ASSERT(shooter!=nil);
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (!( mode == CCam::MODE_M16_1STPERSON
|| mode == CCam::MODE_SNIPER
|| mode == CCam::MODE_ROCKETLAUNCHER
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|| mode == CCam::MODE_SNIPER_RUNABOUT
|| mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) )
{
return false;
}
#ifndef FIX_BUGS
CWeaponInfo *info = GetInfo(); //unused
#endif
CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
ASSERT(cam!=nil);
CVector source = cam->Source;
CVector dir = cam->Front;
if ( DotProduct(dir, CVector(0.0f, -0.9894f, 0.145f)) > 0.997f )
CCoronas::bSmallMoon = !CCoronas::bSmallMoon;
dir.Normalise();
dir *= 16.0f;
CBulletInfo::AddBullet(shooter, m_eWeaponType, source, dir);
if ( shooter == FindPlayerPed() )
CStats::InstantHitsFiredByPlayer++;
if ( shooter == FindPlayerPed() )
{
CPad::GetPad(0)->StartShake_Distance(240, 128,
FindPlayerPed()->GetPosition().x,
FindPlayerPed()->GetPosition().y,
FindPlayerPed()->GetPosition().z);
CamShakeNoPos(&TheCamera, 0.2f);
}
return true;
}
bool
CWeapon::FireM16_1stPerson(CEntity *shooter)
{
ASSERT(shooter!=nil);
int16 mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (!( mode == CCam::MODE_M16_1STPERSON
|| mode == CCam::MODE_SNIPER
|| mode == CCam::MODE_ROCKETLAUNCHER
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|| mode == CCam::MODE_SNIPER_RUNABOUT
|| mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT
|| mode == CCam::MODE_HELICANNON_1STPERSON) )
{
return false;
}
CWeaponInfo *info = GetInfo();
CColPoint point;
CEntity *victim;
CWorld::bIncludeCarTyres = true;
CWorld::pIgnoreEntity = shooter;
CWorld::bIncludeDeadPeds = true;
CCam *cam = &TheCamera.Cams[TheCamera.ActiveCam];
ASSERT(cam!=nil);
CVector source = cam->Source;
CVector target = cam->Front*info->m_fRange + source;
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::bIncludeDeadPeds = false;
CWorld::pIgnoreEntity = nil;
CWorld::bIncludeCarTyres = false;
CVector2D front(cam->Front.x, cam->Front.y);
front.Normalise();
DoBulletImpact(shooter, victim, &source, &target, &point, front);
CVector bulletPos;
if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, 4) )
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f));
}
if ( shooter == FindPlayerPed() )
{
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerPed()->GetPosition().x, FindPlayerPed()->GetPosition().y, FindPlayerPed()->GetPosition().z);
if ( m_eWeaponType == WEAPONTYPE_M16 )
{
TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0003f;
TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0003f;
}
else if ( m_eWeaponType == WEAPONTYPE_HELICANNON )
{
TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f;
TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0001f;
}
}
return true;
}
bool
CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
{
CWeaponInfo *info = GetInfo();
CVehicleModelInfo *modelInfo = shooter->GetModelInfo();
#define FRONTSEATPOS() (&(shooter->IsBoat() ? modelInfo->m_positions[BOAT_POS_FRONTSEAT] : modelInfo->m_positions[CAR_POS_FRONTSEAT]))
CVector source, target;
if ( left )
{
source = shooter->GetMatrix() * CVector(-shooter->GetColModel()->boundingBox.max.x + -0.2f,
float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
target = shooter->GetMatrix() * CVector(-info->m_fRange,
FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
}
else
{
source = shooter->GetMatrix() * CVector(shooter->GetColModel()->boundingBox.max.x + 0.2f,
float(CGeneral::GetRandomNumber() & 255) * 0.001f + FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
source += CTimer::GetTimeStep() * shooter->m_vecMoveSpeed;
target = shooter->GetMatrix() * CVector(info->m_fRange,
FRONTSEATPOS()->y,
FRONTSEATPOS()->z + 0.5f);
}
#undef FRONTSEATPOS
if ( TheCamera.GetLookingLRBFirstPerson() && !left )
{
source -= 0.3f * shooter->GetForward();
target -= 0.3f * shooter->GetForward();
}
target += CVector(float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f,
float(CGeneral::GetRandomNumber()&255)*0.01f-1.28f);
DoDriveByAutoAiming(FindPlayerPed(), &source, &target);
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_PED, FindPlayerPed(), FindPlayerPed(), 1000);
if ( !TheCamera.GetLookingLRBFirstPerson() )
CParticle::AddParticle(PARTICLE_GUNFLASH, source, CVector(0.0f, 0.0f, 0.0f));
else
CamShakeNoPos(&TheCamera, 0.01f);
CEventList::RegisterEvent(EVENT_GUNSHOT, EVENT_ENTITY_VEHICLE, shooter, FindPlayerPed(), 1000);
CPointLights::AddLight(CPointLights::LIGHT_POINT, source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
CColPoint point;
CEntity *victim;
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
if ( !(CTimer::GetFrameCounter() & 3) )
MakePedsJumpAtShot(shooter, &source, &target);
if ( victim )
{
CVector traceTarget = point.point;
CBulletTraces::AddTrace(&source, &traceTarget);
if ( victim->IsPed() )
{
CPed *victimPed = (CPed*)victim;
if ( !victimPed->DyingOrDead() && victim != (CEntity *)shooter )
{
CVector pos = victimPed->GetPosition();
CVector2D posOffset(source.x-pos.x, source.y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
victimPed->ReactToAttack(FindPlayerPed());
victimPed->ClearAttackByRemovingAnim();
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
victimPed->InflictDamage(shooter, WEAPONTYPE_UZI_DRIVEBY, 3*info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
pos.z += 0.8f;
if ( victimPed->GetIsOnScreen() )
{
if ( CGame::nastyGame )
{
for ( int32 i = 0; i < 4; i++ )
{
CVector dir;
dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
}
}
}
if ( victimPed->m_nPedType == PEDTYPE_COP )
CEventList::RegisterEvent(EVENT_SHOOT_COP, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000);
else
CEventList::RegisterEvent(EVENT_SHOOT_PED, EVENT_ENTITY_PED, victimPed, FindPlayerPed(), 10000);
}
}
else if ( victim->IsVehicle() )
((CVehicle *)victim)->InflictDamage(FindPlayerPed(), WEAPONTYPE_UZI_DRIVEBY, info->m_nDamage);
else
CGlass::WasGlassHitByBullet(victim, point.point);
switch ( victim->GetType() )
{
case ENTITY_TYPE_BUILDING:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
break;
}
case ENTITY_TYPE_VEHICLE:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
break;
}
case ENTITY_TYPE_PED:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
break;
}
case ENTITY_TYPE_OBJECT:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
break;
}
case ENTITY_TYPE_DUMMY:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
break;
}
default: break;
}
}
else
{
float norm = 30.0f/info->m_fRange;
CVector traceTarget = (target-source)*norm + source;
CBulletTraces::AddTrace(&source, &traceTarget);
}
if ( shooter == FindPlayerVehicle() )
CPad::GetPad(0)->StartShake_Distance(240, 128, FindPlayerVehicle()->GetPosition().x, FindPlayerVehicle()->GetPosition().y, FindPlayerVehicle()->GetPosition().z);
return true;
}
void
CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
{
ASSERT(shooter!=nil);
ASSERT(source!=nil);
ASSERT(target !=nil);
#ifndef FIX_BUGS
CEntity entity; // unused
#endif
CPed *shooterPed = (CPed*)shooter;
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
return;
int16 lastEntity;
CEntity *entities[16];
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, true, false, false);
float closestEntityDist = 10000.0f;
int16 closestEntity;
for ( int32 i = 0; i < lastEntity; i++ )
{
CEntity *victim = entities[i];
ASSERT(victim!=nil);
if ( (CEntity*)shooterPed != victim && shooterPed->CanSeeEntity(victim, DEGTORAD(22.5f)) )
{
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|| victim->GetStatus() == STATUS_HELI
|| victim->GetStatus() == STATUS_PLANE) )
{
float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
if ( 1.5f*distToVictimZ < distToVictim )
{
float entityDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
if ( entityDist < closestEntityDist )
{
closestEntityDist = entityDist;
closestEntity = i;
}
}
}
}
}
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
{
CEntity *victim = entities[closestEntity];
ASSERT(victim !=nil);
float distToTarget = (*target - *source).Magnitude2D();
float distToSource = (victim->GetPosition() - *source).Magnitude2D();
float victimZ = victim->GetPosition().z + 0.3f;
if ( victim->IsPed() )
{
if ( ((CPed*)victim)->bIsDucking )
victimZ -= 0.8f;
}
(*target).z = (distToTarget / distToSource) * (victimZ - (*source).z) + (*source).z;
}
}
void
CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CVector *target)
{
ASSERT(shooter!=nil);
ASSERT(driver!=nil);
ASSERT(source!=nil);
ASSERT(target!=nil);
#ifndef FIX_BUGS
CEntity entity; // unused
#endif
int16 lastEntity;
CEntity *entities[16];
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, true, false, false, false);
float closestEntityDist = 10000.0f;
int16 closestEntity;
float normZ = (target->z - source->z) / (*target-*source).Magnitude();
for ( int32 i = 0; i < lastEntity; i++ )
{
CEntity *victim = entities[i];
ASSERT(victim!=nil);
if ( shooter != victim && driver != victim )
{
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|| victim->GetStatus() == STATUS_HELI
|| victim->GetStatus() == STATUS_PLANE) )
{
if ( !(victim->IsVehicle() && victim->bRenderScorched) )
{
float distToVictim = (shooter->GetPosition()-victim->GetPosition()).Magnitude2D();
float distToVictimZ = Abs(shooter->GetPosition().z - (distToVictim*normZ + victim->GetPosition().z));
if ( 3.0f*distToVictimZ < distToVictim )
{
CVector tmp = CVector(victim->GetPosition().x, victim->GetPosition().y, 0.0f);
if ( CCollision::DistToLine(source, target,
&tmp) < victim->GetBoundRadius()*3.0f )
{
float vehicleDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
if ( vehicleDist < closestEntityDist )
{
closestEntityDist = vehicleDist;
closestEntity = i;
}
}
}
}
}
}
}
if ( closestEntityDist < DOOMAUTOAIMING_MAXDIST )
{
CEntity *victim = entities[closestEntity];
ASSERT(victim!=nil);
float distToTarget = (*target - *source).Magnitude2D();
float distToSource = (victim->GetPosition() - *source).Magnitude2D();
(*target).z = (distToTarget / distToSource) * (0.3f + victim->GetPosition().z - (*source).z) + (*source).z;
}
}
void
CWeapon::DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target)
{
ASSERT(shooter!=nil);
ASSERT(source!=nil);
ASSERT(target!=nil);
#ifndef FIX_BUGS
CEntity entity; // unused
#endif
CPed *shooterPed = (CPed*)shooter;
if ( shooterPed->IsPed() && shooterPed->bCrouchWhenShooting )
return;
int16 lastEntity;
CEntity *entities[16];
CWorld::FindObjectsInRange(*source, (*target-*source).Magnitude(), true, &lastEntity, 15, entities, false, false, true, false, false);
float closestEntityDist = 10000.0f;
int16 closestEntity;
for ( int32 i = 0; i < lastEntity; i++ )
{
CEntity *victim = entities[i];
ASSERT(victim!=nil);
if ( shooter != victim )
{
float lineDist = CCollision::DistToLine(source, target, &victim->GetPosition());
float distToVictim = (victim->GetPosition() - shooter->GetPosition()).Magnitude();
float pedDist = 0.15f*distToVictim + lineDist;
if ( DotProduct((*target-*source), victim->GetPosition()-*source) > 0.0f && pedDist < closestEntityDist)
{
closestEntity = i;
closestEntityDist = pedDist;
}
}
}
if ( closestEntityDist < DRIVEBYAUTOAIMING_MAXDIST )
{
CEntity *victim = entities[closestEntity];
ASSERT(victim!=nil);
float distToTarget = (*source - *target).Magnitude();
float distToSource = (*source - victim->GetPosition()).Magnitude();
*target = (distToTarget / distToSource) * (victim->GetPosition() - *source) + *source;
}
}
void
CWeapon::Reload(void)
{
if (m_nAmmoTotal == 0)
return;
CWeaponInfo *info = GetInfo();
if (m_nAmmoTotal >= info->m_nAmountofAmmunition)
m_nAmmoInClip = info->m_nAmountofAmmunition;
else
m_nAmmoInClip = m_nAmmoTotal;
}
void
CWeapon::Update(int32 audioEntity)
{
switch ( m_eWeaponState )
{
case WEAPONSTATE_MELEE_MADECONTACT:
{
m_eWeaponState = WEAPONSTATE_READY;
break;
}
case WEAPONSTATE_FIRING:
{
if ( m_eWeaponType == WEAPONTYPE_SHOTGUN && AEHANDLE_IS_OK(audioEntity) )
{
uint32 timePassed = m_nTimer - gReloadSampleTime[WEAPONTYPE_SHOTGUN];
if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
}
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
{
if ( GetInfo()->m_eWeaponFire != WEAPON_FIRE_MELEE && m_nAmmoTotal == 0 )
m_eWeaponState = WEAPONSTATE_OUT_OF_AMMO;
else
m_eWeaponState = WEAPONSTATE_READY;
}
break;
}
case WEAPONSTATE_RELOADING:
{
if ( AEHANDLE_IS_OK(audioEntity) && m_eWeaponType < WEAPONTYPE_LAST_WEAPONTYPE )
{
uint32 timePassed = m_nTimer - gReloadSampleTime[m_eWeaponType];
if ( CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed )
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
}
if ( CTimer::GetTimeInMilliseconds() > m_nTimer )
{
Reload();
m_eWeaponState = WEAPONSTATE_READY;
}
break;
}
default: break;
}
}
void
FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
{
ASSERT(source!=nil);
ASSERT(target!=nil);
CParticle::AddParticle(PARTICLE_GUNFLASH, *source, CVector(0.0f, 0.0f, 0.0f));
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*source, CVector(0.0f, 0.0f, 0.0f), 5.0f,
1.0f, 0.8f, 0.0f, CPointLights::FOG_NONE, false);
CColPoint point;
CEntity *victim;
CWorld::ProcessLineOfSight(*source, *target, point, victim, true, true, true, true, true, true, false);
CParticle::AddParticle(PARTICLE_HELI_ATTACK, *source, ((*target) - (*source)) * 0.15f);
if ( victim )
{
if ( victim->IsPed() )
{
CPed *victimPed = (CPed *)victim;
if ( !victimPed->DyingOrDead() )
{
CVector pos = victimPed->GetPosition();
CVector2D posOffset((*source).x-pos.x, (*source).y-pos.y);
int32 localDir = victimPed->GetLocalDirection(posOffset);
victimPed->ClearAttackByRemovingAnim();
CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
ASSERT(asoc!=nil);
asoc->blendAmount = 0.0f;
asoc->blendDelta = 8.0f;
victimPed->InflictDamage(nil, WEAPONTYPE_UZI, damage, (ePedPieceTypes)point.pieceB, localDir);
pos.z += 0.8f;
if ( victimPed->GetIsOnScreen() )
{
if ( CGame::nastyGame )
{
for ( int32 i = 0; i < 4; i++ )
{
CVector dir;
dir.x = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.y = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
dir.z = CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
CParticle::AddParticle(PARTICLE_BLOOD, pos, dir);
}
}
}
}
}
else if ( victim->IsVehicle() )
((CVehicle *)victim)->InflictDamage(nil, WEAPONTYPE_UZI, damage);
//BUG ? no CGlass::WasGlassHitByBullet
switch ( victim->GetType() )
{
case ENTITY_TYPE_BUILDING:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_1, point.point);
CParticle::AddParticle(PARTICLE_SMOKE, point.point, CVector(0.0f, 0.0f, 0.01f));
break;
}
case ENTITY_TYPE_VEHICLE:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_VEHICLE, 1.0f);
break;
}
case ENTITY_TYPE_PED:
{
DMAudio.PlayOneShot(((CPhysical*)victim)->m_audioEntityId, SOUND_WEAPON_HIT_PED, 1.0f);
((CPed*)victim)->Say(SOUND_PED_BULLET_HIT);
break;
}
case ENTITY_TYPE_OBJECT:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_2, point.point);
break;
}
case ENTITY_TYPE_DUMMY:
{
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_GROUND_3, point.point);
break;
}
default: break;
}
}
else
{
float waterLevel;
if ( CWaterLevel::GetWaterLevel((*target).x, (*target).y, (*target).z + 10.0f, &waterLevel, false) )
{
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, CVector((*target).x, (*target).y, waterLevel), CVector(0.0f, 0.0f, 0.01f));
PlayOneShotScriptObject(SCRIPT_SOUND_BULLET_HIT_WATER, point.point); // no sound(empty)
}
}
}
bool
CWeapon::IsTypeMelee(void)
{
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
}
bool
CWeapon::IsType2Handed(void)
{
return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
}
void
CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target)
{
ASSERT(shooter!=nil);
ASSERT(source!=nil);
ASSERT(target!=nil);
float minx = Min(source->x, target->x) - 2.0f;
float maxx = Max(source->x, target->x) + 2.0f;
float miny = Min(source->y, target->y) - 2.0f;
float maxy = Max(source->y, target->y) + 2.0f;
float minz = Min(source->z, target->z) - 2.0f;
float maxz = Max(source->z, target->z) + 2.0f;
for ( int32 i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--)
{
CPed *ped = CPools::GetPedPool()->GetSlot(i);
if ( ped )
{
if ( ped->GetPosition().x > minx && ped->GetPosition().x < maxx
&& ped->GetPosition().y > miny && ped->GetPosition().y < maxy
&& ped->GetPosition().z > minz && ped->GetPosition().z < maxz )
{
if ( ped != FindPlayerPed() && !((uint8)(ped->m_randomSeed ^ CGeneral::GetRandomNumber()) & 31) )
ped->SetEvasiveDive(shooter, 1);
}
}
}
}
bool
CWeapon::HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo)
{
ASSERT(holder!=nil);
ASSERT(aimingTo!=nil);
if (!holder->IsPed() || !((CPed*)holder)->m_pSeekTarget)
return false;
CWeaponInfo *info = GetInfo();
CVector adjustedOffset = info->m_vecFireOffset;
adjustedOffset.z += 0.6f;
CVector source, target;
CEntity *foundEnt = nil;
CColPoint foundCol;
if (fireSource)
source = *fireSource;
else
source = holder->GetMatrix() * adjustedOffset;
CEntity *aimEntity = aimingTo ? aimingTo : ((CPed*)holder)->m_pSeekTarget;
ASSERT(aimEntity!=nil);
target = aimEntity->GetPosition();
target.z += 0.6f;
CWorld::ProcessLineOfSight(source, target, foundCol, foundEnt, true, false, false, false, false, false, false);
if (foundEnt && foundEnt->IsBuilding()) {
// That was supposed to be Magnitude, according to leftover code in assembly
float diff = (foundCol.point.z - source.z);
if (diff < 0.0f && diff > -3.0f)
return true;
}
return false;
}
void
CWeapon::BlowUpExplosiveThings(CEntity *thing)
{
if ( thing )
{
CObject *object = (CObject*)thing;
int32 mi = object->GetModelIndex();
if ( IsExplosiveThingModel(mi) && !object->bHasBeenDamaged )
{
object->bHasBeenDamaged = true;
CExplosion::AddExplosion(object, FindPlayerPed(), EXPLOSION_BARREL, object->GetPosition()+CVector(0.0f,0.0f,0.5f), 100);
if ( MI_EXPLODINGBARREL == mi )
object->m_vecMoveSpeed.z += 0.75f;
else
object->m_vecMoveSpeed.z += 0.45f;
object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
if ( object->IsStatic())
{
object->bIsStatic = false;
object->AddToMovingList();
}
}
}
}
bool
CWeapon::HasWeaponAmmoToBeUsed(void)
{
switch (m_eWeaponType) {
case WEAPONTYPE_UNARMED:
case WEAPONTYPE_BASEBALLBAT:
return true;
default:
return m_nAmmoTotal != 0;
}
}
bool
CWeapon::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)
{
return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects);
}
#ifdef COMPATIBLE_SAVES
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
void
CWeapon::Save(uint8*& buf)
{
CopyToBuf(buf, m_eWeaponType);
CopyToBuf(buf, m_eWeaponState);
CopyToBuf(buf, m_nAmmoInClip);
CopyToBuf(buf, m_nAmmoTotal);
CopyToBuf(buf, m_nTimer);
CopyToBuf(buf, m_bAddRotOffset);
SkipSaveBuf(buf, 3);
}
void
CWeapon::Load(uint8*& buf)
{
CopyFromBuf(buf, m_eWeaponType);
CopyFromBuf(buf, m_eWeaponState);
CopyFromBuf(buf, m_nAmmoInClip);
CopyFromBuf(buf, m_nAmmoTotal);
CopyFromBuf(buf, m_nTimer);
CopyFromBuf(buf, m_bAddRotOffset);
SkipSaveBuf(buf, 3);
}
#undef CopyFromBuf
#undef CopyToBuf
#endif