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-rw-r--r--src/weapons/ProjectileInfo.cpp82
-rw-r--r--src/weapons/ProjectileInfo.h1
-rw-r--r--src/weapons/Weapon.cpp128
-rw-r--r--src/weapons/Weapon.h1
-rw-r--r--src/weapons/WeaponInfo.cpp108
-rw-r--r--src/weapons/WeaponInfo.h31
-rw-r--r--src/weapons/WeaponType.h11
7 files changed, 269 insertions, 93 deletions
diff --git a/src/weapons/ProjectileInfo.cpp b/src/weapons/ProjectileInfo.cpp
index 47bc65ac..35e55b36 100644
--- a/src/weapons/ProjectileInfo.cpp
+++ b/src/weapons/ProjectileInfo.cpp
@@ -45,6 +45,7 @@ CProjectileInfo::GetProjectileInfo(int32 id)
return &gaProjectileInfo[id];
}
+// --MIAMI: Mostly done
bool
CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos, float speed)
{
@@ -58,32 +59,36 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
switch (weapon)
{
- case WEAPONTYPE_ROCKETLAUNCHER:
+ case WEAPONTYPE_ROCKET:
{
- float vy = 1.25f;
- time = CTimer::GetTimeInMilliseconds() + 1400;
- if (ped->IsPlayer()) {
- matrix.GetForward() = TheCamera.Cams[TheCamera.ActiveCam].Front;
- matrix.GetUp() = TheCamera.Cams[TheCamera.ActiveCam].Up;
- matrix.GetRight() = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Up, TheCamera.Cams[TheCamera.ActiveCam].Front);
+ float vy = 0.35f;
+ time = CTimer::GetTimeInMilliseconds() + 2000;
+ if (entity->GetModelIndex() == MI_SPARROW || entity->GetModelIndex() == MI_HUNTER || entity->GetModelIndex() == MI_SENTINEL) {
+ matrix = ped->GetMatrix();
matrix.GetPosition() = pos;
- } else if (ped->m_pSeekTarget != nil) {
+ CVector vecSpeed = ((CPhysical*)entity)->m_vecMoveSpeed;
+ vy += Max(0.0f, DotProduct(vecSpeed, entity->GetForward())) + Max(0.0f, DotProduct(vecSpeed, entity->GetUp()));
+ } else {
+ if (ped->IsPlayer()) {
+ matrix.GetForward() = TheCamera.Cams[TheCamera.ActiveCam].Front;
+ matrix.GetUp() = TheCamera.Cams[TheCamera.ActiveCam].Up;
+ matrix.GetRight() = CrossProduct(TheCamera.Cams[TheCamera.ActiveCam].Up, TheCamera.Cams[TheCamera.ActiveCam].Front);
+ matrix.GetPosition() = pos;
+ } else if (ped->m_pSeekTarget != nil) {
float ry = CGeneral::GetRadianAngleBetweenPoints(1.0f, ped->m_pSeekTarget->GetPosition().z, 1.0f, pos.z);
float rz = Atan2(-ped->GetForward().x, ped->GetForward().y);
vy = 0.35f * speed + 0.15f;
matrix.SetTranslate(0.0f, 1.0f, 1.0f);
matrix.Rotate(0.0f, ry, rz);
matrix.GetPosition() += pos;
- } else {
- matrix = ped->GetMatrix();
+ } else {
+ matrix = ped->GetMatrix();
+ }
}
velocity = Multiply3x3(matrix, CVector(0.0f, vy, 0.0f));
gravity = false;
break;
}
- case WEAPONTYPE_FLAMETHROWER:
- Error("Undefined projectile type, AddProjectile, ProjectileInfo.cpp");
- break;
case WEAPONTYPE_MOLOTOV:
{
time = CTimer::GetTimeInMilliseconds() + 2000;
@@ -100,6 +105,7 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
break;
}
case WEAPONTYPE_GRENADE:
+ case WEAPONTYPE_DETONATOR_GRENADE:
{
time = CTimer::GetTimeInMilliseconds() + 2000;
float scale = 0.0f;
@@ -116,7 +122,9 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
elasticity = 0.5f;
break;
}
- default: break;
+ default:
+ Error("Undefined projectile type, AddProjectile, ProjectileInfo.cpp");
+ break;
}
int i = 0;
@@ -127,7 +135,7 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
switch (weapon)
{
- case WEAPONTYPE_ROCKETLAUNCHER:
+ case WEAPONTYPE_ROCKET:
ms_apProjectile[i] = new CProjectile(MI_MISSILE);
break;
case WEAPONTYPE_FLAMETHROWER:
@@ -136,6 +144,7 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
ms_apProjectile[i] = new CProjectile(MI_MOLOTOV);
break;
case WEAPONTYPE_GRENADE:
+ case WEAPONTYPE_DETONATOR_GRENADE:
ms_apProjectile[i] = new CProjectile(MI_GRENADE);
break;
default: break;
@@ -158,6 +167,10 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
CWorld::Add(ms_apProjectile[i]);
gaProjectileInfo[i].m_vecPos = ms_apProjectile[i]->GetPosition();
+
+ if (entity && entity->IsPed() && !ped->m_pCollidingEntity) {
+ ped->m_pCollidingEntity = ms_apProjectile[i];
+ }
return true;
}
@@ -182,7 +195,7 @@ CProjectileInfo::RemoveNotAdd(CEntity *entity, eWeaponType weaponType, CVector p
case WEAPONTYPE_MOLOTOV:
CExplosion::AddExplosion(nil, entity, EXPLOSION_MOLOTOV, pos, 0);
break;
- case WEAPONTYPE_ROCKETLAUNCHER:
+ case WEAPONTYPE_ROCKET:
CExplosion::AddExplosion(nil, entity, EXPLOSION_ROCKET, pos, 0);
break;
default: break;
@@ -204,17 +217,17 @@ CProjectileInfo::Update()
continue;
}
- if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) {
+ if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET) {
CParticle::AddParticle(PARTICLE_SMOKE, ms_apProjectile[i]->GetPosition(), CVector(0.0f, 0.0f, 0.0f));
}
if (CTimer::GetTimeInMilliseconds() <= gaProjectileInfo[i].m_nExplosionTime) {
- if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER) {
+ if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET) {
CVector pos = ms_apProjectile[i]->GetPosition();
CWorld::pIgnoreEntity = ms_apProjectile[i];
if (ms_apProjectile[i]->bHasCollided
|| !CWorld::GetIsLineOfSightClear(gaProjectileInfo[i].m_vecPos, pos, true, true, true, true, false, false)
- || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) {
+ || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) {
RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]);
}
CWorld::pIgnoreEntity = nil;
@@ -227,14 +240,25 @@ CProjectileInfo::Update()
{
if (ms_apProjectile[i]->bHasCollided
|| !CWorld::GetIsLineOfSightClear(gaProjectileInfo[i].m_vecPos, pos, true, true, true, true, false, false)
- || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) {
+ || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET && (CHeli::TestRocketCollision(&pos) || CPlane::TestRocketCollision(&pos))) {
RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]);
}
}
CWorld::pIgnoreEntity = nil;
}
} else {
- RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]);
+ if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) {
+ CEntity *ent = gaProjectileInfo[i].m_pSource;
+ if (ent->IsPed() && ((CPed*)ped)->IsPlayer()) {
+ CPed *ped = (CPed*)ent;
+ if (ped->GetWeapon(ped->GetWeaponSlot(WEAPONTYPE_DETONATOR)).m_eWeaponType != WEAPONTYPE_DETONATOR
+ || ped->GetWeapon(ped->GetWeaponSlot(WEAPONTYPE_DETONATOR)).m_nAmmoTotal == 0) {
+ gaProjectileInfo[i].m_nExplosionTime = 0;
+ }
+ }
+ } else {
+ RemoveProjectile(&gaProjectileInfo[i], ms_apProjectile[i]);
+ }
}
gaProjectileInfo[i].m_vecPos = ms_apProjectile[i]->GetPosition();
@@ -247,7 +271,7 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo
bool result = false;
for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) {
if (gaProjectileInfo[i].m_bInUse) {
- if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_MOLOTOV || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_GRENADE) {
+ if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKET || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_MOLOTOV || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_GRENADE) {
const CVector &pos = ms_apProjectile[i]->GetPosition();
if (pos.x >= x1 && pos.x <= x2 && pos.y >= y1 && pos.y <= y2 && pos.z >= z1 && pos.z <= z2) {
result = true;
@@ -263,6 +287,20 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo
return result;
}
+// --MIAMI: Done
+void
+CProjectileInfo::RemoveDetonatorProjectiles()
+{
+ for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) {
+ if (gaProjectileInfo[i].m_bInUse && gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) {
+ CExplosion::AddExplosion(nil, gaProjectileInfo[i].m_pSource, EXPLOSION_GRENADE, gaProjectileInfo[i].m_vecPos, 0); // TODO(Miami): New parameter (1)
+ gaProjectileInfo[i].m_bInUse = false;
+ CWorld::Remove(ms_apProjectile[i]);
+ delete ms_apProjectile[i];
+ }
+ }
+}
+
void
CProjectileInfo::RemoveAllProjectiles()
{
diff --git a/src/weapons/ProjectileInfo.h b/src/weapons/ProjectileInfo.h
index 3d8074c9..d1688948 100644
--- a/src/weapons/ProjectileInfo.h
+++ b/src/weapons/ProjectileInfo.h
@@ -26,6 +26,7 @@ public:
static void RemoveNotAdd(CEntity *entity, eWeaponType weaponType, CVector pos);
static bool RemoveIfThisIsAProjectile(CObject *pObject);
static void RemoveAllProjectiles();
+ static void RemoveDetonatorProjectiles();
static void Update();
static bool IsProjectileInRange(float x1, float x2, float y1, float y2, float z1, float z2, bool remove);
};
diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp
index 18c605bc..deb77cb9 100644
--- a/src/weapons/Weapon.cpp
+++ b/src/weapons/Weapon.cpp
@@ -35,7 +35,10 @@ uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
0, // UNARMED
0, // BASEBALLBAT
250, // COLT45
- 400, // UZI
+ 400, // TEC9
+ 400, // UZIhec
+ 400, // SILENCED_INGRAM
+ 400, // MP5
650, // SHOTGUN
300, // AK47
300, // M16
@@ -43,7 +46,9 @@ uint16 gReloadSampleTime[WEAPONTYPE_LAST_WEAPONTYPE] =
400, // ROCKETLAUNCHER
0, // FLAMETHROWER
0, // MOLOTOV
+ 0, // ROCKET
0, // GRENADE
+ 0, // DETONATEGRENADE
0, // DETONATOR
0 // HELICANNON
};
@@ -85,6 +90,7 @@ CWeapon::UpdateWeapons(void)
CBulletInfo::Update();
}
+// --MIAMI: Done
void
CWeapon::Initialise(eWeaponType type, int32 ammo)
{
@@ -97,6 +103,32 @@ CWeapon::Initialise(eWeaponType type, int32 ammo)
m_nAmmoInClip = 0;
Reload();
m_nTimer = 0;
+ int modelId = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModelId;
+ if (modelId != -1)
+ CModelInfo::GetModelInfo(modelId)->AddRef();
+
+ int model2Id = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModel2Id;
+ if (model2Id != -1)
+ CModelInfo::GetModelInfo(model2Id)->AddRef();
+}
+
+// --MIAMI: Done
+void
+CWeapon::Shutdown()
+{
+ int modelId = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModelId;
+ if (modelId != -1)
+ CModelInfo::GetModelInfo(modelId)->RemoveRef();
+
+ int model2Id = CWeaponInfo::GetWeaponInfo(m_eWeaponType)->m_nModel2Id;
+ if (model2Id != -1)
+ CModelInfo::GetModelInfo(model2Id)->RemoveRef();
+
+ m_eWeaponType = WEAPONTYPE_UNARMED;
+ m_eWeaponState = WEAPONSTATE_READY;
+ m_nAmmoInClip = 0;
+ m_nAmmoTotal = 0;
+ m_nTimer = 0;
}
bool
@@ -141,9 +173,20 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
+ case WEAPONTYPE_TEC9:
+ case WEAPONTYPE_SILENCED_INGRAM:
+ case WEAPONTYPE_MP5:
case WEAPONTYPE_AK47:
+ case WEAPONTYPE_M16:
+ case WEAPONTYPE_HELICANNON:
{
- fired = FireInstantHit(shooter, source);
+ 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;
}
@@ -155,16 +198,6 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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 )
@@ -184,6 +217,7 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
+ case WEAPONTYPE_DETONATOR_GRENADE:
{
if ( shooter == FindPlayerPed() )
{
@@ -201,6 +235,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
else
fired = FireProjectile(shooter, source, 0.3f);
+ if (m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE) {
+ ((CPed*)shooter)->GiveWeapon(WEAPONTYPE_DETONATOR, 1, true);
+ ((CPed*)shooter)->GetWeapon(((CPed*)shooter)->GetWeaponSlot(WEAPONTYPE_DETONATOR)).m_eWeaponState = WEAPONSTATE_READY;
+ ((CPed*)shooter)->SetCurrentWeapon(WEAPONTYPE_DETONATOR);
+ }
break;
}
@@ -221,19 +260,6 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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");
@@ -343,6 +369,7 @@ CWeapon::FireFromCar(CAutomobile *shooter, bool left)
return true;
}
+// --MIAMI: Just a few lines is done
bool
CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
{
@@ -350,9 +377,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
CWeaponInfo *info = GetInfo();
- bool anim2Playing = false;
- if ( RpAnimBlendClumpGetAssociation(shooter->GetClump(), info->m_Anim2ToPlay) )
- anim2Playing = true;
+ bool anim2Playing = RpAnimBlendClumpGetAssociation(shooter->GetClump(), CPed::GetFireAnimGround(info, false));
ASSERT(shooter->IsPed());
@@ -739,6 +764,9 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
case WEAPONTYPE_UZI:
+ case WEAPONTYPE_TEC9:
+ case WEAPONTYPE_SILENCED_INGRAM:
+ case WEAPONTYPE_MP5:
{
CPointLights::AddLight(CPointLights::LIGHT_POINT,
*fireSource, CVector(0.0f, 0.0f, 0.0f), 5.0f,
@@ -1387,10 +1415,12 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
ASSERT(fireSource!=nil);
CVector source, target;
+ eWeaponType projectileType = m_eWeaponType;
if ( m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER )
{
source = *fireSource;
+ projectileType = WEAPONTYPE_ROCKET;
if ( shooter->IsPed() && ((CPed*)shooter)->IsPlayer() )
{
@@ -1432,7 +1462,7 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
if ( !CWorld::GetIsLineOfSightClear(source, target, true, true, false, true, false, false, false) )
{
if ( m_eWeaponType != WEAPONTYPE_GRENADE )
- CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource);
+ CProjectileInfo::RemoveNotAdd(shooter, projectileType, *fireSource);
else
{
if ( shooter->IsPed() )
@@ -1441,14 +1471,14 @@ CWeapon::FireProjectile(CEntity *shooter, CVector *fireSource, float power)
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);
+ CProjectileInfo::AddProjectile(shooter, WEAPONTYPE_GRENADE, source, 0.0f);
else
- CProjectileInfo::RemoveNotAdd(shooter, m_eWeaponType, *fireSource);
+ CProjectileInfo::RemoveNotAdd(shooter, WEAPONTYPE_GRENADE, *fireSource);
}
}
}
else
- CProjectileInfo::AddProjectile(shooter, m_eWeaponType, *fireSource, power);
+ CProjectileInfo::AddProjectile(shooter, projectileType, *fireSource, power);
return true;
}
@@ -1555,6 +1585,7 @@ CWeapon::FireSniper(CEntity *shooter)
return true;
}
+// --MIAMI: Heavily TODO
bool
CWeapon::FireM16_1stPerson(CEntity *shooter)
{
@@ -1599,7 +1630,9 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
DoBulletImpact(shooter, victim, &source, &target, &point, front);
CVector bulletPos;
- if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, 4) )
+
+ // TODO(Miami): M60
+ if ( CHeli::TestBulletCollision(&source, &target, &bulletPos, (/*m_eWeaponType == WEAPONTYPE_M60 || */ m_eWeaponType == WEAPONTYPE_HELICANNON ? 20 : 4)) )
{
for ( int32 i = 0; i < 16; i++ )
CParticle::AddParticle(PARTICLE_SPARK, bulletPos, CVector(0.0f, 0.0f, 0.0f));
@@ -1609,16 +1642,27 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
{
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;
+ // TODO(Miami)
+ float mult;
+ switch (m_eWeaponType) {
+ case WEAPONTYPE_M16: // case WEAPONTYPE_M4:
+ case WEAPONTYPE_HELICANNON:
+ // case WEAPONTYPE_M60:
+ mult = 0.0003f;
+ break;
+ case WEAPONTYPE_AK47: // case WEAPONTYPE_RUGER:
+ mult = 0.00015f;
+ break;
+ default:
+ mult = 0.0002f;
+ break;
}
+
+ if (FindPlayerPed()->bIsDucking || FindPlayerPed()->m_attachedTo)
+ mult *= 0.3f;
+
+ TheCamera.Cams[TheCamera.ActiveCam].Beta += float((CGeneral::GetRandomNumber() & 127) - 64) * mult;
+ TheCamera.Cams[TheCamera.ActiveCam].Alpha += float((CGeneral::GetRandomNumber() & 127) - 64) * mult;
}
return true;
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h
index 1b2c0320..32322da0 100644
--- a/src/weapons/Weapon.h
+++ b/src/weapons/Weapon.h
@@ -32,6 +32,7 @@ public:
static void UpdateWeapons (void);
void Initialise(eWeaponType type, int32 ammo);
+ void Shutdown();
bool Fire (CEntity *shooter, CVector *fireSource);
bool FireFromCar (CAutomobile *shooter, bool left);
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp
index c4ab75d2..7128a04f 100644
--- a/src/weapons/WeaponInfo.cpp
+++ b/src/weapons/WeaponInfo.cpp
@@ -6,14 +6,25 @@
#include "AnimManager.h"
#include "AnimBlendAssociation.h"
#include "Weapon.h"
+#include "ModelInfo.h"
+#include "ModelIndices.h"
+
+// 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
+};
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
+// --MIAMI: Todo
static char ms_aWeaponNames[][32] = {
"Unarmed",
"BaseballBat",
"Colt45",
+ "Tec9",
"Uzi",
+ "SilencedIngram",
+ "Mp5",
"Shotgun",
"AK47",
"M16",
@@ -21,9 +32,11 @@ static char ms_aWeaponNames[][32] = {
"RocketLauncher",
"FlameThrower",
"Molotov",
+ "Rocket",
"Grenade",
+ "DetonateGrenade",
"Detonator",
- "HeliCannon"
+ "HeliCannon",
};
CWeaponInfo*
@@ -31,45 +44,62 @@ CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
return &CWeaponInfo::ms_apWeaponInfos[weaponType];
}
+// --MIAMI: done except WEAPONTYPE_TOTALWEAPONS value
void
CWeaponInfo::Initialise(void)
{
debug("Initialising CWeaponInfo...\n");
for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
- ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
- ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
+ ms_apWeaponInfos[i].m_fRange = 0.0f;
+ ms_apWeaponInfos[i].m_nFiringRate = 0;
+ ms_apWeaponInfos[i].m_nReload = 0;
+ ms_apWeaponInfos[i].m_nAmountofAmmunition = 0;
+ ms_apWeaponInfos[i].m_nDamage = 0;
+ ms_apWeaponInfos[i].m_fSpeed = 0.0f;
+ ms_apWeaponInfos[i].m_fRadius = 0.0f;
+ 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_fAnimLoopStart = 0.0f;
+ ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f;
+ ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f;
+ ms_apWeaponInfos[i].m_fAnim2LoopStart = 0.0f;
+ ms_apWeaponInfos[i].m_fAnim2LoopEnd = 0.0f;
+ ms_apWeaponInfos[i].m_fAnim2FrameFire = 0.0f;
+ ms_apWeaponInfos[i].m_fAnimBreakout = 0.0f;
ms_apWeaponInfos[i].m_bUseGravity = 1;
ms_apWeaponInfos[i].m_bSlowsDown = 1;
ms_apWeaponInfos[i].m_bRandSpeed = 1;
ms_apWeaponInfos[i].m_bExpands = 1;
ms_apWeaponInfos[i].m_bExplodes = 1;
+ ms_apWeaponInfos[i].m_nWeaponSlot = 0;
}
debug("Loading weapon data...\n");
LoadWeaponData();
debug("CWeaponInfo ready\n");
}
+// --MIAMI: Done, commented parts wait for weapons port
void
CWeaponInfo::LoadWeaponData(void)
{
float spread, speed, lifeSpan, radius;
float range, fireOffsetX, fireOffsetY, fireOffsetZ;
- float delayBetweenAnimAndFire, delayBetweenAnim2AndFire, animLoopStart, animLoopEnd;
+ float anim2LoopStart, anim2LoopEnd, delayBetweenAnim2AndFire, animBreakout;
+ float delayBetweenAnimAndFire, animLoopStart, animLoopEnd;
int flags, ammoAmount, damage, reload, weaponType;
- int firingRate, modelId;
+ int firingRate, modelId, modelId2, weaponSlot;
char line[256], weaponName[32], fireType[32];
- char animToPlay[32], anim2ToPlay[32];
-
- CAnimBlendAssociation *animAssoc;
- AnimationId animId;
+ char animToPlay[32];
int bp, buflen;
int lp, linelen;
CFileMgr::SetDir("DATA");
buflen = CFileMgr::LoadFile("WEAPON.DAT", work_buff, sizeof(work_buff), "r");
- CFileMgr::SetDir("");
for (bp = 0; bp < buflen; ) {
// read file line by line
@@ -101,10 +131,9 @@ CWeaponInfo::LoadWeaponData(void)
fireType[0] = '\0';
fireOffsetY = 0.0f;
fireOffsetZ = 0.0f;
- animId = ANIM_WALK;
sscanf(
&line[lp],
- "%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %s %f %f %f %f %d %d",
+ "%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %f %f %f %f %f %f %f %d %d %x %d",
weaponName,
fireType,
&range,
@@ -120,27 +149,23 @@ CWeaponInfo::LoadWeaponData(void)
&fireOffsetY,
&fireOffsetZ,
animToPlay,
- anim2ToPlay,
&animLoopStart,
&animLoopEnd,
&delayBetweenAnimAndFire,
+ &anim2LoopStart,
+ &anim2LoopEnd,
&delayBetweenAnim2AndFire,
+ &animBreakout,
&modelId,
- &flags);
+ &modelId2,
+ &flags,
+ &weaponSlot);
if (strncmp(weaponName, "ENDWEAPONDATA", 13) == 0)
return;
weaponType = FindWeaponType(weaponName);
- animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animToPlay);
- animId = static_cast<AnimationId>(animAssoc->animId);
-
- if (strncmp(anim2ToPlay, "null", 4) != 0) {
- animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
- ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
- }
-
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
@@ -154,12 +179,16 @@ CWeaponInfo::LoadWeaponData(void)
ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan;
ms_apWeaponInfos[weaponType].m_fSpread = spread;
ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
- ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
+ ms_apWeaponInfos[weaponType].m_fAnim2LoopStart = anim2LoopStart / 30.0f;
+ ms_apWeaponInfos[weaponType].m_fAnim2LoopEnd = anim2LoopEnd / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
+ ms_apWeaponInfos[weaponType].m_fAnimBreakout = animBreakout / 30.0f;
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
+ ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2;
+
ms_apWeaponInfos[weaponType].m_bUseGravity = flags;
ms_apWeaponInfos[weaponType].m_bSlowsDown = flags >> 1;
ms_apWeaponInfos[weaponType].m_bDissipates = flags >> 2;
@@ -171,6 +200,39 @@ CWeaponInfo::LoadWeaponData(void)
ms_apWeaponInfos[weaponType].m_b1stPerson = flags >> 8;
ms_apWeaponInfos[weaponType].m_bHeavy = flags >> 9;
ms_apWeaponInfos[weaponType].m_bThrow = flags >> 10;
+ ms_apWeaponInfos[weaponType].m_bReloadLoop2Start = flags >> 11;
+ ms_apWeaponInfos[weaponType].m_bUse2nd = flags >> 12;
+ ms_apWeaponInfos[weaponType].m_bGround2nd = flags >> 13;
+ ms_apWeaponInfos[weaponType].m_bFinish3rd = flags >> 14;
+ ms_apWeaponInfos[weaponType].m_bReload = flags >> 15;
+ ms_apWeaponInfos[weaponType].m_bFightMode = flags >> 16;
+ ms_apWeaponInfos[weaponType].m_bCrouchFire = flags >> 17;
+ ms_apWeaponInfos[weaponType].m_bCop3rd = flags >> 18;
+ ms_apWeaponInfos[weaponType].m_bGround3rd = flags >> 19;
+ ms_apWeaponInfos[weaponType].m_bPartialAttack = flags >> 20;
+ ms_apWeaponInfos[weaponType].m_bAnimDetonate = flags >> 21;
+
+ ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot;
+
+ // TODO(Miami): Enable once weapons are done
+ if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && weaponType != WEAPONTYPE_SHOTGUN
+ /*&& weaponType != 20 && weaponType != 21*/)
+ ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f);
+
+ if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON)
+ modelId = -1;
+ else if (weaponType == WEAPONTYPE_DETONATOR_GRENADE)
+ modelId = MI_BOMB;
+
+ if (modelId != -1)
+ ((CWeaponModelInfo*)CModelInfo::GetModelInfo(modelId))->SetWeaponInfo(weaponType);
+
+ for (int i = 0; i < NUM_ANIM_ASSOC_GROUPS; i++) {
+ if (!strcmp(animToPlay, CAnimManager::GetAnimGroupName((AssocGroupId)i))) {
+ ms_apWeaponInfos[weaponType].m_AnimToPlay = (AssocGroupId)i;
+ break;
+ }
+ }
}
}
diff --git a/src/weapons/WeaponInfo.h b/src/weapons/WeaponInfo.h
index b5882082..cb10f095 100644
--- a/src/weapons/WeaponInfo.h
+++ b/src/weapons/WeaponInfo.h
@@ -3,10 +3,13 @@
#include "AnimationId.h"
#include "WeaponType.h"
+enum AssocGroupId;
+
class CWeaponInfo {
-// static CWeaponInfo(&ms_apWeaponInfos)[14];
- static CWeaponInfo ms_apWeaponInfos[14];
+ static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
public:
+ static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
+
eWeaponFire m_eWeaponFire;
float m_fRange;
uint32 m_nFiringRate;
@@ -18,13 +21,16 @@ public:
float m_fLifespan;
float m_fSpread;
CVector m_vecFireOffset;
- AnimationId m_AnimToPlay;
- AnimationId m_Anim2ToPlay;
+ AssocGroupId m_AnimToPlay;
float m_fAnimLoopStart;
float m_fAnimLoopEnd;
float m_fAnimFrameFire;
+ float m_fAnim2LoopStart;
+ float m_fAnim2LoopEnd;
float m_fAnim2FrameFire;
+ float m_fAnimBreakout;
int32 m_nModelId;
+ int32 m_nModel2Id;
// flags
uint8 m_bUseGravity : 1;
uint8 m_bSlowsDown : 1;
@@ -34,9 +40,24 @@ public:
uint8 m_bExplodes : 1;
uint8 m_bCanAim : 1;
uint8 m_bCanAimWithArm : 1;
+
uint8 m_b1stPerson : 1;
uint8 m_bHeavy : 1;
uint8 m_bThrow : 1;
+ uint8 m_bReloadLoop2Start : 1;
+ uint8 m_bUse2nd : 1;
+ uint8 m_bGround2nd : 1;
+ uint8 m_bFinish3rd : 1;
+ uint8 m_bReload : 1;
+
+ uint8 m_bFightMode : 1;
+ uint8 m_bCrouchFire : 1;
+ uint8 m_bCop3rd : 1;
+ uint8 m_bGround3rd : 1;
+ uint8 m_bPartialAttack : 1;
+ uint8 m_bAnimDetonate : 1;
+
+ uint32 m_nWeaponSlot;
static void Initialise(void);
static void LoadWeaponData(void);
@@ -46,4 +67,4 @@ public:
static void Shutdown(void);
};
-VALIDATE_SIZE(CWeaponInfo, 0x54); \ No newline at end of file
+VALIDATE_SIZE(CWeaponInfo, 0x64);
diff --git a/src/weapons/WeaponType.h b/src/weapons/WeaponType.h
index b45740b7..61d03ad3 100644
--- a/src/weapons/WeaponType.h
+++ b/src/weapons/WeaponType.h
@@ -1,11 +1,15 @@
#pragma once
+// --MIAMI: TODO
enum eWeaponType
{
WEAPONTYPE_UNARMED,
WEAPONTYPE_BASEBALLBAT,
WEAPONTYPE_COLT45,
+ WEAPONTYPE_TEC9,
WEAPONTYPE_UZI,
+ WEAPONTYPE_SILENCED_INGRAM,
+ WEAPONTYPE_MP5,
WEAPONTYPE_SHOTGUN,
WEAPONTYPE_AK47,
WEAPONTYPE_M16,
@@ -13,7 +17,9 @@ enum eWeaponType
WEAPONTYPE_ROCKETLAUNCHER,
WEAPONTYPE_FLAMETHROWER,
WEAPONTYPE_MOLOTOV,
+ WEAPONTYPE_ROCKET,
WEAPONTYPE_GRENADE,
+ WEAPONTYPE_DETONATOR_GRENADE,
WEAPONTYPE_DETONATOR,
WEAPONTYPE_HELICANNON,
WEAPONTYPE_LAST_WEAPONTYPE,
@@ -27,7 +33,10 @@ enum eWeaponType
WEAPONTYPE_UNIDENTIFIED,
WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE,
- WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13,
+};
+
+enum {
+ TOTAL_WEAPON_SLOTS = 10,
};
enum eWeaponFire {