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re3/src/weapons/ShotInfo.cpp

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#include "common.h"
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#include "ShotInfo.h"
#include "Entity.h"
#include "Weapon.h"
#include "World.h"
#include "WeaponInfo.h"
#include "General.h"
#include "Timer.h"
#include "Ped.h"
#include "Fire.h"
CShotInfo gaShotInfo[NUMSHOTINFOS];
float CShotInfo::ms_afRandTable[20];
/*
Used for flamethrower. I don't know why it's name is CShotInfo.
Has no relation with any visual, just calculates the area fire affects
(including spreading and slowing of fire) and make entities burn/flee.
*/
void
CShotInfo::Initialise()
{
debug("Initialising CShotInfo...\n");
for(int i=0; i<ARRAY_SIZE(gaShotInfo); i++) {
gaShotInfo[i].m_inUse = false;
gaShotInfo[i].m_weapon = WEAPONTYPE_COLT45;
gaShotInfo[i].m_startPos = CVector(0.0f, 0.0f, 0.0f);
gaShotInfo[i].m_areaAffected = CVector(0.0f, 0.0f, 0.0f);
gaShotInfo[i].m_radius = 1.0f;
gaShotInfo[i].m_sourceEntity = nil;
gaShotInfo[i].m_timeout = 0;
}
// Not random for sure
float nextVal = -0.05f;
for (int i = 0; i < ARRAY_SIZE(ms_afRandTable); i++) {
ms_afRandTable[i] = nextVal;
nextVal += 0.005f;
}
debug("CShotInfo ready\n");
}
bool
CShotInfo::AddShot(CEntity *sourceEntity, eWeaponType weapon, CVector startPos, CVector endPos)
{
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(weapon);
int slot;
for (slot = 0; slot < ARRAY_SIZE(gaShotInfo) && gaShotInfo[slot].m_inUse; slot++);
if (slot == ARRAY_SIZE(gaShotInfo))
return false;
gaShotInfo[slot].m_inUse = true;
gaShotInfo[slot].m_weapon = weapon;
gaShotInfo[slot].m_startPos = startPos;
gaShotInfo[slot].m_areaAffected = endPos - startPos;
gaShotInfo[slot].m_radius = weaponInfo->m_fRadius;
if (weaponInfo->m_fSpread != 0.0f) {
gaShotInfo[slot].m_areaAffected.x += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread;
gaShotInfo[slot].m_areaAffected.y += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] * weaponInfo->m_fSpread;
gaShotInfo[slot].m_areaAffected.z += CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)];
}
gaShotInfo[slot].m_areaAffected.Normalise();
if (weaponInfo->m_bRandSpeed)
gaShotInfo[slot].m_areaAffected *= CShotInfo::ms_afRandTable[CGeneral::GetRandomNumber() % ARRAY_SIZE(ms_afRandTable)] + weaponInfo->m_fSpeed;
else
gaShotInfo[slot].m_areaAffected *= weaponInfo->m_fSpeed;
gaShotInfo[slot].m_sourceEntity = sourceEntity;
gaShotInfo[slot].m_timeout = CTimer::GetTimeInMilliseconds() + weaponInfo->m_fLifespan;
return true;
}
void
CShotInfo::Shutdown()
{
debug("Shutting down CShotInfo...\n");
debug("CShotInfo shut down\n");
}
void
CShotInfo::Update()
{
for (int slot = 0; slot < ARRAY_SIZE(gaShotInfo); slot++) {
CShotInfo &shot = gaShotInfo[slot];
if (shot.m_sourceEntity && shot.m_sourceEntity->IsPed() && !((CPed*)shot.m_sourceEntity)->IsPointerValid())
shot.m_sourceEntity = nil;
if (!shot.m_inUse)
continue;
CWeaponInfo *weaponInfo = CWeaponInfo::GetWeaponInfo(shot.m_weapon);
if (CTimer::GetTimeInMilliseconds() > shot.m_timeout)
shot.m_inUse = false;
if (weaponInfo->m_bSlowsDown)
shot.m_areaAffected *= pow(0.96, CTimer::GetTimeStep()); // FRAMERATE
if (weaponInfo->m_bExpands)
shot.m_radius += 0.075f * CTimer::GetTimeStep();
shot.m_startPos += CTimer::GetTimeStep() * shot.m_areaAffected;
if (shot.m_sourceEntity) {
assert(shot.m_sourceEntity->IsPed());
CPed *ped = (CPed*) shot.m_sourceEntity;
float radius = max(1.0f, shot.m_radius);
for (int i = 0; i < ped->m_numNearPeds; ++i) {
CPed *nearPed = ped->m_nearPeds[i];
if (nearPed->IsPointerValid()) {
if (nearPed->IsPedInControl() && (nearPed->GetPosition() - shot.m_startPos).MagnitudeSqr() < radius && !nearPed->bFireProof) {
if (!nearPed->IsPlayer()) {
nearPed->SetFindPathAndFlee(shot.m_sourceEntity, 10000);
nearPed->SetMoveState(PEDMOVE_SPRINT);
}
gFireManager.StartFire(nearPed, shot.m_sourceEntity, 0.8f, true);
}
}
}
}
if (!((CTimer::GetFrameCounter() + slot) & 3))
CWorld::SetCarsOnFire(shot.m_startPos.x, shot.m_startPos.y, shot.m_startPos.z, 4.0f, shot.m_sourceEntity);
}
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}