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R to freeroam, idle anims, weapon and cam enum fix

This commit is contained in:
eray orçunus 2020-05-29 22:05:33 +03:00
parent ab7a21e017
commit 529cec5653
14 changed files with 158 additions and 55 deletions

View file

@ -14,7 +14,7 @@ enum {
ASSOC_HAS_TRANSLATION = 0x40,
ASSOC_HAS_X_TRANSLATION = 0x80, // for 2d velocity extraction
ASSOC_WALK = 0x100, // for CPed::PlayFootSteps(void)
ASSOC_FLAG_XPRESS = 0x200, // only used by xpress scratch, see CPed::Chat(void)
ASSOC_IDLE = 0x200, // only xpress scratch has it by default, but game adds it to player's idle animations later
ASSOC_NOWALK = 0x400, // see CPed::PlayFootSteps(void)
ASSOC_BLOCK = 0x800, // unused in assoc description, blocks other anims from being played
ASSOC_FRONTAL = 0x1000, // anims that we fall to front

View file

@ -174,7 +174,7 @@ AnimAssocDesc aStdAnimDescs[] = {
{ ANIM_FALL_FRONT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_EV_STEP, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_EV_DIVE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_FLAG_XPRESS },
{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_IDLE },
{ ANIM_ROAD_CROSS, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_TURN_180, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_ARREST_GUN, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },

View file

@ -1,4 +1,3 @@
#define WITHWINDOWS // for our script loading hack
#include "common.h"
#include "Script.h"
@ -599,13 +598,15 @@ void CRunningScript::Init()
}
#ifdef USE_DEBUG_SCRIPT_LOADER
int scriptToLoad = 0;
const char *scriptfile = "main.scm";
const char* scriptfile = "main.scm";
#ifdef _WIN32
#include <Windows.h>
#endif
int open_script()
{
static int scriptToLoad = 1;
// glfwGetKey doesn't work because of CGame::Initialise is blocking
#ifdef _WIN32
if (GetAsyncKeyState('G') & 0x8000)
scriptToLoad = 0;

View file

@ -520,3 +520,7 @@ private:
static bool ThisIsAValidRandomCop(int32 mi, bool cop, bool swat, bool fbi, bool army, bool miami);
};
#ifdef USE_DEBUG_SCRIPT_LOADER
extern int scriptToLoad;
#endif

View file

@ -308,7 +308,7 @@ CCam::Process(void)
}
if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON ||
Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || GetWeaponFirstPersonOn())
Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || Mode == MODE_CAMERA || GetWeaponFirstPersonOn())
ClipIfPedInFrontOfPlayer();
}

View file

@ -85,6 +85,7 @@ public:
MODE_SPECIAL_FIXED_FOR_SYPHON,
MODE_FIGHT_CAM,
MODE_TOP_DOWN_PED,
MODE_LIGHTHOUSE,
MODE_SNIPER_RUNABOUT,
MODE_ROCKETLAUNCHER_RUNABOUT,
MODE_1STPERSON_RUNABOUT,
@ -92,7 +93,6 @@ public:
MODE_FIGHT_CAM_RUNABOUT,
MODE_EDITOR,
MODE_HELICANNON_1STPERSON,
MODE_45,
MODE_CAMERA,
};

View file

@ -3470,6 +3470,24 @@ CMenuManager::ProcessButtonPresses(void)
bool assumeIncrease = false;
#endif
#ifdef USE_DEBUG_SCRIPT_LOADER
if (m_nCurrScreen == MENUPAGE_START_MENU || m_nCurrScreen == MENUPAGE_NEW_GAME || m_nCurrScreen == MENUPAGE_NEW_GAME_RELOAD) {
#ifdef RW_GL3
if (glfwGetKey(PSGLOBAL(window), GLFW_KEY_R) == GLFW_PRESS) {
scriptToLoad = 1;
DoSettingsBeforeStartingAGame();
return;
}
#elif defined _WIN32
if (GetAsyncKeyState('R') & 0x8000) {
scriptToLoad = 1;
DoSettingsBeforeStartingAGame();
return;
}
#endif
}
#endif
if (!m_bShowMouse && (m_nMouseOldPosX != m_nMousePosX || m_nMouseOldPosY != m_nMousePosY)) {
m_bShowMouse = true;
}
@ -4894,6 +4912,9 @@ CMenuManager::ProcessFileActions()
}
if (m_nCurrScreen == MENUPAGE_LOADING_IN_PROGRESS) {
if (CheckSlotDataValid(m_nCurrSaveSlot)) {
#ifdef USE_DEBUG_SCRIPT_LOADER
scriptToLoad = 0;
#endif
DoSettingsBeforeStartingAGame();
m_bWantToLoad = true;
}

View file

@ -378,15 +378,13 @@ void AltDodoCheat(void)
}
#endif
#ifdef DETECT_PAD_INPUT_SWITCH
bool
CControllerState::IsAnyButtonPressed(void)
CControllerState::CheckForInput(void)
{
return !!LeftStickX || !!LeftStickY || !!RightStickX || !!RightStickY || !!LeftShoulder1 || !!LeftShoulder2 || !!RightShoulder1 || !!RightShoulder2 ||
!!DPadUp || !!DPadDown || !!DPadLeft || !!DPadRight || !!Start || !!Select || !!Square || !!Triangle || !!Cross || !!Circle || !!LeftShock ||
!!RightShock || !!NetworkTalk;
!!DPadUp || !!DPadDown || !!DPadLeft || !!DPadRight || !!Start || !!Select || !!Square || !!Triangle || !!Cross || !!Circle || !!LeftShock ||
!!RightShock;
}
#endif
void
CControllerState::Clear(void)
@ -484,6 +482,11 @@ void CPad::Clear(bool bResetPlayerControls)
AverageEntries = 0;
}
uint32 CPad::InputHowLongAgo()
{
return CTimer::GetTimeInMilliseconds() - LastTimeTouched;
}
void CPad::ClearMouseHistory()
{
PCTempMouseControllerState.Clear();
@ -1155,7 +1158,7 @@ void CPad::UpdatePads(void)
CapturePad(0);
#endif
#ifdef DETECT_PAD_INPUT_SWITCH
if (GetPad(0)->PCTempJoyState.IsAnyButtonPressed())
if (GetPad(0)->PCTempJoyState.CheckForInput())
IsAffectedByController = true;
else {
#endif
@ -1165,11 +1168,11 @@ void CPad::UpdatePads(void)
#ifdef DETECT_PAD_INPUT_SWITCH
}
if (IsAffectedByController && (GetPad(0)->PCTempKeyState.IsAnyButtonPressed() || GetPad(0)->PCTempMouseState.IsAnyButtonPressed()))
if (IsAffectedByController && (GetPad(0)->PCTempKeyState.CheckForInput() || GetPad(0)->PCTempMouseState.CheckForInput()))
IsAffectedByController = false;
#endif
if ( CReplay::IsPlayingBackFromFile() )
if ( CReplay::IsPlayingBackFromFile() && !FrontEndMenuManager.m_bMenuActive )
bUpdate = false;
if ( bUpdate )
@ -1209,6 +1212,9 @@ void CPad::Update(int16 unk)
PCTempMouseState.Clear();
ProcessPCSpecificStuff();
if (NewState.CheckForInput())
LastTimeTouched = CTimer::GetTimeInMilliseconds();
if ( ++iCurrHornHistory >= HORNHISTORY_SIZE )
iCurrHornHistory = 0;

View file

@ -29,9 +29,7 @@ public:
float GetRightStickX(void) { return RightStickX/32767.0f; };
float GetRightStickY(void) { return RightStickY/32767.0f; };
#ifdef DETECT_PAD_INPUT_SWITCH
bool IsAnyButtonPressed();
#endif
bool CheckForInput();
void Clear(void);
};
VALIDATE_SIZE(CControllerState, 0x2A);
@ -260,6 +258,7 @@ public:
static void ResetCheats(void);
static char *EditString(char *pStr, int32 nSize);
static int32 *EditCodesForControls(int32 *pRsKeys, int32 nSize);
uint32 InputHowLongAgo(void);
#ifdef XINPUT
void AffectFromXinput(uint32 pad);

View file

@ -3664,7 +3664,7 @@ CPed::Chat(void)
} else
Say(SOUND_PED_CHAT);
} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG_XPRESS)) {
} else if (!RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_IDLE)) {
if (CGeneral::GetRandomNumber() < 20) {
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_XPRESS_SCRATCH, 4.0f);
@ -6608,7 +6608,12 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHFIRE);
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_2ND);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_FIRE_3RD);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
@ -6619,11 +6624,6 @@ CPed::RemoveWeaponAnims(int unused, float animDelta)
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_CROUCHRELOAD);
if (weaponAssoc) {
weaponAssoc->blendDelta = animDelta;
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
}
weaponAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WEAPON_SPECIAL);
if (weaponAssoc) {
weaponAssoc->flags |= ASSOC_DELETEFADEDOUT;
if (weaponAssoc->flags & ASSOC_PARTIAL)

View file

@ -17,6 +17,7 @@
#include "Darkel.h"
#include "CarCtrl.h"
#include "MBlur.h"
#include "Streaming.h"
#define PAD_MOVE_TO_GAME_WORLD_MOVE 60.0f
@ -27,6 +28,8 @@ const uint32 CPlayerPed::nSaveStructSize =
sizeof(CPlayerPed);
#endif
int32 idleAnimBlockIndex;
CPlayerPed::~CPlayerPed()
{
delete m_pWanted;
@ -79,7 +82,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_nCheckPlayersIndex = 0;
m_nPadUpPressedInMilliseconds = 0;
m_nPadDownPressedInMilliseconds = 0;
// TODO(Miami): Idle anim block index
idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
}
void CPlayerPed::ClearWeaponTarget()
@ -113,11 +116,7 @@ void
CPlayerPed::MakeObjectTargettable(int32 handle)
{
for (int i = 0; i < ARRAY_SIZE(m_nTargettableObjects); i++) {
if (
#ifdef FIX_BUGS
m_nTargettableObjects[i] == -1 ||
#endif
CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
if (CPools::GetObjectPool()->GetAt(m_nTargettableObjects[i]) == nil) {
m_nTargettableObjects[i] = handle;
return;
}
@ -633,7 +632,7 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
// --MIAMI: Made compatible with slots, but still TODO
// --MIAMI: Done except commented thing
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
@ -641,6 +640,7 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
if (CDarkel::FrenzyOnGoing() || m_attachedTo)
goto switchDetectDone;
// TODO(Miami): byte_A10B57
if (!m_pPointGunAt && /* !byte_A10B57 && */ GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR) {
if (padUsed->CycleWeaponRightJustDown()) {
@ -649,7 +649,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER_RUNABOUT
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER_RUNABOUT
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
for (m_nSelectedWepSlot = m_currentWeapon + 1; m_nSelectedWepSlot < TOTAL_WEAPON_SLOTS; ++m_nSelectedWepSlot) {
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) {
@ -661,7 +662,8 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
} else if (padUsed->CycleWeaponLeftJustDown()) {
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) {
if (m_nSelectedWepSlot < 0)
@ -682,31 +684,31 @@ spentAmmoCheck:
if (CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_eWeaponFire != WEAPON_FIRE_MELEE
&& (!padUsed->GetWeapon() || GetWeapon()->m_eWeaponType != WEAPONTYPE_MINIGUN)) {
if (GetWeapon()->m_nAmmoTotal <= 0) {
if (TheCamera.PlayerWeaponMode.Mode != CCam::MODE_M16_1STPERSON
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_SNIPER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER) {
if (TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_SNIPER
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
return;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = m_currentWeapon - 1;
else
m_nSelectedWepSlot = 2;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = m_currentWeapon - 1;
else
m_nSelectedWepSlot = 2;
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) {
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
#ifdef FIX_BUGS
if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) {
#else
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) {
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
&& m_nSelectedWepSlot != WEAPONTYPE_MOLOTOV && m_nSelectedWepSlot != WEAPONTYPE_GRENADE && m_nSelectedWepSlot != WEAPONTYPE_TEARGAS) {
#endif
goto switchDetectDone;
}
goto switchDetectDone;
}
m_nSelectedWepSlot = 0;
}
m_nSelectedWepSlot = 0;
}
}
@ -1337,6 +1339,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
SetJump();
}
}
PlayIdleAnimations(padUsed);
}
void
@ -1630,6 +1633,74 @@ CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
return m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN || slot != m_currentWeapon;
}
// TODO(Miami): This only works on gamepad cam! This isn't fair
void
CPlayerPed::PlayIdleAnimations(CPad *padUsed)
{
CAnimBlendAssociation* assoc;
if (TheCamera.m_WideScreenOn || bIsDucking)
return;
struct animAndGroup {
AnimationId animId;
AssocGroupId groupId;
};
const animAndGroup idleAnims[] = {
{ANIM_IDLE_STRETCH, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_TIME, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_SHOULDER, ASSOCGRP_PLAYER_IDLE},
{ANIM_IDLE_STRETCH_LEG, ASSOCGRP_PLAYER_IDLE},
{ANIM_XPRESS_SCRATCH, ASSOCGRP_STD},
};
static int32 lastTime = 0;
static int32 lastAnim = -1;
bool hasIdleAnim = false;
CAnimBlock *idleAnimBlock = CAnimManager::GetAnimationBlock(idleAnimBlockIndex);
uint32 sinceLastInput = padUsed->InputHowLongAgo();
if (sinceLastInput <= 30000) {
if (idleAnimBlock->isLoaded) {
for (assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
if (assoc->flags & ASSOC_IDLE) {
hasIdleAnim = true;
assoc->blendDelta = -8.0f;
}
}
if (!hasIdleAnim)
CStreaming::RemoveAnim(idleAnimBlockIndex);
} else {
lastTime = 0;
}
} else {
CStreaming::RequestAnim(idleAnimBlockIndex, STREAMFLAGS_DONT_REMOVE);
if (idleAnimBlock->isLoaded) {
for(CAnimBlendAssociation *assoc = RpAnimBlendClumpGetFirstAssociation(GetClump()); assoc; assoc = RpAnimBlendGetNextAssociation(assoc)) {
int firstIdle = idleAnimBlock->firstIndex;
int index = assoc->hierarchy - CAnimManager::GetAnimation(0);
if (index >= firstIdle && index < firstIdle + idleAnimBlock->numAnims) {
hasIdleAnim = true;
break;
}
}
if (!hasIdleAnim && !bIsLooking && !bIsRestoringLook && sinceLastInput - lastTime > 25000) {
int anim;
do
anim = CGeneral::GetRandomNumberInRange(0, ARRAY_SIZE(idleAnims));
while (lastAnim == anim);
assoc = CAnimManager::BlendAnimation(GetClump(), idleAnims[anim].groupId, idleAnims[anim].animId, 8.0f);
assoc->flags |= ASSOC_IDLE;
lastAnim = anim;
lastTime = sinceLastInput;
}
}
}
}
#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));

View file

@ -83,6 +83,7 @@ public:
void ProcessPlayerWeapon(CPad*);
void PlayerControlZelda(CPad*);
bool DoesPlayerWantNewWeapon(eWeaponType, bool);
void PlayIdleAnimations(CPad*);
static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);

View file

@ -160,8 +160,7 @@ void CHud::Draw()
eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;
int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
// TODO(Miami): New cam mode
if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON/* || Mode == 46*/)
if ((Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON || Mode == CCam::MODE_CAMERA)
&& playerPed && !playerPed->GetWeapon()->IsTypeMelee())
DrawCrossHair = true;

View file

@ -1965,6 +1965,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
if (!( mode == CCam::MODE_M16_1STPERSON
|| mode == CCam::MODE_SNIPER
|| mode == CCam::MODE_CAMERA
|| mode == CCam::MODE_ROCKETLAUNCHER
|| mode == CCam::MODE_M16_1STPERSON_RUNABOUT
|| mode == CCam::MODE_SNIPER_RUNABOUT