Merge pull request #376 from Nick007J/master

final vehicles functions, some other fixes
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aap 2020-04-03 11:48:49 +02:00 committed by GitHub
commit db804f99d9
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6 changed files with 207 additions and 28 deletions

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@ -2078,14 +2078,12 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
return;
if (IsAnyOtherPedTouchingGarage(FindPlayerPed()))
return;
float posX = pVehicle->GetPosition().x;
float posY = pVehicle->GetPosition().y;
float posZ = pVehicle->GetPosition().z;
CVector pos = pVehicle->GetPosition();
float garageX = GetGarageCenterX();
float garageY = GetGarageCenterY();
float offsetX = garageX - posX;
float offsetY = garageY - posY;
float offsetZ = posZ - posZ;
float offsetX = garageX - pos.x;
float offsetY = garageY - pos.y;
float offsetZ = pos.z - pos.z;
float distance = CVector(offsetX, offsetY, offsetZ).Magnitude();
if (distance < RESPRAY_CENTERING_COEFFICIENT) {
pVehicle->GetPosition().x = GetGarageCenterX();
@ -2096,7 +2094,7 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
pVehicle->GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
}
if (!IsEntityEntirelyInside3D(pVehicle, 0.1f))
pVehicle->GetPosition() = CVector(posX, posY, posZ);
pVehicle->GetPosition() = pos;
}
void CGarages::CloseHideOutGaragesBeforeSave()

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@ -20,6 +20,9 @@
#include "Fire.h"
#include "PointLights.h"
#include "Pools.h"
#ifdef FIX_BUGS
#include "Replay.h"
#endif
#include "Script.h"
#include "Shadows.h"
#include "SpecialFX.h"
@ -642,32 +645,26 @@ CPickups::AddToCollectedPickupsArray(int32 index)
void
CPickups::Update()
{
#ifndef FIX_BUGS
// BUG: this code can only reach 318 out of 320 pickups
#ifdef FIX_BUGS // RIP speedrunning (solution from SA)
if (CReplay::IsPlayingBack())
return;
#endif
#define PICKUPS_FRAME_SPAN (6)
#define PICKUPS_PER_FRAME (NUMGENERALPICKUPS/PICKUPS_FRAME_SPAN)
for (uint32 i = PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
#ifdef FIX_BUGS
for (uint32 i = NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN) / PICKUPS_FRAME_SPAN; i < NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1) / PICKUPS_FRAME_SPAN; i++) {
#else // BUG: this code can only reach 318 out of 320 pickups
for (uint32 i = NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
#endif
if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
AddToCollectedPickupsArray(i);
}
}
#undef PICKUPS_FRAME_SPAN
for (uint32 i = NUMGENERALPICKUPS; i < NUMPICKUPS; i++) {
if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
AddToCollectedPickupsArray(i);
}
}
#undef PICKUPS_FRAME_SPAN
#undef PICKUPS_PER_FRAME
#else
for (uint32 i = 0; i < NUMPICKUPS; i++) {
if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
AddToCollectedPickupsArray(i);
}
}
#endif
}
void

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@ -31,10 +31,17 @@ void *CVehicle::operator new(size_t sz, int handle) { return CPools::GetVehicleP
void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
void CVehicle::operator delete(void *p, int handle) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
WRAPPER bool CVehicle::ShufflePassengersToMakeSpace(void) { EAXJMP(0x5528A0); }
// or Weapon.cpp?
WRAPPER void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage) { EAXJMP(0x563B00); }
WRAPPER void CVehicle::InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage) { EAXJMP(0x551950); }
#ifdef FIX_BUGS
// I think they meant that
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (MYRAND_MAX * 35 / 100)
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (MYRAND_MAX * 70 / 100)
#else
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (35000)
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (70000)
#endif
#define DAMAGE_HEALTH_TO_FLEE_ALWAYS (200.0f)
#define DAMAGE_HEALTH_TO_CATCH_FIRE (250.0f)
CVehicle::CVehicle(uint8 CreatedBy)
{
@ -361,6 +368,119 @@ CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVec
return angularVelocity * CTimer::GetTimeStep();
}
void
CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage)
{
if (!bCanBeDamaged)
return;
if (bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle()))
return;
bool bFrightensDriver = false;
switch (weaponType) {
case WEAPONTYPE_UNARMED:
case WEAPONTYPE_BASEBALLBAT:
if (bMeleeProof)
return;
break;
case WEAPONTYPE_COLT45:
case WEAPONTYPE_UZI:
case WEAPONTYPE_SHOTGUN:
case WEAPONTYPE_AK47:
case WEAPONTYPE_M16:
case WEAPONTYPE_SNIPERRIFLE:
case WEAPONTYPE_TOTAL_INVENTORY_WEAPONS:
case WEAPONTYPE_UZI_DRIVEBY:
if (bBulletProof)
return;
bFrightensDriver = true;
break;
case WEAPONTYPE_ROCKETLAUNCHER:
case WEAPONTYPE_MOLOTOV:
case WEAPONTYPE_GRENADE:
case WEAPONTYPE_EXPLOSION:
if (bExplosionProof)
return;
bFrightensDriver = true;
break;
case WEAPONTYPE_FLAMETHROWER:
if (bFireProof)
return;
break;
case WEAPONTYPE_RAMMEDBYCAR:
if (bCollisionProof)
return;
break;
default:
break;
}
if (m_fHealth > 0.0f) {
if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver &&
(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS) &&
AutoPilot.m_nCarMission == MISSION_CRUISE) {
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
CCarCtrl::SwitchVehicleToRealPhysics(this);
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
m_status = STATUS_PHYSICS;
}
}
m_nLastWeaponDamage = weaponType;
float oldHealth = m_fHealth;
if (m_fHealth > damage) {
m_fHealth -= damage;
if (VehicleCreatedBy == RANDOM_VEHICLE &&
(m_fHealth < DAMAGE_HEALTH_TO_FLEE_ALWAYS ||
bFrightensDriver && m_randomSeed > DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE)) {
switch (m_status) {
case STATUS_SIMPLE:
case STATUS_PHYSICS:
if (pDriver) {
m_status = STATUS_ABANDONED;
pDriver->bFleeAfterExitingCar = true;
pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
}
for (int i = 0; i < m_nNumMaxPassengers; i++) {
if (pPassengers[i]) {
pPassengers[i]->bFleeAfterExitingCar = true;
pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
}
}
break;
default:
break;
}
}
if (oldHealth > DAMAGE_HEALTH_TO_CATCH_FIRE && m_fHealth < DAMAGE_HEALTH_TO_CATCH_FIRE) {
if (IsCar()) {
CAutomobile* pThisCar = (CAutomobile*)this;
pThisCar->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE);
pThisCar->m_pSetOnFireEntity = damagedBy;
if (damagedBy)
damagedBy->RegisterReference((CEntity**)&pThisCar->m_pSetOnFireEntity);
}
}
}
else {
m_fHealth = 0.0f;
if (weaponType == WEAPONTYPE_EXPLOSION) {
// between 1000 and 3047. Also not very nice: can't be saved by respray or cheat
m_nBombTimer = 1000 + CGeneral::GetRandomNumber() & 0x7FF;
m_pBlowUpEntity = damagedBy;
if (damagedBy)
damagedBy->RegisterReference((CEntity**)&m_pBlowUpEntity);
}
else
BlowUpCar(damagedBy);
}
}
#ifdef FIX_BUGS // removing dumb case when shooting police car in player's own garage gives wanted level
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed() && !bHasBeenOwnedByPlayer)
#else
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed())
#endif
FindPlayerPed()->SetWantedLevelNoDrop(1);
}
void
CVehicle::ExtinguishCarFire(void)
{
@ -375,6 +495,65 @@ CVehicle::ExtinguishCarFire(void)
}
}
bool
CVehicle::ShufflePassengersToMakeSpace(void)
{
if (m_nNumPassengers >= m_nNumMaxPassengers)
return false;
if (pPassengers[1] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_LR) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_LEFT, nil)) {
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
pPassengers[2] = pPassengers[1];
pPassengers[1] = nil;
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
return true;
}
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
pPassengers[0] = pPassengers[1];
pPassengers[1] = nil;
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
return true;
}
return false;
}
if (pPassengers[2] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_RR) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_RIGHT, nil)) {
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
pPassengers[1] = pPassengers[2];
pPassengers[2] = nil;
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
return true;
}
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
pPassengers[0] = pPassengers[2];
pPassengers[2] = nil;
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
return true;
}
return false;
}
if (pPassengers[0] &&
!(m_nGettingInFlags & CAR_DOOR_FLAG_RF) &&
IsRoomForPedToLeaveCar(COMPONENT_DOOR_FRONT_RIGHT, nil)) {
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
pPassengers[1] = pPassengers[0];
pPassengers[0] = nil;
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
return true;
}
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
pPassengers[2] = pPassengers[0];
pPassengers[0] = nil;
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
return true;
}
return false;
}
return false;
}
void
CVehicle::ProcessDelayedExplosion(void)
{
@ -831,4 +1010,5 @@ STARTPATCHES
InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
InjectHook(0x551950, &CVehicle::InflictDamage, PATCH_JUMP);
ENDPATCHES

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@ -4,6 +4,7 @@
#include "AutoPilot.h"
#include "ModelIndices.h"
#include "AnimManager.h"
#include "Weapon.h"
class CPed;
class CFire;
@ -266,7 +267,7 @@ public:
void ProcessCarAlarm(void);
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
bool ShufflePassengersToMakeSpace(void);
void InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage);
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }

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@ -14,6 +14,7 @@ WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, fl
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
WRAPPER void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage) { EAXJMP(0x563B00); }
void
CWeapon::Initialise(eWeaponType type, int ammo)

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@ -81,3 +81,5 @@ public:
static void UpdateWeapons(void);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage);