CShotInfo, CWanted done, Frontend fix

This commit is contained in:
eray orçunus 2020-03-29 18:26:23 +03:00
parent 39c9a05827
commit a3b519ea64
11 changed files with 332 additions and 56 deletions

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@ -42,7 +42,6 @@ cAudioManager - WIP
CBoat
CBrightLights
CBulletInfo
CBulletTraces
CCamera
CCrane
CCranes
@ -52,7 +51,6 @@ CExplosion
CFallingGlassPane
CFire
CFireManager
CGame
CGarage
CGarages
CGlass
@ -66,15 +64,10 @@ CRoadBlocks
CRubbish
CSceneEdit
CSkidmarks
CShotInfo
CSpecialFX
CStats
CTrafficLights
CWanted
CWaterCannon
CWaterCannons
CWeapon
CWeaponEffects
CWeather
CWorld
```

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@ -210,18 +210,6 @@ CEventList::ReportCrimeForEvent(eEventType type, int32 crimeId, bool copsDontCar
default: crime = CRIME_NONE; break;
}
#ifdef VC_PED_PORTS
if (crime == CRIME_HIT_PED && ((CPed*)crimeId)->IsPointerValid() &&
FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 && ((CPed*)crimeId)->bBeingChasedByPolice) {
if(!((CPed*)crimeId)->DyingOrDead()) {
sprintf(gString, "$50 Good Citizen Bonus!");
AsciiToUnicode(gString, gUString);
CMessages::AddBigMessage(gUString, 5000, 0);
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 50;
}
} else
#endif
if(crime == CRIME_NONE)
return;

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@ -1354,23 +1354,39 @@ void CMenuManager::DrawFrontEndNormal()
m_aFrontEndSprites[currentSprite].Draw(CRect(MENU_X_LEFT_ALIGNED(50.0f), MENU_Y(50.0f), MENU_X_RIGHT_ALIGNED(50.0f), SCREEN_SCALE_FROM_BOTTOM(95.0f)), CRGBA(255, 255, 255, m_nMenuFadeAlpha > 255 ? 255 : m_nMenuFadeAlpha));
static float fadeAlpha = 0.0f;
static int lastState = 0;
// reverseAlpha = PS2 fading (wait for 255->0, then change screen)
if (m_nMenuFadeAlpha < 255) {
static uint32 LastFade = 0;
if (lastState == 1 && !reverseAlpha)
fadeAlpha = 0.f;
if (m_nMenuFadeAlpha <= 0 && reverseAlpha) {
reverseAlpha = false;
ChangeScreen(pendingScreen, pendingOption, true, false);
} else {
if (!reverseAlpha)
m_nMenuFadeAlpha += min((CTimer::GetTimeInMillisecondsPauseMode() - LastFade) / 33.0f, 1.0f) * 20.0f;
else
m_nMenuFadeAlpha = max(0, m_nMenuFadeAlpha - min((CTimer::GetTimeInMillisecondsPauseMode() - LastFade) / 33.0f, 1.0f) * 30.0f);
float timestep = CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
LastFade = CTimer::GetTimeInMillisecondsPauseMode();
// +20 per every 33 ms (1000.f/30.f - original frame limiter fps)
if (!reverseAlpha)
fadeAlpha += (timestep * 100.f) * 20.f / 33.f;
else
fadeAlpha = max(0.0f, fadeAlpha - (timestep * 100.f) * 30.f / 33.f);
m_nMenuFadeAlpha = fadeAlpha;
}
lastState = 0;
} else {
if (reverseAlpha)
m_nMenuFadeAlpha -= 20;
if (lastState == 0) fadeAlpha = 255.f;
if (reverseAlpha) {
float timestep = CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
fadeAlpha -= (timestep * 100.f) * 30.f / 33.f;
m_nMenuFadeAlpha = fadeAlpha;
}
lastState = 1;
// TODO: what is this? waiting mouse?
if(field_518 == 4){
@ -1568,13 +1584,20 @@ void CMenuManager::DrawFrontEndNormal()
}
if (m_nMenuFadeAlpha < 255) {
// Famous transparent menu bug
#ifdef FIX_BUGS
static float fadeAlpha = 0.0f;
if (m_nMenuFadeAlpha == 0 && fadeAlpha > 1.0f) fadeAlpha = 0.0f;
float timestep = CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
// +20 per every 33 ms (1000.f/30.f - original frame limiter fps)
fadeAlpha += (timestep * 100.f) * 20.f / 33.f;
m_nMenuFadeAlpha = fadeAlpha;
#else
static uint32 LastFade = 0;
// Famous transparent menu bug. 33.0f = 1000.f/30.f (original frame limiter fps)
#ifdef FIX_BUGS
m_nMenuFadeAlpha += min((CTimer::GetTimeInMillisecondsPauseMode() - LastFade) / 33.0f, 1.0f) * 20.0f;
LastFade = CTimer::GetTimeInMillisecondsPauseMode();
#else
if(CTimer::GetTimeInMillisecondsPauseMode() - LastFade > 10){
m_nMenuFadeAlpha += 20;
LastFade = CTimer::GetTimeInMillisecondsPauseMode();

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@ -7,19 +7,16 @@
#include "ZoneCull.h"
#include "Darkel.h"
#include "DMAudio.h"
#include "CopPed.h"
#include "Wanted.h"
#include "General.h"
int32 &CWanted::MaximumWantedLevel = *(int32*)0x5F7714; // 6
int32 &CWanted::nMaximumWantedLevel = *(int32*)0x5F7718; // 6400
WRAPPER void CWanted::Reset() { EAXJMP(0x4AD790) };
WRAPPER void CWanted::Update() { EAXJMP(0x4AD7B0) };
void
CWanted::Initialise()
{
int i;
m_nChaos = 0;
m_nLastUpdateTime = 0;
m_nLastWantedLevelChange = 0;
@ -35,8 +32,10 @@ CWanted::Initialise()
m_fCrimeSensitivity = 1.0f;
m_nWantedLevel = 0;
m_CopsBeatingSuspect = 0;
for(i = 0; i < 10; i++)
for (int i = 0; i < ARRAY_SIZE(m_pCops); i++)
m_pCops[i] = nil;
ClearQdCrimes();
}
@ -61,7 +60,7 @@ CWanted::AreArmyRequired()
int32
CWanted::NumOfHelisRequired()
{
if (m_bIgnoredByCops)
if (m_bIgnoredByCops || m_bIgnoredByEveryone)
return 0;
switch (m_nWantedLevel) {
@ -79,9 +78,10 @@ CWanted::NumOfHelisRequired()
void
CWanted::SetWantedLevel(int32 level)
{
ClearQdCrimes();
if (level > MaximumWantedLevel)
level = MaximumWantedLevel;
ClearQdCrimes();
switch (level) {
case 0:
m_nChaos = 0;
@ -360,10 +360,107 @@ CWanted::WorkOutPolicePresence(CVector posn, float radius)
return numPolice;
}
void
CWanted::Update(void)
{
if (CTimer::GetTimeInMilliseconds() - m_nLastUpdateTime > 1000) {
if (m_nWantedLevel > 1) {
m_nLastUpdateTime = CTimer::GetTimeInMilliseconds();
} else {
float radius = 18.0f;
CVector playerPos = FindPlayerCoors();
if (WorkOutPolicePresence(playerPos, radius) == 0) {
m_nLastUpdateTime = CTimer::GetTimeInMilliseconds();
m_nChaos = max(0, m_nChaos - 1);
UpdateWantedLevel();
}
}
UpdateCrimesQ();
bool orderMessedUp = false;
int currCopNum = 0;
bool foundEmptySlot = false;
for (int i = 0; i < ARRAY_SIZE(m_pCops); i++) {
if (m_pCops[i]) {
++currCopNum;
if (foundEmptySlot)
orderMessedUp = true;
} else {
foundEmptySlot = true;
}
}
if (currCopNum != m_CurrentCops) {
printf("CopPursuit total messed up: re-setting\n");
m_CurrentCops = currCopNum;
}
if (orderMessedUp) {
printf("CopPursuit pointer list messed up: re-sorting\n");
bool fixed = true;
for (int i = 0; i < ARRAY_SIZE(m_pCops); i++) {
if (!m_pCops[i]) {
for (int j = i; j < ARRAY_SIZE(m_pCops); j++) {
if (m_pCops[j]) {
m_pCops[i] = m_pCops[j];
m_pCops[j] = nil;
fixed = false;
break;
}
}
if (fixed)
break;
}
}
}
}
}
void
CWanted::ResetPolicePursuit(void)
{
for(int i = 0; i < ARRAY_SIZE(m_pCops); i++) {
CCopPed *cop = m_pCops[i];
if (!cop)
continue;
cop->m_bIsInPursuit = false;
cop->m_objective = OBJECTIVE_NONE;
cop->m_prevObjective = OBJECTIVE_NONE;
cop->m_nLastPedState = PED_NONE;
if (!cop->DyingOrDead()) {
cop->SetWanderPath(CGeneral::GetRandomNumberInRange(0.0f, 8.0f));
}
m_pCops[i] = nil;
}
m_CurrentCops = 0;
}
void
CWanted::Reset(void)
{
ResetPolicePursuit();
Initialise();
}
void
CWanted::UpdateCrimesQ(void)
{
for(int i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
CCrimeBeingQd &crime = m_aCrimes[i];
if (crime.m_nType != CRIME_NONE) {
if (CTimer::GetTimeInMilliseconds() > crime.m_nTime + 500 && !crime.m_bReported) {
ReportCrimeNow(crime.m_nType, crime.m_vecPosn, crime.m_bPoliceDoesntCare);
crime.m_bReported = true;
}
if (CTimer::GetTimeInMilliseconds() > crime.m_nTime + 10000)
crime.m_nType = CRIME_NONE;
}
}
}
STARTPATCHES
InjectHook(0x4AD6E0, &CWanted::Initialise, PATCH_JUMP);
// InjectHook(0x4AD790, &CWanted::Reset, PATCH_JUMP);
// InjectHook(0x4AD7B0, &CWanted::Update, PATCH_JUMP);
InjectHook(0x4AD790, &CWanted::Reset, PATCH_JUMP);
InjectHook(0x4AD7B0, &CWanted::Update, PATCH_JUMP);
InjectHook(0x4AD900, &CWanted::UpdateWantedLevel, PATCH_JUMP);
InjectHook(0x4AD9F0, &CWanted::RegisterCrime, PATCH_JUMP);
InjectHook(0x4ADA10, &CWanted::RegisterCrime_Immediately, PATCH_JUMP);
@ -374,10 +471,10 @@ STARTPATCHES
InjectHook(0x4ADBC0, &CWanted::AreFbiRequired, PATCH_JUMP);
InjectHook(0x4ADBE0, &CWanted::AreArmyRequired, PATCH_JUMP);
InjectHook(0x4ADC00, &CWanted::NumOfHelisRequired, PATCH_JUMP);
// InjectHook(0x4ADC40, &CWanted::ResetPolicePursuit, PATCH_JUMP);
InjectHook(0x4ADC40, &CWanted::ResetPolicePursuit, PATCH_JUMP);
InjectHook(0x4ADD00, &CWanted::WorkOutPolicePresence, PATCH_JUMP);
InjectHook(0x4ADF20, &CWanted::ClearQdCrimes, PATCH_JUMP);
InjectHook(0x4ADFD0, &CWanted::AddCrimeToQ, PATCH_JUMP);
// InjectHook(0x4AE090, &CWanted::UpdateCrimesQ, PATCH_JUMP);
InjectHook(0x4AE090, &CWanted::UpdateCrimesQ, PATCH_JUMP);
InjectHook(0x4AE110, &CWanted::ReportCrimeNow, PATCH_JUMP);
ENDPATCHES

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@ -30,7 +30,7 @@ class CCrimeBeingQd
public:
eCrimeType m_nType;
uint32 m_nId;
int32 m_nTime;
uint32 m_nTime;
CVector m_vecPosn;
bool m_bReported;
bool m_bPoliceDoesntCare;
@ -78,6 +78,8 @@ public:
void ReportCrimeNow(eCrimeType type, const CVector &coors, bool policeDoesntCare);
void UpdateWantedLevel();
void Reset();
void ResetPolicePursuit();
void UpdateCrimesQ();
void Update();
bool IsIgnored(void) { return m_bIgnoredByCops || m_bIgnoredByEveryone; }

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@ -19,6 +19,7 @@
#include "Messages.h"
#include "Replay.h"
#include "Population.h"
#include "Fire.h"
CColPoint *gaTempSphereColPoints = (CColPoint*)0x6E64C0; // [32]
@ -1051,6 +1052,19 @@ CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
}
}
void
CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
{
int poolSize = CPools::GetVehiclePool()->GetSize();
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
if (veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
if (Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius && Abs(veh->GetPosition().y - y) < radius)
gFireManager.StartFire(veh, reason, 0.8f, true);
}
}
}
void
CWorld::Process(void)
{

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@ -130,6 +130,7 @@ public:
static void StopAllLawEnforcersInTheirTracks();
static void SetAllCarsCanBeDamaged(bool);
static void ExtinguishAllCarFiresInArea(CVector, float);
static void SetCarsOnFire(float, float, float, float, CEntity*);
static void Initialise();
static void AddParticles();

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@ -100,6 +100,7 @@ enum Config {
NUMPHONES = 50,
NUMPEDGROUPS = 31,
NUMMODELSPERPEDGROUP = 8,
NUMSHOTINFOS = 100,
NUMROADBLOCKS = 600,

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@ -2056,13 +2056,7 @@ _WinMain(HINSTANCE instance,
{
GetWindowPlacement(PSGLOBAL(window), &wp);
// Famous transparent menu bug. Also see the fix in Frontend.cpp
#ifdef FIX_BUGS
float ms = (float)CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
if ((1000.0f / 100.0f) < ms && wp.showCmd != SW_SHOWMINIMIZED)
#else
if (wp.showCmd != SW_SHOWMINIMIZED)
#endif
RsEventHandler(rsFRONTENDIDLE, nil);
if ( !FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bLoadingSavedGame )

140
src/weapons/ShotInfo.cpp Normal file
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@ -0,0 +1,140 @@
#include "common.h"
#include "patcher.h"
#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];
// CShotInfo (&gaShotInfo)[100] = *(CShotInfo(*)[100])*(uintptr*)0x64F0D0;
// float (&CShotInfo::ms_afRandTable)[20] = *(float(*)[20])*(uintptr*)0x6E9878;
/*
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);
}
}
STARTPATCHES
InjectHook(0x55BFF0, &CShotInfo::Update, PATCH_JUMP);
InjectHook(0x55BD70, &CShotInfo::AddShot, PATCH_JUMP);
InjectHook(0x55BC60, &CShotInfo::Initialise, PATCH_JUMP);
InjectHook(0x55BD50, &CShotInfo::Shutdown, PATCH_JUMP);
ENDPATCHES

23
src/weapons/ShotInfo.h Normal file
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@ -0,0 +1,23 @@
#pragma once
class CEntity;
enum eWeaponType;
class CShotInfo
{
public:
eWeaponType m_weapon;
CVector m_startPos;
CVector m_areaAffected;
float m_radius;
CEntity *m_sourceEntity;
float m_timeout;
bool m_inUse;
static float ms_afRandTable[20];
static void Initialise(void);
static bool AddShot(CEntity*, eWeaponType, CVector, CVector);
static void Shutdown(void);
static void Update(void);
};