diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/entities/Ped.cpp | 78 | ||||
-rw-r--r-- | src/entities/Ped.h | 14 | ||||
-rw-r--r-- | src/weapons/Weapon.h | 2 |
3 files changed, 39 insertions, 55 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp index 83852132..963454b8 100644 --- a/src/entities/Ped.cpp +++ b/src/entities/Ped.cpp @@ -461,11 +461,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) for(int i = 0; i < NUM_PED_WEAPONTYPES; i++) { - GetWeapon(i)->m_eWeaponType = WEAPONTYPE_UNARMED; - GetWeapon(i)->m_eWeaponState = WEAPONSTATE_READY; - GetWeapon(i)->m_nAmmoInClip = 0; - GetWeapon(i)->m_nAmmoTotal = 0; - GetWeapon(i)->m_nTimer = 0; + CWeapon *weapon = GetWeapon(i); + weapon->m_eWeaponType = WEAPONTYPE_UNARMED; + weapon->m_eWeaponState = WEAPONSTATE_READY; + weapon->m_nAmmoInClip = 0; + weapon->m_nAmmoTotal = 0; + weapon->m_nTimer = 0; } m_lastHitState = 0; @@ -479,26 +480,22 @@ CPed::CPed(uint32 pedType) : m_pedIK(this) } void -CPed::GiveWeapon(eWeaponType weaponType, int ammo) +CPed::GiveWeapon(eWeaponType weaponType, uint32 ammo) { - CWeapon *weapon = GetWeapon(weaponType); - if (HasWeapon(weaponType)) - { + if (HasWeapon(weaponType)) { if (ammo > 99999) - weapon->m_nAmmoTotal = 99999; + m_weapons[weaponType].m_nAmmoTotal = 99999; else - weapon->m_nAmmoTotal = ammo; + m_weapons[weaponType].m_nAmmoTotal = ammo; - weapon->Reload(); - } - else - { - weapon->Initialise(weaponType, ammo); + m_weapons[weaponType].Reload(); + } else { + m_weapons[weaponType].Initialise(weaponType, ammo); // TODO: It seems game uses this as both weapon count and max WeaponType we have, which is ofcourse erroneous. m_maxWeaponTypeAllowed++; } - if (weapon->m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) - weapon->m_eWeaponState = WEAPONSTATE_READY; + if (m_weapons[weaponType].m_eWeaponState == WEAPONSTATE_OUT_OF_AMMO) + m_weapons[weaponType].m_eWeaponState = WEAPONSTATE_READY; } static RwObject* @@ -1211,10 +1208,9 @@ CPed::RemoveWeaponModel(int modelId) } void -CPed::SetCurrentWeapon(eWeaponType weaponType) +CPed::SetCurrentWeapon(uint32 weaponType) { CWeaponInfo *weaponInfo; - if (HasWeapon(weaponType)) { weaponInfo = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType); RemoveWeaponModel(weaponInfo->m_nModelId); @@ -1230,15 +1226,11 @@ CPed::SetCurrentWeapon(eWeaponType weaponType) bool CPed::SelectGunIfArmed(void) { - eWeaponType weaponType; - for (int i = 0; i < m_maxWeaponTypeAllowed; i++) { - if (GetWeapon(i)->m_nAmmoTotal > 0) { - weaponType = GetWeapon(i)->m_eWeaponType; - + eWeaponType weaponType = GetWeapon(i)->m_eWeaponType; if (weaponType >= WEAPONTYPE_COLT45 && weaponType != WEAPONTYPE_M16 && weaponType <= WEAPONTYPE_FLAMETHROWER) { - SetCurrentWeapon(weaponType); + SetCurrentWeapon(i); return true; } } @@ -1920,7 +1912,7 @@ CPed::IsPointerValid(void) return false; } -// Binary insertion sort +// Some kind of binary sort void CPed::SortPeds(CPed** list, int min, int max) { @@ -1933,25 +1925,21 @@ CPed::SortPeds(CPed** list, int min, int max) int left = max; int right; - for(right = min; right <= left; ) - { + for(right = min; right <= left; ){ // Those 1.0s are to make sure loop always run for first time. - for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) - { + for (float rightDist = middleDist-1.0f; middleDist > rightDist; right++) { rightDiff = GetPosition() - list[right]->GetPosition(); rightDist = rightDiff.Magnitude(); } right--; - for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) - { + for (float leftDist = middleDist+1.0f; middleDist < leftDist; left--) { leftDiff = GetPosition() - list[left]->GetPosition(); leftDist = leftDiff.Magnitude(); } left++; - if (right <= left) - { + if (right <= left) { CPed *ped = list[right]; list[right] = list[left]; list[left] = ped; @@ -1967,7 +1955,7 @@ void CPed::BuildPedLists(void) { static CPed* unsortedNearPeds[10]; - static uint16 nextNearPedSlot; + uint16 nextNearPedSlot = 0; if ((CTimer::GetFrameCounter() + m_randomSeed) & 15) { @@ -2000,16 +1988,11 @@ CPed::BuildPedLists(void) (centre.x + 20.0f) * 0.025f + 50.0f, (centre.y + 20.0f) * 0.025f + 50.0f); - nextNearPedSlot = 0; - for(int y = rect.top; y <= rect.bottom; y++) - { - for(int x = rect.left; x <= rect.right; x++) - { - for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) - { + for(int y = rect.top; y <= rect.bottom; y++) { + for(int x = rect.left; x <= rect.right; x++) { + for (CPtrNode *pedPtrNode = CWorld::GetSector(x,y)->m_lists[ENTITYLIST_PEDS].first; pedPtrNode; pedPtrNode = pedPtrNode->next) { CPed *ped = (CPed*)pedPtrNode->item; - if (ped != this && !ped->bInVehicle) - { + if (ped != this && !ped->bInVehicle) { float dist = (ped->GetPosition() - GetPosition()).Magnitude2D(); if (distanceMultToCountPedNear * 30.0f > dist) { @@ -2022,8 +2005,7 @@ CPed::BuildPedLists(void) } unsortedNearPeds[nextNearPedSlot] = nil; SortPeds(unsortedNearPeds, 0, nextNearPedSlot - 1); - for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) - { + for (m_numNearPeds = 0; m_numNearPeds < 10; m_numNearPeds++) { CPed *ped = unsortedNearPeds[m_numNearPeds]; if (!ped) break; @@ -2052,6 +2034,8 @@ CPed::SetModelIndex(uint32 mi) m_headingRate = m_pedStats->m_headingChangeRate; m_animGroup = static_cast<AssocGroupId>(modelInfo->m_animGroup); CAnimManager::AddAnimation((RpClump*) m_rwObject, m_animGroup, ANIM_IDLE_STANCE); + + // This is a mistake by R*, velocity is CVector, whereas m_vecAnimMoveDelta is CVector2D. (*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = (CVector*) &m_vecAnimMoveDelta; } diff --git a/src/entities/Ped.h b/src/entities/Ped.h index 741004a2..572ed17d 100644 --- a/src/entities/Ped.h +++ b/src/entities/Ped.h @@ -250,7 +250,7 @@ public: float m_movedY; float m_fRotationCur; float m_fRotationDest; - uint32 m_headingRate; + float m_headingRate; uint16 m_vehEnterType; uint16 m_walkAroundType; CEntity *m_pCurrentPhysSurface; @@ -368,7 +368,7 @@ public: void ClearAttack(void); bool IsPedHeadAbovePos(float zOffset); void RemoveWeaponModel(int modelId); - void SetCurrentWeapon(eWeaponType weaponType); + void SetCurrentWeapon(uint32 weaponType); bool SelectGunIfArmed(void); void Duck(void); void ClearDuck(void); @@ -382,7 +382,7 @@ public: bool IsPointerValid(void); void SortPeds(CPed**, int, int); void BuildPedLists(void); - void GiveWeapon(eWeaponType weaponType, int ammo); + void GiveWeapon(eWeaponType weaponType, uint32 ammo); void SetPedStats(ePedStats); static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset); static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult); @@ -416,10 +416,10 @@ public: static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); - bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } - CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } - CWeapon* GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; } - RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } + inline bool HasWeapon(uint32 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } + inline CWeapon *GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; } + inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } + inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } // to make patching virtual functions possible void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); } diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index 7327e1f9..055e2ff3 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -1,7 +1,7 @@ #pragma once #include "Entity.h" -enum eWeaponType +enum eWeaponType : uint32 { WEAPONTYPE_UNARMED = 0, WEAPONTYPE_BASEBALLBAT, |