diff options
Diffstat (limited to '')
-rw-r--r-- | src/control/SceneEdit.cpp | 813 |
1 files changed, 793 insertions, 20 deletions
diff --git a/src/control/SceneEdit.cpp b/src/control/SceneEdit.cpp index f7e17dcc..251f093f 100644 --- a/src/control/SceneEdit.cpp +++ b/src/control/SceneEdit.cpp @@ -2,15 +2,22 @@ #include "patcher.h" #include "SceneEdit.h" +#include "Automobile.h" #include "Camera.h" +#include "CarCtrl.h" +#include "CivilianPed.h" #include "FileMgr.h" #include "Font.h" #include "ModelIndices.h" #include "ModelInfo.h" +#include "Pad.h" #include "Ped.h" #include "Population.h" #include "Text.h" +#include "Timecycle.h" +#include "Streaming.h" #include "Vehicle.h" +#include "WeaponInfo.h" #include "World.h" bool CSceneEdit::m_bEditOn; @@ -30,7 +37,12 @@ int16 CSceneEdit::m_nNumActors; int16 CSceneEdit::m_nNumMovieCommands; int16 CSceneEdit::m_nCurrentCommand; int16 CSceneEdit::m_nCurrentVehicle; +int16 CSceneEdit::m_nCurrentActor; +int16 CSceneEdit::m_nWeaponType; bool CSceneEdit::m_bCommandActive; +bool CSceneEdit::m_bActorSelected; +bool CSceneEdit::m_bActor2Selected; +bool CSceneEdit::m_bVehicleSelected; int16 CSceneEdit::m_nNumVehicles; CPed* CSceneEdit::pActors[NUM_ACTORS_IN_MOVIE]; CVehicle* CSceneEdit::pVehicles[NUM_VEHICLES_IN_MOVIE]; @@ -63,19 +75,24 @@ static int32 NextValidModelId(int32 mi, int32 step) int32 result = -1; int32 i = mi; while (result == -1) { + i += step; if (i < 0 || i > 5500) { - i = -i; + step = -step; continue; } CBaseModelInfo* pInfo = CModelInfo::GetModelInfo(i); CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)pInfo; - if (!i) + if (!pInfo) continue; - if (pInfo->m_type == MITYPE_PED || + if (pInfo->m_type == MITYPE_PED +#ifdef FIX_BUGS + && !(i >= MI_SPECIAL01 && i <= MI_SPECIAL04) +#endif + || pInfo->m_type == MITYPE_VEHICLE && #ifdef FIX_BUGS (pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT)) -#else // && and || priority failure it seems +#else // && and || priority failure it seems, also crashes on special models pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT) #endif result = i; @@ -92,8 +109,8 @@ void CSceneEdit::LoadMovie(void) if (fid > 0) #endif { - CFileMgr::Read(fid, (char*)Movie, sizeof(Movie)); - CFileMgr::Read(fid, (char*)m_nNumMovieCommands, sizeof(m_nNumMovieCommands)); + CFileMgr::Read(fid, (char*)&Movie, sizeof(Movie)); + CFileMgr::Read(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands)); CFileMgr::CloseFile(fid); } CFileMgr::SetDir(""); @@ -105,8 +122,8 @@ void CSceneEdit::SaveMovie(void) CFileMgr::SetDir("DATA"); int fid = CFileMgr::OpenFileForWriting("movie.dat"); if (fid >= 0) { - CFileMgr::Write(fid, (char*)Movie, sizeof(Movie)); - CFileMgr::Write(fid, (char*)m_nNumMovieCommands, sizeof(m_nNumMovieCommands)); + CFileMgr::Write(fid, (char*)&Movie, sizeof(Movie)); + CFileMgr::Write(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands)); CFileMgr::CloseFile(fid); } CFileMgr::SetDir(""); @@ -158,6 +175,7 @@ void CSceneEdit::InitPlayback(void) pActors[i] = nil; } } + m_nCurrentActor = 0; for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) { if (pVehicles[i]) { CWorld::Remove(pVehicles[i]); @@ -165,8 +183,8 @@ void CSceneEdit::InitPlayback(void) pVehicles[i] = nil; } } - m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f); m_nCurrentVehicle = 0; + m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f); m_nCurrentMovieCommand = MOVIE_DO_NOTHING; m_bDrawGotoArrow = false; } @@ -236,30 +254,43 @@ void CSceneEdit::Draw(void) wchar wstr[200]; if (TheCamera.m_WideScreenOn) return; +#ifndef FIX_BUGS CFont::SetPropOff(); +#endif CFont::SetBackgroundOff(); CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f)); CFont::SetCentreOn(); CFont::SetRightJustifyOn(); CFont::SetRightJustifyWrap(0.0f); CFont::SetBackGroundOnlyTextOff(); +#ifdef FIX_BUGS + CFont::SetFontStyle(FONT_BANK); + CFont::SetPropOn(); + CFont::SetDropColor(CRGBA(0, 0, 0, 255)); + CFont::SetDropShadowPosition(1); +#else CFont::SetFontStyle(FONT_HEADING); CFont::SetPropOff(); +#endif sprintf(str, "Action"); AsciiToUnicode(str, wstr); CFont::SetColor(CRGBA(0, 0, 0, 0)); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT + SHADOW_OFFSET), SCREEN_SCALE_Y(ACTION_MESSAGE_Y + SHADOW_OFFSET), wstr); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(ACTION_MESSAGE_Y + SHADOW_OFFSET), wstr); CFont::SetColor(CRGBA(193, 164, 120, 255)); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(ACTION_MESSAGE_Y), wstr); sprintf(str, "Selected"); AsciiToUnicode(str, wstr); CFont::SetColor(CRGBA(0, 0, 0, 0)); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT + SHADOW_OFFSET), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y + SHADOW_OFFSET), wstr); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y + SHADOW_OFFSET), wstr); CFont::SetColor(CRGBA(193, 164, 120, 255)); CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y), wstr); CFont::SetCentreOff(); CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.7f)); +#ifdef FIX_BUGS + CFont::SetFontStyle(FONT_BANK); +#else CFont::SetFontStyle(FONT_HEADING); +#endif CFont::SetColor(CRGBA(0, 0, 0, 0)); for (int i = 0; i < NUM_COMMANDS_TO_DRAW; i++) { int16 nCommandDrawn = m_nCurrentCommand + i - NUM_COMMANDS_TO_DRAW / 2; @@ -270,7 +301,7 @@ void CSceneEdit::Draw(void) sprintf(str, pCommandStrings[nCommandDrawn]); AsciiToUnicode(str, wstr); CFont::SetColor(CRGBA(0, 0, 0, 0)); - CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT + SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr); + CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr); if (nCommandDrawn == m_nCurrentCommand) CFont::SetColor(CRGBA(156, 91, 40, 255)); else @@ -281,40 +312,782 @@ void CSceneEdit::Draw(void) void CSceneEdit::ProcessCommand(void) { - if (!m_bCommandActive) + if (!m_bCommandActive) { + ClearForNewCommand(); + if (CPad::GetPad(1)->GetDPadUpJustDown()) { + if (--m_nCurrentCommand == MOVIE_DO_NOTHING) + m_nCurrentCommand = MOVIE_END; + } + if (CPad::GetPad(1)->GetDPadDownJustDown()) { + if (++m_nCurrentCommand == MOVIE_TOTAL_COMMANDS) + m_nCurrentCommand = MOVIE_NEW_ACTOR; + } + if (CPad::GetPad(1)->GetTriangleJustDown()) { + if (m_nCurrentCommand != MOVIE_DO_NOTHING) + m_bCommandActive = true; + } return; + } switch (m_nCurrentCommand) { case MOVIE_DO_NOTHING: m_bCommandActive = false; break; + case MOVIE_NEW_ACTOR: + if (m_nActor == -1) { + if (m_nNumActors == NUM_ACTORS_IN_MOVIE) + break; + if (!CStreaming::HasModelLoaded(m_nPedmodelId)) { + CStreaming::RequestModel(m_nPedmodelId, 0); +#ifdef FIX_BUGS + CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :( +#endif + break; + } + CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId); + pPed->CharCreatedBy = MISSION_CHAR; + pPed->GetPosition() = m_vecCurrentPosition; + pPed->SetOrientation(0.0f, 0.0f, 0.0f); + CWorld::Add(pPed); + pPed->bUsesCollision = false; + pPed->bAffectedByGravity = false; + for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) { + if (pActors[i] == nil) { + m_nActor = i; + pActors[i] = pPed; + break; + } + } + } + else { + pActors[m_nActor]->GetPosition() = m_vecCurrentPosition; + pActors[m_nActor]->SetOrientation(0.0f, 0.0f, 0.0f); + int32 mi = m_nPedmodelId; + if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) + mi = NextValidModelId(m_nPedmodelId, -1); + else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) + mi = NextValidModelId(m_nPedmodelId, 1); + if (mi == m_nPedmodelId) { + if (CPad::GetPad(1)->GetTriangleJustDown()) { + pActors[m_nActor]->bUsesCollision = true; + pActors[m_nActor]->bAffectedByGravity = true; + ++m_nNumActors; + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_ACTOR; + Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition; + Movie[m_nNumMovieCommands].m_nModelIndex = m_nPedmodelId; + Movie[m_nNumMovieCommands++].m_nActorId = m_nActor; + m_nActor = -1; + m_bCommandActive = false; + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + CWorld::Remove(pActors[m_nActor]); + delete pActors[m_nActor]; + pActors[m_nActor] = nil; + m_nActor = -1; + m_bCommandActive = false; + } + } + else { + m_nPedmodelId = mi; + if (pActors[m_nActor]) { + CWorld::Remove(pActors[m_nActor]); + delete pActors[m_nActor]; + } + pActors[m_nActor] = nil; + m_nActor = -1; + } + } + break; + case MOVIE_MOVE_ACTOR: + SelectActor(); + if (m_bCommandActive) + break; + pActors[m_nActor]->GetPosition() = m_vecCurrentPosition; + if (CPad::GetPad(1)->GetTriangleJustDown()) { + m_bCommandActive = false; +#ifndef FIX_BUGS // why? it crashes, also makes no sense + pActors[m_nActor] = nil; +#endif + SelectActor(); + } + break; + case MOVIE_SELECT_ACTOR: + SelectActor(); + break; + case MOVIE_DELETE_ACTOR: + SelectActor(); + if (m_bActorSelected) { + CPopulation::RemovePed(pActors[m_nActor]); + m_nCurrentActor = 0; + --m_nNumActors; +#ifdef FIX_BUGS + pActors[m_nActor] = nil; + m_nActor = -1; +#else + m_nActor = -1; + pActors[m_nActor] = nil; +#endif + SelectActor(); + m_bCommandActive = false; + } + else if (CPad::GetPad(1)->GetCircleJustDown()) { + m_nActor = -1; + m_bCommandActive = false; + } + break; + case MOVIE_NEW_VEHICLE: + if (m_nVehicle == -1) { + if (m_nNumVehicles == NUM_VEHICLES_IN_MOVIE) + break; + if (!CStreaming::HasModelLoaded(m_nVehiclemodelId)) { + CStreaming::RequestModel(m_nVehiclemodelId, 0); +#ifdef FIX_BUGS + CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :( +#endif + break; + } + CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE); + pVehicle->m_status = STATUS_PHYSICS; + pVehicle->GetPosition() = m_vecCurrentPosition; + pVehicle->SetOrientation(0.0f, 0.0f, 0.0f); + CWorld::Add(pVehicle); + pVehicle->bUsesCollision = false; + pVehicle->bAffectedByGravity = false; + for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) { + if (pVehicles[i] == nil) { + m_nVehicle = i; + pVehicles[i] = pVehicle; + break; + } + } + } + else { + pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition; + pVehicles[m_nVehicle]->SetOrientation(0.0f, 0.0f, 0.0f); + int32 mi = m_nVehiclemodelId; + if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) + mi = NextValidModelId(m_nVehiclemodelId, -1); + else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) + mi = NextValidModelId(m_nVehiclemodelId, 1); + if (mi == m_nVehiclemodelId) { + if (CPad::GetPad(1)->GetTriangleJustDown()) { + pVehicles[m_nVehicle]->bUsesCollision = true; + pVehicles[m_nVehicle]->bAffectedByGravity = true; + ++m_nNumVehicles; + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_VEHICLE; + Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition; + Movie[m_nNumMovieCommands].m_nModelIndex = m_nVehiclemodelId; + Movie[m_nNumMovieCommands++].m_nVehicleId = m_nVehicle; + m_nVehicle = -1; + m_bCommandActive = false; + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + CWorld::Remove(pVehicles[m_nVehicle]); + delete pVehicles[m_nVehicle]; + pVehicles[m_nVehicle] = nil; + m_nVehicle = -1; + m_bCommandActive = false; + } + } + else { + m_nVehiclemodelId = mi; + if (pVehicles[m_nVehicle]) { + CWorld::Remove(pVehicles[m_nVehicle]); + delete pVehicles[m_nVehicle]; + } + pVehicles[m_nVehicle] = nil; + m_nVehicle = -1; + } + } + break; + case MOVIE_MOVE_VEHICLE: + SelectVehicle(); + if (m_bCommandActive) + break; + pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition; + if (CPad::GetPad(1)->GetTriangleJustDown()) { + m_bCommandActive = false; +#ifndef FIX_BUGS // again, why? works wrong + pVehicles[m_nVehicle] = nil; +#endif + m_nVehicle = -1; + } + break; + case MOVIE_SELECT_VEHICLE: + SelectVehicle(); + break; + case MOVIE_DELETE_VEHICLE: + SelectVehicle(); + if (m_bVehicleSelected) { + CWorld::Remove(pVehicles[m_nVehicle]); + delete pVehicles[m_nVehicle]; + m_nCurrentVehicle = 0; + --m_nNumVehicles; + pVehicles[m_nVehicle] = nil; + m_nVehicle = -1; + SelectVehicle(); + m_bCommandActive = false; + } + else if (CPad::GetPad(1)->GetCircleJustDown()) { + pVehicles[m_nVehicle] = nil; + m_nVehicle = -1; + m_bCommandActive = false; + } + break; + case MOVIE_GIVE_WEAPON: + if (m_bActorSelected) { + if (SelectWeapon()) { + m_bCommandActive = false; + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GIVE_WEAPON; + Movie[m_nNumMovieCommands].m_nActorId = m_nActor; + Movie[m_nNumMovieCommands++].m_nModelIndex = m_nWeaponType; + } + } + else { + SelectActor(); + m_bCommandActive = true; + } + break; + case MOVIE_GOTO: + case MOVIE_GOTO_WAIT: + if (!m_bActorSelected) { + m_bDrawGotoArrow = true; + SelectActor(); + if (m_nActor == -1) + m_bCommandActive = true; + } + else { + m_vecGotoPosition = m_vecCurrentPosition; + if (CPad::GetPad(1)->GetTriangleJustDown()) { + if (pActors[m_nActor]->bInVehicle) { + if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pActors[m_nActor]->m_pMyVehicle, m_vecGotoPosition, false)) + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT; + else + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS; + pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS; + pActors[m_nActor]->m_pMyVehicle->bEngineOn = true; + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed); + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); + TheCamera.TakeControl(pActors[m_nActor]->m_pMyVehicle, CCam::MODE_BEHINDCAR, JUMP_CUT, CAMCONTROL_SCRIPT); + } + else { + pActors[m_nActor]->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_vecGotoPosition); + TheCamera.TakeControl(pActors[m_nActor], CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT); + } + m_bDrawGotoArrow = false; + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GOTO; + Movie[m_nNumMovieCommands].m_nActorId = m_nActor; + Movie[m_nNumMovieCommands++].m_vecPosition = m_vecGotoPosition; + } + if (!m_bDrawGotoArrow) { + if (pActors[m_nActor]->bInVehicle && pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE || + !pActors[m_nActor]->bInVehicle && pActors[m_nActor]->m_objective == OBJECTIVE_NONE) { + if (pActors[m_nActor]) // if there is something that requires this check the least, it's this one + m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].Source; + m_bCommandActive = false; + TheCamera.Cams[TheCamera.ActiveCam].Mode = CCam::MODE_FIGHT_CAM_RUNABOUT; + m_vecCurrentPosition = pActors[m_nActor]->GetPosition(); + pActors[m_nActor]->SetObjective(OBJECTIVE_NONE); + if (pActors[m_nActor]->bInVehicle) + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE; + } + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + pActors[m_nActor] = nil; + m_nActor = -1; + m_bCommandActive = false; + } + } + break; + case MOVIE_GET_IN_CAR: + if (m_bActorSelected) + SelectVehicle(); + else { + SelectActor(); + if (m_nActor != -1) + m_bCommandActive = true; + } + if (m_bVehicleSelected) { + pActors[m_nActor]->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, pVehicles[m_nVehicle]); + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GET_IN_CAR; + Movie[m_nNumMovieCommands].m_nActorId = m_nActor; + Movie[m_nNumMovieCommands++].m_nVehicleId = m_nVehicle; + m_nVehicle = -1; + m_bCommandActive = false; + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + pVehicles[m_nVehicle] = nil; + m_nVehicle = -1; + pActors[m_nActor] = nil; + m_nActor = -1; + m_bCommandActive = false; + } + break; + case MOVIE_GET_OUT_CAR: + SelectActor(); + if (m_bActorSelected) { + if (pActors[m_nActor]->bInVehicle) { + pActors[m_nActor]->SetObjective(OBJECTIVE_LEAVE_VEHICLE); + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GET_OUT_CAR; + Movie[m_nNumMovieCommands++].m_nActorId = m_nActor; + } + m_nActor = -1; + m_bCommandActive = false; + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + pVehicles[m_nVehicle] = nil; + m_nVehicle = -1; + pActors[m_nActor] = nil; + m_nActor = -1; + m_bCommandActive = false; + } + break; + case MOVIE_KILL: + if (!m_bActorSelected) { + SelectActor(); + m_bCommandActive = true; + } + else if (!m_bActor2Selected) { + SelectActor2(); + if (m_bActorSelected && m_bActor2Selected && m_nActor != -1 && m_nActor2 != -1 && m_nActor != m_nActor2) { + pActors[m_nActor]->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, pActors[m_nActor2]); + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_KILL; + Movie[m_nNumMovieCommands].m_nActorId = m_nActor; + Movie[m_nNumMovieCommands++].m_nActor2Id = m_nActor2; + m_bCommandActive = false; + } + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + pActors[m_nActor] = nil; + m_nActor = -1; + pActors[m_nActor2] = nil; + m_nActor2 = -1; + m_bCommandActive = false; + } + break; + case MOVIE_FLEE: + if (!m_bActorSelected) { + SelectActor(); + m_bCommandActive = true; + } + else if (!m_bActor2Selected) { + SelectActor2(); + if (m_bActorSelected && m_bActor2Selected && m_nActor != -1 && m_nActor2 != -1 && m_nActor != m_nActor2) { + pActors[m_nActor]->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, pActors[m_nActor2]); + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_FLEE; + Movie[m_nNumMovieCommands].m_nActorId = m_nActor; + Movie[m_nNumMovieCommands++].m_nActor2Id = m_nActor2; + m_bCommandActive = false; + } + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + pActors[m_nActor] = nil; + m_nActor = -1; + pActors[m_nActor2] = nil; + m_nActor2 = -1; + m_bCommandActive = false; + } + break; + case MOVIE_WAIT: + SelectActor(); + if (m_bActorSelected) { + pActors[m_nActor]->SetObjective(OBJECTIVE_IDLE); + Movie[m_nCurrentMovieCommand].m_nCommandId = MOVIE_WAIT; + Movie[m_nCurrentMovieCommand++].m_nActorId = m_nActor; + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + pActors[m_nActor] = nil; + m_nActor = -1; + m_bCommandActive = false; + } + break; + case MOVIE_POSITION_CAMERA: + if (CPad::GetPad(1)->GetTriangleJustDown()) { + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_POSITION_CAMERA; + Movie[m_nNumMovieCommands].m_vecPosition = TheCamera.Cams[TheCamera.ActiveCam].Source; + Movie[m_nNumMovieCommands++].m_vecCamera = m_vecCamHeading; + m_bCommandActive = false; + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + m_bCommandActive = false; + } + break; + case MOVIE_SET_CAMERA_TARGET: + if (!m_bActorSelected) { + SelectActor(); + m_bCommandActive = true; + } + else { + TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity = pActors[m_nActor]; + if (CPad::GetPad(1)->GetTriangleJustDown()) { + Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_SET_CAMERA_TARGET; + Movie[m_nNumMovieCommands++].m_nActorId = m_nActor; + m_bCommandActive = false; + } + } + break; + case MOVIE_SELECT_CAMERA_MODE: + m_bCommandActive = false; + break; + case MOVIE_SAVE_MOVIE: + SaveMovie(); + break; + case MOVIE_LOAD_MOVIE: + LoadMovie(); + break; + case MOVIE_PLAY_MOVIE: + InitPlayback(); + LoadMovie(); + m_bRecording = false; + break; + case MOVIE_END: + m_bRecording = false; + break; + default: + assert(0); } } void CSceneEdit::PlayBack(void) { - + m_nCurrentCommand = Movie[m_nCurrentMovieCommand].m_nCommandId; + if (m_nCurrentMovieCommand >= m_nNumMovieCommands) { + if (CPad::GetPad(1)->GetTriangleJustDown()) { + m_nCurrentCommand = MOVIE_DO_NOTHING; + m_bRecording = true; + ReInitialise(); + } + return; + } + switch (m_nCurrentCommand) { + case MOVIE_DO_NOTHING: + case MOVIE_MOVE_ACTOR: + case MOVIE_SELECT_ACTOR: + case MOVIE_DELETE_ACTOR: + case MOVIE_MOVE_VEHICLE: + case MOVIE_SELECT_VEHICLE: + case MOVIE_DELETE_VEHICLE: + break; + case MOVIE_NEW_ACTOR: + { + m_nPedmodelId = Movie[m_nCurrentMovieCommand].m_nModelIndex; + m_vecCurrentPosition = Movie[m_nCurrentMovieCommand].m_vecPosition; + if (!CStreaming::HasModelLoaded(m_nPedmodelId)) { + CStreaming::RequestModel(m_nPedmodelId, 0); +#ifdef FIX_BUGS + CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :( +#endif + break; + } + CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId); + pPed->CharCreatedBy = MISSION_CHAR; + CWorld::Add(pPed); + pPed->GetPosition() = m_vecCurrentPosition; + pPed->SetOrientation(0.0f, 0.0f, 0.0f); + for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) { + if (pActors[i] == nil) { + m_nActor = i; + pActors[i] = pPed; + break; + } + } + m_nNumActors++; + m_nCurrentMovieCommand++; + break; + } + case MOVIE_NEW_VEHICLE: + { + m_nVehiclemodelId = Movie[m_nCurrentMovieCommand].m_nModelIndex; + m_vecCurrentPosition = Movie[m_nCurrentMovieCommand].m_vecPosition; + if (!CStreaming::HasModelLoaded(m_nVehiclemodelId)) { + CStreaming::RequestModel(m_nVehiclemodelId, 0); +#ifdef FIX_BUGS + CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :( +#endif + break; + } + CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE); + pVehicle->m_status = STATUS_PHYSICS; + pVehicle->GetPosition() = m_vecCurrentPosition; + pVehicle->SetOrientation(0.0f, 0.0f, 0.0f); + CWorld::Add(pVehicle); + for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) { + if (pVehicles[i] == nil) { + m_nVehicle = i; + pVehicles[i] = pVehicle; + break; + } + } + m_nNumVehicles++; + m_nCurrentMovieCommand++; + break; + } + case MOVIE_GIVE_WEAPON: + m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId; + m_nWeaponType = Movie[m_nCurrentMovieCommand].m_nModelIndex; + pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000); + pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId); + pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType); + m_nCurrentMovieCommand++; + break; + case MOVIE_GOTO: + case MOVIE_GOTO_WAIT: + m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId; + m_vecGotoPosition = Movie[m_nCurrentMovieCommand].m_vecPosition; + if (pActors[m_nActor]->bInVehicle) { + if (pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS && + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS_STRAIGHT) { + if ((pActors[m_nActor]->m_pMyVehicle->GetPosition() - m_vecGotoPosition).Magnitude() < 5.0f) { + if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pActors[m_nActor]->m_pMyVehicle, m_vecGotoPosition, false)) + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT; + else + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS; + pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS; + pActors[m_nActor]->m_pMyVehicle->bEngineOn = true; + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed); + pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); + if (m_nCurrentCommand != MOVIE_GOTO_WAIT) + ++m_nCurrentMovieCommand; + } + else + ++m_nCurrentMovieCommand; + } + } + else { + if (pActors[m_nActor]->m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT) { + pActors[m_nActor]->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_vecGotoPosition); + ++m_nCurrentMovieCommand; + } + } + break; + case MOVIE_GET_IN_CAR: + m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId; + if (!pActors[m_nActor]->bInVehicle){ + m_nVehicle = Movie[m_nCurrentMovieCommand].m_nVehicleId; + pActors[m_nActor]->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, pVehicles[m_nVehicle]); + } + else + ++m_nCurrentMovieCommand; + break; + case MOVIE_GET_OUT_CAR: + m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId; + if (pActors[m_nActor]->bInVehicle) + pActors[m_nActor]->SetObjective(OBJECTIVE_LEAVE_VEHICLE); + else + ++m_nCurrentMovieCommand; + break; + case MOVIE_KILL: + m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId; + m_nActor2 = Movie[m_nCurrentMovieCommand].m_nActor2Id; + pActors[m_nActor]->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, pActors[m_nActor2]); + if (pActors[m_nActor2]->GetPedState() == PED_DEAD) + ++m_nCurrentMovieCommand; + break; + case MOVIE_FLEE: + m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId; + m_nActor2 = Movie[m_nCurrentMovieCommand].m_nActor2Id; + pActors[m_nActor]->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, pActors[m_nActor2]); + ++m_nCurrentMovieCommand; + break; + case MOVIE_WAIT: + m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId; + pActors[m_nActor]->SetObjective(OBJECTIVE_IDLE); + ++m_nCurrentMovieCommand; + break; + case MOVIE_POSITION_CAMERA: + TheCamera.Cams[TheCamera.ActiveCam].Source = Movie[m_nCurrentMovieCommand].m_vecPosition; + m_vecCamHeading = Movie[m_nCurrentMovieCommand].m_vecCamera; + TheCamera.Cams[TheCamera.ActiveCam].Front = m_vecCamHeading; + ++m_nCurrentMovieCommand; + break; + case MOVIE_SET_CAMERA_TARGET: + m_bCameraFollowActor = true; + TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity = pActors[Movie[m_nNumMovieCommands].m_nActorId]; + TheCamera.pTargetEntity = pActors[Movie[m_nNumMovieCommands].m_nActorId]; + TheCamera.m_bLookingAtPlayer = false; + ++m_nCurrentMovieCommand; + break; + case MOVIE_SELECT_CAMERA_MODE: + m_bCommandActive = false; // this is wrong + break; + } } void CSceneEdit::ClearForNewCommand(void) { - + m_nActor = -1; + m_nActor2 = -1; + m_nVehicle = -1; + m_bActorSelected = false; + m_bActor2Selected = false; + m_bVehicleSelected = false; + m_bDrawGotoArrow = false; } void CSceneEdit::SelectActor(void) { - + m_bActorSelected = false; + if (m_nActor != -1) { + if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) { + CPed* pPed; + do { + if (--m_nActor < 0) + m_nActor = NUM_ACTORS_IN_MOVIE - 1; + pPed = pActors[m_nActor]; + } while (pPed == nil); + TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading; + } + else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) { + CPed* pPed; + do { + if (++m_nActor == NUM_ACTORS_IN_MOVIE) + m_nActor = 0; + pPed = pActors[m_nActor]; + } while (pPed == nil); + TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading; + } + m_vecCurrentPosition = pActors[m_nActor]->GetPosition(); + if (CPad::GetPad(1)->GetTriangleJustDown()) { + m_bActorSelected = true; + m_bCommandActive = false; + } + else if (CPad::GetPad(1)->GetCircleJustDown()) { + m_nActor = -1; + } + } + else if (m_nNumActors != 0) { + for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) { + if (pActors[i] != nil) { + m_nActor = i; + break; + } + } + TheCamera.Cams[TheCamera.ActiveCam].Source = pActors[m_nActor]->GetPosition() - m_vecCamHeading; + if (m_nNumActors == 1) { + m_bActorSelected = true; + m_bCommandActive = false; + } + } + else { + m_bCommandActive = false; + } } void CSceneEdit::SelectActor2(void) { - + m_bActor2Selected = false; + if (m_nNumActors <= 1) { + m_bCommandActive = false; + return; + } + if (m_nActor2 != -1) { + if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) { + CPed* pPed; + do { + if (--m_nActor2 < 0) + m_nActor2 = NUM_ACTORS_IN_MOVIE - 1; + pPed = pActors[m_nActor2]; + } while (pPed == nil || pPed == pActors[m_nActor]); + TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading; + } + else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) { + CPed* pPed; + do { + if (++m_nActor2 == NUM_ACTORS_IN_MOVIE) + m_nActor2 = 0; + pPed = pActors[m_nActor2]; + } while (pPed == nil || pPed == pActors[m_nActor]); + TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading; + } + m_vecCurrentPosition = pActors[m_nActor2]->GetPosition(); + if (CPad::GetPad(1)->GetTriangleJustDown()) { + m_bActor2Selected = true; + m_bCommandActive = false; + } + else if (CPad::GetPad(1)->GetCircleJustDown()) { + m_nActor2 = -1; + } + } + else { + for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) { + if (pActors[i] != nil && pActors[m_nActor] != pActors[i] ) { + m_nActor2 = i; + break; + } + } + TheCamera.Cams[TheCamera.ActiveCam].Source = pActors[m_nActor2]->GetPosition() - m_vecCamHeading; + } } void CSceneEdit::SelectVehicle(void) { - + m_bVehicleSelected = false; + if (m_nVehicle != -1) { + if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) { + CVehicle* pVehicle; + do { + if (--m_nVehicle < 0) + m_nVehicle = NUM_VEHICLES_IN_MOVIE - 1; + pVehicle = pVehicles[m_nVehicle]; + } while (pVehicle == nil); + } + else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) { + CVehicle* pVehicle; + do { + if (++m_nVehicle == NUM_VEHICLES_IN_MOVIE) + m_nVehicle = 0; + pVehicle = pVehicles[m_nVehicle]; + } while (pVehicle == nil); + } + m_vecCurrentPosition = pVehicles[m_nVehicle]->GetPosition(); + TheCamera.Cams[TheCamera.ActiveCam].Source = pVehicles[m_nVehicle]->GetPosition() - m_vecCamHeading; + if (CPad::GetPad(1)->GetTriangleJustDown()) { + m_bVehicleSelected = true; + m_bCommandActive = false; + } + else if (CPad::GetPad(1)->GetCircleJustDown()) { + m_nVehicle = -1; + } + } + else if (m_nNumVehicles != 0) { + for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) { + if (pVehicles[i] != nil) { + m_nVehicle = i; + break; + } + } + } } -void CSceneEdit::SelectWeapon(void) +bool CSceneEdit::SelectWeapon(void) { - + if (m_nWeaponType == WEAPONTYPE_UNARMED) { + m_nWeaponType = WEAPONTYPE_COLT45; + return false; + } + if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) { + if (++m_nWeaponType >= WEAPONTYPE_DETONATOR) + m_nWeaponType = WEAPONTYPE_BASEBALLBAT; + pActors[m_nActor]->ClearWeapons(); + pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000); + pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId); + pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType); + } + else if (CPad::GetPad(1)->GetRightShoulder1JustDown()){ + if (--m_nWeaponType <= WEAPONTYPE_UNARMED) + m_nWeaponType = WEAPONTYPE_GRENADE; + pActors[m_nActor]->ClearWeapons(); + pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000); + pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId); + pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType); + } + if (CPad::GetPad(1)->GetTriangleJustDown()) { + m_bCommandActive = false; + return true; + } + if (CPad::GetPad(1)->GetCircleJustDown()) { + pActors[m_nActor]->ClearWeapons(); + m_nWeaponType = WEAPONTYPE_UNARMED; + m_bCommandActive = false; + return false; + } + return false; }
\ No newline at end of file |