re3-wiiu/src/control/SceneEdit.cpp

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#include "common.h"
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#include "SceneEdit.h"
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#ifdef GTA_SCENE_EDIT
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#include "Automobile.h"
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#include "Camera.h"
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#include "CarCtrl.h"
#include "CivilianPed.h"
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#include "FileMgr.h"
#include "Font.h"
#include "ModelIndices.h"
#include "ModelInfo.h"
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#include "Pad.h"
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#include "Ped.h"
#include "Population.h"
#include "Text.h"
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#include "Timecycle.h"
#include "Streaming.h"
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#include "Vehicle.h"
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#include "WeaponInfo.h"
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#include "World.h"
bool CSceneEdit::m_bEditOn;
int32 CSceneEdit::m_bCameraFollowActor;
bool CSceneEdit::m_bRecording;
CVector CSceneEdit::m_vecCurrentPosition;
CVector CSceneEdit::m_vecCamHeading;
CVector CSceneEdit::m_vecGotoPosition;
int32 CSceneEdit::m_nVehicle;
int32 CSceneEdit::m_nVehicle2;
int32 CSceneEdit::m_nActor;
int32 CSceneEdit::m_nActor2;
int32 CSceneEdit::m_nVehiclemodelId;
int32 CSceneEdit::m_nPedmodelId;
int16 CSceneEdit::m_nCurrentMovieCommand;
int16 CSceneEdit::m_nNumActors;
int16 CSceneEdit::m_nNumMovieCommands;
int16 CSceneEdit::m_nCurrentCommand;
int16 CSceneEdit::m_nCurrentVehicle;
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int16 CSceneEdit::m_nCurrentActor;
int16 CSceneEdit::m_nWeaponType;
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bool CSceneEdit::m_bCommandActive;
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bool CSceneEdit::m_bActorSelected;
bool CSceneEdit::m_bActor2Selected;
bool CSceneEdit::m_bVehicleSelected;
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int16 CSceneEdit::m_nNumVehicles;
CPed* CSceneEdit::pActors[NUM_ACTORS_IN_MOVIE];
CVehicle* CSceneEdit::pVehicles[NUM_VEHICLES_IN_MOVIE];
bool CSceneEdit::m_bDrawGotoArrow;
CMovieCommand CSceneEdit::Movie[NUM_COMMANDS_IN_MOVIE];
#define SHADOW_OFFSET (2.0f)
#define ACTION_MESSAGE_X_RIGHT (60.0f)
#define ACTION_MESSAGE_Y (8.0f)
#define SELECTED_MESSAGE_X_RIGHT (60.0f)
#define SELECTED_MESSAGE_Y (248.0f)
#define COMMAND_NAME_X_RIGHT (60.0f)
#define COMMAND_NAME_Y (38.0f)
#define COMMAND_NAME_HEIGHT (16.0f)
#define NUM_COMMANDS_TO_DRAW (9)
static const char* pCommandStrings[] = {
"do-nothing", "New Actor", "Move Actor", "Select Actor", "Delete Actor",
"New Vehicle", "Move Vehicle", "Select Vehicle", "Delete Vehicle", "Give Weapon",
"Goto", "Goto (wait)", "Get In Car", "Get Out Car", "Kill",
"Flee", "Wait", "Position Camera", "Set Camera Target", "Select Camera Mode",
"Save Movie", "Load Movie", "Play Movie", "END"
};
#ifdef CHECK_STRUCT_SIZES
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static_assert(ARRAY_SIZE(pCommandStrings) == CSceneEdit::MOVIE_TOTAL_COMMANDS, "Scene edit: not all commands have names");
#endif
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static int32 NextValidModelId(int32 mi, int32 step)
{
int32 result = -1;
int32 i = mi;
while (result == -1) {
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i += step;
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if (i < 0 || i > MODELINFOSIZE) {
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step = -step;
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continue;
}
CBaseModelInfo* pInfo = CModelInfo::GetModelInfo(i);
CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)pInfo;
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if (!pInfo)
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continue;
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if (pInfo->GetModelType() == MITYPE_PED
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#ifdef FIX_BUGS
&& !(i >= MI_SPECIAL01 && i <= MI_SPECIAL04)
#endif
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|| pInfo->GetModelType() == MITYPE_VEHICLE &&
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#ifdef FIX_BUGS
(pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT))
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#else // && and || priority failure it seems, also crashes on special models
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pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT)
#endif
result = i;
}
return result;
}
void CSceneEdit::LoadMovie(void)
{
ReInitialise();
CFileMgr::SetDir("DATA");
int fid = CFileMgr::OpenFile("movie.dat", "r");
#ifdef FIX_BUGS
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if (fid >= 0)
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#endif
{
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CFileMgr::Read(fid, (char*)&Movie, sizeof(Movie));
CFileMgr::Read(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
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CFileMgr::CloseFile(fid);
}
CFileMgr::SetDir("");
m_bCommandActive = false;
}
void CSceneEdit::SaveMovie(void)
{
CFileMgr::SetDir("DATA");
int fid = CFileMgr::OpenFileForWriting("movie.dat");
if (fid >= 0) {
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CFileMgr::Write(fid, (char*)&Movie, sizeof(Movie));
CFileMgr::Write(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
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CFileMgr::CloseFile(fid);
}
CFileMgr::SetDir("");
m_bCommandActive = false;
}
void CSceneEdit::Initialise(void)
{
m_nActor = -1;
m_nActor2 = -1;
m_nVehicle = -1;
m_nVehicle2 = -1;
m_nCurrentCommand = MOVIE_NEW_ACTOR;
m_nVehiclemodelId = MI_INFERNUS;
m_nPedmodelId = MI_MALE01;
m_nNumVehicles = 0;
m_nNumActors = 0;
m_nNumMovieCommands = 0;
m_bCommandActive = false;
m_bRecording = true;
m_bEditOn = false;
for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++)
pActors[i] = nil;
for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++)
pVehicles[i] = nil;
m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].Front;
m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
m_bCameraFollowActor = false;
TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true;
m_bDrawGotoArrow = false;
}
void CSceneEdit::InitPlayback(void)
{
m_nVehiclemodelId = MI_INFERNUS;
m_nPedmodelId = MI_MALE01;
m_bCommandActive = false;
m_nNumActors = 0;
m_nNumVehicles = 0;
m_nActor = -1;
m_nActor2 = -1;
m_nVehicle = -1;
m_nVehicle2 = -1;
TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true;
m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].Front;
for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
if (pActors[i]) {
CPopulation::RemovePed(pActors[i]);
pActors[i] = nil;
}
}
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m_nCurrentActor = 0;
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for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
if (pVehicles[i]) {
CWorld::Remove(pVehicles[i]);
delete pVehicles[i];
pVehicles[i] = nil;
}
}
m_nCurrentVehicle = 0;
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m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
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m_nCurrentMovieCommand = MOVIE_DO_NOTHING;
m_bDrawGotoArrow = false;
}
void CSceneEdit::ReInitialise(void)
{
m_nVehiclemodelId = MI_INFERNUS;
m_nPedmodelId = MI_MALE01;
m_nCurrentCommand = MOVIE_NEW_ACTOR;
m_bEditOn = true;
m_bRecording = true;
m_bCommandActive = false;
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#ifdef FIX_BUGS
m_bCameraFollowActor = false;
TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true; // not enough...
#endif
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m_nActor = -1;
m_nActor2 = -1;
m_nVehicle = -1;
m_nVehicle2 = -1;
m_nNumMovieCommands = 0;
m_nCurrentMovieCommand = MOVIE_DO_NOTHING;
m_nNumActors = 0;
m_nNumVehicles = 0;
for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
if (pActors[i]) {
CPopulation::RemovePed(pActors[i]);
pActors[i] = nil;
}
}
for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
if (pVehicles[i]) {
CWorld::Remove(pVehicles[i]);
delete pVehicles[i];
pVehicles[i] = nil;
}
}
for (int i = 0; i < NUM_COMMANDS_IN_MOVIE; i++) {
Movie[i].m_nCommandId = MOVIE_DO_NOTHING;
Movie[i].m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
Movie[i].m_vecCamera = CVector(0.0f, 0.0f, 0.0f);
Movie[i].m_nActorId = -1;
Movie[i].m_nActor2Id = -1;
Movie[i].m_nVehicleId = -1;
Movie[i].m_nModelIndex = 0;
}
m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
m_bDrawGotoArrow = false;
}
void CSceneEdit::Update(void)
{
if (!m_bEditOn)
return;
if (m_bRecording)
ProcessCommand();
else {
if (m_bCameraFollowActor && m_nActor != -1) {
if (pActors[m_nActor]->bInVehicle)
TheCamera.TakeControl(pActors[m_nActor]->m_pMyVehicle, CCam::MODE_BEHINDCAR, JUMP_CUT, CAMCONTROL_SCRIPT);
else
TheCamera.TakeControl(pActors[m_nActor], CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT);
}
PlayBack();
}
}
void CSceneEdit::Draw(void)
{
char str[200];
wchar wstr[200];
if (TheCamera.m_WideScreenOn)
return;
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#ifndef FIX_BUGS
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CFont::SetPropOff();
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#endif
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CFont::SetBackgroundOff();
CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
CFont::SetCentreOn();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(0.0f);
CFont::SetBackGroundOnlyTextOff();
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#ifdef FIX_BUGS
CFont::SetFontStyle(FONT_BANK);
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CFont::SetPropOn();
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetDropShadowPosition(1);
#else
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CFont::SetFontStyle(FONT_HEADING);
CFont::SetPropOff();
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#endif
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sprintf(str, "Action");
AsciiToUnicode(str, wstr);
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CFont::SetColor(CRGBA(0, 0, 0, 255));
#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(ACTION_MESSAGE_Y + SHADOW_OFFSET), wstr);
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#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-ACTION_MESSAGE_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-ACTION_MESSAGE_Y) + SHADOW_OFFSET, wstr);
#endif
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CFont::SetColor(CRGBA(193, 164, 120, 255));
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(ACTION_MESSAGE_Y), wstr);
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#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-ACTION_MESSAGE_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-ACTION_MESSAGE_Y), wstr);
#endif
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sprintf(str, "Selected");
AsciiToUnicode(str, wstr);
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CFont::SetColor(CRGBA(0, 0, 0, 255));
#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y + SHADOW_OFFSET), wstr);
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#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-SELECTED_MESSAGE_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-SELECTED_MESSAGE_Y) + SHADOW_OFFSET, wstr);
#endif
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CFont::SetColor(CRGBA(193, 164, 120, 255));
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y), wstr);
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#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-SELECTED_MESSAGE_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-SELECTED_MESSAGE_Y), wstr);
#endif
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CFont::SetCentreOff();
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#ifdef FIX_BUGS
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CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.7f));
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#else
CFont::SetScale(0.7f, 0.7f);
#endif
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#ifdef FIX_BUGS
CFont::SetFontStyle(FONT_BANK);
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#else
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CFont::SetFontStyle(FONT_HEADING);
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#endif
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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for (int i = 0; i < NUM_COMMANDS_TO_DRAW; i++) {
int16 nCommandDrawn = m_nCurrentCommand + i - NUM_COMMANDS_TO_DRAW / 2;
if (nCommandDrawn >= MOVIE_TOTAL_COMMANDS)
nCommandDrawn -= (MOVIE_TOTAL_COMMANDS - 1);
if (nCommandDrawn <= MOVIE_DO_NOTHING)
nCommandDrawn += (MOVIE_TOTAL_COMMANDS - 1);
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sprintf(str, "%s", pCommandStrings[nCommandDrawn]);
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AsciiToUnicode(str, wstr);
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CFont::SetColor(CRGBA(0, 0, 0, 255));
#ifdef FIX_BUGS
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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);
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#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT) + SHADOW_OFFSET, SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
#endif
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if (nCommandDrawn == m_nCurrentCommand)
CFont::SetColor(CRGBA(156, 91, 40, 255));
else
CFont::SetColor(CRGBA(193, 164, 120, 255));
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#ifdef FIX_BUGS
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr);
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#else
CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH-COMMAND_NAME_X_RIGHT), SCREEN_SCALE_FROM_BOTTOM(DEFAULT_SCREEN_HEIGHT-COMMAND_NAME_Y) + i * COMMAND_NAME_HEIGHT), wstr);
#endif
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}
}
void CSceneEdit::ProcessCommand(void)
{
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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;
}
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return;
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}
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switch (m_nCurrentCommand) {
case MOVIE_DO_NOTHING:
m_bCommandActive = false;
break;
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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;
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pPed->SetPosition(m_vecCurrentPosition);
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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 {
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pActors[m_nActor]->SetPosition(m_vecCurrentPosition);
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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;
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pActors[m_nActor]->SetPosition(m_vecCurrentPosition);
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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->SetStatus(STATUS_PHYSICS);
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pVehicle->SetPosition(m_vecCurrentPosition);
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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 {
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pVehicles[m_nVehicle]->SetPosition(m_vecCurrentPosition);
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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;
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pVehicles[m_nVehicle]->SetPosition(m_vecCurrentPosition);
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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->SetStatus(STATUS_PHYSICS);
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pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
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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_CAR);
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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_WAIT_ON_FOOT);
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Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_WAIT;
Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
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}
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);
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}
}
void CSceneEdit::PlayBack(void)
{
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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);
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pPed->SetPosition(m_vecCurrentPosition);
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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->SetStatus(STATUS_PHYSICS);
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pVehicle->SetPosition(m_vecCurrentPosition);
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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->SetStatus(STATUS_PHYSICS);
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pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
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pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
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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_CAR);
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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_WAIT_ON_FOOT);
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++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;
}
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}
void CSceneEdit::ClearForNewCommand(void)
{
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m_nActor = -1;
m_nActor2 = -1;
m_nVehicle = -1;
m_bActorSelected = false;
m_bActor2Selected = false;
m_bVehicleSelected = false;
m_bDrawGotoArrow = false;
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}
void CSceneEdit::SelectActor(void)
{
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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;
}
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}
void CSceneEdit::SelectActor2(void)
{
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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;
}
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}
void CSceneEdit::SelectVehicle(void)
{
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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;
}
}
}
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}
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bool CSceneEdit::SelectWeapon(void)
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{
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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;
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}
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#endif