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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 01:29:16 +01:00
scene edit
This commit is contained in:
parent
e71b000cc5
commit
cb85091d34
@ -2,15 +2,22 @@
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#include "patcher.h"
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#include "SceneEdit.h"
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#include "Automobile.h"
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#include "Camera.h"
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#include "CarCtrl.h"
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#include "CivilianPed.h"
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#include "FileMgr.h"
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#include "Font.h"
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#include "ModelIndices.h"
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#include "ModelInfo.h"
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#include "Pad.h"
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#include "Ped.h"
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#include "Population.h"
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#include "Text.h"
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#include "Timecycle.h"
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#include "Streaming.h"
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#include "Vehicle.h"
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#include "WeaponInfo.h"
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#include "World.h"
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bool CSceneEdit::m_bEditOn;
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@ -30,7 +37,12 @@ int16 CSceneEdit::m_nNumActors;
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int16 CSceneEdit::m_nNumMovieCommands;
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int16 CSceneEdit::m_nCurrentCommand;
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int16 CSceneEdit::m_nCurrentVehicle;
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int16 CSceneEdit::m_nCurrentActor;
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int16 CSceneEdit::m_nWeaponType;
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bool CSceneEdit::m_bCommandActive;
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bool CSceneEdit::m_bActorSelected;
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bool CSceneEdit::m_bActor2Selected;
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bool CSceneEdit::m_bVehicleSelected;
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int16 CSceneEdit::m_nNumVehicles;
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CPed* CSceneEdit::pActors[NUM_ACTORS_IN_MOVIE];
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CVehicle* CSceneEdit::pVehicles[NUM_VEHICLES_IN_MOVIE];
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@ -63,19 +75,24 @@ static int32 NextValidModelId(int32 mi, int32 step)
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int32 result = -1;
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int32 i = mi;
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while (result == -1) {
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i += step;
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if (i < 0 || i > 5500) {
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i = -i;
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step = -step;
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continue;
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}
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CBaseModelInfo* pInfo = CModelInfo::GetModelInfo(i);
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CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)pInfo;
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if (!i)
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if (!pInfo)
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continue;
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if (pInfo->m_type == MITYPE_PED ||
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if (pInfo->m_type == MITYPE_PED
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#ifdef FIX_BUGS
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&& !(i >= MI_SPECIAL01 && i <= MI_SPECIAL04)
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#endif
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||
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pInfo->m_type == MITYPE_VEHICLE &&
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#ifdef FIX_BUGS
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(pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT))
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#else // && and || priority failure it seems
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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)
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#endif
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result = i;
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@ -92,8 +109,8 @@ void CSceneEdit::LoadMovie(void)
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if (fid > 0)
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#endif
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{
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CFileMgr::Read(fid, (char*)Movie, sizeof(Movie));
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CFileMgr::Read(fid, (char*)m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
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CFileMgr::Read(fid, (char*)&Movie, sizeof(Movie));
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CFileMgr::Read(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
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CFileMgr::CloseFile(fid);
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}
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CFileMgr::SetDir("");
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@ -105,8 +122,8 @@ void CSceneEdit::SaveMovie(void)
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CFileMgr::SetDir("DATA");
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int fid = CFileMgr::OpenFileForWriting("movie.dat");
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if (fid >= 0) {
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CFileMgr::Write(fid, (char*)Movie, sizeof(Movie));
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CFileMgr::Write(fid, (char*)m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
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CFileMgr::Write(fid, (char*)&Movie, sizeof(Movie));
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CFileMgr::Write(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
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CFileMgr::CloseFile(fid);
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}
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CFileMgr::SetDir("");
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@ -158,6 +175,7 @@ void CSceneEdit::InitPlayback(void)
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pActors[i] = nil;
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}
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}
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m_nCurrentActor = 0;
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for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
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if (pVehicles[i]) {
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CWorld::Remove(pVehicles[i]);
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@ -165,8 +183,8 @@ void CSceneEdit::InitPlayback(void)
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pVehicles[i] = nil;
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}
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}
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m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
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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;
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m_bDrawGotoArrow = false;
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}
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@ -236,30 +254,43 @@ void CSceneEdit::Draw(void)
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wchar wstr[200];
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if (TheCamera.m_WideScreenOn)
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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();
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CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
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CFont::SetCentreOn();
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CFont::SetRightJustifyOn();
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CFont::SetRightJustifyWrap(0.0f);
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CFont::SetBackGroundOnlyTextOff();
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#ifdef FIX_BUGS
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CFont::SetFontStyle(FONT_BANK);
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CFont::SetPropOn();
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CFont::SetDropColor(CRGBA(0, 0, 0, 255));
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CFont::SetDropShadowPosition(1);
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#else
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetPropOff();
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#endif
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sprintf(str, "Action");
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AsciiToUnicode(str, wstr);
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CFont::SetColor(CRGBA(0, 0, 0, 0));
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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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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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CFont::SetColor(CRGBA(193, 164, 120, 255));
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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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sprintf(str, "Selected");
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AsciiToUnicode(str, wstr);
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CFont::SetColor(CRGBA(0, 0, 0, 0));
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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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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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CFont::SetColor(CRGBA(193, 164, 120, 255));
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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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CFont::SetCentreOff();
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CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.7f));
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#ifdef FIX_BUGS
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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, 0));
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for (int i = 0; i < NUM_COMMANDS_TO_DRAW; i++) {
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int16 nCommandDrawn = m_nCurrentCommand + i - NUM_COMMANDS_TO_DRAW / 2;
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@ -270,7 +301,7 @@ void CSceneEdit::Draw(void)
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sprintf(str, pCommandStrings[nCommandDrawn]);
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AsciiToUnicode(str, wstr);
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CFont::SetColor(CRGBA(0, 0, 0, 0));
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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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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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if (nCommandDrawn == m_nCurrentCommand)
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CFont::SetColor(CRGBA(156, 91, 40, 255));
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else
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@ -281,40 +312,782 @@ void CSceneEdit::Draw(void)
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void CSceneEdit::ProcessCommand(void)
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{
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if (!m_bCommandActive)
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if (!m_bCommandActive) {
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ClearForNewCommand();
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if (CPad::GetPad(1)->GetDPadUpJustDown()) {
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if (--m_nCurrentCommand == MOVIE_DO_NOTHING)
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m_nCurrentCommand = MOVIE_END;
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}
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if (CPad::GetPad(1)->GetDPadDownJustDown()) {
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if (++m_nCurrentCommand == MOVIE_TOTAL_COMMANDS)
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m_nCurrentCommand = MOVIE_NEW_ACTOR;
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}
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if (CPad::GetPad(1)->GetTriangleJustDown()) {
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if (m_nCurrentCommand != MOVIE_DO_NOTHING)
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m_bCommandActive = true;
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}
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return;
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}
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switch (m_nCurrentCommand) {
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case MOVIE_DO_NOTHING:
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m_bCommandActive = false;
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break;
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case MOVIE_NEW_ACTOR:
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if (m_nActor == -1) {
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if (m_nNumActors == NUM_ACTORS_IN_MOVIE)
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break;
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if (!CStreaming::HasModelLoaded(m_nPedmodelId)) {
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CStreaming::RequestModel(m_nPedmodelId, 0);
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#ifdef FIX_BUGS
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CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
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#endif
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break;
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}
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CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId);
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pPed->CharCreatedBy = MISSION_CHAR;
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pPed->GetPosition() = m_vecCurrentPosition;
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pPed->SetOrientation(0.0f, 0.0f, 0.0f);
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CWorld::Add(pPed);
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pPed->bUsesCollision = false;
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pPed->bAffectedByGravity = false;
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for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
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if (pActors[i] == nil) {
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m_nActor = i;
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pActors[i] = pPed;
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break;
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}
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}
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}
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else {
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pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
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pActors[m_nActor]->SetOrientation(0.0f, 0.0f, 0.0f);
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int32 mi = m_nPedmodelId;
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if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
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mi = NextValidModelId(m_nPedmodelId, -1);
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else if (CPad::GetPad(1)->GetRightShoulder1JustDown())
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mi = NextValidModelId(m_nPedmodelId, 1);
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if (mi == m_nPedmodelId) {
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if (CPad::GetPad(1)->GetTriangleJustDown()) {
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pActors[m_nActor]->bUsesCollision = true;
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pActors[m_nActor]->bAffectedByGravity = true;
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++m_nNumActors;
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Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_ACTOR;
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Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition;
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Movie[m_nNumMovieCommands].m_nModelIndex = m_nPedmodelId;
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Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
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m_nActor = -1;
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m_bCommandActive = false;
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}
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if (CPad::GetPad(1)->GetCircleJustDown()) {
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CWorld::Remove(pActors[m_nActor]);
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delete pActors[m_nActor];
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pActors[m_nActor] = nil;
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m_nActor = -1;
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m_bCommandActive = false;
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}
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}
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else {
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m_nPedmodelId = mi;
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if (pActors[m_nActor]) {
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CWorld::Remove(pActors[m_nActor]);
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delete pActors[m_nActor];
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}
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pActors[m_nActor] = nil;
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m_nActor = -1;
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}
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}
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break;
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case MOVIE_MOVE_ACTOR:
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SelectActor();
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if (m_bCommandActive)
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break;
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pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
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if (CPad::GetPad(1)->GetTriangleJustDown()) {
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m_bCommandActive = false;
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#ifndef FIX_BUGS // why? it crashes, also makes no sense
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pActors[m_nActor] = nil;
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#endif
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SelectActor();
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}
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break;
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case MOVIE_SELECT_ACTOR:
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SelectActor();
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break;
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case MOVIE_DELETE_ACTOR:
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SelectActor();
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if (m_bActorSelected) {
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CPopulation::RemovePed(pActors[m_nActor]);
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m_nCurrentActor = 0;
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--m_nNumActors;
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#ifdef FIX_BUGS
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pActors[m_nActor] = nil;
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m_nActor = -1;
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#else
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m_nActor = -1;
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pActors[m_nActor] = nil;
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#endif
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SelectActor();
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m_bCommandActive = false;
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}
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else if (CPad::GetPad(1)->GetCircleJustDown()) {
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m_nActor = -1;
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m_bCommandActive = false;
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}
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break;
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case MOVIE_NEW_VEHICLE:
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if (m_nVehicle == -1) {
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if (m_nNumVehicles == NUM_VEHICLES_IN_MOVIE)
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break;
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if (!CStreaming::HasModelLoaded(m_nVehiclemodelId)) {
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CStreaming::RequestModel(m_nVehiclemodelId, 0);
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#ifdef FIX_BUGS
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CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
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#endif
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break;
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}
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CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->GetPosition() = m_vecCurrentPosition;
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pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
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CWorld::Add(pVehicle);
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pVehicle->bUsesCollision = false;
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pVehicle->bAffectedByGravity = false;
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for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
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if (pVehicles[i] == nil) {
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m_nVehicle = i;
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pVehicles[i] = pVehicle;
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break;
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}
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}
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}
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else {
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pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
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pVehicles[m_nVehicle]->SetOrientation(0.0f, 0.0f, 0.0f);
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int32 mi = m_nVehiclemodelId;
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if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
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mi = NextValidModelId(m_nVehiclemodelId, -1);
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else if (CPad::GetPad(1)->GetRightShoulder1JustDown())
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mi = NextValidModelId(m_nVehiclemodelId, 1);
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if (mi == m_nVehiclemodelId) {
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if (CPad::GetPad(1)->GetTriangleJustDown()) {
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pVehicles[m_nVehicle]->bUsesCollision = true;
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pVehicles[m_nVehicle]->bAffectedByGravity = true;
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++m_nNumVehicles;
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Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_VEHICLE;
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Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition;
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Movie[m_nNumMovieCommands].m_nModelIndex = m_nVehiclemodelId;
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Movie[m_nNumMovieCommands++].m_nVehicleId = m_nVehicle;
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m_nVehicle = -1;
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m_bCommandActive = false;
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}
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if (CPad::GetPad(1)->GetCircleJustDown()) {
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CWorld::Remove(pVehicles[m_nVehicle]);
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delete pVehicles[m_nVehicle];
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pVehicles[m_nVehicle] = nil;
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m_nVehicle = -1;
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m_bCommandActive = false;
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}
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}
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else {
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m_nVehiclemodelId = mi;
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if (pVehicles[m_nVehicle]) {
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CWorld::Remove(pVehicles[m_nVehicle]);
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delete pVehicles[m_nVehicle];
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}
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pVehicles[m_nVehicle] = nil;
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m_nVehicle = -1;
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}
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}
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break;
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case MOVIE_MOVE_VEHICLE:
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SelectVehicle();
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if (m_bCommandActive)
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break;
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pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
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if (CPad::GetPad(1)->GetTriangleJustDown()) {
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m_bCommandActive = false;
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#ifndef FIX_BUGS // again, why? works wrong
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pVehicles[m_nVehicle] = nil;
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#endif
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m_nVehicle = -1;
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}
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break;
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case MOVIE_SELECT_VEHICLE:
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SelectVehicle();
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break;
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case MOVIE_DELETE_VEHICLE:
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SelectVehicle();
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if (m_bVehicleSelected) {
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CWorld::Remove(pVehicles[m_nVehicle]);
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delete pVehicles[m_nVehicle];
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m_nCurrentVehicle = 0;
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--m_nNumVehicles;
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pVehicles[m_nVehicle] = nil;
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m_nVehicle = -1;
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SelectVehicle();
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m_bCommandActive = false;
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}
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else if (CPad::GetPad(1)->GetCircleJustDown()) {
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pVehicles[m_nVehicle] = nil;
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m_nVehicle = -1;
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m_bCommandActive = false;
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}
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break;
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case MOVIE_GIVE_WEAPON:
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if (m_bActorSelected) {
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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;
|
||||
}
|
@ -62,12 +62,17 @@ public:
|
||||
static int16 m_nCurrentMovieCommand;
|
||||
static int16 m_nCurrentCommand;
|
||||
static int16 m_nCurrentVehicle;
|
||||
static int16 m_nCurrentActor;
|
||||
static bool m_bEditOn;
|
||||
static bool m_bRecording;
|
||||
static bool m_bCommandActive;
|
||||
static bool m_bActorSelected;
|
||||
static bool m_bActor2Selected;
|
||||
static bool m_bVehicleSelected;
|
||||
static int16 m_nNumActors;
|
||||
static int16 m_nNumVehicles;
|
||||
static int16 m_nNumMovieCommands;
|
||||
static int16 m_nWeaponType;
|
||||
static CPed* pActors[NUM_ACTORS_IN_MOVIE];
|
||||
static CVehicle* pVehicles[NUM_VEHICLES_IN_MOVIE];
|
||||
static bool m_bDrawGotoArrow;
|
||||
@ -86,5 +91,5 @@ public:
|
||||
static void SelectActor(void);
|
||||
static void SelectActor2(void);
|
||||
static void SelectVehicle(void);
|
||||
static void SelectWeapon(void);
|
||||
static bool SelectWeapon(void);
|
||||
};
|
||||
|
@ -931,8 +931,8 @@ void CPad::UpdatePads(void)
|
||||
|
||||
GetPad(0)->UpdateMouse();
|
||||
#ifdef XINPUT
|
||||
GetPad(0)->AffectFromXinput(0);
|
||||
GetPad(1)->AffectFromXinput(1);
|
||||
GetPad(0)->AffectFromXinput(1);
|
||||
GetPad(1)->AffectFromXinput(0);
|
||||
#else
|
||||
CapturePad(0);
|
||||
#endif
|
||||
|
@ -58,6 +58,7 @@
|
||||
#include "Console.h"
|
||||
#include "timebars.h"
|
||||
#include "GenericGameStorage.h"
|
||||
#include "SceneEdit.h"
|
||||
|
||||
GlobalScene &Scene = *(GlobalScene*)0x726768;
|
||||
|
||||
@ -863,11 +864,9 @@ Render2dStuff(void)
|
||||
|
||||
MusicManager.DisplayRadioStationName();
|
||||
TheConsole.Display();
|
||||
/*
|
||||
if(CSceneEdit::m_bEditOn)
|
||||
CSceneEdit::Draw();
|
||||
else
|
||||
*/
|
||||
CHud::Draw();
|
||||
CUserDisplay::OnscnTimer.ProcessForDisplay();
|
||||
CMessages::Display();
|
||||
|
@ -22,6 +22,8 @@
|
||||
#include "Console.h"
|
||||
#include "Debug.h"
|
||||
#include "Hud.h"
|
||||
#include "SceneEdit.h"
|
||||
#include "Pad.h"
|
||||
|
||||
#include <list>
|
||||
|
||||
@ -344,6 +346,8 @@ DebugMenuPopulate(void)
|
||||
DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
|
||||
|
||||
DebugMenuAddVarBool8("Debug", "Draw hud", (int8*)&CHud::m_Wants_To_Draw_Hud, nil);
|
||||
DebugMenuAddVarBool8("Debug", "Edit on", (int8*)&CSceneEdit::m_bEditOn, nil);
|
||||
DebugMenuAddVarBool8("Debug", "MapPadOneToPadTwo", (int8*)&CPad::m_bMapPadOneToPadTwo, nil);
|
||||
DebugMenuAddVar("Debug", "Engine Status", &engineStatus, nil, 1, 0, 226, nil);
|
||||
DebugMenuAddCmd("Debug", "Set Engine Status", SetEngineStatus);
|
||||
DebugMenuAddCmd("Debug", "Fix Car", FixCar);
|
||||
|
Loading…
Reference in New Issue
Block a user