From c1c163d78c7f822b62aa6b0f5c7b00642b961700 Mon Sep 17 00:00:00 2001 From: Nikolay Korolev Date: Sun, 31 May 2020 20:59:01 +0300 Subject: game logic --- src/control/GameLogic.cpp | 324 ++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 311 insertions(+), 13 deletions(-) (limited to 'src/control/GameLogic.cpp') diff --git a/src/control/GameLogic.cpp b/src/control/GameLogic.cpp index abb5c5f3..6cfaa042 100644 --- a/src/control/GameLogic.cpp +++ b/src/control/GameLogic.cpp @@ -19,13 +19,42 @@ #include "Fire.h" #include "Script.h" #include "Garages.h" +#include "Population.h" +#include "General.h" +#include "DMAudio.h" +#include "Radar.h" +#include "Pools.h" +#include "Hud.h" +#include "Particle.h" +#include "ColStore.h" +#include "Automobile.h" uint8 CGameLogic::ActivePlayers; +uint8 CGameLogic::ShortCutState; +CAutomobile* CGameLogic::pShortCutTaxi; +uint32 CGameLogic::NumAfterDeathStartPoints; +CVector CGameLogic::ShortCutStart; +float CGameLogic::ShortCutStartOrientation; +CVector CGameLogic::ShortCutDestination; +float CGameLogic::ShortCutDestinationOrientation; +uint32 CGameLogic::ShortCutTimer; +CVector CGameLogic::AfterDeathStartPoints[NUM_SHORTCUT_START_POINTS]; +float CGameLogic::AfterDeathStartPointOrientation[NUM_SHORTCUT_START_POINTS]; +CVector CGameLogic::ShortCutDropOffForMission; +float CGameLogic::ShortCutDropOffOrientationForMission; +bool CGameLogic::MissionDropOffReadyToBeUsed; + +//--MIAMI: file done except TODO + +#define SHORTCUT_TAXI_COST (9) void CGameLogic::InitAtStartOfGame() { ActivePlayers = 1; + ShortCutState = SHORTCUT_NONE; + pShortCutTaxi = nil; + NumAfterDeathStartPoints = 0; } void @@ -58,7 +87,10 @@ CGameLogic::SortOutStreamingAndMemory(const CVector &pos) CStreaming::DeleteRwObjectsAfterDeath(pos); CStreaming::RemoveUnusedModelsInLoadedList(); CGame::DrasticTidyUpMemory(true); + CWorld::Players[CWorld::PlayerInFocus].m_pPed->Undress("player"); + CStreaming::LoadSceneCollision(pos); CStreaming::LoadScene(pos); + CWorld::Players[CWorld::PlayerInFocus].m_pPed->Dress(); CTimer::Update(); } @@ -70,7 +102,9 @@ CGameLogic::Update() if (CCutsceneMgr::IsCutsceneProcessing()) return; + UpdateShortCut(); CPlayerInfo &pPlayerInfo = CWorld::Players[CWorld::PlayerInFocus]; + switch (pPlayerInfo.m_WBState) { case WBSTATE_PLAYING: if (pPlayerInfo.m_pPed->m_nPedState == PED_DEAD) { @@ -93,7 +127,7 @@ CGameLogic::Update() if (pPlayerInfo.m_bGetOutOfHospitalFree) { pPlayerInfo.m_bGetOutOfHospitalFree = false; } else { - pPlayerInfo.m_nMoney = Max(0, pPlayerInfo.m_nMoney - 1000); + pPlayerInfo.m_nMoney = Max(0, pPlayerInfo.m_nMoney - 100); pPlayerInfo.m_pPed->ClearWeapons(); } @@ -117,17 +151,20 @@ CGameLogic::Update() CRestart::OverridePoliceStationLevel = LEVEL_NONE; PassTime(720); RestorePlayerStuffDuringResurrection(pPlayerInfo.m_pPed, vecRestartPos, fRestartFloat); + AfterDeathArrestSetUpShortCutTaxi(); SortOutStreamingAndMemory(pPlayerInfo.GetPos()); TheCamera.m_fCamShakeForce = 0.0f; TheCamera.SetMotionBlur(0, 0, 0, 0, MBLUR_NONE); CPad::GetPad(0)->StopShaking(0); CReferences::RemoveReferencesToPlayer(); - CCarCtrl::CountDownToCarsAtStart = 2; + CPopulation::m_CountDownToPedsAtStart = 10; + CCarCtrl::CountDownToCarsAtStart = 10; CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls = PLAYERCONTROL_ENABLED; if (CRestart::bFadeInAfterNextDeath) { TheCamera.SetFadeColour(200, 200, 200); TheCamera.Fade(4.0f, FADE_IN); - } else CRestart::bFadeInAfterNextDeath = true; + } else + CRestart::bFadeInAfterNextDeath = true; } break; case WBSTATE_BUSTED: @@ -135,7 +172,30 @@ CGameLogic::Update() TheCamera.SetFadeColour(0, 0, 0); TheCamera.Fade(2.0f, FADE_OUT); } + + if (!CTheScripts::IsPlayerOnAMission() && pPlayerInfo.m_nBustedAudioStatus == 0) { + if (CGeneral::GetRandomNumberInRange(0, 4) == 0) + pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_DONE; + else { + pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_LOADING; + char name[12]; + sprintf(name, pPlayerInfo.m_nCurrentBustedAudio >= 10 ? "bust_%d" : "bust_0%d", pPlayerInfo.m_nCurrentBustedAudio); + DMAudio.ClearMissionAudio(); // TODO(MIAMI): argument is 0 + DMAudio.PreloadMissionAudio(name); // TODO(MIAMI): argument is 0 + pPlayerInfo.m_nCurrentBustedAudio = pPlayerInfo.m_nCurrentBustedAudio % 28 + 1; // enum? const? TODO + } + } + if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 4000 && + pPlayerInfo.m_nBustedAudioStatus == BUSTEDAUDIO_LOADING && + DMAudio.GetMissionAudioLoadingStatus() == 1) { // TODO: argument is 0 + DMAudio.PlayLoadedMissionAudio(); // TODO: argument is 0 + pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_DONE; + } + if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime >= 0x1000) { +#ifdef FIX_BUGS + pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_NONE; +#endif pPlayerInfo.m_WBState = WBSTATE_PLAYING; int takeMoney; @@ -188,18 +248,21 @@ CGameLogic::Update() CRestart::OverridePoliceStationLevel = LEVEL_NONE; PassTime(720); RestorePlayerStuffDuringResurrection(pPlayerInfo.m_pPed, vecRestartPos, fRestartFloat); + AfterDeathArrestSetUpShortCutTaxi(); pPlayerInfo.m_pPed->ClearWeapons(); SortOutStreamingAndMemory(pPlayerInfo.GetPos()); TheCamera.m_fCamShakeForce = 0.0f; TheCamera.SetMotionBlur(0, 0, 0, 0, MBLUR_NONE); CPad::GetPad(0)->StopShaking(0); CReferences::RemoveReferencesToPlayer(); - CCarCtrl::CountDownToCarsAtStart = 2; + CPopulation::m_CountDownToPedsAtStart = 10; + CCarCtrl::CountDownToCarsAtStart = 10; CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls = PLAYERCONTROL_ENABLED; if (CRestart::bFadeInAfterNextArrest) { TheCamera.SetFadeColour(0, 0, 0); TheCamera.Fade(4.0f, FADE_IN); - } else CRestart::bFadeInAfterNextArrest = true; + } else + CRestart::bFadeInAfterNextArrest = true; } break; case WBSTATE_FAILED_CRITICAL_MISSION: @@ -233,7 +296,8 @@ CGameLogic::Update() TheCamera.SetMotionBlur(0, 0, 0, 0, MBLUR_NONE); CPad::GetPad(0)->StopShaking(0); CReferences::RemoveReferencesToPlayer(); - CCarCtrl::CountDownToCarsAtStart = 2; + CPopulation::m_CountDownToPedsAtStart = 10; + CCarCtrl::CountDownToCarsAtStart = 10; CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls = PLAYERCONTROL_ENABLED; TheCamera.SetFadeColour(0, 0, 0); TheCamera.Fade(4.0f, FADE_IN); @@ -247,11 +311,14 @@ CGameLogic::Update() void CGameLogic::RestorePlayerStuffDuringResurrection(CPlayerPed *pPlayerPed, CVector pos, float angle) { - pPlayerPed->m_fHealth = 100.0f; + ClearShortCut(); + CPlayerInfo* pPlayerInfo = pPlayerPed->GetPlayerInfoForThisPlayerPed(); + pPlayerPed->m_fHealth = pPlayerInfo->m_nMaxHealth; pPlayerPed->m_fArmour = 0.0f; pPlayerPed->bIsVisible = true; pPlayerPed->m_bloodyFootprintCountOrDeathTime = 0; pPlayerPed->bDoBloodyFootprints = false; + //TODO(MIAMI): clear drunk stuff pPlayerPed->ClearAdrenaline(); pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina; if (pPlayerPed->m_pFire) @@ -260,27 +327,258 @@ CGameLogic::RestorePlayerStuffDuringResurrection(CPlayerPed *pPlayerPed, CVector pPlayerPed->m_pMyVehicle = nil; pPlayerPed->m_pVehicleAnim = nil; pPlayerPed->m_pWanted->Reset(); + pPlayerPed->bCancelEnteringCar = false; pPlayerPed->RestartNonPartialAnims(); - pPlayerPed->GetPlayerInfoForThisPlayerPed()->MakePlayerSafe(false); + pPlayerInfo->MakePlayerSafe(false); pPlayerPed->bRemoveFromWorld = false; pPlayerPed->ClearWeaponTarget(); pPlayerPed->SetInitialState(); CCarCtrl::ClearInterestingVehicleList(); - - pos.z += 1.0f; - pPlayerPed->Teleport(pos); - pPlayerPed->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f)); - + pPlayerPed->Teleport(pos + CVector(0.0f, 0.0f, 1.0f)); + pPlayerPed->SetMoveSpeed(0.0f, 0.0f, 0.0f); pPlayerPed->m_fRotationCur = DEGTORAD(angle); pPlayerPed->m_fRotationDest = pPlayerPed->m_fRotationCur; pPlayerPed->SetHeading(pPlayerPed->m_fRotationCur); CTheScripts::ClearSpaceForMissionEntity(pos, pPlayerPed); CWorld::ClearExcitingStuffFromArea(pos, 4000.0, 1); pPlayerPed->RestoreHeadingRate(); + CGame::currArea = AREA_MAIN_MAP; + //CStreaming::RemoveBuildingsNotInArea(0); // TODO(MIAMI) TheCamera.SetCameraDirectlyInFrontForFollowPed_CamOnAString(); + TheCamera.Restore(); CReferences::RemoveReferencesToPlayer(); CGarages::PlayerArrestedOrDied(); CStats::CheckPointReachedUnsuccessfully(); CWorld::Remove(pPlayerPed); CWorld::Add(pPlayerPed); + //CHud::ResetWastedText() // TODO(MIAMI) + CStreaming::StreamZoneModels(pos); + clearWaterDrop = true; +} + +void +CGameLogic::ClearShortCut() +{ + if (pShortCutTaxi) { + if (pShortCutTaxi->VehicleCreatedBy == MISSION_VEHICLE) { + pShortCutTaxi->VehicleCreatedBy = RANDOM_VEHICLE; + --CCarCtrl::NumMissionCars; + ++CCarCtrl::NumRandomCars; + } + CRadar::ClearBlipForEntity(BLIP_CAR, CPools::GetVehiclePool()->GetIndex(pShortCutTaxi)); + pShortCutTaxi = nil; + } + CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_SHORTCUT_TAXI); +} + +void +CGameLogic::SetUpShortCut(CVector vStartPos, float fStartAngle, CVector vEndPos, float fEndAngle) +{ + ClearShortCut(); + ShortCutState = SHORTCUT_INIT; + ShortCutStart = vStartPos; + ShortCutStartOrientation = fStartAngle; + ShortCutDestination = vEndPos; + ShortCutDestinationOrientation = fEndAngle; + CStreaming::RequestModel(MI_KAUFMAN, 0); +} + +void +CGameLogic::AbandonShortCutIfTaxiHasBeenMessedWith() +{ + if (!pShortCutTaxi) + return; + if (pShortCutTaxi->pDriver == nil || + pShortCutTaxi->pDriver->DyingOrDead() || + pShortCutTaxi->pDriver->GetPedState() == PED_DRAG_FROM_CAR || + pShortCutTaxi->pDriver->GetPedState() == PED_ON_FIRE || + pShortCutTaxi->pDriver->m_objective == OBJECTIVE_LEAVE_CAR_AND_DIE || + pShortCutTaxi->m_fHealth < 250.0f || + pShortCutTaxi->bRenderScorched) + ClearShortCut(); +} + +void +CGameLogic::AbandonShortCutIfPlayerMilesAway() +{ + if (!pShortCutTaxi) + return; + if ((FindPlayerCoors() - pShortCutTaxi->GetPosition()).Magnitude() > 120.0f) + ClearShortCut(); +} + +void +CGameLogic::UpdateShortCut() +{ + switch (ShortCutState) { + case SHORTCUT_INIT: + if (!CStreaming::HasModelLoaded(MI_KAUFMAN)) { + CStreaming::RequestModel(MI_KAUFMAN, 0); + return; + } + pShortCutTaxi = new CAutomobile(MI_KAUFMAN, RANDOM_VEHICLE); + if (!pShortCutTaxi) + return; + pShortCutTaxi->SetPosition(ShortCutStart); + pShortCutTaxi->SetHeading(DEGTORAD(ShortCutStartOrientation)); + pShortCutTaxi->PlaceOnRoadProperly(); + pShortCutTaxi->SetStatus(STATUS_PHYSICS); + pShortCutTaxi->AutoPilot.m_nCarMission = MISSION_STOP_FOREVER; + pShortCutTaxi->AutoPilot.m_nCruiseSpeed = 0; + pShortCutTaxi->SetUpDriver(); + pShortCutTaxi->VehicleCreatedBy = MISSION_VEHICLE; + ++CCarCtrl::NumMissionCars; + --CCarCtrl::NumRandomCars; + CTheScripts::ClearSpaceForMissionEntity(ShortCutStart, pShortCutTaxi); + CWorld::Add(pShortCutTaxi); + CRadar::SetEntityBlip(BLIP_CAR, CPools::GetVehiclePool()->GetIndex(pShortCutTaxi), 0, BLIP_DISPLAY_MARKER_ONLY); + ShortCutState = SHORTCUT_IDLE; + break; + case SHORTCUT_IDLE: + if (FindPlayerPed()->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER && FindPlayerPed()->m_carInObjective == pShortCutTaxi) { + CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_SHORTCUT_TAXI); + FindPlayerPed()->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, pShortCutTaxi); + ShortCutState = SHORTCUT_GETTING_IN; + } + AbandonShortCutIfTaxiHasBeenMessedWith(); + AbandonShortCutIfPlayerMilesAway(); + break; + case SHORTCUT_GETTING_IN: + if (pShortCutTaxi->pPassengers[0] == FindPlayerPed() || + pShortCutTaxi->pPassengers[1] == FindPlayerPed() || + pShortCutTaxi->pPassengers[2] == FindPlayerPed()) { + pShortCutTaxi->AutoPilot.m_nTempAction = TEMPACT_GOFORWARD; + pShortCutTaxi->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2500; + TheCamera.SetFadeColour(0, 0, 0); + TheCamera.Fade(2.5f, 0); + ShortCutState = SHORTCUT_TRANSITION; + ShortCutTimer = CTimer::GetTimeInMilliseconds() + 3000; + CMessages::AddBigMessage(TheText.Get("TAXI"), 4500, 1); + } + AbandonShortCutIfTaxiHasBeenMessedWith(); + break; + case SHORTCUT_TRANSITION: + if (CTimer::GetTimeInMilliseconds() > ShortCutTimer) { + CTimer::Suspend(); + CColStore::RequestCollision(ShortCutDestination); + CStreaming::LoadSceneCollision(ShortCutDestination); + CStreaming::LoadScene(ShortCutDestination); + CTheScripts::ClearSpaceForMissionEntity(ShortCutDestination, pShortCutTaxi); + pShortCutTaxi->Teleport(ShortCutDestination); + pShortCutTaxi->SetHeading(DEGTORAD(ShortCutDestinationOrientation)); + pShortCutTaxi->PlaceOnRoadProperly(); + pShortCutTaxi->SetMoveSpeed(pShortCutTaxi->GetForward() * 0.4f); + ShortCutTimer = CTimer::GetTimeInMilliseconds() + 1500; + TheCamera.SetFadeColour(0, 0, 0); + TheCamera.Fade(1.0f, 1); + ShortCutState = SHORTCUT_ARRIVING; + CTimer::Resume(); + } + break; + case SHORTCUT_ARRIVING: + if (CTimer::GetTimeInMilliseconds() > ShortCutTimer) { + CWorld::Players[CWorld::PlayerInFocus].m_nMoney = Max(0, CWorld::Players[CWorld::PlayerInFocus].m_nMoney - SHORTCUT_TAXI_COST); + FindPlayerPed()->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pShortCutTaxi); + FindPlayerPed()->m_carInObjective = pShortCutTaxi; + ShortCutState = SHORTCUT_GETTING_OUT; + } + AbandonShortCutIfTaxiHasBeenMessedWith(); + break; + case SHORTCUT_GETTING_OUT: + if (pShortCutTaxi->pPassengers[0] != FindPlayerPed() && + pShortCutTaxi->pPassengers[1] != FindPlayerPed() && + pShortCutTaxi->pPassengers[2] != FindPlayerPed()) { + CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_SHORTCUT_TAXI); + pShortCutTaxi->AutoPilot.m_nCarMission = MISSION_CRUISE; + pShortCutTaxi->AutoPilot.m_nCruiseSpeed = 18; + CCarCtrl::JoinCarWithRoadSystem(pShortCutTaxi); + pShortCutTaxi->VehicleCreatedBy = RANDOM_VEHICLE; + ++CCarCtrl::NumRandomCars; + --CCarCtrl::NumMissionCars; + CRadar::ClearBlipForEntity(BLIP_CAR, CPools::GetVehiclePool()->GetIndex(pShortCutTaxi)); + ShortCutState = SHORTCUT_NONE; + pShortCutTaxi = nil; + } + AbandonShortCutIfTaxiHasBeenMessedWith(); + break; + } +} + +void +CGameLogic::AddShortCutPointAfterDeath(CVector point, float angle) +{ + if (NumAfterDeathStartPoints >= NUM_SHORTCUT_START_POINTS) + return; + AfterDeathStartPoints[NumAfterDeathStartPoints] = point; + AfterDeathStartPointOrientation[NumAfterDeathStartPoints] = angle; + NumAfterDeathStartPoints++; +} + +void +CGameLogic::AddShortCutDropOffPointForMission(CVector point, float angle) +{ + ShortCutDropOffForMission = point; + ShortCutDropOffOrientationForMission = angle; + MissionDropOffReadyToBeUsed = true; +} + +void +CGameLogic::RemoveShortCutDropOffPointForMission() +{ + MissionDropOffReadyToBeUsed = false; +} + +void +CGameLogic::AfterDeathArrestSetUpShortCutTaxi() +{ + if (!MissionDropOffReadyToBeUsed) + return; + int nClosestPoint = -1; + float fDistanceToPoint = 999999.9f; + for (int i = 0; i < NUM_SHORTCUT_START_POINTS; i++) { + float dist = (AfterDeathStartPoints[i] - FindPlayerCoors()).Magnitude(); + if (dist < fDistanceToPoint) { + fDistanceToPoint = dist; + nClosestPoint = i; + } + } + if (fDistanceToPoint < 100.0f) + SetUpShortCut(AfterDeathStartPoints[nClosestPoint], + AfterDeathStartPointOrientation[nClosestPoint], + ShortCutDropOffForMission, + ShortCutDropOffOrientationForMission); + MissionDropOffReadyToBeUsed = false; +} + +void +CGameLogic::Save(uint8* buf, uint32* size) +{ +INITSAVEBUF + WriteSaveBuf(buf, NumAfterDeathStartPoints); + *size += sizeof(NumAfterDeathStartPoints); + for (int i = 0; i < NUM_SHORTCUT_START_POINTS; i++) { + WriteSaveBuf(buf, AfterDeathStartPoints[i].x); + *size += sizeof(AfterDeathStartPoints[i].x); + WriteSaveBuf(buf, AfterDeathStartPoints[i].y); + *size += sizeof(AfterDeathStartPoints[i].y); + WriteSaveBuf(buf, AfterDeathStartPoints[i].z); + *size += sizeof(AfterDeathStartPoints[i].z); + WriteSaveBuf(buf, AfterDeathStartPointOrientation[i]); + *size += sizeof(AfterDeathStartPointOrientation[i]); + } +VALIDATESAVEBUF(*size) +} + +void +CGameLogic::Load(uint8* buf, uint32 size) +{ +INITSAVEBUF + NumAfterDeathStartPoints = ReadSaveBuf(buf); + for (int i = 0; i < NUM_SHORTCUT_START_POINTS; i++) { + AfterDeathStartPoints[i].x = ReadSaveBuf(buf); + AfterDeathStartPoints[i].y = ReadSaveBuf(buf); + AfterDeathStartPoints[i].z = ReadSaveBuf(buf); + AfterDeathStartPointOrientation[i] = ReadSaveBuf(buf); + } +VALIDATESAVEBUF(size) } -- cgit v1.2.3