//Compile out Title Update changes to header functions. //Must be before includes. //CONST_INT USE_TU_CHANGES 0 // Removed by Kenneth R. USING "cutscene_public.sch" USING "RC_launcher_public.sch" USING "RC_Setup_public.sch" USING "initial_scenes_Fanatic.sch" // ***************************************************************************************** // SCRIPT NAME : launcher_Fanatic.sc // // AUTHOR : David Roberts / Andrew Minghella // // DESCRIPTION : Launcher script that determines which RC mission scene to setup. // This launcher script should be attached to appropriate world point. // // If multiple missions share same coord or are within close proximity, // we should just add one world point, and adjust the tolerance float. // ***************************************************************************************** // Enums ENUM FAN_CONV_STATE FAN_CONV_WAITING, FAN_CONV_DOLINE, FAN_CONV_SPEAKING ENDENUM // Constants CONST_FLOAT WORLD_POINT_COORD_TOLERANCE 1.0 // ------------Variables---------------------- SCENARIO_BLOCKING_INDEX mScenarioBlocker INT iCutsceneLoadRequestID = NULL_OFFMISSION_CUTSCENE_REQUEST // ID to register off-mission cutscene load request with cutscene_controller. BOOL bVariationsSet = FALSE BOOL bFan3ConvDone = FALSE INT iFan3PushupTimer = -1 BLIP_INDEX biLeadIn // ----------Functions ------------------------- /// PURPOSE: /// Does any necessary cleanup and terminates the launcher's thread. /// PARAMS: /// sData - launcher data struct /// bCleanupEntities - do we want to cleanup the entities in the launcher struct PROC Script_Cleanup(g_structRCScriptArgs& sData, BOOL bCleanupEntities = TRUE) IF bCleanupEntities PRINTSTRING("\nSCRIPT TERMINATING: Cleaning up entities in Launcher")PRINTNL() RC_CleanupSceneEntities(sData, FALSE) ENDIF // Remove lead-in blip IF DOES_BLIP_EXIST(biLeadIn) REMOVE_BLIP(biLeadIn) ENDIF // Unload launcher animation dictionary REMOVE_LAUNCHER_ANIM_DICT(sData.sAnims) // Remove scenario blocking areas IF sData.eMissionID = RC_FANATIC_2 REMOVE_SCENARIO_BLOCKING_AREA(mScenarioBlocker) ENDIF // Clear any cutscene requests with controller. IF iCutsceneLoadRequestID != NULL_OFFMISSION_CUTSCENE_REQUEST PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATING: Ending off-mission cutscene request") END_OFFMISSION_CUTSCENE_REQUEST(iCutsceneLoadRequestID) ENDIF // Stop launcher conversation STRING sConversationRoot SWITCH sData.eMissionID CASE RC_FANATIC_1 sConversationRoot = "FAN1_AMB" BREAK CASE RC_FANATIC_2 sConversationRoot = "FAN2_AMB" BREAK CASE RC_FANATIC_3 sConversationRoot = "FAN3_AMB" BREAK ENDSWITCH RC_STOP_LAUNCHER_DIALOGUE(sConversationRoot) //B*1574385 - Force update to blip in RandChar Controller if mission wasn't launched IF bCleanupEntities SET_RC_AWAITING_TRIGGER(sData.eMissionID) ENDIF RC_LAUNCHER_END() // Kill the thread PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED") TERMINATE_THIS_THREAD() ENDPROC PROC DO_PUSHUP_BREATHS(g_structRCScriptArgs& sData) IF iFan3PushupTimer = -1 iFan3PushupTimer = GET_GAME_TIMER() // Initialise timer ENDIF IF (GET_GAME_TIMER() - iFan3PushupTimer) >= 900 IF IS_ENTITY_ALIVE(sData.pedID[0]) IF NOT IS_ANY_CONVERSATION_ONGOING_OR_QUEUED() PLAY_PED_AMBIENT_SPEECH_WITH_VOICE(sData.pedID[0], "PUSHUP_BREATH", "MARYANN", SPEECH_PARAMS_FORCE_NORMAL) iFan3PushupTimer = GET_GAME_TIMER() ENDIF ENDIF ENDIF ENDPROC /// PURPOSE: /// Creates the initial scene FUNC BOOL LOAD_INITIAL_SCENE(g_structRCScriptArgs& sData) //Setup the correct initial scene SWITCH sData.eMissionID CASE RC_FANATIC_1 IF NOT SetupScene_FANATIC_1(sData) RETURN FALSE ENDIF BREAK CASE RC_FANATIC_2 IF NOT SetupScene_FANATIC_2(sData) RETURN FALSE ENDIF BREAK CASE RC_FANATIC_3 IF NOT SetupScene_FANATIC_3(sData) RETURN FALSE ENDIF BREAK ENDSWITCH // Specific Fanatic 2 setup IF sData.eMissionID = RC_FANATIC_2 mScenarioBlocker = Fan2_Scenario_Blocker() CLEAR_AREA_OF_PEDS(<<816.30, 1275.61, 359.50>>, 75.0) ENDIF // Scene creation successful PRINT_LAUNCHER_DEBUG("Created initial scene") RETURN TRUE ENDFUNC /// PURPOSE: /// Main script loops /// PARAMS: /// in_coords - world point co-ords SCRIPT(coords_struct in_coords) // Launcher priority for streaming requests SET_THIS_IS_A_TRIGGER_SCRIPT(TRUE) RC_LAUNCHER_START() g_structRCScriptArgs sRCLauncherData // Scene information to pass to mission script VECTOR vInCoords = <<0,0,0>> // Stores world point location //Reset all basic values of the data, so each scene has to set them up correctly RC_Reset_LauncherData(sRCLauncherData) // Update world point vInCoords = in_coords.vec_coord[0] // Determine which RC mission we are attempting to launch g_eRC_MissionIDs eRCMissions[3] eRCMissions[0] = RC_FANATIC_1 eRCMissions[1] = RC_FANATIC_2 eRCMissions[2] = RC_FANATIC_3 // Setup callback when player is killed, arrested or goes to multiplayer IF (HAS_FORCE_CLEANUP_OCCURRED(DEFAULT_FORCE_CLEANUP_FLAGS|FORCE_CLEANUP_FLAG_DEBUG_MENU|FORCE_CLEANUP_FLAG_REPEAT_PLAY)) PRINT_LAUNCHER_DEBUG("Force cleanup [TERMINATING]") // Ensure candidate id is released in the event that the player has died // or been arrested prior to mission launch IF sRCLauncherData.eMissionID <> NO_RC_MISSION IF (g_RandomChars[sRCLauncherData.eMissionID].rcMissionCandidateID <> NO_CANDIDATE_ID) PRINT_LAUNCHER_DEBUG("Relinquishing candidate id...") Mission_Over(g_RandomChars[sRCLauncherData.eMissionID].rcMissionCandidateID) ENDIF ENDIF // Standard cleanup Script_Cleanup(sRCLauncherData) ENDIF //Pick which mission activated us IF NOT DETERMINE_RC_TO_LAUNCH(eRCMissions, sRCLauncherData, vInCoords, WORLD_POINT_COORD_TOLERANCE) RC_LAUNCHER_END() PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED") TERMINATE_THIS_THREAD() // B* 1510945 - don't call cleanup if nothing has been setup yet ENDIF // Check with the Random Character Controller to see if this script is allowed to launch IF NOT CAN_RC_LAUNCH(sRCLauncherData.eMissionID) RC_LAUNCHER_END() PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED") TERMINATE_THIS_THREAD() // B* 1510945 - don't call cleanup if nothing has been setup yet ENDIF // Halt launcher as we are incorrect character IF Random_Character_Blocked_Due_To_Character(sRCLauncherData.eMissionID) RC_LAUNCHER_END() PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATED") TERMINATE_THIS_THREAD() // B* 1510945 - don't call cleanup if nothing has been setup yet ENDIF // The script is allowed to launch so set up the initial scene WHILE NOT LOAD_INITIAL_SCENE(sRCLauncherData) WAIT(0) IF NOT IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE() PRINT_LAUNCHER_DEBUG("Player out of range [TERMINATING]") Script_Cleanup(sRCLauncherData) ENDIF ENDWHILE // Clears area of non-mission entities and blood decals CLEAR_AREA(vInCoords, sRCLauncherData.activationRange, TRUE) // Loop to check conditions - should script terminate? or is player close enough to trigger the mission? WHILE (TRUE) WAIT(0) //Is the player still in activation range IF NOT IS_RC_FINE_AND_IN_RANGE(sRCLauncherData) Script_Cleanup(sRCLauncherData) ENDIF // Update launcher blip + preload intro SET_RC_AWAITING_TRIGGER(sRCLauncherData.eMissionID) MANAGE_PRELOADING_RC_CUTSCENE(iCutsceneLoadRequestID, sRCLauncherData.sIntroCutscene, vInCoords) IF bVariationsSet = FALSE IF sRCLauncherData.eMissionID = RC_FANATIC_2 IF CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY() IF IS_ENTITY_ALIVE(sRCLauncherData.pedID[1]) PRINT_LAUNCHER_DEBUG("Trying to set Mary Ann boyfriend component variation") SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED("MaryAnnes_Friend", sRCLauncherData.pedID[1]) SET_CUTSCENE_PED_PROP_VARIATION("MaryAnnes_Friend", ANCHOR_HEAD, 0) bVariationsSet = TRUE ENDIF ENDIF ENDIF ENDIF IF sRCLauncherData.eMissionID = RC_FANATIC_1 PLAY_LAUNCHER_FULL_CONVERSATION(sRCLauncherData, vInCoords, "FAN1AU", "FAN1_AMB", 3, "MARYANN", 1500) ELIF sRCLauncherData.eMissionID = RC_FANATIC_2 PLAY_LAUNCHER_AMBIENT_DIALOGUE(sRCLauncherData, vInCoords, "FAN2AU", "FAN2_AMB", 3, "MARYANN") ELIF sRCLauncherData.eMissionID = RC_FANATIC_3 IF bFan3ConvDone = FALSE IF PLAY_LAUNCHER_FULL_CONVERSATION(sRCLauncherData, vInCoords, "FAN3AUD", "FAN3_AMB", 3, "MARYANN", 50) bFan3ConvDone = TRUE ENDIF ELSE DO_PUSHUP_BREATHS(sRCLauncherData) ENDIF ENDIF //Is the player close enough to start the mission off IF ARE_RC_TRIGGER_CONDITIONS_MET(sRCLauncherData) // Create mission blip that persists for lead-in scene // Original will be removed when RC controller shuts down IF DOES_RC_MISSION_HAVE_LEAD_IN(sRCLauncherData.eMissionID) CREATE_BLIP_FOR_LEAD_IN(sRCLauncherData.eMissionID, biLeadIn) ENDIF //Launch the mission script IF NOT LAUNCH_RC_MISSION(sRCLauncherData) Script_Cleanup(sRCLauncherData) ENDIF //Waits in a loop until we can terminate the launcher - flagged from mission at the moment IF IS_RC_LAUNCHER_SAFE_TO_TERMINATE(sRCLauncherData.eMissionID) Script_Cleanup(sRCLauncherData, FALSE) //No need to clean up entities, as we should have passed them over to the mission script ENDIF ENDIF ENDWHILE // Script should never reach here. Always terminate with cleanup function. ENDSCRIPT