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2025-09-29 00:52:08 +02:00

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Python
Executable File

//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_Barry.sch"
// *****************************************************************************************
// SCRIPT NAME : launcher_Barry.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.
// *****************************************************************************************
// ------------Variables----------------------
// Constants
CONST_FLOAT WORLD_POINT_COORD_TOLERANCE 1.0
INT iCutsceneLoadRequestID = NULL_OFFMISSION_CUTSCENE_REQUEST // ID to register off-mission cutscene load request with cutscene_controller.
INT iVehicleSnapshotLastStored = 0 // Game timer value when the vehicle snapshot was last stored
SCENARIO_BLOCKING_INDEX mScenarioBlocker
BLIP_INDEX biLeadIn // Blip for lead-in sequence
STRUCT AMB_ANIMBLOCK
STRING sTalkAnim[5]
INT iMaxAnims = 0
INT iLastAnim = -1
ENDSTRUCT
ENUM CONV_STATE
CONV_WAITING,
CONV_DOLINE,
CONV_SPEAKING
ENDENUM
AMB_ANIMBLOCK ambDiagAnimBlock
CONV_STATE Barry3ConvState = CONV_WAITING
structPedsForConversation convStruct
INT iConvTimer
/// PURPOSE:
/// Unfreeze Barry and objects for Barry 1 and 2
PROC UNFREEZE_ENTITIES_IN_BARRY_1_AND_2(g_structRCScriptArgs& sData)
IF (sData.eMissionID = RC_BARRY_1)
OR (sData.eMissionID = RC_BARRY_2)
CPRINTLN(DEBUG_AMBIENT, "LAUNCHER_BARRY - Unfreezing entities!")
// Objects
INT i
FOR i = 0 TO RC_MAX_SCENE_OBJS - 1
IF IS_ENTITY_ALIVE(sData.objID[i])
FREEZE_ENTITY_POSITION(sData.objID[i], FALSE)
ENDIF
ENDFOR
// Barry
IF IS_ENTITY_ALIVE(sData.pedID[0])
FREEZE_ENTITY_POSITION(sData.pedID[0], FALSE)
SET_PED_TO_RAGDOLL(sData.pedID[0], 100, 500, TASK_RELAX)
TASK_SMART_FLEE_PED(sData.pedID[0], PLAYER_PED_ID(),10000,-1)
ENDIF
// Delete floating papers
SAFE_DELETE_OBJECT(sData.objID[2])
ENDIF
ENDPROC
/// 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
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATING: Cleaning up entities in Launcher")
// Unfreeze desk and props only if we're releasing entities anyway
UNFREEZE_ENTITIES_IN_BARRY_1_AND_2(sData)
RC_CleanupSceneEntities(sData, FALSE)
ENDIF
// Remove lead-in blip
IF DOES_BLIP_EXIST(biLeadIn)
REMOVE_BLIP(biLeadIn)
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
// Remove scenario blocking areas
IF sData.eMissionID = RC_BARRY_3C
REMOVE_SCENARIO_BLOCKING_AREA(mScenarioBlocker)
ENDIF
// Unload launcher animation dictionary
REMOVE_LAUNCHER_ANIM_DICT(sData.sAnims)
// Stop launcher conversation
STRING sConversationRoot
SWITCH sData.eMissionID
CASE RC_BARRY_3
sConversationRoot = "BARRY3_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 RESET_AMBIENT_DIALOG_ANIMBLOCK(AMB_ANIMBLOCK &amb)
INT i
REPEAT COUNT_OF(amb.sTalkAnim) i
amb.sTalkAnim[i] = NULL
ENDREPEAT
amb.iMaxAnims = 0
amb.iLastAnim = -1
ENDPROC
PROC ADD_ANIM_TO_AMBIENT_ANIMBLOCK(AMB_ANIMBLOCK &amb, STRING sAnim)
IF (amb.iMaxAnims >= COUNT_OF(amb.sTalkAnim))
SCRIPT_ASSERT("INCREASE THE SIZE OF AMB_ANIMBLOCK:sTalkAnim")
EXIT
ENDIF
amb.sTalkAnim[amb.iMaxAnims] = sAnim
amb.iMaxAnims ++
ENDPROC
/// PURPOSE:
/// Handles playing a random set of ambient animations - plays the anim then goes into idle
/// PARAMS:
/// sData - Script Arg Data
/// amb - The Anim Block Set
/// pedNum - Index of Ped To Play the anims
PROC PLAY_LAUNCHER_AMBIENT_DIALOG_ANIMS(g_structRCScriptArgs& sData, AMB_ANIMBLOCK amb, BOOL bIsSeated = FALSE, INT pedNum = 0)
SEQUENCE_INDEX seq
ANIMATION_FLAGS flg = AF_TAG_SYNC_OUT
IF NOT IS_ENTITY_ALIVE(sData.pedID[pedNum])
EXIT
ENDIF
IF (bIsSeated)
flg |= AF_TURN_OFF_COLLISION
ENDIF
amb.iLastAnim = GET_RANDOM_INT_IN_RANGE(0, amb.iMaxAnims)
OPEN_SEQUENCE_TASK(seq)
TASK_PLAY_ANIM(null, sData.sAnims.sDictionary, amb.sTalkAnim[amb.iLastAnim], SLOW_BLEND_IN, SLOW_BLEND_OUT, -1, AF_DEFAULT | flg) // See B*887597 - changed to slow blends
TASK_PLAY_ANIM(null, sData.sAnims.sDictionary, sData.sAnims.sIdleAnim, NORMAL_BLEND_IN, NORMAL_BLEND_OUT, -1, AF_LOOPING | flg)
CLOSE_SEQUENCE_TASK(seq)
TASK_PERFORM_SEQUENCE(sData.pedID[pedNum], seq)
CLEAR_SEQUENCE_TASK(seq)
ENDPROC
// ----------Functions -------------------------
/// PURPOSE:
// plays a conversation if player is near enough
/// PARAMS:
/// convState - the conversation state
/// pedLoc - location of the ped that will be speaking
/// textBlock - the text block for the conversation
/// rootLabel - the root label for the conversation
PROC DO_AMB_CONVERSATION(CONV_STATE &convState, VECTOR pedLoc, STRING textBlock, STRING rootLabel)
SWITCH convState
CASE CONV_WAITING
IF (GET_GAME_TIMER() - iConvTimer) > 5000 // 5.0 sec delay between each 'call'
convState = CONV_DOLINE
ENDIF
BREAK
CASE CONV_DOLINE
IF GET_DISTANCE_BETWEEN_ENTITY_AND_COORD(PLAYER_PED_ID(), pedLoc) <= 20.0
IF CREATE_CONVERSATION(convStruct, textBlock, rootLabel, CONV_PRIORITY_HIGH)
convState = CONV_SPEAKING
ENDIF
ENDIF
BREAK
CASE CONV_SPEAKING
// If the conversation finishes, reset to play again
// If the player moves away from location, kill the convo and reset
IF NOT IS_ANY_CONVERSATION_ONGOING_OR_QUEUED()
iConvTimer = GET_GAME_TIMER()
convState = CONV_WAITING
ELIF GET_DISTANCE_BETWEEN_ENTITY_AND_COORD(PLAYER_PED_ID(), pedLoc) >= 25.0
KILL_ANY_CONVERSATION()
convState = CONV_WAITING
ENDIF
BREAK
ENDSWITCH
ENDPROC
/// PURPOSE:
/// Checks if this mission is a weed stash mission (barry3a-e)
/// PARAMS:
/// eRCMission - the mission we are checking
/// RETURNS:
/// TRUE if it is a weed stash mission, false otherwise
FUNC BOOL Is_Weed_Stash_Mission(g_eRC_MissionIDs eRCMission)
SWITCH eRCMission
CASE RC_BARRY_3A
CASE RC_BARRY_3C
RETURN TRUE
BREAK
ENDSWITCH
RETURN FALSE
ENDFUNC
/// PURPOSE:
/// Creates the initial scene
/// PARAMS:
/// sData - launcher data struct
FUNC BOOL LOAD_INITIAL_SCENE(g_structRCScriptArgs& sData)
//Setup the correct initial scene
SWITCH sData.eMissionID
CASE RC_BARRY_1
IF NOT SetupScene_BARRY_1(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_BARRY_2
IF NOT SetupScene_BARRY_2(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_BARRY_3
IF NOT SetupScene_BARRY_3(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_BARRY_3A
IF NOT SetupScene_BARRY_3A(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_BARRY_3C
IF NOT SetupScene_BARRY_3C(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_BARRY_4
IF NOT SetupScene_BARRY_4(sData)
RETURN FALSE
ENDIF
BREAK
ENDSWITCH
// Specific setup for Barry 1
IF sData.eMissionID = RC_BARRY_1
RESET_AMBIENT_DIALOG_ANIMBLOCK(ambDiagAnimBlock)
ADD_ANIM_TO_AMBIENT_ANIMBLOCK(ambDiagAnimBlock, "democ_only_works")
ADD_ANIM_TO_AMBIENT_ANIMBLOCK(ambDiagAnimBlock, "gift_from_god")
ADD_ANIM_TO_AMBIENT_ANIMBLOCK(ambDiagAnimBlock, "rigged_vote")
ADD_ANIM_TO_AMBIENT_ANIMBLOCK(ambDiagAnimBlock, "suck_my")
ADD_ANIM_TO_AMBIENT_ANIMBLOCK(ambDiagAnimBlock, "tyranny")
ENDIF
// Scene creation successful
PRINT_LAUNCHER_DEBUG("Created initial scene")
RETURN TRUE
ENDFUNC
/// PURPOSE:
/// Ensure Barry dies for a nearby explosion, and unfreeze objects (not always happening?)
PROC HANDLE_BARRY_1_AND_2_EXPLOSIONS(g_structRCScriptArgs& sData)
IF IS_ENTITY_ALIVE(sData.pedID[0])
SET_PED_RESET_FLAG(sData.pedID[0], PRF_BlockWeaponReactionsUnlessDead, TRUE)
SET_PED_RESET_FLAG(sData.pedID[0], PRF_DisablePotentialBlastReactions, TRUE)
IF IS_EXPLOSION_IN_SPHERE(EXP_TAG_DONTCARE, GET_ENTITY_COORDS(sData.pedID[0]), 5.1)
CPRINTLN(DEBUG_AMBIENT, "LAUNCHER_BARRY - Explosion detected!")
UNFREEZE_ENTITIES_IN_BARRY_1_AND_2(sData)
IF IS_ENTITY_ALIVE(sData.pedID[0])
APPLY_DAMAGE_TO_PED(sData.pedID[0], 1000, TRUE)
ENDIF
ENDIF
ENDIF
ENDPROC
/// PURPOSE:
/// Diable player control in volume around the trigger volume
PROC HANDLE_BARRY_1_AND_2_PRE_LEAD_IN()
VECTOR vBarryPos = << 190.2424, -956.4790, 29.08 >>
FLOAT fRadius = 12.00
IF IS_ENTITY_ALIVE(PLAYER_PED_ID())
IF IS_ENTITY_IN_RANGE_COORDS(PLAYER_PED_ID(), vBarryPos, fRadius)
RC_DISABLE_CONTROL_ACTIONS_FOR_LEAD_IN()
ENDIF
ENDIF
ENDPROC
/// PURPOSE:
/// Determines which RC we are trying to launch. Also waits for gameflow to finish configuring.
/// Need custom version of this function as both Barry 1 and 2 exist at the same world point
/// and can be triggered at the same time
/// PARAMS:
/// eRCInfo - struct of launcher data
/// vInCoords - world point position
/// fTolerance - WORLD_POINT_COORD_TOLERANCE of this launcher
/// RETURNS:
/// TRUE if it has found an RC that can launch. FALSE otherwise
FUNC BOOL DETERMINE_RC_TO_LAUNCH_CUSTOM(g_structRCScriptArgs &eRCInfo, VECTOR vInCoords, FLOAT fTolerance)
// If the flow is in the process of being configured, we wait for it to finish
#IF IS_DEBUG_BUILD
WHILE g_flowUnsaved.bUpdatingGameflow
WAIT(0)
ENDWHILE
#ENDIF
// Determine which RC mission we are attempting to launch
// Check Barry 1
IF GET_CURRENT_PLAYER_PED_ENUM() = CHAR_MICHAEL
IF IS_RC_IN_RANGE_AND_WAITING(RC_BARRY_1, vInCoords, fTolerance, eRCInfo)
CPRINTLN(DEBUG_RANDOM_CHAR, GET_THIS_SCRIPT_NAME(),": DetermineRCToLaunchCustom - Found mission ", eRCInfo.sScriptName)
RETURN TRUE
ENDIF
// Check Barry 2
ELIF GET_CURRENT_PLAYER_PED_ENUM() = CHAR_TREVOR
IF IS_RC_IN_RANGE_AND_WAITING(RC_BARRY_2, vInCoords, fTolerance, eRCInfo)
CPRINTLN(DEBUG_RANDOM_CHAR, GET_THIS_SCRIPT_NAME(),": DetermineRCToLaunchCustom - Found mission ", eRCInfo.sScriptName)
RETURN TRUE
ENDIF
ENDIF
// Check remaining missions in Barry strand
g_eRC_MissionIDs eRCMissions[4]
eRCMissions[0] = RC_BARRY_3
eRCMissions[1] = RC_BARRY_3A
eRCMissions[2] = RC_BARRY_3C
eRCMissions[3] = RC_BARRY_4
INT iMission = 0
WHILE iMission < COUNT_OF(eRCMissions)
IF IS_RC_IN_RANGE_AND_WAITING(eRCMissions[iMission], vInCoords, fTolerance, eRCInfo)
// Valid mission found + set to launch. Return
CPRINTLN(DEBUG_RANDOM_CHAR, GET_THIS_SCRIPT_NAME(),": DetermineRCToLaunchCustom - Found mission ", eRCInfo.sScriptName)
iMission = COUNT_OF(eRCMissions)
RETURN TRUE
ENDIF
iMission++
ENDWHILE
// Failed to find an RC to launch
CPRINTLN(DEBUG_RANDOM_CHAR, GET_THIS_SCRIPT_NAME(),": DetermineRCToLaunchCustom - Unable to find mission to launch [TERMINATING]")
CPRINTLN(DEBUG_RANDOM_CHAR, GET_THIS_SCRIPT_NAME(),": Original Position = ", vInCoords)
RETURN FALSE
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]
// 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_CUSTOM(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
// Add scenario blocking area if required
IF sRCLauncherData.eMissionID = RC_BARRY_3C
mScenarioBlocker = Barry3C_Scenario_Blocker()
ENDIF
// Clears area of non-mission entities and blood decals
CLEAR_AREA(vInCoords, sRCLauncherData.activationRange, TRUE)
IF sRCLauncherData.eMissionID = RC_BARRY_3
ADD_PED_FOR_DIALOGUE(ConvStruct, 3, sRCLauncherData.pedID[0], "BARRY")
iConvTimer = GET_GAME_TIMER()
ENDIF
// Loop to check conditions - should script terminate? or is player close enough to trigger mission?
WHILE (TRUE)
WAIT(0)
IF (sRCLauncherData.eMissionID = RC_BARRY_1)
OR (sRCLauncherData.eMissionID = RC_BARRY_2)
HANDLE_BARRY_1_AND_2_EXPLOSIONS(sRCLauncherData)
HANDLE_BARRY_1_AND_2_PRE_LEAD_IN()
IF CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY()
SET_CUTSCENE_PED_PROP_VARIATION("Barry", ANCHOR_EYES, 0)
ENDIF
ELIF (sRCLauncherData.eMissionID = RC_BARRY_3)
IF CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY()
SET_CUTSCENE_PED_PROP_VARIATION("BARRY", ANCHOR_EYES, 0)
ENDIF
ENDIF
// Is the player still in activation range
IF NOT IS_RC_FINE_AND_IN_RANGE(sRCLauncherData, (sRCLauncherData.eMissionID <> RC_BARRY_1))
Script_Cleanup(sRCLauncherData)
ENDIF
// Update launcher blip + preload intro
SET_RC_AWAITING_TRIGGER(sRCLauncherData.eMissionID)
MANAGE_PRELOADING_RC_CUTSCENE(iCutsceneLoadRequestID, sRCLauncherData.sIntroCutscene, vInCoords)
IF IS_ENTITY_ALIVE(sRCLauncherData.pedID[0])
IF (sRCLauncherData.eMissionID = RC_BARRY_1)
IF PLAY_LAUNCHER_AMBIENT_DIALOGUE(sRCLauncherData, GET_ENTITY_COORDS(sRCLauncherData.pedID[0]), "BARY1AU", "BARY1_PRELEA", 5, "BARRY", 10000, 23.0)
PLAY_LAUNCHER_AMBIENT_DIALOG_ANIMS(sRCLauncherData, ambDiagAnimBlock, TRUE)
ENDIF
ELIF (sRCLauncherData.eMissionID = RC_BARRY_2)
IF PLAY_LAUNCHER_AMBIENT_DIALOGUE(sRCLauncherData, GET_ENTITY_COORDS(sRCLauncherData.pedID[0]), "BARY2AU", "BARY2_AMB", 3, "BARRY", 10000, 23.0)
//PLAY_LAUNCHER_AMBIENT_DIALOG_ANIMS(sRCLauncherData, ambDiagAnimBlock, TRUE)
ENDIF
ELIF (sRCLauncherData.eMissionID = RC_BARRY_3)
DO_AMB_CONVERSATION(Barry3ConvState, GET_ENTITY_COORDS(sRCLauncherData.pedID[0]), "BARR3AU", "BARRY3_AMB")
ENDIF
ENDIF
// Check to see whether we need to reset help prompt
// and check if we should update the vehicle snapshot (only for Barry3A-3C)
BOOL bStoreVehicleSnapshot = FALSE
IF Is_Weed_Stash_Mission(sRCLauncherData.eMissionID)
IF GET_GAME_TIMER() - iVehicleSnapshotLastStored > 5000
bStoreVehicleSnapshot = TRUE
iVehicleSnapshotLastStored = GET_GAME_TIMER()
ENDIF
ENDIF
//Is the player close enough to start the mission off
IF ARE_RC_TRIGGER_CONDITIONS_MET(sRCLauncherData, bStoreVehicleSnapshot)
// 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)
// No need to clean up entities, as we should have passed them over to the mission script
Script_Cleanup(sRCLauncherData, FALSE)
ENDIF
ENDIF
ENDWHILE
// Script should never reach here. Always terminate with cleanup function.
ENDSCRIPT