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

294 lines
9.6 KiB
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_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