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

393 lines
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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_Josh.sch"
// *****************************************************************************************
// SCRIPT NAME : launcher_Josh.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 JOSH_CONV_STATE
JOSH_CONV_WAITING,
JOSH_CONV_DOLINE,
JOSH_CONV_SPEAKING
ENDENUM
// Constants
CONST_FLOAT WORLD_POINT_COORD_TOLERANCE 1.0
// Variables
INT iCutsceneLoadRequestID = NULL_OFFMISSION_CUTSCENE_REQUEST // ID to register off-mission cutscene load request with cutscene_controller.
JOSH_CONV_STATE JoshConv = JOSH_CONV_WAITING
structPedsForConversation ConvStruct
INT iConvTimer
BOOL bJoshConvDone = FALSE
BLIP_INDEX biLeadIn
BOOL bVariationsSet = FALSE
// ----------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
PRINT_LAUNCHER_DEBUG("SCRIPT TERMINATING: Cleaning up entities in Launcher")
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)
// 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_JOSH_4
sConversationRoot = "JOSH4_AMB"
BREAK
ENDSWITCH
RC_STOP_LAUNCHER_DIALOGUE(sConversationRoot)
// Josh 4 uses CREATE_FORCED_OBJECT for the right gate - this must be cleaned up if the launcher terminates
SWITCH sData.eMissionID
CASE RC_JOSH_4
REMOVE_FORCED_OBJECT(<<-1101.62, 290.36, 64.76>>, 5, prop_lrggate_01c_r)
BREAK
ENDSWITCH
//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
/// PURPOSE:
/// Make player car stop and player get out if near to where Josh will walk using his synched scene anims - Same as Kev's function below for Josh 2
FUNC BOOL SPECIAL_JOSH2_LAUNCH(g_structRCScriptArgs& sData)
IF sData.eMissionID = RC_JOSH_2
IF GET_DISTANCE_BETWEEN_ENTITY_AND_COORD(PLAYER_PED_ID(), <<566.74719, -1771.87500, 28.35786>>) < 9
IF NOT IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID())
PRINT_LAUNCHER_DEBUG("Special launching Josh 2")
RETURN TRUE
ELSE
IF NOT IsPedPerformingTask(PLAYER_PED_ID(), SCRIPT_TASK_LEAVE_ANY_VEHICLE)
AND IS_ENTITY_ALIVE(GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID()))
AND BRING_VEHICLE_TO_HALT_AND_DISABLE_VEH_CONTROLS(GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID()), 4)
TASK_LEAVE_ANY_VEHICLE(PLAYER_PED_ID())
ENDIF
ENDIF
ENDIF
ENDIF
RETURN FALSE
ENDFUNC
/// PURPOSE:
/// Make player car stop and player get out if near to where Josh will walk using his synched scene anims - see B*1391178
FUNC BOOL SPECIAL_JOSH3_LAUNCH(g_structRCScriptArgs& sData)
IF sData.eMissionID = RC_JOSH_3
IF GET_DISTANCE_BETWEEN_ENTITY_AND_COORD(PLAYER_PED_ID(), <<566.74719, -1771.87500, 28.35786>>) < 6
IF NOT IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID())
PRINT_LAUNCHER_DEBUG("Special launching Josh 3")
RETURN TRUE
ELSE
IF NOT IsPedPerformingTask(PLAYER_PED_ID(), SCRIPT_TASK_LEAVE_ANY_VEHICLE)
AND IS_ENTITY_ALIVE(GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID()))
AND BRING_VEHICLE_TO_HALT_AND_DISABLE_VEH_CONTROLS(GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID()), 1)
TASK_LEAVE_ANY_VEHICLE(PLAYER_PED_ID())
ENDIF
ENDIF
ENDIF
ENDIF
RETURN FALSE
ENDFUNC
/// PURPOSE:
/// If the Josh 4 conversation finishes, we make the mission launch prematurely even if the player is in a car
/// RETURNS:
/// TRUE if we should special launch Josh
FUNC BOOL SPECIAL_JOSH4_LAUNCH(g_structRCScriptArgs& sData)
IF sData.eMissionID = RC_JOSH_4
IF IS_ENTITY_ALIVE(sData.pedID[0])
IF bJoshConvDone
IF NOT IS_PED_IN_ANY_VEHICLE(PLAYER_PED_ID())
IF GET_DISTANCE_BETWEEN_ENTITIES(PLAYER_PED_ID(), sData.pedID[0]) <= 15
PRINT_LAUNCHER_DEBUG("Special launching Josh 4 (not in vehicle)")
RETURN TRUE // The conversation is done and the player is close enough for Josh to notice them
ENDIF
ELSE
IF GET_DISTANCE_BETWEEN_ENTITIES(PLAYER_PED_ID(), sData.pedID[0]) <= 10
PRINT_LAUNCHER_DEBUG("Special launching Josh 4 (in vehicle)")
RETURN TRUE // The conversation is done and the player is close enough for Josh to notice them
ENDIF
ENDIF
ENDIF
ENDIF
ENDIF
RETURN FALSE
ENDFUNC
PROC DO_JOSH4_AMB()
SWITCH JoshConv
CASE JOSH_CONV_WAITING
IF (GET_GAME_TIMER() - iConvTimer) > 100
AND bJoshConvDone = FALSE
JoshConv = JOSH_CONV_DOLINE
ENDIF
BREAK
CASE JOSH_CONV_DOLINE
IF GET_DISTANCE_BETWEEN_ENTITY_AND_COORD(PLAYER_PED_ID(), <<-1103.44, 290.18, 63.28>>) <= 20.0
IF CREATE_CONVERSATION(ConvStruct, "JOSH4AU", "JOSH4_AMB", CONV_PRIORITY_HIGH)
JoshConv = JOSH_CONV_SPEAKING
ENDIF
ENDIF
BREAK
CASE JOSH_CONV_SPEAKING
IF NOT IS_ANY_CONVERSATION_ONGOING_OR_QUEUED()
iConvTimer = GET_GAME_TIMER()
JoshConv = JOSH_CONV_WAITING
bJoshConvDone = TRUE
PRINT_LAUNCHER_DEBUG("Josh 4 conversation finished and will not loop")
ELIF GET_DISTANCE_BETWEEN_ENTITY_AND_COORD(PLAYER_PED_ID(), <<-1103.44, 290.18, 63.28>>) >= 25.0
KILL_ANY_CONVERSATION()
bJoshConvDone = TRUE
JoshConv = JOSH_CONV_WAITING
ENDIF
BREAK
ENDSWITCH
ENDPROC
/// PURPOSE:
/// Creates the initial scene
FUNC BOOL LOAD_INITIAL_SCENE(g_structRCScriptArgs& sData)
//Setup the correct initial scene
SWITCH sData.eMissionID
CASE RC_JOSH_1
IF NOT SetupScene_JOSH_1(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_JOSH_2
IF NOT SetupScene_JOSH_2(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_JOSH_3
IF NOT SetupScene_JOSH_3(sData)
RETURN FALSE
ENDIF
BREAK
CASE RC_JOSH_4
IF NOT SetupScene_JOSH_4(sData)
RETURN FALSE
ENDIF
BREAK
ENDSWITCH
// 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 (currently done on a launcher by launcher basis)
g_eRC_MissionIDs eRCMissions[4]
eRCMissions[0] = RC_JOSH_1
eRCMissions[1] = RC_JOSH_2
eRCMissions[2] = RC_JOSH_3
eRCMissions[3] = RC_JOSH_4
// 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)
IF sRCLauncherData.eMissionID = RC_JOSH_1
ADD_PED_FOR_DIALOGUE(ConvStruct, 5, sRCLauncherData.pedID[0], "JOSH")
ELIF sRCLauncherData.eMissionID = RC_JOSH_4
ADD_PED_FOR_DIALOGUE(ConvStruct, 4, sRCLauncherData.pedID[0], "JOSH")
ADD_PED_FOR_DIALOGUE(ConvStruct, 3, sRCLauncherData.pedID[1], "JOSHCOP")
iConvTimer = GET_GAME_TIMER()
ENDIF
// Loop to check conditions - should script terminate? or is player close enough to trigger mission?
WHILE (TRUE)
WAIT(0)
//Is the player still in activation range
IF NOT IS_RC_FINE_AND_IN_RANGE(sRCLauncherData)
IF sRCLauncherData.eMissionID = RC_JOSH_4 // For B*968838 Cops attack player and Josh runs off
IF GET_DISTANCE_BETWEEN_ENTITY_AND_COORD(PLAYER_PED_ID(), <<-1102.72412, 290.14630, 63.23002>>) < 200
SET_PLAYER_WANTED_LEVEL_NO_DROP(PLAYER_ID(),1)
MAKE_ALL_INITIAL_SCENE_PEDS_ATTACK_PLAYER(sRCLauncherData)
PRINT_LAUNCHER_DEBUG("Making Josh cops attack")
ENDIF
ENDIF
Script_Cleanup(sRCLauncherData)
ENDIF
//Update launcher blip + preload intro
SET_RC_AWAITING_TRIGGER(sRCLauncherData.eMissionID)
MANAGE_PRELOADING_RC_CUTSCENE(iCutsceneLoadRequestID, sRCLauncherData.sIntroCutscene, vInCoords)
IF sRCLauncherData.eMissionID = RC_JOSH_1
PLAY_LAUNCHER_AMBIENT_DIALOGUE(sRCLauncherData, vInCoords, "JOSH1AU", "JOSH1_AMB1", 5, "JOSH", DEFAULT, 14)
ELIF sRCLauncherData.eMissionID = RC_JOSH_2
PLAY_LAUNCHER_AMBIENT_DIALOGUE(sRCLauncherData, vInCoords, "JOSH2AU", "JOSH2_AMB", 5, "JOSH")
ELIF sRCLauncherData.eMissionID = RC_JOSH_3
PLAY_LAUNCHER_AMBIENT_DIALOGUE(sRCLauncherData, vInCoords, "JOSH3AU", "JOSH3_AMB", 3, "JOSH")
ELIF sRCLauncherData.eMissionID = RC_JOSH_4
IF bVariationsSet = FALSE
IF CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY()
IF IS_ENTITY_ALIVE(sRCLauncherData.pedID[1])
PRINT_LAUNCHER_DEBUG("Josh 4: Trying to set Cop 1 component variation")
SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED("Cop_standing_idle", sRCLauncherData.pedID[1])
ENDIF
IF IS_ENTITY_ALIVE(sRCLauncherData.pedID[2])
PRINT_LAUNCHER_DEBUG("Josh 4: Trying to set Cop 2 component variation")
SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED("Cop_with_notepad", sRCLauncherData.pedID[2])
ENDIF
bVariationsSet = TRUE
ENDIF
ENDIF
DO_JOSH4_AMB()
ENDIF
//Is the player close enough to start the mission off
IF ARE_RC_TRIGGER_CONDITIONS_MET(sRCLauncherData)
OR SPECIAL_JOSH2_LAUNCH(sRCLauncherData)
OR SPECIAL_JOSH3_LAUNCH(sRCLauncherData)
OR SPECIAL_JOSH4_LAUNCH(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