Files
gtav-src/script/dev_ng/singleplayer/scripts/RandomChar/Hao/launcher_Hao.sc
T
2025-09-29 00:52:08 +02:00

223 lines
7.6 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_Hao.sch"
// *****************************************************************************************
// SCRIPT NAME : launcher_Hao.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.
// *****************************************************************************************
CONST_FLOAT WORLD_POINT_COORD_TOLERANCE 1.0
INT iCutsceneLoadRequestID = NULL_OFFMISSION_CUTSCENE_REQUEST
SCENARIO_BLOCKING_INDEX mScenarioBlocker
/// 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
// 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
REMOVE_SCENARIO_BLOCKING_AREA(mScenarioBlocker)
//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:
/// Creates the initial scene
FUNC BOOL LOAD_INITIAL_SCENE(g_structRCScriptArgs& sData)
// Setup Hao
IF NOT SetupScene_HAO_1(sData)
RETURN FALSE
ENDIF
// Scene creation successful
PRINT_LAUNCHER_DEBUG("Created initial scene")
RETURN TRUE
ENDFUNC
/// PURPOSE:
/// Custom version of function that ignores height
FUNC BOOL ARE_VECTORS_ALMOST_EQUAL_2D(VECTOR v1, VECTOR v2, FLOAT fTolerance = 0.5)
IF fTolerance < 0
fTolerance = 0
ENDIF
IF ABSF(v1.x - v2.x) <= fTolerance
IF ABSF(v1.y - v2.y) <= fTolerance
RETURN TRUE
ENDIF
ENDIF
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
g_eRC_MissionIDs eRCMissions[1]
eRCMissions[0] = RC_HAO_1
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
//Halt launcher if Franklin1 is available B*-2167022
IF IS_MISSION_AVAILABLE(SP_MISSION_FRANKLIN_1)
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_1 is available... [TERMINATING]")
TERMINATE_THIS_THREAD()
ELSE
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_1 is not available...")
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
// Create a scenario blocking area
mScenarioBlocker = ADD_SCENARIO_BLOCKING_AREA(<<-103.0011, -1281.6357, 26.3686>>, <<-23.2460, -1241.3610, 30.3350>>)
// 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 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
//Cleanup if Franklin1 is available B*-2167022
IF IS_MISSION_AVAILABLE(SP_MISSION_FRANKLIN_1)
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_1 became available... [TERMINATING]")
Script_Cleanup(sRCLauncherData)
ELSE
PRINT_LAUNCHER_DEBUG("SP_MISSION_FRANKLIN_1 is not available...")
ENDIF
// Check for player moving HAO's vehicle
IF IS_VEHICLE_OK(sRCLauncherData.vehID[0])
IF NOT ARE_VECTORS_ALMOST_EQUAL_2D(<<-72.323, -1258.643, 28.648>>, GET_ENTITY_COORDS(sRCLauncherData.vehID[0]))
PRINT_LAUNCHER_DEBUG("Player has moved HAO's vehicle [TERMINATING]")
MAKE_ALL_INITIAL_SCENE_PEDS_FLEE(sRCLauncherData)
Script_Cleanup(sRCLauncherData)
ENDIF
ENDIF
// Update launcher blip + preload intro
SET_RC_AWAITING_TRIGGER(sRCLauncherData.eMissionID)
MANAGE_PRELOADING_RC_CUTSCENE(iCutsceneLoadRequestID, sRCLauncherData.sIntroCutscene, vInCoords)
PLAY_LAUNCHER_AMBIENT_DIALOGUE(sRCLauncherData, vInCoords, "HAO1AU", "HAO1_HCO", 3, "HAO", 5000)
//Is the player close enough to start the mission off
IF ARE_RC_TRIGGER_CONDITIONS_MET(sRCLauncherData)
//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