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authorNikolay Korolev <nickvnuk@gmail.com>2020-04-15 22:27:23 +0200
committerGitHub <noreply@github.com>2020-04-15 22:27:23 +0200
commita43ca86542e904aa4f6a193ebda7d628c8015ab7 (patch)
treeefe0da93c1ffbe69e1c9e5df2ab65b13f3a83a84 /src/control
parentMerge pull request #447 from erorcun/erorcun (diff)
parentMerge remote-tracking branch 'upstream/master' (diff)
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Diffstat (limited to 'src/control')
-rw-r--r--src/control/SceneEdit.cpp1101
-rw-r--r--src/control/SceneEdit.h93
2 files changed, 1180 insertions, 14 deletions
diff --git a/src/control/SceneEdit.cpp b/src/control/SceneEdit.cpp
index 3e55d431..8d804e4d 100644
--- a/src/control/SceneEdit.cpp
+++ b/src/control/SceneEdit.cpp
@@ -2,11 +2,1096 @@
#include "patcher.h"
#include "SceneEdit.h"
-bool &CSceneEdit::m_bEditOn = *(bool*)0x95CD77;
-int32 &CSceneEdit::m_bCameraFollowActor = *(int*)0x940590;
-bool &CSceneEdit::m_bRecording = *(bool*)0x95CD1F;
-CVector &CSceneEdit::m_vecCurrentPosition = *(CVector*)0x943064;
-CVector &CSceneEdit::m_vecCamHeading = *(CVector*)0x942F8C;
-
-WRAPPER void CSceneEdit::Update(void) { EAXJMP(0x585570); }
-WRAPPER void CSceneEdit::Init(void) { EAXJMP(0x585170); }
+#include "Automobile.h"
+#include "Camera.h"
+#include "CarCtrl.h"
+#include "CivilianPed.h"
+#include "FileMgr.h"
+#include "Font.h"
+#include "ModelIndices.h"
+#include "ModelInfo.h"
+#include "Pad.h"
+#include "Ped.h"
+#include "Population.h"
+#include "Text.h"
+#include "Timecycle.h"
+#include "Streaming.h"
+#include "Vehicle.h"
+#include "WeaponInfo.h"
+#include "World.h"
+
+bool CSceneEdit::m_bEditOn;
+int32 CSceneEdit::m_bCameraFollowActor;
+bool CSceneEdit::m_bRecording;
+CVector CSceneEdit::m_vecCurrentPosition;
+CVector CSceneEdit::m_vecCamHeading;
+CVector CSceneEdit::m_vecGotoPosition;
+int32 CSceneEdit::m_nVehicle;
+int32 CSceneEdit::m_nVehicle2;
+int32 CSceneEdit::m_nActor;
+int32 CSceneEdit::m_nActor2;
+int32 CSceneEdit::m_nVehiclemodelId;
+int32 CSceneEdit::m_nPedmodelId;
+int16 CSceneEdit::m_nCurrentMovieCommand;
+int16 CSceneEdit::m_nNumActors;
+int16 CSceneEdit::m_nNumMovieCommands;
+int16 CSceneEdit::m_nCurrentCommand;
+int16 CSceneEdit::m_nCurrentVehicle;
+int16 CSceneEdit::m_nCurrentActor;
+int16 CSceneEdit::m_nWeaponType;
+bool CSceneEdit::m_bCommandActive;
+bool CSceneEdit::m_bActorSelected;
+bool CSceneEdit::m_bActor2Selected;
+bool CSceneEdit::m_bVehicleSelected;
+int16 CSceneEdit::m_nNumVehicles;
+CPed* CSceneEdit::pActors[NUM_ACTORS_IN_MOVIE];
+CVehicle* CSceneEdit::pVehicles[NUM_VEHICLES_IN_MOVIE];
+bool CSceneEdit::m_bDrawGotoArrow;
+CMovieCommand CSceneEdit::Movie[NUM_COMMANDS_IN_MOVIE];
+
+#define SHADOW_OFFSET (2.0f)
+#define ACTION_MESSAGE_X_RIGHT (60.0f)
+#define ACTION_MESSAGE_Y (8.0f)
+#define SELECTED_MESSAGE_X_RIGHT (60.0f)
+#define SELECTED_MESSAGE_Y (248.0f)
+#define COMMAND_NAME_X_RIGHT (60.0f)
+#define COMMAND_NAME_Y (38.0f)
+#define COMMAND_NAME_HEIGHT (16.0f)
+
+#define NUM_COMMANDS_TO_DRAW (9)
+
+static const char* pCommandStrings[] = {
+ "do-nothing", "New Actor", "Move Actor", "Select Actor", "Delete Actor",
+ "New Vehicle", "Move Vehicle", "Select Vehicle", "Delete Vehicle", "Give Weapon",
+ "Goto", "Goto (wait)", "Get In Car", "Get Out Car", "Kill",
+ "Flee", "Wait", "Position Camera", "Set Camera Target", "Select Camera Mode",
+ "Save Movie", "Load Movie", "Play Movie", "END"
+};
+
+static_assert(ARRAY_SIZE(pCommandStrings) == CSceneEdit::MOVIE_TOTAL_COMMANDS, "Scene edit: not all commands have names");
+
+static int32 NextValidModelId(int32 mi, int32 step)
+{
+ int32 result = -1;
+ int32 i = mi;
+ while (result == -1) {
+ i += step;
+ if (i < 0 || i > 5500) {
+ step = -step;
+ continue;
+ }
+ CBaseModelInfo* pInfo = CModelInfo::GetModelInfo(i);
+ CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)pInfo;
+ if (!pInfo)
+ continue;
+ if (pInfo->m_type == MITYPE_PED
+#ifdef FIX_BUGS
+ && !(i >= MI_SPECIAL01 && i <= MI_SPECIAL04)
+#endif
+ ||
+ pInfo->m_type == MITYPE_VEHICLE &&
+#ifdef FIX_BUGS
+ (pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT))
+#else // && and || priority failure it seems, also crashes on special models
+ pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT)
+#endif
+ result = i;
+ }
+ return result;
+}
+
+void CSceneEdit::LoadMovie(void)
+{
+ ReInitialise();
+ CFileMgr::SetDir("DATA");
+ int fid = CFileMgr::OpenFile("movie.dat", "r");
+#ifdef FIX_BUGS
+ if (fid >= 0)
+#endif
+ {
+ CFileMgr::Read(fid, (char*)&Movie, sizeof(Movie));
+ CFileMgr::Read(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
+ CFileMgr::CloseFile(fid);
+ }
+ CFileMgr::SetDir("");
+ m_bCommandActive = false;
+}
+
+void CSceneEdit::SaveMovie(void)
+{
+ CFileMgr::SetDir("DATA");
+ int fid = CFileMgr::OpenFileForWriting("movie.dat");
+ if (fid >= 0) {
+ CFileMgr::Write(fid, (char*)&Movie, sizeof(Movie));
+ CFileMgr::Write(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
+ CFileMgr::CloseFile(fid);
+ }
+ CFileMgr::SetDir("");
+ m_bCommandActive = false;
+}
+
+void CSceneEdit::Initialise(void)
+{
+ m_nActor = -1;
+ m_nActor2 = -1;
+ m_nVehicle = -1;
+ m_nVehicle2 = -1;
+ m_nCurrentCommand = MOVIE_NEW_ACTOR;
+ m_nVehiclemodelId = MI_INFERNUS;
+ m_nPedmodelId = MI_MALE01;
+ m_nNumVehicles = 0;
+ m_nNumActors = 0;
+ m_nNumMovieCommands = 0;
+ m_bCommandActive = false;
+ m_bRecording = true;
+ m_bEditOn = false;
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++)
+ pActors[i] = nil;
+ for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++)
+ pVehicles[i] = nil;
+ m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].Front;
+ m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
+ m_bCameraFollowActor = false;
+ TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true;
+ m_bDrawGotoArrow = false;
+}
+
+void CSceneEdit::InitPlayback(void)
+{
+ m_nVehiclemodelId = MI_INFERNUS;
+ m_nPedmodelId = MI_MALE01;
+ m_bCommandActive = false;
+ m_nNumActors = 0;
+ m_nNumVehicles = 0;
+ m_nActor = -1;
+ m_nActor2 = -1;
+ m_nVehicle = -1;
+ m_nVehicle2 = -1;
+ TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true;
+ m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].Front;
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
+ if (pActors[i]) {
+ CPopulation::RemovePed(pActors[i]);
+ pActors[i] = nil;
+ }
+ }
+ m_nCurrentActor = 0;
+ for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
+ if (pVehicles[i]) {
+ CWorld::Remove(pVehicles[i]);
+ delete pVehicles[i];
+ pVehicles[i] = nil;
+ }
+ }
+ m_nCurrentVehicle = 0;
+ m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
+ m_nCurrentMovieCommand = MOVIE_DO_NOTHING;
+ m_bDrawGotoArrow = false;
+}
+
+void CSceneEdit::ReInitialise(void)
+{
+ m_nVehiclemodelId = MI_INFERNUS;
+ m_nPedmodelId = MI_MALE01;
+ m_nCurrentCommand = MOVIE_NEW_ACTOR;
+ m_bEditOn = true;
+ m_bRecording = true;
+ m_bCommandActive = false;
+#ifdef FIX_BUGS
+ m_bCameraFollowActor = false;
+ TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true; // not enough...
+#endif
+ m_nActor = -1;
+ m_nActor2 = -1;
+ m_nVehicle = -1;
+ m_nVehicle2 = -1;
+ m_nNumMovieCommands = 0;
+ m_nCurrentMovieCommand = MOVIE_DO_NOTHING;
+ m_nNumActors = 0;
+ m_nNumVehicles = 0;
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
+ if (pActors[i]) {
+ CPopulation::RemovePed(pActors[i]);
+ pActors[i] = nil;
+ }
+ }
+ for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
+ if (pVehicles[i]) {
+ CWorld::Remove(pVehicles[i]);
+ delete pVehicles[i];
+ pVehicles[i] = nil;
+ }
+ }
+ for (int i = 0; i < NUM_COMMANDS_IN_MOVIE; i++) {
+ Movie[i].m_nCommandId = MOVIE_DO_NOTHING;
+ Movie[i].m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
+ Movie[i].m_vecCamera = CVector(0.0f, 0.0f, 0.0f);
+ Movie[i].m_nActorId = -1;
+ Movie[i].m_nActor2Id = -1;
+ Movie[i].m_nVehicleId = -1;
+ Movie[i].m_nModelIndex = 0;
+ }
+ m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
+ m_bDrawGotoArrow = false;
+}
+
+void CSceneEdit::Update(void)
+{
+ if (!m_bEditOn)
+ return;
+ if (m_bRecording)
+ ProcessCommand();
+ else {
+ if (m_bCameraFollowActor && m_nActor != -1) {
+ if (pActors[m_nActor]->bInVehicle)
+ TheCamera.TakeControl(pActors[m_nActor]->m_pMyVehicle, CCam::MODE_BEHINDCAR, JUMP_CUT, CAMCONTROL_SCRIPT);
+ else
+ TheCamera.TakeControl(pActors[m_nActor], CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT);
+ }
+ PlayBack();
+ }
+}
+
+void CSceneEdit::Draw(void)
+{
+ char str[200];
+ wchar wstr[200];
+ if (TheCamera.m_WideScreenOn)
+ return;
+#ifndef FIX_BUGS
+ CFont::SetPropOff();
+#endif
+ CFont::SetBackgroundOff();
+ CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
+ CFont::SetCentreOn();
+ CFont::SetRightJustifyOn();
+ CFont::SetRightJustifyWrap(0.0f);
+ CFont::SetBackGroundOnlyTextOff();
+#ifdef FIX_BUGS
+ CFont::SetFontStyle(FONT_BANK);
+ CFont::SetPropOn();
+ CFont::SetDropColor(CRGBA(0, 0, 0, 255));
+ CFont::SetDropShadowPosition(1);
+#else
+ CFont::SetFontStyle(FONT_HEADING);
+ CFont::SetPropOff();
+#endif
+ sprintf(str, "Action");
+ AsciiToUnicode(str, wstr);
+ CFont::SetColor(CRGBA(0, 0, 0, 0));
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(ACTION_MESSAGE_Y + SHADOW_OFFSET), wstr);
+ CFont::SetColor(CRGBA(193, 164, 120, 255));
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(ACTION_MESSAGE_Y), wstr);
+ sprintf(str, "Selected");
+ AsciiToUnicode(str, wstr);
+ CFont::SetColor(CRGBA(0, 0, 0, 0));
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y + SHADOW_OFFSET), wstr);
+ CFont::SetColor(CRGBA(193, 164, 120, 255));
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y), wstr);
+ CFont::SetCentreOff();
+ CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.7f));
+#ifdef FIX_BUGS
+ CFont::SetFontStyle(FONT_BANK);
+#else
+ CFont::SetFontStyle(FONT_HEADING);
+#endif
+ CFont::SetColor(CRGBA(0, 0, 0, 0));
+ for (int i = 0; i < NUM_COMMANDS_TO_DRAW; i++) {
+ int16 nCommandDrawn = m_nCurrentCommand + i - NUM_COMMANDS_TO_DRAW / 2;
+ if (nCommandDrawn >= MOVIE_TOTAL_COMMANDS)
+ nCommandDrawn -= (MOVIE_TOTAL_COMMANDS - 1);
+ if (nCommandDrawn <= MOVIE_DO_NOTHING)
+ nCommandDrawn += (MOVIE_TOTAL_COMMANDS - 1);
+ sprintf(str, pCommandStrings[nCommandDrawn]);
+ AsciiToUnicode(str, wstr);
+ CFont::SetColor(CRGBA(0, 0, 0, 0));
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
+ if (nCommandDrawn == m_nCurrentCommand)
+ CFont::SetColor(CRGBA(156, 91, 40, 255));
+ else
+ CFont::SetColor(CRGBA(193, 164, 120, 255));
+ CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr);
+ }
+}
+
+void CSceneEdit::ProcessCommand(void)
+{
+ if (!m_bCommandActive) {
+ ClearForNewCommand();
+ if (CPad::GetPad(1)->GetDPadUpJustDown()) {
+ if (--m_nCurrentCommand == MOVIE_DO_NOTHING)
+ m_nCurrentCommand = MOVIE_END;
+ }
+ if (CPad::GetPad(1)->GetDPadDownJustDown()) {
+ if (++m_nCurrentCommand == MOVIE_TOTAL_COMMANDS)
+ m_nCurrentCommand = MOVIE_NEW_ACTOR;
+ }
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ if (m_nCurrentCommand != MOVIE_DO_NOTHING)
+ m_bCommandActive = true;
+ }
+ return;
+ }
+ switch (m_nCurrentCommand) {
+ case MOVIE_DO_NOTHING:
+ m_bCommandActive = false;
+ break;
+ case MOVIE_NEW_ACTOR:
+ if (m_nActor == -1) {
+ if (m_nNumActors == NUM_ACTORS_IN_MOVIE)
+ break;
+ if (!CStreaming::HasModelLoaded(m_nPedmodelId)) {
+ CStreaming::RequestModel(m_nPedmodelId, 0);
+#ifdef FIX_BUGS
+ CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
+#endif
+ break;
+ }
+ CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId);
+ pPed->CharCreatedBy = MISSION_CHAR;
+ pPed->GetPosition() = m_vecCurrentPosition;
+ pPed->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(pPed);
+ pPed->bUsesCollision = false;
+ pPed->bAffectedByGravity = false;
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
+ if (pActors[i] == nil) {
+ m_nActor = i;
+ pActors[i] = pPed;
+ break;
+ }
+ }
+ }
+ else {
+ pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
+ pActors[m_nActor]->SetOrientation(0.0f, 0.0f, 0.0f);
+ int32 mi = m_nPedmodelId;
+ if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
+ mi = NextValidModelId(m_nPedmodelId, -1);
+ else if (CPad::GetPad(1)->GetRightShoulder1JustDown())
+ mi = NextValidModelId(m_nPedmodelId, 1);
+ if (mi == m_nPedmodelId) {
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ pActors[m_nActor]->bUsesCollision = true;
+ pActors[m_nActor]->bAffectedByGravity = true;
+ ++m_nNumActors;
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_ACTOR;
+ Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition;
+ Movie[m_nNumMovieCommands].m_nModelIndex = m_nPedmodelId;
+ Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ CWorld::Remove(pActors[m_nActor]);
+ delete pActors[m_nActor];
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ }
+ else {
+ m_nPedmodelId = mi;
+ if (pActors[m_nActor]) {
+ CWorld::Remove(pActors[m_nActor]);
+ delete pActors[m_nActor];
+ }
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ }
+ }
+ break;
+ case MOVIE_MOVE_ACTOR:
+ SelectActor();
+ if (m_bCommandActive)
+ break;
+ pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ m_bCommandActive = false;
+#ifndef FIX_BUGS // why? it crashes, also makes no sense
+ pActors[m_nActor] = nil;
+#endif
+ SelectActor();
+ }
+ break;
+ case MOVIE_SELECT_ACTOR:
+ SelectActor();
+ break;
+ case MOVIE_DELETE_ACTOR:
+ SelectActor();
+ if (m_bActorSelected) {
+ CPopulation::RemovePed(pActors[m_nActor]);
+ m_nCurrentActor = 0;
+ --m_nNumActors;
+#ifdef FIX_BUGS
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+#else
+ m_nActor = -1;
+ pActors[m_nActor] = nil;
+#endif
+ SelectActor();
+ m_bCommandActive = false;
+ }
+ else if (CPad::GetPad(1)->GetCircleJustDown()) {
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_NEW_VEHICLE:
+ if (m_nVehicle == -1) {
+ if (m_nNumVehicles == NUM_VEHICLES_IN_MOVIE)
+ break;
+ if (!CStreaming::HasModelLoaded(m_nVehiclemodelId)) {
+ CStreaming::RequestModel(m_nVehiclemodelId, 0);
+#ifdef FIX_BUGS
+ CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
+#endif
+ break;
+ }
+ CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
+ pVehicle->m_status = STATUS_PHYSICS;
+ pVehicle->GetPosition() = m_vecCurrentPosition;
+ pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(pVehicle);
+ pVehicle->bUsesCollision = false;
+ pVehicle->bAffectedByGravity = false;
+ for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
+ if (pVehicles[i] == nil) {
+ m_nVehicle = i;
+ pVehicles[i] = pVehicle;
+ break;
+ }
+ }
+ }
+ else {
+ pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
+ pVehicles[m_nVehicle]->SetOrientation(0.0f, 0.0f, 0.0f);
+ int32 mi = m_nVehiclemodelId;
+ if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
+ mi = NextValidModelId(m_nVehiclemodelId, -1);
+ else if (CPad::GetPad(1)->GetRightShoulder1JustDown())
+ mi = NextValidModelId(m_nVehiclemodelId, 1);
+ if (mi == m_nVehiclemodelId) {
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ pVehicles[m_nVehicle]->bUsesCollision = true;
+ pVehicles[m_nVehicle]->bAffectedByGravity = true;
+ ++m_nNumVehicles;
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_VEHICLE;
+ Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition;
+ Movie[m_nNumMovieCommands].m_nModelIndex = m_nVehiclemodelId;
+ Movie[m_nNumMovieCommands++].m_nVehicleId = m_nVehicle;
+ m_nVehicle = -1;
+ m_bCommandActive = false;
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ CWorld::Remove(pVehicles[m_nVehicle]);
+ delete pVehicles[m_nVehicle];
+ pVehicles[m_nVehicle] = nil;
+ m_nVehicle = -1;
+ m_bCommandActive = false;
+ }
+ }
+ else {
+ m_nVehiclemodelId = mi;
+ if (pVehicles[m_nVehicle]) {
+ CWorld::Remove(pVehicles[m_nVehicle]);
+ delete pVehicles[m_nVehicle];
+ }
+ pVehicles[m_nVehicle] = nil;
+ m_nVehicle = -1;
+ }
+ }
+ break;
+ case MOVIE_MOVE_VEHICLE:
+ SelectVehicle();
+ if (m_bCommandActive)
+ break;
+ pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ m_bCommandActive = false;
+#ifndef FIX_BUGS // again, why? works wrong
+ pVehicles[m_nVehicle] = nil;
+#endif
+ m_nVehicle = -1;
+ }
+ break;
+ case MOVIE_SELECT_VEHICLE:
+ SelectVehicle();
+ break;
+ case MOVIE_DELETE_VEHICLE:
+ SelectVehicle();
+ if (m_bVehicleSelected) {
+ CWorld::Remove(pVehicles[m_nVehicle]);
+ delete pVehicles[m_nVehicle];
+ m_nCurrentVehicle = 0;
+ --m_nNumVehicles;
+ pVehicles[m_nVehicle] = nil;
+ m_nVehicle = -1;
+ SelectVehicle();
+ m_bCommandActive = false;
+ }
+ else if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pVehicles[m_nVehicle] = nil;
+ m_nVehicle = -1;
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_GIVE_WEAPON:
+ if (m_bActorSelected) {
+ if (SelectWeapon()) {
+ m_bCommandActive = false;
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GIVE_WEAPON;
+ Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
+ Movie[m_nNumMovieCommands++].m_nModelIndex = m_nWeaponType;
+ }
+ }
+ else {
+ SelectActor();
+ m_bCommandActive = true;
+ }
+ break;
+ case MOVIE_GOTO:
+ case MOVIE_GOTO_WAIT:
+ if (!m_bActorSelected) {
+ m_bDrawGotoArrow = true;
+ SelectActor();
+ if (m_nActor == -1)
+ m_bCommandActive = true;
+ }
+ else {
+ m_vecGotoPosition = m_vecCurrentPosition;
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ if (pActors[m_nActor]->bInVehicle) {
+ if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pActors[m_nActor]->m_pMyVehicle, m_vecGotoPosition, false))
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
+ else
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
+ pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
+ pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
+ TheCamera.TakeControl(pActors[m_nActor]->m_pMyVehicle, CCam::MODE_BEHINDCAR, JUMP_CUT, CAMCONTROL_SCRIPT);
+ }
+ else {
+ pActors[m_nActor]->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_vecGotoPosition);
+ TheCamera.TakeControl(pActors[m_nActor], CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT);
+ }
+ m_bDrawGotoArrow = false;
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GOTO;
+ Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
+ Movie[m_nNumMovieCommands++].m_vecPosition = m_vecGotoPosition;
+ }
+ if (!m_bDrawGotoArrow) {
+ if (pActors[m_nActor]->bInVehicle && pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE ||
+ !pActors[m_nActor]->bInVehicle && pActors[m_nActor]->m_objective == OBJECTIVE_NONE) {
+ if (pActors[m_nActor]) // if there is something that requires this check the least, it's this one
+ m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].Source;
+ m_bCommandActive = false;
+ TheCamera.Cams[TheCamera.ActiveCam].Mode = CCam::MODE_FIGHT_CAM_RUNABOUT;
+ m_vecCurrentPosition = pActors[m_nActor]->GetPosition();
+ pActors[m_nActor]->SetObjective(OBJECTIVE_NONE);
+ if (pActors[m_nActor]->bInVehicle)
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
+ }
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ }
+ break;
+ case MOVIE_GET_IN_CAR:
+ if (m_bActorSelected)
+ SelectVehicle();
+ else {
+ SelectActor();
+ if (m_nActor != -1)
+ m_bCommandActive = true;
+ }
+ if (m_bVehicleSelected) {
+ pActors[m_nActor]->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, pVehicles[m_nVehicle]);
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GET_IN_CAR;
+ Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
+ Movie[m_nNumMovieCommands++].m_nVehicleId = m_nVehicle;
+ m_nVehicle = -1;
+ m_bCommandActive = false;
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pVehicles[m_nVehicle] = nil;
+ m_nVehicle = -1;
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_GET_OUT_CAR:
+ SelectActor();
+ if (m_bActorSelected) {
+ if (pActors[m_nActor]->bInVehicle) {
+ pActors[m_nActor]->SetObjective(OBJECTIVE_LEAVE_VEHICLE);
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GET_OUT_CAR;
+ Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
+ }
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pVehicles[m_nVehicle] = nil;
+ m_nVehicle = -1;
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_KILL:
+ if (!m_bActorSelected) {
+ SelectActor();
+ m_bCommandActive = true;
+ }
+ else if (!m_bActor2Selected) {
+ SelectActor2();
+ if (m_bActorSelected && m_bActor2Selected && m_nActor != -1 && m_nActor2 != -1 && m_nActor != m_nActor2) {
+ pActors[m_nActor]->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, pActors[m_nActor2]);
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_KILL;
+ Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
+ Movie[m_nNumMovieCommands++].m_nActor2Id = m_nActor2;
+ m_bCommandActive = false;
+ }
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ pActors[m_nActor2] = nil;
+ m_nActor2 = -1;
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_FLEE:
+ if (!m_bActorSelected) {
+ SelectActor();
+ m_bCommandActive = true;
+ }
+ else if (!m_bActor2Selected) {
+ SelectActor2();
+ if (m_bActorSelected && m_bActor2Selected && m_nActor != -1 && m_nActor2 != -1 && m_nActor != m_nActor2) {
+ pActors[m_nActor]->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, pActors[m_nActor2]);
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_FLEE;
+ Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
+ Movie[m_nNumMovieCommands++].m_nActor2Id = m_nActor2;
+ m_bCommandActive = false;
+ }
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ pActors[m_nActor2] = nil;
+ m_nActor2 = -1;
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_WAIT:
+ SelectActor();
+ if (m_bActorSelected) {
+ pActors[m_nActor]->SetObjective(OBJECTIVE_IDLE);
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_WAIT;
+ Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pActors[m_nActor] = nil;
+ m_nActor = -1;
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_POSITION_CAMERA:
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_POSITION_CAMERA;
+ Movie[m_nNumMovieCommands].m_vecPosition = TheCamera.Cams[TheCamera.ActiveCam].Source;
+ Movie[m_nNumMovieCommands++].m_vecCamera = m_vecCamHeading;
+ m_bCommandActive = false;
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ m_bCommandActive = false;
+ }
+ break;
+ case MOVIE_SET_CAMERA_TARGET:
+ if (!m_bActorSelected) {
+ SelectActor();
+ m_bCommandActive = true;
+ }
+ else {
+ TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity = pActors[m_nActor];
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_SET_CAMERA_TARGET;
+ Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
+ m_bCommandActive = false;
+ }
+ }
+ break;
+ case MOVIE_SELECT_CAMERA_MODE:
+ m_bCommandActive = false;
+ break;
+ case MOVIE_SAVE_MOVIE:
+ SaveMovie();
+ break;
+ case MOVIE_LOAD_MOVIE:
+ LoadMovie();
+ break;
+ case MOVIE_PLAY_MOVIE:
+ InitPlayback();
+ LoadMovie();
+ m_bRecording = false;
+ break;
+ case MOVIE_END:
+ m_bRecording = false;
+ break;
+ default:
+ assert(0);
+ }
+}
+
+void CSceneEdit::PlayBack(void)
+{
+ m_nCurrentCommand = Movie[m_nCurrentMovieCommand].m_nCommandId;
+ if (m_nCurrentMovieCommand >= m_nNumMovieCommands) {
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ m_nCurrentCommand = MOVIE_DO_NOTHING;
+ m_bRecording = true;
+ ReInitialise();
+ }
+ return;
+ }
+ switch (m_nCurrentCommand) {
+ case MOVIE_DO_NOTHING:
+ case MOVIE_MOVE_ACTOR:
+ case MOVIE_SELECT_ACTOR:
+ case MOVIE_DELETE_ACTOR:
+ case MOVIE_MOVE_VEHICLE:
+ case MOVIE_SELECT_VEHICLE:
+ case MOVIE_DELETE_VEHICLE:
+ break;
+ case MOVIE_NEW_ACTOR:
+ {
+ m_nPedmodelId = Movie[m_nCurrentMovieCommand].m_nModelIndex;
+ m_vecCurrentPosition = Movie[m_nCurrentMovieCommand].m_vecPosition;
+ if (!CStreaming::HasModelLoaded(m_nPedmodelId)) {
+ CStreaming::RequestModel(m_nPedmodelId, 0);
+#ifdef FIX_BUGS
+ CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
+#endif
+ break;
+ }
+ CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId);
+ pPed->CharCreatedBy = MISSION_CHAR;
+ CWorld::Add(pPed);
+ pPed->GetPosition() = m_vecCurrentPosition;
+ pPed->SetOrientation(0.0f, 0.0f, 0.0f);
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
+ if (pActors[i] == nil) {
+ m_nActor = i;
+ pActors[i] = pPed;
+ break;
+ }
+ }
+ m_nNumActors++;
+ m_nCurrentMovieCommand++;
+ break;
+ }
+ case MOVIE_NEW_VEHICLE:
+ {
+ m_nVehiclemodelId = Movie[m_nCurrentMovieCommand].m_nModelIndex;
+ m_vecCurrentPosition = Movie[m_nCurrentMovieCommand].m_vecPosition;
+ if (!CStreaming::HasModelLoaded(m_nVehiclemodelId)) {
+ CStreaming::RequestModel(m_nVehiclemodelId, 0);
+#ifdef FIX_BUGS
+ CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
+#endif
+ break;
+ }
+ CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
+ pVehicle->m_status = STATUS_PHYSICS;
+ pVehicle->GetPosition() = m_vecCurrentPosition;
+ pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
+ CWorld::Add(pVehicle);
+ for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
+ if (pVehicles[i] == nil) {
+ m_nVehicle = i;
+ pVehicles[i] = pVehicle;
+ break;
+ }
+ }
+ m_nNumVehicles++;
+ m_nCurrentMovieCommand++;
+ break;
+ }
+ case MOVIE_GIVE_WEAPON:
+ m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
+ m_nWeaponType = Movie[m_nCurrentMovieCommand].m_nModelIndex;
+ pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
+ pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
+ pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType);
+ m_nCurrentMovieCommand++;
+ break;
+ case MOVIE_GOTO:
+ case MOVIE_GOTO_WAIT:
+ m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
+ m_vecGotoPosition = Movie[m_nCurrentMovieCommand].m_vecPosition;
+ if (pActors[m_nActor]->bInVehicle) {
+ if (pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS &&
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS_STRAIGHT) {
+ if ((pActors[m_nActor]->m_pMyVehicle->GetPosition() - m_vecGotoPosition).Magnitude() < 5.0f) {
+ if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pActors[m_nActor]->m_pMyVehicle, m_vecGotoPosition, false))
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
+ else
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
+ pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
+ pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
+ pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
+ if (m_nCurrentCommand != MOVIE_GOTO_WAIT)
+ ++m_nCurrentMovieCommand;
+ }
+ else
+ ++m_nCurrentMovieCommand;
+ }
+ }
+ else {
+ if (pActors[m_nActor]->m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT) {
+ pActors[m_nActor]->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_vecGotoPosition);
+ ++m_nCurrentMovieCommand;
+ }
+ }
+ break;
+ case MOVIE_GET_IN_CAR:
+ m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
+ if (!pActors[m_nActor]->bInVehicle){
+ m_nVehicle = Movie[m_nCurrentMovieCommand].m_nVehicleId;
+ pActors[m_nActor]->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, pVehicles[m_nVehicle]);
+ }
+ else
+ ++m_nCurrentMovieCommand;
+ break;
+ case MOVIE_GET_OUT_CAR:
+ m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
+ if (pActors[m_nActor]->bInVehicle)
+ pActors[m_nActor]->SetObjective(OBJECTIVE_LEAVE_VEHICLE);
+ else
+ ++m_nCurrentMovieCommand;
+ break;
+ case MOVIE_KILL:
+ m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
+ m_nActor2 = Movie[m_nCurrentMovieCommand].m_nActor2Id;
+ pActors[m_nActor]->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, pActors[m_nActor2]);
+ if (pActors[m_nActor2]->GetPedState() == PED_DEAD)
+ ++m_nCurrentMovieCommand;
+ break;
+ case MOVIE_FLEE:
+ m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
+ m_nActor2 = Movie[m_nCurrentMovieCommand].m_nActor2Id;
+ pActors[m_nActor]->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, pActors[m_nActor2]);
+ ++m_nCurrentMovieCommand;
+ break;
+ case MOVIE_WAIT:
+ m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
+ pActors[m_nActor]->SetObjective(OBJECTIVE_IDLE);
+ ++m_nCurrentMovieCommand;
+ break;
+ case MOVIE_POSITION_CAMERA:
+ TheCamera.Cams[TheCamera.ActiveCam].Source = Movie[m_nCurrentMovieCommand].m_vecPosition;
+ m_vecCamHeading = Movie[m_nCurrentMovieCommand].m_vecCamera;
+ TheCamera.Cams[TheCamera.ActiveCam].Front = m_vecCamHeading;
+ ++m_nCurrentMovieCommand;
+ break;
+ case MOVIE_SET_CAMERA_TARGET:
+ m_bCameraFollowActor = true;
+ TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity = pActors[Movie[m_nNumMovieCommands].m_nActorId];
+ TheCamera.pTargetEntity = pActors[Movie[m_nNumMovieCommands].m_nActorId];
+ TheCamera.m_bLookingAtPlayer = false;
+ ++m_nCurrentMovieCommand;
+ break;
+ case MOVIE_SELECT_CAMERA_MODE:
+ m_bCommandActive = false; // this is wrong
+ break;
+ }
+}
+
+void CSceneEdit::ClearForNewCommand(void)
+{
+ m_nActor = -1;
+ m_nActor2 = -1;
+ m_nVehicle = -1;
+ m_bActorSelected = false;
+ m_bActor2Selected = false;
+ m_bVehicleSelected = false;
+ m_bDrawGotoArrow = false;
+}
+void CSceneEdit::SelectActor(void)
+{
+ m_bActorSelected = false;
+ if (m_nActor != -1) {
+ if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
+ CPed* pPed;
+ do {
+ if (--m_nActor < 0)
+ m_nActor = NUM_ACTORS_IN_MOVIE - 1;
+ pPed = pActors[m_nActor];
+ } while (pPed == nil);
+ TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
+ }
+ else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) {
+ CPed* pPed;
+ do {
+ if (++m_nActor == NUM_ACTORS_IN_MOVIE)
+ m_nActor = 0;
+ pPed = pActors[m_nActor];
+ } while (pPed == nil);
+ TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
+ }
+ m_vecCurrentPosition = pActors[m_nActor]->GetPosition();
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ m_bActorSelected = true;
+ m_bCommandActive = false;
+ }
+ else if (CPad::GetPad(1)->GetCircleJustDown()) {
+ m_nActor = -1;
+ }
+ }
+ else if (m_nNumActors != 0) {
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
+ if (pActors[i] != nil) {
+ m_nActor = i;
+ break;
+ }
+ }
+ TheCamera.Cams[TheCamera.ActiveCam].Source = pActors[m_nActor]->GetPosition() - m_vecCamHeading;
+ if (m_nNumActors == 1) {
+ m_bActorSelected = true;
+ m_bCommandActive = false;
+ }
+ }
+ else {
+ m_bCommandActive = false;
+ }
+}
+
+void CSceneEdit::SelectActor2(void)
+{
+ m_bActor2Selected = false;
+ if (m_nNumActors <= 1) {
+ m_bCommandActive = false;
+ return;
+ }
+ if (m_nActor2 != -1) {
+ if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
+ CPed* pPed;
+ do {
+ if (--m_nActor2 < 0)
+ m_nActor2 = NUM_ACTORS_IN_MOVIE - 1;
+ pPed = pActors[m_nActor2];
+ } while (pPed == nil || pPed == pActors[m_nActor]);
+ TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
+ }
+ else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) {
+ CPed* pPed;
+ do {
+ if (++m_nActor2 == NUM_ACTORS_IN_MOVIE)
+ m_nActor2 = 0;
+ pPed = pActors[m_nActor2];
+ } while (pPed == nil || pPed == pActors[m_nActor]);
+ TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
+ }
+ m_vecCurrentPosition = pActors[m_nActor2]->GetPosition();
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ m_bActor2Selected = true;
+ m_bCommandActive = false;
+ }
+ else if (CPad::GetPad(1)->GetCircleJustDown()) {
+ m_nActor2 = -1;
+ }
+ }
+ else {
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
+ if (pActors[i] != nil && pActors[m_nActor] != pActors[i] ) {
+ m_nActor2 = i;
+ break;
+ }
+ }
+ TheCamera.Cams[TheCamera.ActiveCam].Source = pActors[m_nActor2]->GetPosition() - m_vecCamHeading;
+ }
+}
+
+void CSceneEdit::SelectVehicle(void)
+{
+ m_bVehicleSelected = false;
+ if (m_nVehicle != -1) {
+ if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
+ CVehicle* pVehicle;
+ do {
+ if (--m_nVehicle < 0)
+ m_nVehicle = NUM_VEHICLES_IN_MOVIE - 1;
+ pVehicle = pVehicles[m_nVehicle];
+ } while (pVehicle == nil);
+ }
+ else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) {
+ CVehicle* pVehicle;
+ do {
+ if (++m_nVehicle == NUM_VEHICLES_IN_MOVIE)
+ m_nVehicle = 0;
+ pVehicle = pVehicles[m_nVehicle];
+ } while (pVehicle == nil);
+ }
+ m_vecCurrentPosition = pVehicles[m_nVehicle]->GetPosition();
+ TheCamera.Cams[TheCamera.ActiveCam].Source = pVehicles[m_nVehicle]->GetPosition() - m_vecCamHeading;
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ m_bVehicleSelected = true;
+ m_bCommandActive = false;
+ }
+ else if (CPad::GetPad(1)->GetCircleJustDown()) {
+ m_nVehicle = -1;
+ }
+ }
+ else if (m_nNumVehicles != 0) {
+ for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
+ if (pVehicles[i] != nil) {
+ m_nVehicle = i;
+ break;
+ }
+ }
+ }
+}
+
+bool CSceneEdit::SelectWeapon(void)
+{
+ if (m_nWeaponType == WEAPONTYPE_UNARMED) {
+ m_nWeaponType = WEAPONTYPE_COLT45;
+ return false;
+ }
+ if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
+ if (++m_nWeaponType >= WEAPONTYPE_DETONATOR)
+ m_nWeaponType = WEAPONTYPE_BASEBALLBAT;
+ pActors[m_nActor]->ClearWeapons();
+ pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
+ pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
+ pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType);
+ }
+ else if (CPad::GetPad(1)->GetRightShoulder1JustDown()){
+ if (--m_nWeaponType <= WEAPONTYPE_UNARMED)
+ m_nWeaponType = WEAPONTYPE_GRENADE;
+ pActors[m_nActor]->ClearWeapons();
+ pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
+ pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
+ pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType);
+ }
+ if (CPad::GetPad(1)->GetTriangleJustDown()) {
+ m_bCommandActive = false;
+ return true;
+ }
+ if (CPad::GetPad(1)->GetCircleJustDown()) {
+ pActors[m_nActor]->ClearWeapons();
+ m_nWeaponType = WEAPONTYPE_UNARMED;
+ m_bCommandActive = false;
+ return false;
+ }
+ return false;
+} \ No newline at end of file
diff --git a/src/control/SceneEdit.h b/src/control/SceneEdit.h
index 0de72c19..6dcefa31 100644
--- a/src/control/SceneEdit.h
+++ b/src/control/SceneEdit.h
@@ -1,14 +1,95 @@
#pragma once
+class CPed;
+class CVehicle;
+
+struct CMovieCommand
+{
+ int32 m_nCommandId;
+ CVector m_vecPosition;
+ CVector m_vecCamera;
+ int16 m_nActorId;
+ int16 m_nActor2Id;
+ int16 m_nVehicleId;
+ int16 m_nModelIndex;
+};
+
class CSceneEdit
{
public:
- static bool &m_bEditOn;
- static int32 &m_bCameraFollowActor;
- static bool &m_bRecording;
- static CVector &m_vecCurrentPosition;
- static CVector &m_vecCamHeading;
+ enum {
+ MOVIE_DO_NOTHING = 0,
+ MOVIE_NEW_ACTOR,
+ MOVIE_MOVE_ACTOR,
+ MOVIE_SELECT_ACTOR,
+ MOVIE_DELETE_ACTOR,
+ MOVIE_NEW_VEHICLE,
+ MOVIE_MOVE_VEHICLE,
+ MOVIE_SELECT_VEHICLE,
+ MOVIE_DELETE_VEHICLE,
+ MOVIE_GIVE_WEAPON,
+ MOVIE_GOTO,
+ MOVIE_GOTO_WAIT,
+ MOVIE_GET_IN_CAR,
+ MOVIE_GET_OUT_CAR,
+ MOVIE_KILL,
+ MOVIE_FLEE,
+ MOVIE_WAIT,
+ MOVIE_POSITION_CAMERA,
+ MOVIE_SET_CAMERA_TARGET,
+ MOVIE_SELECT_CAMERA_MODE,
+ MOVIE_SAVE_MOVIE,
+ MOVIE_LOAD_MOVIE,
+ MOVIE_PLAY_MOVIE,
+ MOVIE_END,
+ MOVIE_TOTAL_COMMANDS
+ };
+ enum {
+ NUM_ACTORS_IN_MOVIE = 5,
+ NUM_VEHICLES_IN_MOVIE = 5,
+ NUM_COMMANDS_IN_MOVIE = 20
+ };
+ static int32 m_bCameraFollowActor;
+ static CVector m_vecCurrentPosition;
+ static CVector m_vecCamHeading;
+ static CVector m_vecGotoPosition;
+ static int32 m_nVehicle;
+ static int32 m_nVehicle2;
+ static int32 m_nActor;
+ static int32 m_nActor2;
+ static int32 m_nVehiclemodelId;
+ static int32 m_nPedmodelId;
+ static int16 m_nCurrentMovieCommand;
+ static int16 m_nCurrentCommand;
+ static int16 m_nCurrentVehicle;
+ static int16 m_nCurrentActor;
+ static bool m_bEditOn;
+ static bool m_bRecording;
+ static bool m_bCommandActive;
+ static bool m_bActorSelected;
+ static bool m_bActor2Selected;
+ static bool m_bVehicleSelected;
+ static int16 m_nNumActors;
+ static int16 m_nNumVehicles;
+ static int16 m_nNumMovieCommands;
+ static int16 m_nWeaponType;
+ static CPed* pActors[NUM_ACTORS_IN_MOVIE];
+ static CVehicle* pVehicles[NUM_VEHICLES_IN_MOVIE];
+ static bool m_bDrawGotoArrow;
+ static CMovieCommand Movie[NUM_COMMANDS_IN_MOVIE];
+ static void LoadMovie(void);
+ static void SaveMovie(void);
+ static void Initialise(void);
+ static void InitPlayback(void);
+ static void ReInitialise(void);
static void Update(void);
- static void Init(void);
+ static void Draw(void);
+ static void ProcessCommand(void);
+ static void PlayBack(void);
+ static void ClearForNewCommand(void);
+ static void SelectActor(void);
+ static void SelectActor2(void);
+ static void SelectVehicle(void);
+ static bool SelectWeapon(void);
};