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#include "common.h"
#include "General.h"
#include "CutsceneMgr.h"
#include "Directory.h"
#include "Camera.h"
#include "Streaming.h"
#include "FileMgr.h"
#include "main.h"
#include "AnimManager.h"
#include "AnimBlendAssociation.h"
#include "AnimBlendAssocGroup.h"
#include "AnimBlendClumpData.h"
#include "Pad.h"
#include "DMAudio.h"
#include "World.h"
#include "PlayerPed.h"
#include "Wanted.h"
#include "RpAnimBlend.h"
#include "ModelIndices.h"
#include "TempColModels.h"
#include "ColStore.h"
#include "Radar.h"
#include "Pools.h"
//--MIAMI: file done
static bool bModelsRemovedForCutscene;
static int32 NumberOfSavedWeapons;
static eWeaponType SavedWeaponIDs[TOTAL_WEAPON_SLOTS];
static int32 SavedWeaponAmmo[TOTAL_WEAPON_SLOTS];
char CCutsceneMgr::ms_cAppendAnimName[NUMCUTSCENEOBJECTS][NAMELENGTH];
char CCutsceneMgr::ms_cAppendObjectName[NUMCUTSCENEOBJECTS][NAMELENGTH];
int CCutsceneMgr::ms_numAppendObjectNames;
CDirectory *CCutsceneMgr::ms_pCutsceneDir;
bool CCutsceneMgr::ms_loaded;
bool CCutsceneMgr::ms_hasFileInfo;
bool CCutsceneMgr::ms_wasCutsceneSkipped;
bool CCutsceneMgr::ms_useLodMultiplier;
bool CCutsceneMgr::ms_cutsceneProcessing;
bool CCutsceneMgr::ms_running;
bool CCutsceneMgr::ms_animLoaded;
uint32 CCutsceneMgr::ms_cutsceneLoadStatus;
void
CCutsceneMgr::Initialise(void *dir)
{
ms_cutsceneLoadStatus = CUTSCENE_NOT_LOADED;
ms_running = false;
ms_animLoaded = false;
ms_cutsceneProcessing = false;
ms_useLodMultiplier = false;
ms_wasCutsceneSkipped = false;
ms_hasFileInfo = false;
//ms_numCutsceneObjs = 0;
//ms_loaded = false;
if (gMakeResources) {
ms_pCutsceneDir = new CDirectory(CUTSCENEDIRSIZE);
ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
}
else
ms_pCutsceneDir = (CDirectory*)dir;
//numUncompressedAnims = 0;
//uncompressedAnims[0][0] = '\0';
}
void CCutsceneMgr::Write(base::cRelocatableChunkWriter& writer)
{
writer.AllocateRaw(ms_pCutsceneDir, sizeof(*ms_pCutsceneDir), 4, false, true);
writer.AllocateRaw(ms_pCutsceneDir->entries, sizeof(CDirectory::DirectoryInfo) * ms_pCutsceneDir->numEntries, 4, false, true);
writer.AddPatch(ms_pCutsceneDir);
}
void
CCutsceneMgr::Shutdown(void)
{
delete ms_pCutsceneDir;
}
void
CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
{
LoadCutsceneData_overlay(szCutsceneName);
}
void
CCutsceneMgr::DeleteCutsceneData(void)
{
DeleteCutsceneData_overlay();
if (bModelsRemovedForCutscene)
LoadEverythingBecauseCutsceneDeletedAllOfIt();
}
void
CCutsceneMgr::RemoveEverythingBecauseCutsceneDoesntFitInMemory()
{
//CStreaming::ms_disableStreaming = true;
CWorld::ClearExcitingStuffFromArea(FindPlayerCoors(), 120.0f, true);
CColStore::RemoveAllCollision();
CWorld::bProcessCutsceneOnly = true;
/*ms_cutsceneProcessing = true;
for (int i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--) {
CPed *pPed = CPools::GetPedPool()->GetSlot(i);
if (pPed) {
if (!pPed->IsPlayer() && pPed->CanBeDeleted()) {
CWorld::Remove(pPed);
delete pPed;
}
}
}
for (int i = CPools::GetVehiclePool()->GetSize() - 1; i >= 0; i--) {
CVehicle *pVehicle = CPools::GetVehiclePool()->GetSlot(i);
if (pVehicle) {
if (pVehicle->CanBeDeleted()) {
CWorld::Remove(pVehicle);
delete pVehicle;
}
}
}
CWorld::bProcessCutsceneOnly = true;
//bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver = true;*/
CStreaming::RemoveCurrentZonesModels();
while (CStreaming::RemoveLoadedVehicle());
CRadar::RemoveRadarSections();
CStreaming::SetModelIsDeletable(MI_MALE01);
CStreaming::SetModelTxdIsDeletable(MI_MALE01);
CStreaming::SetModelIsDeletable(MI_COLT45);
CStreaming::SetModelTxdIsDeletable(MI_COLT45);
CStreaming::SetModelIsDeletable(MI_NIGHTSTICK);
CStreaming::SetModelTxdIsDeletable(MI_NIGHTSTICK);
CStreaming::SetModelIsDeletable(MI_MISSILE);
CStreaming::SetModelTxdIsDeletable(MI_MISSILE);
/*for (int i = CPools::GetDummyPool()->GetSize() - 1; i >= 0; i--) {
CDummy* pDummy = CPools::GetDummyPool()->GetSlot(i);
if (pDummy)
pDummy->DeleteRwObject();
}
for (int i = CPools::GetObjectPool()->GetSize() - 1; i >= 0; i--) {
CObject* pObject = CPools::GetObjectPool()->GetSlot(i);
if (pObject)
pObject->DeleteRwObject();
}
for (int i = CPools::GetBuildingPool()->GetSize() - 1; i >= 0; i--) {
CBuilding* pBuilding = CPools::GetBuildingPool()->GetSlot(i);
if (pBuilding && pBuilding->m_rwObject != nil && pBuilding->bIsBIGBuilding && pBuilding->bStreamBIGBuilding) {
if (pBuilding->bIsBIGBuilding)
CStreaming::RequestModel(pBuilding->GetModelIndex(), 0);
if (!pBuilding->bImBeingRendered)
pBuilding->DeleteRwObject();
}
}*/
CPlayerPed *pPlayerPed = FindPlayerPed();
pPlayerPed->RemoveWeaponAnims(0, -1000.0f);
NumberOfSavedWeapons = 0;
for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
if (pPlayerPed->m_weapons[i].m_eWeaponType != WEAPONTYPE_UNARMED) {
SavedWeaponIDs[NumberOfSavedWeapons] = pPlayerPed->m_weapons[i].m_eWeaponType;
SavedWeaponAmmo[NumberOfSavedWeapons] = pPlayerPed->m_weapons[i].m_nAmmoTotal;
NumberOfSavedWeapons++;
}
}
pPlayerPed->ClearWeapons();
bModelsRemovedForCutscene = true;
//CGame::DrasticTidyUpMemory(true);
}
void
CCutsceneMgr::LoadEverythingBecauseCutsceneDeletedAllOfIt()
{
bModelsRemovedForCutscene = false;
CStreaming::LoadInitialPeds();
CStreaming::LoadInitialWeapons();
//CStreaming::LoadInitialVehicles();
CPlayerPed *pPlayerPed = FindPlayerPed();
for (int i = 0; i < NumberOfSavedWeapons; i++) {
int32 weaponModelId = CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModelId;
uint8 flags = CStreaming::ms_aInfoForModel[weaponModelId].m_flags;
CStreaming::RequestModel(weaponModelId, STREAMFLAGS_DONT_REMOVE);
CStreaming::LoadAllRequestedModels(false);
if (CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModel2Id != -1) {
CStreaming::RequestModel(CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModel2Id, 0);
CStreaming::LoadAllRequestedModels(false);
}
if (!(flags & STREAMFLAGS_DONT_REMOVE))
CStreaming::SetModelIsDeletable(weaponModelId);
pPlayerPed->GiveWeapon(SavedWeaponIDs[i], SavedWeaponAmmo[i], true);
}
NumberOfSavedWeapons = 0;
}
void
CCutsceneMgr::Update(void)
{
if (ms_cutsceneLoadStatus != CUTSCENE_NOT_LOADED)
Update_overlay();
}
void
CCutsceneMgr::LoadAnimationUncompressed(char const* name)
{
strcpy(ms_aUncompressedCutsceneAnims[ms_numUncompressedCutsceneAnims], name);
// Because that's how CAnimManager knows the end of array
++ms_numUncompressedCutsceneAnims;
assert(ms_numUncompressedCutsceneAnims < ARRAY_SIZE(ms_aUncompressedCutsceneAnims));
ms_aUncompressedCutsceneAnims[ms_numUncompressedCutsceneAnims][0] = '\0';
}
bool
CCutsceneMgr::IsCutsceneSkipButtonBeingPressed()
{
return (CPad::GetPad(0)->GetCrossJustDown()
|| CPad::GetPad(0)->GetLeftMouseJustDown()
|| CPad::GetPad(0)->GetEnterJustDown()
|| CPad::GetPad(0)->GetCharJustDown(' '));
}
void
CCutsceneMgr::AppendToNextCutscene(const char *object, const char *anim)
{
strcpy(ms_cAppendObjectName[ms_numAppendObjectNames], object);
strlwr(ms_cAppendObjectName[ms_numAppendObjectNames]);
strcpy(ms_cAppendAnimName[ms_numAppendObjectNames], anim);
strlwr(ms_cAppendAnimName[ms_numAppendObjectNames]);
ms_numAppendObjectNames++;
}
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