311 lines
10 KiB
C++
311 lines
10 KiB
C++
#include "common.h"
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#include "GameLogic.h"
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#include "Clock.h"
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#include "Stats.h"
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#include "Pickups.h"
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#include "Timer.h"
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#include "Streaming.h"
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#include "CutsceneMgr.h"
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#include "World.h"
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#include "PlayerPed.h"
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#include "Wanted.h"
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#include "Camera.h"
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#include "Messages.h"
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#include "CarCtrl.h"
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#include "Restart.h"
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#include "Pad.h"
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#include "References.h"
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#include "Fire.h"
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#include "Script.h"
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#include "Garages.h"
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uint8 CGameLogic::ActivePlayers;
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void
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CGameLogic::InitAtStartOfGame()
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{
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ActivePlayers = 1;
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}
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void
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CGameLogic::PassTime(uint32 time)
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{
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int32 minutes, hours, days;
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minutes = time + CClock::GetMinutes();
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hours = CClock::GetHours();
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for (; minutes >= 60; minutes -= 60)
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hours++;
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if (hours > 23) {
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days = CStats::DaysPassed;
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for (; hours >= 24; hours -= 24)
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days++;
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CStats::DaysPassed = days;
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}
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CClock::SetGameClock(hours, minutes);
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CPickups::PassTime(time * 1000);
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}
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void
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CGameLogic::SortOutStreamingAndMemory(const CVector &pos)
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{
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CTimer::Stop();
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CStreaming::FlushRequestList();
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CStreaming::DeleteRwObjectsAfterDeath(pos);
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CStreaming::RemoveUnusedModelsInLoadedList();
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CGame::DrasticTidyUpMemory(true);
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CStreaming::LoadScene(pos);
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CTimer::Update();
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}
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void
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CGameLogic::Update()
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{
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CVector vecRestartPos;
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float fRestartFloat;
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if (CCutsceneMgr::IsCutsceneProcessing()) return;
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CPlayerInfo &pPlayerInfo = CWorld::Players[CWorld::PlayerInFocus];
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switch (pPlayerInfo.m_WBState) {
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case WBSTATE_PLAYING:
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if (pPlayerInfo.m_pPed->m_nPedState == PED_DEAD) {
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pPlayerInfo.m_pPed->ClearAdrenaline();
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pPlayerInfo.KillPlayer();
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}
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if (pPlayerInfo.m_pPed->m_nPedState == PED_ARRESTED) {
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pPlayerInfo.m_pPed->ClearAdrenaline();
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pPlayerInfo.ArrestPlayer();
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}
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break;
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case WBSTATE_WASTED:
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#ifdef MISSION_REPLAY
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if ((CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > AddExtraDeathDelay() + 0x800) && (CTimer::GetPreviousTimeInMilliseconds() - pPlayerInfo.m_nWBTime <= AddExtraDeathDelay() + 0x800)) {
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#else
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if ((CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 0x800) && (CTimer::GetPreviousTimeInMilliseconds() - pPlayerInfo.m_nWBTime <= 0x800)) {
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#endif
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TheCamera.SetFadeColour(200, 200, 200);
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TheCamera.Fade(2.0f, FADE_OUT);
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}
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#ifdef MISSION_REPLAY
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if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime >= AddExtraDeathDelay() + 0x1000) {
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#else
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if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime >= 0x1000) {
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#endif
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pPlayerInfo.m_WBState = WBSTATE_PLAYING;
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if (pPlayerInfo.m_bGetOutOfHospitalFree) {
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pPlayerInfo.m_bGetOutOfHospitalFree = false;
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} else {
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pPlayerInfo.m_nMoney = Max(0, pPlayerInfo.m_nMoney - 1000);
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pPlayerInfo.m_pPed->ClearWeapons();
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}
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if (pPlayerInfo.m_pPed->bInVehicle) {
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CVehicle *pVehicle = pPlayerInfo.m_pPed->m_pMyVehicle;
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if (pVehicle != nil) {
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if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
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pVehicle->pDriver = nil;
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if (pVehicle->GetStatus() != STATUS_WRECKED)
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pVehicle->SetStatus(STATUS_ABANDONED);
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} else
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pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
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}
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}
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CEventList::Initialise();
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CMessages::ClearMessages();
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CCarCtrl::ClearInterestingVehicleList();
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CWorld::ClearExcitingStuffFromArea(pPlayerInfo.GetPos(), 4000.0f, 1);
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CRestart::FindClosestHospitalRestartPoint(pPlayerInfo.GetPos(), &vecRestartPos, &fRestartFloat);
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CRestart::OverrideHospitalLevel = LEVEL_GENERIC;
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CRestart::OverridePoliceStationLevel = LEVEL_GENERIC;
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PassTime(720);
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RestorePlayerStuffDuringResurrection(pPlayerInfo.m_pPed, vecRestartPos, fRestartFloat);
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SortOutStreamingAndMemory(pPlayerInfo.GetPos());
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TheCamera.m_fCamShakeForce = 0.0f;
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TheCamera.SetMotionBlur(0, 0, 0, 0, MOTION_BLUR_NONE);
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CPad::GetPad(0)->StopShaking(0);
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CReferences::RemoveReferencesToPlayer();
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CCarCtrl::CountDownToCarsAtStart = 2;
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CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls = PLAYERCONTROL_ENABLED;
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if (CRestart::bFadeInAfterNextDeath) {
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TheCamera.SetFadeColour(200, 200, 200);
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TheCamera.Fade(4.0f, FADE_IN);
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} else CRestart::bFadeInAfterNextDeath = true;
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}
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break;
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case WBSTATE_BUSTED:
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#ifdef MISSION_REPLAY
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if ((CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > AddExtraDeathDelay() + 0x800) && (CTimer::GetPreviousTimeInMilliseconds() - pPlayerInfo.m_nWBTime <= AddExtraDeathDelay() + 0x800)) {
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#else
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if ((CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 0x800) && (CTimer::GetPreviousTimeInMilliseconds() - pPlayerInfo.m_nWBTime <= 0x800)) {
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#endif
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(2.0f, FADE_OUT);
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}
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#ifdef MISSION_REPLAY
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if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime >= AddExtraDeathDelay() + 0x1000) {
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#else
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if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime >= 0x1000) {
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#endif
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pPlayerInfo.m_WBState = WBSTATE_PLAYING;
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int takeMoney;
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switch (pPlayerInfo.m_pPed->m_pWanted->m_nWantedLevel) {
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case 0:
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case 1:
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takeMoney = 100;
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break;
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case 2:
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takeMoney = 200;
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break;
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case 3:
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takeMoney = 400;
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break;
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case 4:
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takeMoney = 600;
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break;
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case 5:
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takeMoney = 900;
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break;
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case 6:
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takeMoney = 1500;
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break;
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}
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if (pPlayerInfo.m_bGetOutOfJailFree) {
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pPlayerInfo.m_bGetOutOfJailFree = false;
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} else {
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pPlayerInfo.m_nMoney = Max(0, pPlayerInfo.m_nMoney - takeMoney);
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pPlayerInfo.m_pPed->ClearWeapons();
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}
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if (pPlayerInfo.m_pPed->bInVehicle) {
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CVehicle *pVehicle = pPlayerInfo.m_pPed->m_pMyVehicle;
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if (pVehicle != nil) {
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if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
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pVehicle->pDriver = nil;
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if (pVehicle->GetStatus() != STATUS_WRECKED)
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pVehicle->SetStatus(STATUS_ABANDONED);
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}
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else
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pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
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}
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}
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CEventList::Initialise();
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CMessages::ClearMessages();
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CCarCtrl::ClearInterestingVehicleList();
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CWorld::ClearExcitingStuffFromArea(pPlayerInfo.GetPos(), 4000.0f, 1);
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CRestart::FindClosestPoliceRestartPoint(pPlayerInfo.GetPos(), &vecRestartPos, &fRestartFloat);
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CRestart::OverrideHospitalLevel = LEVEL_GENERIC;
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CRestart::OverridePoliceStationLevel = LEVEL_GENERIC;
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PassTime(720);
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RestorePlayerStuffDuringResurrection(pPlayerInfo.m_pPed, vecRestartPos, fRestartFloat);
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pPlayerInfo.m_pPed->ClearWeapons();
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SortOutStreamingAndMemory(pPlayerInfo.GetPos());
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TheCamera.m_fCamShakeForce = 0.0f;
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TheCamera.SetMotionBlur(0, 0, 0, 0, MOTION_BLUR_NONE);
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CPad::GetPad(0)->StopShaking(0);
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CReferences::RemoveReferencesToPlayer();
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CCarCtrl::CountDownToCarsAtStart = 2;
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CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls = PLAYERCONTROL_ENABLED;
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if (CRestart::bFadeInAfterNextArrest) {
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(4.0f, FADE_IN);
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} else CRestart::bFadeInAfterNextArrest = true;
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}
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break;
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case WBSTATE_FAILED_CRITICAL_MISSION:
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#ifdef MISSION_REPLAY
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if ((CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > AddExtraDeathDelay() + 0x800) && (CTimer::GetPreviousTimeInMilliseconds() - pPlayerInfo.m_nWBTime <= AddExtraDeathDelay() + 0x800)) {
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#else
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if ((CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 0x800) && (CTimer::GetPreviousTimeInMilliseconds() - pPlayerInfo.m_nWBTime <= 0x800)) {
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#endif
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(2.0f, FADE_OUT);
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}
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#ifdef MISSION_REPLAY
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if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime >= AddExtraDeathDelay() + 0x1000) {
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#else
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if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime >= 0x1000) {
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#endif
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pPlayerInfo.m_WBState = WBSTATE_PLAYING;
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if (pPlayerInfo.m_pPed->bInVehicle) {
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CVehicle *pVehicle = pPlayerInfo.m_pPed->m_pMyVehicle;
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if (pVehicle != nil) {
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if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
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pVehicle->pDriver = nil;
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if (pVehicle->GetStatus() != STATUS_WRECKED)
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pVehicle->SetStatus(STATUS_ABANDONED);
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} else
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pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
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}
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}
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CEventList::Initialise();
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CMessages::ClearMessages();
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CCarCtrl::ClearInterestingVehicleList();
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CWorld::ClearExcitingStuffFromArea(pPlayerInfo.GetPos(), 4000.0f, 1);
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CRestart::FindClosestPoliceRestartPoint(pPlayerInfo.GetPos(), &vecRestartPos, &fRestartFloat);
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CRestart::OverridePoliceStationLevel = LEVEL_GENERIC;
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CRestart::OverrideHospitalLevel = LEVEL_GENERIC;
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RestorePlayerStuffDuringResurrection(pPlayerInfo.m_pPed, vecRestartPos, fRestartFloat);
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SortOutStreamingAndMemory(pPlayerInfo.GetPos());
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TheCamera.m_fCamShakeForce = 0.0f;
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TheCamera.SetMotionBlur(0, 0, 0, 0, MOTION_BLUR_NONE);
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CPad::GetPad(0)->StopShaking(0);
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CReferences::RemoveReferencesToPlayer();
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CCarCtrl::CountDownToCarsAtStart = 2;
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CPad::GetPad(CWorld::PlayerInFocus)->DisablePlayerControls = PLAYERCONTROL_ENABLED;
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(4.0f, FADE_IN);
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}
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break;
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case 4:
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return;
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}
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}
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void
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CGameLogic::RestorePlayerStuffDuringResurrection(CPlayerPed *pPlayerPed, CVector pos, float angle)
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{
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pPlayerPed->m_fHealth = 100.0f;
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pPlayerPed->m_fArmour = 0.0f;
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pPlayerPed->bIsVisible = true;
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pPlayerPed->m_bloodyFootprintCountOrDeathTime = 0;
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pPlayerPed->bDoBloodyFootprints = false;
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pPlayerPed->ClearAdrenaline();
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pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
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if (pPlayerPed->m_pFire)
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pPlayerPed->m_pFire->Extinguish();
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pPlayerPed->bInVehicle = false;
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pPlayerPed->m_pMyVehicle = nil;
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pPlayerPed->m_pVehicleAnim = nil;
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pPlayerPed->m_pWanted->Reset();
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pPlayerPed->RestartNonPartialAnims();
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pPlayerPed->GetPlayerInfoForThisPlayerPed()->MakePlayerSafe(false);
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pPlayerPed->bRemoveFromWorld = false;
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pPlayerPed->ClearWeaponTarget();
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pPlayerPed->SetInitialState();
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CCarCtrl::ClearInterestingVehicleList();
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pos.z += 1.0f;
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pPlayerPed->Teleport(pos);
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pPlayerPed->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
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pPlayerPed->m_fRotationCur = DEGTORAD(angle);
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pPlayerPed->m_fRotationDest = pPlayerPed->m_fRotationCur;
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pPlayerPed->SetHeading(pPlayerPed->m_fRotationCur);
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CTheScripts::ClearSpaceForMissionEntity(pos, pPlayerPed);
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CWorld::ClearExcitingStuffFromArea(pos, 4000.0, 1);
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pPlayerPed->RestoreHeadingRate();
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TheCamera.SetCameraDirectlyInFrontForFollowPed_CamOnAString();
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CReferences::RemoveReferencesToPlayer();
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CGarages::PlayerArrestedOrDied();
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CStats::CheckPointReachedUnsuccessfully();
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CWorld::Remove(pPlayerPed);
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CWorld::Add(pPlayerPed);
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}
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