mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-18 04:07:47 +00:00
442 lines
13 KiB
C++
442 lines
13 KiB
C++
#include "common.h"
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#include "main.h"
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#include "Darkel.h"
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#include "PlayerPed.h"
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#include "Wanted.h"
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#include "Timer.h"
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#include "DMAudio.h"
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#include "Population.h"
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#include "Replay.h"
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#include "Weapon.h"
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#include "World.h"
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#include "Stats.h"
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#include "Font.h"
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#include "Text.h"
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#include "Vehicle.h"
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#include "GameLogic.h"
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//--MIAMI: file done
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#define FRENZY_ANY_PED -1
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#define FRENZY_ANY_CAR -2
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int32 CDarkel::TimeLimit;
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int32 CDarkel::PreviousTime;
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int32 CDarkel::TimeOfFrenzyStart;
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int32 CDarkel::WeaponType;
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int32 CDarkel::AmmoInterruptedWeapon;
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int32 CDarkel::KillsNeeded;
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int32 CDarkel::InterruptedWeaponType;
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int32 CDarkel::InterruptedWeaponSelected;
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/*
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* TODO: Collect timer/kill counter RGBA colors on top like in Hud/Frontend.
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* bStandardSoundAndMessages is a completely beta thing,
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* makes game handle sounds & messages instead of SCM (just like in GTA2)
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* but it's never been used in the game. Has unused sliding text when frenzy completed etc.
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*/
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bool CDarkel::bStandardSoundAndMessages;
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bool CDarkel::bNeedHeadShot;
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bool CDarkel::bProperKillFrenzy;
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uint16 CDarkel::Status;
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uint16 CDarkel::RegisteredKills[NUM_DEFAULT_MODELS];
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int32 CDarkel::ModelToKill;
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int32 CDarkel::ModelToKill2;
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int32 CDarkel::ModelToKill3;
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int32 CDarkel::ModelToKill4;
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wchar *CDarkel::pStartMessage;
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uint8
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CDarkel::CalcFade(uint32 time, uint32 start, uint32 end)
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{
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if (time >= start && time <= end) {
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if (time >= start + 500) {
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if (time <= end - 500)
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return 255;
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else
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return 255 * (end - time) / 500;
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} else
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return 255 * (time - start) / 500;
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} else
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return 0;
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}
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void
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CDarkel::DrawMessages()
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{
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if (CReplay::IsPlayingBack())
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return;
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switch (Status) {
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case KILLFRENZY_ONGOING:
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{
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CFont::SetJustifyOff();
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CFont::SetBackgroundOff();
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#ifdef FIX_BUGS
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CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 30));
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#else
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CFont::SetCentreSize(SCREEN_WIDTH - 30);
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#endif
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CFont::SetCentreOn();
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CFont::SetPropOn();
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uint32 timePassedSinceStart = CTimer::GetTimeInMilliseconds() - TimeOfFrenzyStart;
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if (bStandardSoundAndMessages) {
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if (timePassedSinceStart >= 3000 && timePassedSinceStart < 11000) {
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#ifdef FIX_BUGS
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CFont::SetScale(SCREEN_SCALE_X(1.3f), SCREEN_SCALE_Y(1.3f));
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#else
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CFont::SetScale(1.3f, 1.3f);
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#endif
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CFont::SetJustifyOff();
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CFont::SetColor(CRGBA(255, 255, 128, CalcFade(timePassedSinceStart, 3000, 11000)));
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CFont::SetFontStyle(FONT_STANDARD);
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if (pStartMessage) {
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CFont::PrintString(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, pStartMessage);
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}
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}
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} else {
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if (timePassedSinceStart < 8000) {
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#ifdef FIX_BUGS
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CFont::SetScale(SCREEN_SCALE_X(1.3f), SCREEN_SCALE_Y(1.3f));
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#else
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CFont::SetScale(1.3f, 1.3f);
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#endif
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CFont::SetJustifyOff();
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CFont::SetColor(CRGBA(255, 255, 128, CalcFade(timePassedSinceStart, 0, 8000)));
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CFont::SetFontStyle(FONT_STANDARD);
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if (pStartMessage) {
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CFont::PrintString(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, pStartMessage);
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}
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}
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}
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#ifdef FIX_BUGS
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CFont::SetScale(SCREEN_SCALE_X(0.75f), SCREEN_SCALE_Y(1.5f));
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#else
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CFont::SetScale(0.75f, 1.5f);
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#endif
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CFont::SetCentreOff();
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CFont::SetRightJustifyOn();
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CFont::SetFontStyle(FONT_HEADING);
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if (TimeLimit >= 0) {
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uint32 timeLeft = TimeLimit - (CTimer::GetTimeInMilliseconds() - TimeOfFrenzyStart);
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sprintf(gString, "%d:%02d", timeLeft / 60000, timeLeft % 60000 / 1000);
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AsciiToUnicode(gString, gUString);
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if (timeLeft > 4000 || CTimer::GetFrameCounter() & 1) {
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(109.0f), gUString);
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CFont::SetColor(CRGBA(0, 207, 133, 255));
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(34.0f), SCREEN_SCALE_Y(108.0f), gUString);
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}
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}
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sprintf(gString, "%d", (KillsNeeded >= 0 ? KillsNeeded : 0));
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AsciiToUnicode(gString, gUString);
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(35.0f), SCREEN_SCALE_Y(144.0f), gUString);
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CFont::SetColor(CRGBA(156, 91, 40, 255));
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(34.0f), SCREEN_SCALE_Y(143.0f), gUString);
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break;
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}
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case KILLFRENZY_PASSED:
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{
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if (bStandardSoundAndMessages) {
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uint32 timePassedSinceStart = CTimer::GetTimeInMilliseconds() - TimeOfFrenzyStart;
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if (CTimer::GetTimeInMilliseconds() - TimeOfFrenzyStart < 5000) {
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CFont::SetBackgroundOff();
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#ifdef FIX_BUGS
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CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 20));
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#else
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CFont::SetCentreSize(SCREEN_WIDTH - 20);
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#endif
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CFont::SetCentreOn();
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#ifdef FIX_BUGS
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CFont::SetScale(SCREEN_SCALE_X(1.5f), SCREEN_SCALE_Y(1.5f));
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#else
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CFont::SetScale(1.5f, 1.5f);
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#endif
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CFont::SetJustifyOff();
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CFont::SetColor(CRGBA(128, 255, 128, CalcFade(timePassedSinceStart, 0, 5000)));
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CFont::SetFontStyle(FONT_STANDARD);
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#ifdef FIX_BUGS
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int y = SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(25.0f - timePassedSinceStart * 0.01f);
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#else
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int y = (SCREEN_HEIGHT / 2 + 25) - (timePassedSinceStart * 0.01f);
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#endif
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CFont::PrintString(SCREEN_WIDTH / 2, y, TheText.Get("KF_3"));
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}
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}
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break;
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}
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default:
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break;
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}
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}
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void
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CDarkel::Init()
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{
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Status = KILLFRENZY_NONE;
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}
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uint16
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CDarkel::QueryModelsKilledByPlayer(int32 modelId)
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{
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return RegisteredKills[modelId];
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}
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bool
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CDarkel::FrenzyOnGoing()
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{
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return Status == KILLFRENZY_ONGOING;
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}
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uint16
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CDarkel::ReadStatus()
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{
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return Status;
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}
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void
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CDarkel::RegisterCarBlownUpByPlayer(CVehicle *vehicle)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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if (FrenzyOnGoing()) {
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int32 model = vehicle->GetModelIndex();
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if (ModelToKill == FRENZY_ANY_CAR || ModelToKill == model || ModelToKill2 == model || ModelToKill3 == model || ModelToKill4 == model) {
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KillsNeeded--;
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DMAudio.PlayFrontEndSound(SOUND_RAMPAGE_CAR_BLOWN, 0);
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}
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}
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RegisteredKills[vehicle->GetModelIndex()]++;
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switch (vehicle->GetVehicleAppearance()) {
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case VEHICLE_APPEARANCE_CAR:
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case VEHICLE_APPEARANCE_BIKE:
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CStats::CarsExploded++;;
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break;
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case VEHICLE_APPEARANCE_HELI:
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case VEHICLE_APPEARANCE_PLANE:
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CStats::HelisDestroyed++;
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break;
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case VEHICLE_APPEARANCE_BOAT:
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CStats::BoatsExploded++;
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break;
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}
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}
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void
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CDarkel::RegisterKillByPlayer(CPed *victim, eWeaponType weapon, bool headshot)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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if (FrenzyOnGoing() && (weapon == WeaponType
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|| weapon == WEAPONTYPE_EXPLOSION
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|| weapon == WEAPONTYPE_UZI_DRIVEBY && WeaponType == WEAPONTYPE_UZI
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|| weapon == WEAPONTYPE_RAMMEDBYCAR && WeaponType == WEAPONTYPE_RUNOVERBYCAR
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|| weapon == WEAPONTYPE_RUNOVERBYCAR && WeaponType == WEAPONTYPE_RAMMEDBYCAR
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|| weapon == WEAPONTYPE_FLAMETHROWER && WeaponType == WEAPONTYPE_MOLOTOV)) {
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int32 model = victim->GetModelIndex();
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if (ModelToKill == FRENZY_ANY_PED || ModelToKill == model || ModelToKill2 == model || ModelToKill3 == model || ModelToKill4 == model) {
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if (!bNeedHeadShot || headshot) {
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KillsNeeded--;
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DMAudio.PlayFrontEndSound(SOUND_RAMPAGE_KILL, 0);
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}
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}
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}
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CStats::PeopleKilledByPlayer++;
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RegisteredKills[victim->GetModelIndex()]++;
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CStats::PedsKilledOfThisType[victim->bChrisCriminal ? PEDTYPE_CRIMINAL : victim->m_nPedType]++;
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if (headshot)
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CStats::HeadsPopped++;
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CStats::KillsSinceLastCheckpoint++;
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}
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void
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CDarkel::RegisterKillNotByPlayer(CPed* victim, eWeaponType weapontype)
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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CStats::PeopleKilledByOthers++;
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}
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void
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CDarkel::ResetModelsKilledByPlayer()
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{
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for (int i = 0; i < NUM_DEFAULT_MODELS; i++)
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RegisteredKills[i] = 0;
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}
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void
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CDarkel::ResetOnPlayerDeath()
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{
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if (Status != KILLFRENZY_ONGOING)
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return;
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CPopulation::m_AllRandomPedsThisType = -1;
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Status = KILLFRENZY_FAILED;
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TimeOfFrenzyStart = CTimer::GetTimeInMilliseconds();
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DealWithWeaponChangeAtEndOfFrenzy();
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}
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void
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CDarkel::StartFrenzy(eWeaponType weaponType, int32 time, uint16 kill, int32 modelId0, wchar *text, int32 modelId2, int32 modelId3, int32 modelId4, bool standardSound, bool needHeadShot)
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{
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CGameLogic::ClearShortCut();
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CGameLogic::RemoveShortCutDropOffPointForMission();
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eWeaponType fixedWeapon;
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if (weaponType == WEAPONTYPE_UZI_DRIVEBY)
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fixedWeapon = WEAPONTYPE_UZI;
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else
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fixedWeapon = weaponType;
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WeaponType = weaponType;
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Status = KILLFRENZY_ONGOING;
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KillsNeeded = kill;
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ModelToKill = modelId0;
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ModelToKill2 = modelId2;
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ModelToKill3 = modelId3;
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ModelToKill4 = modelId4;
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pStartMessage = text;
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if (text == TheText.Get("PAGE_00")) {
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CDarkel::bProperKillFrenzy = true;
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CDarkel::pStartMessage = nil;
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} else
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bProperKillFrenzy = false;
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bStandardSoundAndMessages = standardSound;
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bNeedHeadShot = needHeadShot;
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TimeOfFrenzyStart = CTimer::GetTimeInMilliseconds();
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TimeLimit = time;
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PreviousTime = time / 1000;
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CPlayerPed *player = FindPlayerPed();
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if (fixedWeapon < WEAPONTYPE_TOTALWEAPONS) {
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InterruptedWeaponSelected = player->GetWeapon()->m_eWeaponType;
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#if (defined FIX_BUGS || !defined GTA_PS2)
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player->RemoveWeaponAnims(InterruptedWeaponSelected, -1000.0f);
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#endif
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InterruptedWeaponType = player->GetWeapon(player->GetWeaponSlot(fixedWeapon)).m_eWeaponType;
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AmmoInterruptedWeapon = player->GetWeapon(player->GetWeaponSlot(fixedWeapon)).m_nAmmoTotal;
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if (InterruptedWeaponType)
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CModelInfo::GetModelInfo(CWeaponInfo::GetWeaponInfo((eWeaponType)InterruptedWeaponType)->m_nModelId)->AddRef();
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#if (!defined FIX_BUGS && defined GTA_PS2)
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player->RemoveWeaponAnims(InterruptedWeaponSelected, -1000.0f);
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#endif
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player->GiveWeapon(fixedWeapon, 30000);
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player->SetCurrentWeapon(fixedWeapon);
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player->MakeChangesForNewWeapon(player->m_nSelectedWepSlot);
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if (FindPlayerVehicle()) {
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player->SetCurrentWeapon(FindPlayerPed()->m_nSelectedWepSlot);
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player->SetAmmo(fixedWeapon, Min(player->GetWeapon()->m_nAmmoTotal, CWeaponInfo::GetWeaponInfo(player->GetWeapon()->m_eWeaponType)->m_nAmountofAmmunition));
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player->ClearWeaponTarget();
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}
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}
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if (CDarkel::bStandardSoundAndMessages)
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DMAudio.PlayFrontEndSound(SOUND_RAMPAGE_START, 0);
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}
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void
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CDarkel::Update()
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{
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#ifdef FIX_BUGS
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if (CReplay::IsPlayingBack())
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return;
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#endif
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if (Status != KILLFRENZY_ONGOING)
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return;
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int32 FrameTime = TimeLimit - (CTimer::GetTimeInMilliseconds() - TimeOfFrenzyStart);
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if (FrameTime > 0 || TimeLimit < 0) {
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DMAudio.PlayFrontEndSound(SOUND_RAMPAGE_ONGOING, FrameTime);
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int32 PrevTime = FrameTime / 1000;
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if (PrevTime != PreviousTime) {
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if (PreviousTime < 12)
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DMAudio.PlayFrontEndSound(SOUND_CLOCK_TICK, PrevTime);
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PreviousTime = PrevTime;
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}
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} else {
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CPopulation::m_AllRandomPedsThisType = -1;
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Status = KILLFRENZY_FAILED;
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TimeOfFrenzyStart = CTimer::GetTimeInMilliseconds();
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DealWithWeaponChangeAtEndOfFrenzy();
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if (bStandardSoundAndMessages)
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DMAudio.PlayFrontEndSound(SOUND_RAMPAGE_FAILED, 0);
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}
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if (KillsNeeded <= 0) {
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CPopulation::m_AllRandomPedsThisType = -1;
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Status = KILLFRENZY_PASSED;
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if (bProperKillFrenzy)
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CStats::AnotherKillFrenzyPassed();
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TimeOfFrenzyStart = CTimer::GetTimeInMilliseconds();
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FindPlayerPed()->m_pWanted->SetWantedLevel(0);
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DealWithWeaponChangeAtEndOfFrenzy();
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if (bStandardSoundAndMessages)
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DMAudio.PlayFrontEndSound(SOUND_RAMPAGE_PASSED, 0);
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}
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}
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void
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CDarkel::DealWithWeaponChangeAtEndOfFrenzy()
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{
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eWeaponType fixedWeapon;
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if (WeaponType == WEAPONTYPE_UZI_DRIVEBY)
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fixedWeapon = WEAPONTYPE_UZI;
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else
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fixedWeapon = (eWeaponType)WeaponType;
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if (fixedWeapon < WEAPONTYPE_TOTALWEAPONS && InterruptedWeaponType)
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CModelInfo::GetModelInfo(CWeaponInfo::GetWeaponInfo((eWeaponType)InterruptedWeaponType)->m_nModelId)->RemoveRef();
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if (fixedWeapon < WEAPONTYPE_TOTALWEAPONS) {
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int slot = CWeaponInfo::GetWeaponInfo(fixedWeapon)->m_nWeaponSlot;
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FindPlayerPed()->RemoveWeaponModel(FindPlayerPed()->GetWeapon(slot).GetInfo()->m_nModelId);
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FindPlayerPed()->GetWeapon(slot).m_eWeaponType = WEAPONTYPE_UNARMED;
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FindPlayerPed()->GetWeapon(slot).m_nAmmoTotal = 0;
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FindPlayerPed()->GetWeapon(slot).m_nAmmoInClip = 0;
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FindPlayerPed()->GetWeapon(slot).m_eWeaponState = WEAPONSTATE_READY;
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FindPlayerPed()->RemoveWeaponAnims(fixedWeapon, -1000.0f);
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CModelInfo::GetModelInfo(CWeaponInfo::GetWeaponInfo(fixedWeapon)->m_nModelId)->RemoveRef();
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}
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CPlayerPed* player = FindPlayerPed();
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if (fixedWeapon < WEAPONTYPE_TOTALWEAPONS) {
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player->m_nSelectedWepSlot = CWeaponInfo::GetWeaponInfo((eWeaponType)InterruptedWeaponSelected)->m_nWeaponSlot;
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player->GiveWeapon((eWeaponType)InterruptedWeaponType, AmmoInterruptedWeapon, true);
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}
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if (FindPlayerVehicle()) {
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player->RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(player->GetWeapon()->m_eWeaponType)->m_nModelId);
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if (FindPlayerPed()->GetWeapon(WEAPONSLOT_SUBMACHINEGUN).m_eWeaponType)
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FindPlayerPed()->m_nSelectedWepSlot = WEAPONSLOT_SUBMACHINEGUN;
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else
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FindPlayerPed()->m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
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player->SetCurrentWeapon(FindPlayerPed()->m_nSelectedWepSlot);
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player->MakeChangesForNewWeapon(player->m_currentWeapon);
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player->RemoveDrivebyAnims();
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}
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}
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