Esempio n. 1
1
bool game_character_stoped_in_volume(const ScriptArguments& args)
{
	auto character = static_cast<CharacterObject*>(args.getObject<T>(0));
	
	glm::vec3 vec1(args[1].real, args[2].real, args[3].real);
	glm::vec3 vec2(args[4].real, args[5].real, args[6].real);
	bool drawCylinder = !!args[7].integer;
	
	glm::vec3 min = glm::min(vec1, vec2);
	glm::vec3 max = glm::max(vec1, vec2);
	
	glm::vec3 pp = character->getPosition();
	
	if( pp.x >= min.x && pp.y >= min.y && pp.z >= min.z &&
		pp.x <= max.x && pp.y <= max.y && pp.z <= max.z )
	{
		if( character->getCurrentVehicle() != nullptr )
		{
			return character->getCurrentVehicle()->physVehicle->getCurrentSpeedKmHour() < 0.75f;
		}
		else
		{
			return character->controller->getCurrentActivity() == nullptr;
		}
	}
	
	if( drawCylinder )
	{
		args.getWorld()->drawAreaIndicator(AreaIndicatorInfo::Cylinder, (max+min)/2.f, (max-min)/2.f);
	}
	
	return false;
}
Esempio n. 2
0
bool game_locate_player_stopped_in_vehicle_2d(const ScriptArguments& args)
{
  auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
	glm::vec2 position(args[1].real, args[2].real);
	glm::vec2 radius(args[3].real, args[4].real);
	
	bool drawCylinder = args[5].integer;
	
	if( character->getCurrentVehicle() == nullptr )
	{
		return false;
	}
	
	auto vp = character->getCurrentVehicle()->getPosition();
	glm::vec2 distance = glm::abs(position - glm::vec2(vp));
	
	if(distance.x <= radius.x && distance.y <= radius.y && character->isStopped())
	{
		return true;
	}
	
	if( drawCylinder )
	{
		auto ground = args.getWorld()->getGroundAtPosition(glm::vec3(position, 100.f));
		args.getWorld()->drawAreaIndicator(AreaIndicatorInfo::Cylinder, ground, glm::vec3(radius, 5.f));
	}
	
	return false;
}
Esempio n. 3
0
void game_create_object_world(const ScriptArguments& args)
{
	int id = 0;
	switch(args[0].type) {
		case TInt8:
			id = (std::int8_t)args[0].integer;
			break;
		case TInt16:
			id = (std::int16_t)args[0].integer;
			break;
		default:
			RW_ERROR("Unhandled integer type");
			break;
	}
	
	if( id < 0 ) {
		auto& modelname = args.getVM()->getFile()->getModels()[-id];
		id = args.getWorld()->data->findModelObject(modelname);
		if( id == (uint16_t)-1 ) {
			args.getWorld()->logger->error("SCM", "Failed to find model " + modelname);
		}
	}

	glm::vec3 position(args[1].real, args[2].real, args[3].real);

	auto inst = args.getWorld()->createInstance(id, position);

	*args[4].globalInteger = inst->getGameObjectID();
}
Esempio n. 4
0
void vm_sleep(const ScriptArguments& args)
{
	args.getThread()->wakeCounter = args[0].integerValue();
	if( args.getThread()->wakeCounter == 0 ) {
		args.getThread()->wakeCounter = -1;
	}
}
Esempio n. 5
0
ScriptModel script::getModel(const ScriptArguments& args, ScriptModel model) {
    if (model < 0) {
        /// @todo verify that this is how the game uses negative models
        const auto& m = args.getVM()->getFile()->getModels()[-model];
        return args.getWorld()->data->findModelObject(m);
    }
    return model;
}
Esempio n. 6
0
void game_create_pickup(const ScriptArguments& args)
{
	glm::vec3 pos (args[2].real, args[3].real, args[4].real);
	int id = args.getModel(0);
	int type = args[1].integer;

	PickupObject* pickup = args.getWorld()->createPickup(pos, id, type);
	*args[5].globalInteger = pickup->getGameObjectID();
}
Esempio n. 7
0
void game_create_weapon_pickup(const ScriptArguments& args)
{
	glm::vec3 pos (args[3].real, args[4].real, args[5].real);
	int id = args.getModel(0);
	int type = args[1].integer;
	int ammo = args[2].integer;
	RW_UNUSED(ammo);
	RW_UNIMPLEMENTED("game_create_weapon_pickup(): ammo count");

	PickupObject* pickup = args.getWorld()->createPickup(pos, id, type);
	*args[6].globalInteger = pickup->getGameObjectID();
}
Esempio n. 8
0
bool game_player_in_model(const ScriptArguments& args)
{
    auto vdata = args.getWorld()->data->findObjectType<VehicleData>(args[1].integer);
    if( vdata )
    {
        auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
        auto vehicle = character->getCurrentVehicle();
        if ( vehicle ) {

            return vehicle->model && vdata->modelName == vehicle->model->name;
        }
    }
    return false;
}
Esempio n. 9
0
void vm_if(const ScriptArguments& args)
{
	auto n = args[0].integer;
	if( n <= 7 ) {
		args.getThread()->conditionCount = n+1;
		args.getThread()->conditionMask = 0xFF;
		args.getThread()->conditionAND = true;
	}
	else {
		args.getThread()->conditionCount = n-19;
		args.getThread()->conditionMask = 0x00;
		args.getThread()->conditionAND = false;
	}
}
Esempio n. 10
0
void vm_mission_over(const ScriptArguments& args)
{
	for( auto oid : args.getState()->missionObjects )
	{
		auto obj = args.getWorld()->vehiclePool.find(oid);
		if( obj )
		{
			args.getWorld()->destroyObjectQueued(obj);
		}
	}
	
	args.getState()->missionObjects.clear();
	
	*args.getState()->scriptOnMissionFlag = 0;
}
Esempio n. 11
0
bool game_player_in_any_vehicle(const ScriptArguments& args)
{
    auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));

    auto vehicle = character->getCurrentVehicle();
    return vehicle != nullptr;
}
Esempio n. 12
0
bool game_player_in_taxi(const ScriptArguments& args)
{
    auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
	
	auto vehicle = character->getCurrentVehicle();
	return (vehicle && (vehicle->vehicle->classType & VehicleData::TAXI) == VehicleData::TAXI);
}
Esempio n. 13
0
void game_destroy_object(const ScriptArguments& args)
{
	auto object = args.getObject<Tobject>(0);
	RW_CHECK(object != nullptr, "destroying a null object?");
	
	args.getWorld()->destroyObjectQueued(object);
}
Esempio n. 14
0
void game_create_character_as_passenger(const ScriptArguments& args)
{
	auto vehicle = static_cast<VehicleObject*>(args.getObject<VehicleObject>(0));
	auto type = args[1].integerValue();
	RW_UNUSED(type);
	RW_UNIMPLEMENTED("game_create_character_as_passenger(): character type");
	auto id = args[2].integerValue();
	auto seat = args[3].integerValue();

	auto character = args.getWorld()->createPedestrian(id, vehicle->getPosition() + spawnMagic);
	new DefaultAIController(character);

	if (seat <= -1) {
		for (seat = 0; seat < static_cast<int>(vehicle->info->seats.size()); seat++) {
			if (vehicle->getOccupant(seat) == nullptr && !vehicle->isOccupantDriver(seat)) {
				break;
			}
		}
	} else {
		/// @todo 0 - passenger seat (or back seat of bike); 1 - left rear seat; 2 - right rear seat
		seat++;
	}

	RW_CHECK(seat < static_cast<int>(vehicle->info->seats.size()), "Seat index too high");
	RW_CHECK(vehicle->getOccupant(seat) == nullptr, "Seat is not free");
	RW_CHECK(vehicle->isOccupantDriver(seat) == false, "Seat is not a passenger seat");

	character->setCurrentVehicle(vehicle, seat);
	vehicle->setOccupant(seat, character);

	*args[4].globalInteger = character->getGameObjectID();
}
Esempio n. 15
0
void game_character_run_to(const ScriptArguments& args)
{
	auto character = static_cast<CharacterObject*>(args.getObject<CharacterObject>(0));
	glm::vec3 target(args[1].real, args[2].real, 0.f);
	target = args.getWorld()->getGroundAtPosition(target);
	
	character->controller->setNextActivity(new Activities::GoTo(target, true));
}
Esempio n. 16
0
void game_create_player(const ScriptArguments& args)
{
	auto id = args[0].integer;
	if (id != 0) {
		RW_UNIMPLEMENTED("Multiple player characters not supported");
	}

	glm::vec3 position(args[1].real, args[2].real, args[3].real);
	
	if( position.z < -99.f ) {
		position = args.getWorld()->getGroundAtPosition(position);
	}
	
	auto pc = args.getWorld()->createPlayer(position + spawnMagic);
    args.getState()->playerObject = pc->getGameObjectID();
    *args[4].globalInteger = args.getWorld()->players.size()-1;
}
Esempio n. 17
0
void game_set_vehicle_colours(const ScriptArguments& args)
{
	auto vehicle = static_cast<VehicleObject*>(args.getObject<VehicleObject>(0));
	
	auto& colours = args.getWorld()->data->vehicleColours;
	vehicle->colourPrimary = colours[args[1].integer];
	vehicle->colourSecondary = colours[args[2].integer];
}
Esempio n. 18
0
bool game_character_in_zone(const ScriptArguments& args)
{
	auto character = static_cast<CharacterObject*>(args.getObject<T>(0));
	std::string zname(args[1].string);
	
	auto zfind = args.getWorld()->data->zones.find(zname);
	if( zfind != args.getWorld()->data->zones.end() ) {
		auto player = character->getPosition();
		auto& min = zfind->second.min;
		auto& max = zfind->second.max;
		if( player.x > min.x && player.y > min.y && player.z > min.z &&
			player.x < max.x && player.y < max.y && player.z < max.z ) {
			return true;
			}
	}
	
	return false;
}
Esempio n. 19
0
void game_create_vehicle(const ScriptArguments& args)
{
	auto id	= args[0].integer;
	glm::vec3 position(args[1].real, args[2].real, args[3].real);
	if( position.z < -99.f ) {
		position = args.getWorld()->getGroundAtPosition(position);
	}
	position += spawnMagic;

	auto vehicle = args.getWorld()->createVehicle(id, position);

	if ( args.getThread()->isMission )
	{
		args.getState()->missionObjects.push_back(vehicle->getGameObjectID());
	}

	*args[4].globalInteger = vehicle->getGameObjectID();
}
Esempio n. 20
0
void game_destroy_pickup(const ScriptArguments& args)
{
	PickupObject* pickup = static_cast<PickupObject*>(args.getObject<PickupObject>(0));
	
	if ( pickup )
	{
		args.getWorld()->destroyObjectQueued(pickup);
	}
}
Esempio n. 21
0
void game_set_close_object_visible(const ScriptArguments& args)
{
	glm::vec3 position(args[0].real, args[1].real, args[2].real);
	float radius = args[3].real;
	int modelid = 0;
	
	/// @todo fix this being a problem.
	switch(args[4].type) {
		case TInt8:
			modelid = (std::int8_t)args[4].integer;
			break;
		case TInt16:
			modelid = (std::int16_t)args[4].integer;
			break;
		default:
			RW_ERROR("Unhandled integer type");
			break;
	}
	
	if( std::abs(modelid) > 178 ) {
		/// @todo implement this path,
		return;
	}
	
	std::string model;
	
	if(modelid < 0) modelid = -modelid;
	
	model = args.getVM()->getFile()->getModels()[modelid];
	
	std::transform(model.begin(), model.end(), model.begin(), ::tolower);
	
	for(auto& p : args.getWorld()->instancePool.objects) {
		auto o = p.second;
		if( !o->model ) continue;
		if( o->model->name != model ) continue;
		float d = glm::distance(position, o->getPosition());
		if( d < radius ) {
			o->visible = !!args[5].integer;
		}
	}
}
Esempio n. 22
0
/// Remove object from cleanup at end of missions.
void game_dont_remove_object(const ScriptArguments& args)
{
    auto object = args.getObject<VehicleObject>(0);
    if(object)
    {
        auto id = object->getGameObjectID();
	
        auto& mO = args.getState()->missionObjects;
        mO.erase(std::remove(mO.begin(), mO.end(), id), mO.end());
    }
}
Esempio n. 23
0
bool game_player_in_area_2d(const ScriptArguments& args)
{
    auto character = args.getPlayerCharacter(0);
	glm::vec2 min(args[1].real, args[2].real);
	glm::vec2 max(args[3].real, args[4].real);
	auto player = character->getPosition();
	if( player.x > min.x && player.y > min.y && player.x < max.x && player.y < max.y ) {
		return true;
	}
	return false;
}
Esempio n. 24
0
bool game_player_pressing_horn(const ScriptArguments& args)
{
	auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
	if ( character->getCurrentVehicle() != nullptr )
	{
		/// @todo Respect actual horn key.
		return true;
	}

	return false;
}
Esempio n. 25
0
bool game_player_near_point_on_foot_3D(const ScriptArguments& args)
{
    auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
    glm::vec3 center(args[1].real, args[2].real, args[3].real);
    glm::vec3 size(args[4].real, args[5].real, args[6].real);
    bool drawCylinder = !!args[7].integer;

    auto vehicle = character->getCurrentVehicle();
    if( ! vehicle ) {
        auto distance = center - character->getPosition();
        distance /= size;
        if( glm::length( distance ) < 1.f ) return true;
    }

    if( drawCylinder )
    {
        args.getWorld()->drawAreaIndicator(AreaIndicatorInfo::Cylinder, center, size);
    }

    return false;
}
Esempio n. 26
0
bool game_locate_vehicle_near_point_2D(const ScriptArguments& args)
{
	auto vehicle = static_cast<VehicleObject*>(args.getObject<VehicleObject>(0));
	glm::vec2 position(args[1].real, args[2].real);
	glm::vec2 radius(args[3].real, args[4].real);
	bool drawCylinder = !!args[5].integerValue();

	auto vp = vehicle->getPosition();
	glm::vec2 distance = glm::abs(position - glm::vec2(vp));

	if(distance.x <= radius.x && distance.y <= radius.y) {
		return true;
	}

	if(drawCylinder) {
		auto ground = args.getWorld()->getGroundAtPosition(glm::vec3(position, 100.f));
		args.getWorld()->drawAreaIndicator(AreaIndicatorInfo::Cylinder, ground + glm::vec3(0.f, 0.f, 4.5f), glm::vec3(radius, 5.f));
	}

	return false;
}
Esempio n. 27
0
bool game_is_vehicle_model(const ScriptArguments& args)
{
    auto vdata = args.getWorld()->data->findObjectType<VehicleData>(args[1].integer);
    if( vdata )
    {
        auto vehicle = args.getObject<VehicleObject>(0);
        if ( vehicle ) {

            return vehicle->model && vdata->modelName == vehicle->model->name;
        }
    }
    return false;
}
Esempio n. 28
0
void game_create_character(const ScriptArguments& args)
{
	auto type = args[0].integer;
	auto id	= args[1].integer;
	glm::vec3 position(args[2].real, args[3].real, args[4].real);
	
	if( type == 21 ) {
		
	}
	if( position.z < -99.f ) {
		position = args.getWorld()->getGroundAtPosition(position);
	}
	
	auto character = args.getWorld()->createPedestrian(id, position + spawnMagic);
	/* Controller will give ownership to character */
	new DefaultAIController(character);
	
	if ( args.getThread()->isMission )
	{
		args.getState()->missionObjects.push_back(character->getGameObjectID());
	}
	
	*args[5].globalInteger = character->getGameObjectID();
}
Esempio n. 29
0
void game_create_character_in_vehicle(const ScriptArguments& args)
{
	auto vehicle = static_cast<VehicleObject*>(args.getObject<VehicleObject>(0));
	auto type = args[1].integer;
	RW_UNUSED(type);
	RW_UNIMPLEMENTED("game_create_character_in_vehicle(): character type");
	auto id = args[2].integer;
	
	auto character = args.getWorld()->createPedestrian(id, vehicle->getPosition() + spawnMagic);
	new DefaultAIController(character);
	
	character->setCurrentVehicle(vehicle, 0);
	vehicle->setOccupant(0, character);
	
	*args[3].globalInteger = character->getGameObjectID();
}
Esempio n. 30
0
void game_navigate_on_foot(const ScriptArguments& args)
{
	auto character = static_cast<CharacterObject*>(args.getObject<CharacterObject>(0));
	glm::vec3 target(args[1].real, args[2].real, 0.f);
	target = args.getWorld()->getGroundAtPosition(target);
	
	character->controller->skipActivity();
	
	if( character->getCurrentVehicle() )
	{
		// Since we just cleared the Activities, this will become current immediatley.
		character->controller->setNextActivity(new Activities::ExitVehicle);
	}
	
	character->controller->setNextActivity(new Activities::GoTo(target));
}