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Merge pull request #140 from JayFoxRox/fix-luigi4

Partially Fix LUIGI4
This commit is contained in:
Daniel Evans 2016-06-16 20:05:35 +01:00 committed by GitHub
commit f2b3086de2
2 changed files with 126 additions and 2 deletions

View File

@ -614,6 +614,41 @@ void game_add_sprite_blip(const ScriptArguments& args)
*args[4].globalInteger = args.getWorld()->state->addRadarBlip(bd);
}
template <class Tobject>
void game_add_object_sprite_blip(const ScriptArguments& args)
{
BlipData data;
auto target = args.getObject<Tobject>(0);
data.target = target->getGameObjectID();
unsigned int sprite = args[1].integerValue();
// Look up the sprite ID.
std::string spriteName = "";
if ( sprite < sizeof( sprite_names ) )
{
spriteName = sprite_names[sprite];
}
switch(target->type()) {
case GameObject::Vehicle:
data.type = BlipData::Vehicle;
break;
case GameObject::Character:
data.type = BlipData::Character;
break;
case GameObject::Pickup:
data.type = BlipData::Pickup;
break;
default:
data.type = BlipData::Location;
RW_ERROR("Unhandled blip type");
break;
}
data.texture = spriteName;
*args[2].globalInteger = args.getWorld()->state->addRadarBlip(data);
}
void game_load_cutscene(const ScriptArguments& args)
{
args.getWorld()->loadCutscene(args[0].string);
@ -1352,6 +1387,7 @@ GameModule::GameModule()
bindUnimplemented( 0x03DA, game_set_garage_follow_player, 1, "Set Garage Camera Follows Player" );
bindFunction(0x03DC, game_add_object_blip<PickupObject>, 2, "Add blip for pickup");
bindUnimplemented(0x03DD, game_add_object_sprite_blip<PickupObject>, 3, "Add Sprite Blip for Pickup"); /// @todo crashes LUIGI4 because of missing 032B
bindUnimplemented( 0x03DE, game_set_pedestrian_density, 1, "Set Pedestrian density" );

View File

@ -578,7 +578,7 @@ void game_give_weapon_to_character(const ScriptArguments& args)
int bulletsTotal = args[2].integerValue();
RW_CHECK(weaponId >= 0, "Weapon-ID too low");
RW_CHECK(weaponId < cs.weapons.size(), "Weapon-ID too high");
RW_CHECK(weaponId < static_cast<int>(cs.weapons.size()), "Weapon-ID too high");
// Give character the weapon
auto& weapon = cs.weapons[weaponId];
@ -708,6 +708,27 @@ bool game_character_stoped_in_volume(const ScriptArguments& args)
return false;
}
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;
}
template <class T>
bool game_is_character_stopped(const ScriptArguments& args)
@ -775,6 +796,14 @@ bool game_objects_in_volume(const ScriptArguments& args)
return false;
}
bool game_is_vehicle_in_water(const ScriptArguments& args)
{
RW_UNIMPLEMENTED("game_is_vehicle_in_water");
RW_UNUSED(args);
/// @todo
return false;
}
bool game_player_in_taxi(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getPlayerCharacter(0));
@ -792,6 +821,39 @@ void game_get_speed(const ScriptArguments& args)
}
}
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();
}
void game_enter_as_driver(const ScriptArguments& args)
{
auto character = static_cast<CharacterObject*>(args.getObject<CharacterObject>(0));
@ -990,6 +1052,16 @@ bool game_character_near_car_2d(const ScriptArguments& args)
return false;
}
void game_get_vehicle_health(const ScriptArguments& args)
{
RW_UNIMPLEMENTED("game_get_vehicle_health");
auto vehicle = static_cast<VehicleObject*>(args.getObject<VehicleObject>(0));
if (vehicle) {
/// @todo
*args[1].globalReal = 1000.f;
}
}
void game_set_vehicle_colours(const ScriptArguments& args)
{
auto vehicle = static_cast<VehicleObject*>(args.getObject<VehicleObject>(0));
@ -1222,6 +1294,8 @@ ObjectModule::ObjectModule()
bindFunction(0x00A6, game_destroy_object<VehicleObject>, 1, "Destroy Vehicle" );
bindFunction(0x00AA, game_get_vehicle_position, 4, "Get Vehicle Position" );
bindUnimplemented( 0x00AF, game_set_vehicle_objective, 2, "Set Vehicle Objective" );
bindFunction(0x00D9, game_get_character_vehicle<CharacterObject>, 2, "Get Character Vehicle" );
bindFunction(0x00DA, game_get_character_vehicle<PlayerController>, 2, "Get Player Vehicle" );
@ -1293,6 +1367,8 @@ ObjectModule::ObjectModule()
bindFunction(0x01A8, game_character_stoped_in_volume<CharacterObject>, 8, "Is Char Stopped in volume" );
bindFunction(0x01AA, game_character_stoped_in_volume_in_vehicle<CharacterObject>, 8, "Is Char Stopped in cube in vehicle" );
bindFunction(0x01AD, game_locate_vehicle_near_point_2D, 6, "Locate Vehicle Near Point 2D" );
bindFunction(0x01B2, game_give_weapon_to_character, 3, "Give Weapon to Character" );
bindUnimplemented( 0x01BB, game_object_coordinates, 4, "Get Object Coordinates" );
@ -1304,6 +1380,9 @@ ObjectModule::ObjectModule()
bindUnimplemented( 0x01C3, game_mark_object_as_unneeded<VehicleObject>, 1, "Mark Vehicle Unneeded" );
bindFunction(0x01C7, game_dont_remove_object, 1, "Don't remove object" );
bindFunction(0x01C8, game_create_character_as_passenger, 5, "Create Character as Passenger" );
bindUnimplemented( 0x01CC, game_set_character_objective_kill_player_any_means, 2, "Set Character Objective to Kill Player by Any Means" );
bindFunction(0x01D5, game_enter_as_driver, 2, "Character Enter Vehicle as Driver" );
bindFunction(0x01D4, game_enter_as_passenger, 2, "Character Enter Vehicle as Passenger" );
@ -1323,17 +1402,24 @@ ObjectModule::ObjectModule()
bindFunction(0x0213, game_create_pickup, 6, "Create pickup");
bindFunction(0x0214, game_is_pickup_collected, 1, "Has Pickup been collected");
bindFunction(0x0215, game_destroy_pickup, 1, "Destroy Pickup");
bindFunction(0x0227, game_get_vehicle_health, 2, "Get Vehicle Health" );
bindFunction(0x0229, game_set_vehicle_colours, 3, "Set Vehicle Colours" );
bindFunction(0x0239, game_character_run_to, 3, "Character Run to" );
bindUnimplemented( 0x0243, game_set_character_personality, 2, "Set Character Personality" );
bindFunction(0x029B, game_create_object_world, 5, "Create Object no offset" );
bindFunction(0x029C, game_is_boat, 1, "Is Vehicle Boat" );
bindFunction(0x029F, game_is_character_stopped<PlayerController>, 1, "Is Player Stopped" );
bindUnimplemented( 0x02AA, game_set_car_only_damageable_by_player, 2, "Set Car Only Damageable by Player" );
bindFunction(0x02B3, game_character_in_area_9<PlayerController>, 9, "Is Player In Area" );
bindFunction(0x02BF, game_is_vehicle_in_water, 1, "Is Vehicle in Water" );
bindFunction(0x02DE, game_player_in_taxi, 1, "Is Player In Taxi" );
@ -1353,6 +1439,8 @@ ObjectModule::ObjectModule()
bindUnimplemented( 0x0368, game_create_ev_crane, 10, "Create ev Crane" );
bindUnimplemented( 0x039C, game_set_car_watertight, 2, "Set Car Watertight" );
bindFunction(0x03B6, game_change_nearest_model, 6, "Change Nearest Instance Model" );
bindUnimplemented( 0x03BA, game_clear_area_vehicles, 6, "Clear Cars From Area" );