thug/Code/Sk/Scripting/skfuncs.cpp

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//****************************************************************************
//* MODULE: Sk/Scripting
//* FILENAME: SkFuncs.cpp
//* OWNER: Gary Jesdanun
//* CREATION DATE: 6/10/2002
//****************************************************************************
// start autoduck documentation
// @DOC skfuncs
// @module skfuncs | None
// @subindex Scripting Database
// @index script | skfuncs
/*****************************************************************************
** Includes **
*****************************************************************************/
#include <sk/scripting/skfuncs.h>
#include <gel/assman/assman.h>
#include <gel/objman.h>
#include <gel/objtrack.h>
#include <gel/components/modelcomponent.h>
#include <gel/components/skatercameracomponent.h>
#include <gel/components/trickcomponent.h>
#include <gel/object/compositeobject.h>
#include <gel/object/compositeobjectmanager.h>
#include <gel/scripting/script.h>
#include <gel/scripting/array.h>
#include <gel/scripting/symboltable.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/component.h>
#include <gel/scripting/utils.h>
#include <gel/music/music.h>
#include <gel/net/client/netclnt.h>
#include <gfx/casutils.h>
#include <gfx/facetexture.h>
#include <gfx/gfxutils.h>
#include <gfx/modelbuilder.h>
#include <gfx/nx.h>
#include <gfx/nxmodel.h>
#include <sk/gamenet/gamenet.h>
#include <sk/scripting/nodearray.h>
#include <sk/modules/skate/competition.h>
#include <sk/modules/skate/gamemode.h>
#include <sk/modules/skate/horse.h>
#include <sk/modules/skate/skate.h>
#include <sk/modules/frontend/frontend.h>
#include <sk/objects/gameobj.h>
#include <sk/objects/moviecam.h>
#include <sk/objects/records.h>
#include <sk/objects/skater.h>
#include <sk/objects/skaterprofile.h>
#include <sk/objects/playerprofilemanager.h>
#include <sk/objects/skatercareer.h>
#include <sk/components/skaterstatecomponent.h>
#include <sk/parkeditor2/parked.h>
#include <sys/config/config.h>
#include <Gfx/NGPS/NX/chars.h>
#include <sys/SIO/keyboard.h>
#include <sys/file/filesys.h>
#include <sys/file/pre.h>
/*****************************************************************************
** DBG Information **
*****************************************************************************/
namespace Front
{
extern void SetScoreTHPS4(char* score_text, int skater_num);
}
namespace CFuncs
{
/*****************************************************************************
** Externals **
*****************************************************************************/
/*****************************************************************************
** Defines **
*****************************************************************************/
/*****************************************************************************
** Private Types **
*****************************************************************************/
/*****************************************************************************
** Private Data **
*****************************************************************************/
/*****************************************************************************
** Public Data **
*****************************************************************************/
/*****************************************************************************
** Private Prototypes **
*****************************************************************************/
/*****************************************************************************
** Private Functions **
*****************************************************************************/
/******************************************************************/
/* */
/* */
/******************************************************************/
static void s_preload_ped_part( uint32 partChecksum )
{
Script::CArray* pArray = Script::GetArray( partChecksum );
Dbg_Assert( pArray );
for ( uint32 i = 0; i < pArray->GetSize(); i++ )
{
Script::CStruct* pStruct = pArray->GetStructure( i );
int allow_random = 0;
pStruct->GetInteger( CRCD(0xf1e3cd22,"allow_random"), &allow_random, Script::NO_ASSERT );
if ( allow_random )
{
const char* pMeshName;
if ( pStruct->GetText( CRCD(0x1e90c5a9,"mesh"), &pMeshName, false ) )
{
Nx::CModel* pDummy = Nx::CEngine::sInitModel();
// Dbg_Message("Preloading random ped model %s", pMeshName );
pDummy->AddGeom( pMeshName, 0, true );
Nx::CEngine::sUninitModel( pDummy );
}
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// Score queries:
static int s_get_score_from_params( Script::CStruct *pParams, Script::CScript *pScript )
{
int score;
if ( !pParams->GetInteger( NONAME, &score ) )
{
Dbg_MsgAssert( 0,( "\n%s\nMust provide an integer for s_get_score_from_params.", pScript->GetScriptInfo( ) ));
return ( 0 );
}
return ( score );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
static Mdl::Score* s_get_score_struct( void )
{
// find the skater, get the score landed:
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetLocalSkater();
if ( pSkater )
{
return ( pSkater->GetScoreObject() );
}
return ( NULL );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// Local function to return a career, given a flag number
static Obj::CSkaterCareer* s_get_career( int flag, Script::CStruct *pParams )
{
// Now this always just returns the global career, just kept for convenience
return Mdl::Skate::Instance()->GetCareer();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
/*****************************************************************************
** Public Functions **
*****************************************************************************/
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CurrentSkaterIsPro | Checks if the current skater is pro
bool ScriptCurrentSkaterIsPro(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterProfile *pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
return ( pSkaterProfile && pSkaterProfile->IsPro() );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetGoalsCompleted | Returns goals (competitions) completed
bool ScriptGetGoalsCompleted(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
Dbg_MsgAssert(pCareer,("NULL pCareer"));
int LevelNumber=0;
pParams->GetInteger(NONAME,&LevelNumber);
char pBuf[100];
sprintf(pBuf,"%d/9",pCareer->CountGoalsCompleted(LevelNumber));
pScript->GetParams()->AddComponent(CRCD(0xc661fe79,"GoalsCompleted"),ESYMBOLTYPE_STRING,pBuf);
pScript->GetParams()->AddComponent(CRCD(0xa43dc969,"BestMedal"),ESYMBOLTYPE_STRING,"---");
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetNextLevelRequirements | Gets number of goals needed for next level
bool ScriptGetNextLevelRequirements(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
Dbg_MsgAssert(pCareer,("NULL pCareer"));
char pBuf[100];
sprintf(pBuf,"---");
int TotalGoals=pCareer->CountTotalGoalsCompleted();
int TotalMedals=pCareer->CountMedals();
Script::CArray *pUnlockRequirementsArray=Script::GetArray(CRCD(0x1d8f1a7e,"UnlockRequirements"));
for (uint32 i=0; i<pUnlockRequirementsArray->GetSize(); ++i)
{
Script::CStruct *pUnlockRequirements=pUnlockRequirementsArray->GetStructure(i);
int NumGoalsRequired=0;
int NumMedalsRequired=0;
if (pUnlockRequirements->ContainsFlag(CRCD(0x38dbe1d0,"Goals")) || pUnlockRequirements->ContainsFlag(CRCD(0x032314d1,"Goal")))
{
// Need a certain number of goals.
pUnlockRequirements->GetInteger(NONAME,&NumGoalsRequired);
}
if (pUnlockRequirements->ContainsFlag(CRCD(0x56907f8b,"Medals")) || pUnlockRequirements->ContainsFlag(CRCD(0x23bba846,"Medal")))
{
// Need a certain number of medals.
pUnlockRequirements->GetInteger(NONAME,&NumMedalsRequired);
}
#if ENGLISH
if (TotalGoals<NumGoalsRequired)
{
sprintf(pBuf,"%d goals for next Level",NumGoalsRequired-TotalGoals);
break;
}
if (TotalMedals<NumMedalsRequired)
{
sprintf(pBuf,"%d medals for next level",NumMedalsRequired-TotalMedals);
break;
}
#else
if (TotalGoals<NumGoalsRequired)
{
sprintf(pBuf,Script::GetLocalString(CRCD(0x407bfd24,"cfuncs_str_goalsfornextlevel")),NumGoalsRequired-TotalGoals);
break;
}
if (TotalMedals<NumMedalsRequired)
{
sprintf(pBuf,Script::GetLocalString(CRCD(0x4f3e243e,"cfuncs_str_medalsfornextlevel")),NumMedalsRequired-TotalMedals);
break;
}
#endif
}
pScript->GetParams()->AddComponent(CRCD(0xaf2305a6,"NextLevelRequirements"),ESYMBOLTYPE_STRING,pBuf);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetCurrentSkaterProfile |
// @uparmopt 0 | Skater profile index - must be 0 or 1
bool ScriptSetCurrentSkaterProfile(Script::CStruct *pParams, Script::CScript *pScript)
{
int Profile=0;
pParams->GetInteger(NONAME,&Profile);
Dbg_MsgAssert(Profile==0 || Profile==1,("\n%s\nBad index sent to SetCurrentSkaterProfile, must be 0 or 1",pScript->GetScriptInfo()));
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
pPlayerProfileManager->SetCurrentProfileIndex(Profile);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CurrentSkaterProfileIs | Checks if current skater profile is
// equal to index value passed in
// @uparmopt 0 | Index value - must be 0 or 1
bool ScriptCurrentSkaterProfileIs(Script::CStruct *pParams, Script::CScript *pScript)
{
int Profile=0;
pParams->GetInteger(NONAME,&Profile);
Dbg_MsgAssert(Profile==0 || Profile==1,("\n%s\nBad index sent to CurrentSkaterProfileIs, must be 0 or 1",pScript->GetScriptInfo()));
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
return pPlayerProfileManager->GetCurrentProfileIndex()==Profile;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AddSkaterProfile | Adds skater profile
// @parm name | name | The name of the profile
bool ScriptAddSkaterProfile(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
return pPlayerProfileManager->AddNewProfile( pParams );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AddTemporaryProfile | Adds temporary skater profile
// (used for credits, to temporarily hijack the skater profile
bool ScriptAddTemporaryProfile(Script::CStruct *pParams, Script::CScript *pScript)
{
uint32 profileName;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &profileName, Script::ASSERT );
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
return pPlayerProfileManager->AddTemporaryProfile( profileName );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RememberTemporaryAppearance |
bool ScriptRememberTemporaryAppearance(Script::CStruct *pParams, Script::CScript *pScript)
{
uint32 profileName;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &profileName, Script::ASSERT );
Gfx::CModelAppearance theAppearance;
Gfx::CModelAppearance* pAppearance = NULL;
Obj::CPlayerProfileManager* pProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Script::CStruct* pAppearanceStruct;
if ( pParams->GetStructure( CRCD(0xefc8944c,"appearance_structure"), &pAppearanceStruct, Script::NO_ASSERT ) )
{
theAppearance.Load( pAppearanceStruct );
pAppearance = &theAppearance;
}
else
{
int playerNum;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &playerNum, Script::ASSERT );
Obj::CSkaterProfile* pProfile = pProfileManager->GetProfile( playerNum );
Dbg_Assert( pProfile );
pAppearance = pProfile->GetAppearance();
}
Dbg_Assert( pAppearance );
Obj::CSkaterProfile* pTempProfile = pProfileManager->GetTemporaryProfile( profileName );
Dbg_Assert( pTempProfile );
Gfx::CModelAppearance* pTempAppearance = pTempProfile->GetAppearance();
Dbg_Assert( pTempAppearance );
if ( pParams->ContainsFlag( CRCD(0x3af36e6d,"NoFaceTexture") ) )
{
Script::CStruct* pOriginalStructure = pAppearance->GetStructure();
Script::CStruct* pTempStructure = pTempAppearance->GetStructure();
pTempStructure->Clear();
pTempStructure->AppendStructure( pOriginalStructure );
}
else
{
*pTempAppearance = *pAppearance;
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RestoreTemporaryAppearance |
bool ScriptRestoreTemporaryAppearance(Script::CStruct *pParams, Script::CScript *pScript)
{
uint32 profileName;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &profileName, Script::ASSERT );
int playerNum;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &playerNum, Script::ASSERT );
Obj::CPlayerProfileManager* pProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pProfileManager->GetProfile( playerNum );
Dbg_Assert( pProfile );
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Dbg_Assert( pAppearance );
Obj::CSkaterProfile* pTempProfile = pProfileManager->GetTemporaryProfile( profileName );
Dbg_Assert( pTempProfile );
Gfx::CModelAppearance* pTempAppearance = pTempProfile->GetAppearance();
Dbg_Assert( pTempAppearance );
if ( pParams->ContainsFlag( CRCD(0x3af36e6d,"NoFaceTexture") ) )
{
Script::CStruct* pOriginalStructure = pAppearance->GetStructure();
Script::CStruct* pTempStructure = pTempAppearance->GetStructure();
pOriginalStructure->Clear();
pOriginalStructure->AppendStructure( pTempStructure );
}
else
{
*pAppearance = *pTempAppearance;
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SyncPlayer2Profile |
bool ScriptSyncPlayer2Profile(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
pPlayerProfileManager->SyncPlayer2();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PreloadModels |
bool ScriptPreloadModels( Script::CStruct *pParams, Script::CScript *pScript )
{
// Load all the files to get them into the asset manager,
// while the PRE file is still in memory
Mem::PushMemProfile("PreLoadModels");
// now loop through the NodeArray, looking for single-skinned models
Script::CArray *pNodeArray = Script::GetArray( CRCD(0xc472ecc5,"NodeArray") );
Dbg_MsgAssert( pNodeArray, ( "No NodeArray found in ParseNodeArray" ) );
for ( uint32 i = 0; i < pNodeArray->GetSize(); i++ )
{
Script::CStruct* pNode = pNodeArray->GetStructure( i );
Dbg_MsgAssert( pNode, ( "NULL pNode" ) );
// The following nodes are capable of being ignored in net games
if ( Mdl::Skate::Instance()->ShouldBeAbsentNode( pNode ) )
{
// Don't load, as it's a net game
}
else
{
uint32 ClassChecksum = 0;
pNode->GetChecksum( CRCD(0x12b4e660,"Class"), &ClassChecksum );
uint32 TypeChecksum = 0;
pNode->GetChecksum(CRCD(0x7321a8d6,"Type"), &TypeChecksum );
// first eliminate the flag models, if this is non-net game
// On load model IF a multiplayer game OR NOT a flag model
if (Mdl::Skate::Instance()->IsMultiplayerGame() ||
TypeChecksum != CRCD(0xbebb41f0,"Flag_Red") &&
TypeChecksum != CRCD(0x836284a5,"Flag_Red_Base") &&
TypeChecksum != CRCD(0xc3ebe05e,"Flag_Green") &&
TypeChecksum != CRCD(0x4f8ff239,"Flag_Green_base") &&
TypeChecksum != CRCD(0x8cca938a,"Flag_Blue") &&
TypeChecksum != CRCD(0x41e5bcf,"Flag_Blue_base") &&
TypeChecksum != CRCD(0xc2af1eb1,"Flag_Yellow") &&
TypeChecksum != CRCD(0xed3ad7fe,"Flag_Yellow_base") )
{
// Handle pre-loading of models for non-net game nodes
switch (ClassChecksum)
{
case 0xa0dfac98: // Pedestrian
case 0xa71394a2: // AnimatingObject
case 0x19b1e241: // ParticleEmitter
break;
case 0xe47f1b79: // Vehicle
case 0xef59c100: // GameObject
{
const char *pModelName = NULL;
if ( pNode->GetText( 0x286a8d26, &pModelName ) ) // checksum 'model'
{
const char* p_model_name;
pNode->GetText( CRCD(0x286a8d26,"model"), &p_model_name, true );
if (stricmp("none",p_model_name) != 0)
{
Str::String fullModelName;
fullModelName = Gfx::GetModelFileName(p_model_name, ".mdl");
Nx::CModel* p_dummy = Nx::CEngine::sInitModel();
//Dbg_Message( "Preloading model %s", fullModelName.getString() );
//int texDictOffset = 0;
//pNode->GetInteger( "texDictOffset", &texDictOffset, false );
bool forceTexDictLookup = pNode->ContainsFlag( CRCD(0x6c37fdc7,"AllowReplaceTex") );
p_dummy->AddGeom( fullModelName.getString(), 0, true, 0, forceTexDictLookup );
Nx::CEngine::sUninitModel( p_dummy );
}
}
}
break;
default:
break;
}
}
}
}
Mem::PopMemProfile(/*"PreLoadModels"*/);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PreloadPedestrians |
bool ScriptPreloadPedestrians( Script::CStruct *pParams, Script::CScript *pScript )
{
// Tmr::Time baseTime = Tmr::ElapsedTime(0);
// should be skipped for net game?
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
if ( gamenet_man->InNetGame()/* || Mdl::Skate::Instance()->IsMultiplayerGame()*/)
{
return false;
}
if ( Script::GetInt( "NoPreloadRandomPeds", false ) )
{
// some create-a-skater artists don't want to
// preload their random peds
return false;
}
Mem::PushMemProfile("PreLoadPedestrians");
if (pParams->ContainsFlag(CRCD(0xf6f8e158,"no_random")))
{
// This feature used when pre-loading peds for created goals in the park editor,
// where we don't want loads of parts cos there isn't much memory
}
else
{
// loop through the master_editable_list, looking for
// randomizable parts (based on the "allow_random" flag
// which should have been set when preselecting ped parts.
s_preload_ped_part( Script::GenerateCRC("ped_m_head") );
s_preload_ped_part( Script::GenerateCRC("ped_m_torso") );
s_preload_ped_part( Script::GenerateCRC("ped_m_legs") );
s_preload_ped_part( Script::GenerateCRC("ped_f_head") );
s_preload_ped_part( Script::GenerateCRC("ped_f_torso") );
s_preload_ped_part( Script::GenerateCRC("ped_f_legs") );
}
// should really do an examination of what parts the thing actually uses
// and then the levelassetlister should list those...
// loop through the NodeArray, looking for single-skinned models
Script::CArray *pNodeArray = Script::GetArray( CRCD(0xc472ecc5,"NodeArray") );
Dbg_MsgAssert( pNodeArray, ( "No NodeArray found in ParseNodeArray" ) );
for ( uint32 i = 0; i < pNodeArray->GetSize(); i++ )
{
// we need to give it a texDictOffset so that it
// doesn't conflict with the secret ped skaters...
// (make sure it's less than the cutscene tex dict range,
// though, or else it would conflict with the cutscene objects)
int texDictOffset = Mdl::Skate::vMAX_SKATERS;
Script::CStruct* pNode = pNodeArray->GetStructure( i );
Dbg_MsgAssert( pNode, ( "NULL pNode" ) );
uint32 ClassChecksum = 0;
pNode->GetChecksum( Script::GenerateCRC("Class"), &ClassChecksum );
if ( ClassChecksum == Script::GenerateCRC("pedestrian") )
{
const char* p_model_name;
if ( pNode->GetText( "model", &p_model_name, false ) )
{
Str::String fullModelName;
fullModelName = Gfx::GetModelFileName(p_model_name, ".skin");
// preload the model!
Nx::CModel* pDummy = Nx::CEngine::sInitModel();
// Dbg_Message("Preloading single-skinned ped model %s", fullModelName.getString() );
pDummy->AddGeom( fullModelName.getString(), 0, true, texDictOffset );
Nx::CEngine::sUninitModel( pDummy );
}
// preload the shadow if necessary
const char* p_shadow_model_name;
if ( pNode->GetText( "shadowmodel", &p_shadow_model_name, false ) )
{
Str::String fullModelName;
fullModelName = Gfx::GetModelFileName(p_shadow_model_name, ".mdl");
// preload the model!
Nx::CModel* pDummy = Nx::CEngine::sInitModel();
// Dbg_Message("Preloading single-skinned ped model %s", fullModelName.getString() );
pDummy->AddGeom( fullModelName.getString(), 0, true, texDictOffset );
Nx::CEngine::sUninitModel( pDummy );
}
// now find the non-randoms
uint32 profileName;
if ( pNode->GetChecksum( CRCD(0x7ea855f0,"profile"), &profileName, false ) )
{
Script::CStruct* pStruct = Script::GetStructure( profileName );
if ( pStruct )
{
Nx::CModel* pDummy = Nx::CEngine::sInitModel();
Dbg_Assert( pDummy );
// pDummy->LoadSkeleton( Script::GenerateCRC("human") );
Gfx::CModelAppearance theTempAppearance;
theTempAppearance.Load( pStruct, false );
Gfx::CModelBuilder theBuilder( true, texDictOffset );
theBuilder.BuildModel( &theTempAppearance, pDummy, NULL, Script::GenerateCRC("preload_model_from_appearance") );
Nx::CEngine::sUninitModel( pDummy );
}
}
}
}
// Dbg_Message( "Preloading peds took %d ms", Tmr::ElapsedTime( baseTime ) );
Mem::PopMemProfile(/*"PreLoadModels"*/);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PreselectRandomPedestrians |
// Example: PreselectRandomPedestrians part=ped_f_legs list=sch_ped_f_legs num=4
bool ScriptPreselectRandomPedestrians( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 fullPartChecksum;
pParams->GetChecksum( CRCD(0xb6f08f39,"part"), &fullPartChecksum, Script::ASSERT );
Script::CArray* pFullPartArray = NULL;
pFullPartArray = Script::GetArray( fullPartChecksum, Script::ASSERT );
uint32 levelName = Mdl::Skate::Instance()->m_requested_level;
Dbg_Message( "Pre-selecting %s in %s", Script::FindChecksumName(fullPartChecksum), Script::FindChecksumName(levelName) );
// go through the specified part array,
// and remove any "allow_random" components...
uint32 fullPartArraySize = pFullPartArray->GetSize();
for ( uint32 i = 0; i < fullPartArraySize; i++ )
{
Script::CStruct* pStruct = pFullPartArray->GetStructure( i );
// allowed_to_pick is a temp variable used only by this function...
// clear it already exists...
pStruct->RemoveComponent( CRCD(0x355f9467,"allowed_to_pick") );
// they all default to not be able to be randomized
pStruct->AddInteger( CRCD(0xf1e3cd22,"allow_random"), 0 );
pStruct->AddInteger( CRCD(0x92bddfd9,"already_selected"), 0 );
pStruct->AddInteger( CRCD(0x4b833e64,"random_index"), -1 );
}
int allowableCount = 0;
for ( uint32 i = 0; i < fullPartArraySize; i++ )
{
Script::CStruct* pStruct = pFullPartArray->GetStructure( i );
bool allowed_to_pick = true;
// if it's level-specific...
Script::CStruct* pLevelSpecificStruct;
if ( pStruct->ContainsComponentNamed( CRCD(0xf6f8e158,"no_random") ) )
{
allowed_to_pick = false;
if ( pStruct->GetStructure( CRCD(0x3598bf7d,"level_specific"), &pLevelSpecificStruct, false ) )
{
// sanity check: level_specific and no_random are mutually exclusive
Script::PrintContents( pStruct );
Dbg_MsgAssert( 0, ( "no_random should not be used with level_specific" ) );
}
}
else if ( pStruct->GetStructure( CRCD(0x3598bf7d,"level_specific"), &pLevelSpecificStruct, false ) )
{
Dbg_MsgAssert( !pStruct->ContainsComponentNamed(CRCD(0x94d12f97,"exclude_from_levels")), ( "level_specific and exclude_from_levels are mutually exclusive" ) )
// check to see if we're in this level...
allowed_to_pick = pLevelSpecificStruct->ContainsComponentNamed( levelName );
}
else if ( pStruct->GetStructure( CRCD(0x94d12f97,"exclude_from_levels"), &pLevelSpecificStruct, false ) )
{
Dbg_MsgAssert( !pStruct->ContainsComponentNamed(CRCD(0x3598bf7d,"level_specific")), ( "level_specific and exclude_from_levels are mutually exclusive" ) )
// check to see if we're in this level...
allowed_to_pick = !pLevelSpecificStruct->ContainsComponentNamed( levelName );
}
if ( allowed_to_pick )
{
allowableCount++;
pStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 1 );
}
else
{
// clear the already picked flag
pStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 0 );
if ( Script::GetInt( "cas_artist", false ) )
{
// Dbg_Message("Disallowing...");
// Script::PrintContents(pStruct);
}
}
}
// Nolan's Fisherman Example:
// If a non-randomized profile explicitly loads up a random ped part anyway,
// then add that random ped asset to the pool of allowable randomized ped parts
Script::CArray *pNodeArray=Script::GetArray( CRCD(0xc472ecc5,"NodeArray") );
Dbg_MsgAssert( pNodeArray, ( "No NodeArray found in PreselectRandomPedestrians" ) );
for ( uint32 i = 0; i < pNodeArray->GetSize(); i++ )
{
Script::CStruct* pNode = pNodeArray->GetStructure( i );
Dbg_MsgAssert( pNode, ( "NULL pNode" ) );
uint32 ClassChecksum = 0;
pNode->GetChecksum( Script::GenerateCRC("Class"), &ClassChecksum );
if ( ClassChecksum == Script::GenerateCRC("pedestrian") )
{
// now find the non-randoms
uint32 profileName;
if ( pNode->GetChecksum( CRCD(0x7ea855f0,"profile"), &profileName, false ) )
{
Script::CStruct* pProfileStruct = Script::GetStructure( profileName );
if ( pProfileStruct )
{
Script::CStruct* pVirtualStruct;
if ( pProfileStruct->GetStructure( fullPartChecksum, &pVirtualStruct, false ) )
{
uint32 descID;
if ( pVirtualStruct->GetChecksum( CRCD(0x4bb2084e,"desc_id"), &descID, false ) )
{
Script::CStruct* pActualStruct = Cas::GetOptionStructure( fullPartChecksum, descID, false );
if ( pActualStruct && !pActualStruct->ContainsComponentNamed( CRCD(0xf6f8e158,"no_random") ) )
{
if ( Script::GetInt( "cas_artist", false ) )
{
// Dbg_Message( "Allowing to pick %s", Script::FindChecksumName( descID ) );
}
pActualStruct->AddInteger( CRCD(0xf1e3cd22,"allow_random"), 1 );
pActualStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 1 );
// these get lowest-priority when randomizing...
pActualStruct->AddInteger( CRCD(0x92bddfd9,"already_selected"), 1 );
}
}
}
}
}
}
}
// sanity check that the number specified is
// greater than the actual number of random parts
int numToSelect = allowableCount;
pParams->GetInteger( CRCD(0x23bc5091,"num"), &numToSelect, Script::NO_ASSERT );
if ( numToSelect > allowableCount )
{
Dbg_Message( "Not enough parts in list %s to select from (need %d, have %d)!", Script::FindChecksumName(fullPartChecksum), numToSelect, allowableCount );
numToSelect = allowableCount;
}
//-------------------------------------------------------------
// look for a item with a universal skin tone first... if it
// exists, automatically preselect it. otherwise, make sure
// that at least one of each skintone is chosen, or else the
// skintones may not match up after part randomization.
Script::CStruct* pSkinTonePicks[64];
int skinToneCount = 0;
Cas::BuildRandomSetList( fullPartChecksum, 0, pSkinTonePicks, &skinToneCount );
if ( skinToneCount )
{
Script::CStruct* pStruct = pSkinTonePicks[Mth::Rnd( skinToneCount )];
pStruct->AddInteger( CRCD(0xf1e3cd22,"allow_random"), 1 );
pStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 0 );
pStruct->AddInteger( CRCD(0x4b833e64,"random_index"), numToSelect-1 );
numToSelect--;
}
else
{
// this code will only kick in if all of the options have a skin-tone
// (random_set) associated with it
Dbg_MsgAssert( numToSelect >= 3, ( "Num parts to select (%d) must be >= 3, so that ped skin tones will work (either need to increase '%s' in levels.q, or add at least one universal skintone option)", numToSelect, Script::FindChecksumName(fullPartChecksum) ) );
Script::CStruct* pStruct;
Cas::BuildRandomSetList( fullPartChecksum, CRCD(0x94e5a308,"light"), pSkinTonePicks, &skinToneCount );
Dbg_MsgAssert( skinToneCount, ( "Couldn't find light-skinned version of this part %s", Script::FindChecksumName(fullPartChecksum) ) );
pStruct = pSkinTonePicks[Mth::Rnd( skinToneCount )];
pStruct->AddInteger( CRCD(0xf1e3cd22,"allow_random"), 1 );
pStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 0 );
pStruct->AddInteger( CRCD(0x4b833e64,"random_index"), numToSelect-1 );
numToSelect--;
Cas::BuildRandomSetList( fullPartChecksum, CRCC(0x85aaf0d8,"tan"), pSkinTonePicks, &skinToneCount );
Dbg_MsgAssert( skinToneCount, ( "Couldn't find tan-skinned version of this part %s", Script::FindChecksumName(fullPartChecksum) ) );
pStruct = pSkinTonePicks[Mth::Rnd( skinToneCount )];
pStruct->AddInteger( CRCD(0xf1e3cd22,"allow_random"), 1 );
pStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 0 );
pStruct->AddInteger( CRCD(0x4b833e64,"random_index"), numToSelect-1 );
numToSelect--;
Cas::BuildRandomSetList( fullPartChecksum, CRCC(0xe4834204,"dark"), pSkinTonePicks, &skinToneCount );
Dbg_MsgAssert( skinToneCount, ( "Couldn't find dark-skinned version of this part %s", Script::FindChecksumName(fullPartChecksum) ) );
pStruct = pSkinTonePicks[Mth::Rnd( skinToneCount )];
pStruct->AddInteger( CRCD(0xf1e3cd22,"allow_random"), 1 );
pStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 0 );
pStruct->AddInteger( CRCD(0x4b833e64,"random_index"), numToSelect-1 );
numToSelect--;
}
//-------------------------------------------------------------
//-------------------------------------------------------------
// now, add the "allow_random" flag to <numToSelect> of the items in the list...
for ( int i = 0; i < numToSelect; i++ )
{
int allowed_to_pick = 0;
while ( !allowed_to_pick )
{
int randomPick = Mth::Rnd( fullPartArraySize );
Dbg_Assert( randomPick >= 0 && randomPick < (int)fullPartArraySize );
Script::CStruct* pStruct = pFullPartArray->GetStructure( randomPick );
pStruct->GetInteger( CRCD(0x355f9467,"allowed_to_pick"), &allowed_to_pick, Script::ASSERT );
if ( allowed_to_pick )
{
pStruct->AddInteger( CRCD(0xf1e3cd22,"allow_random"), 1 );
pStruct->AddInteger( CRCD(0x355f9467,"allowed_to_pick"), 0 );
pStruct->AddInteger( CRCD(0x4b833e64,"random_index"), i );
}
}
}
//-------------------------------------------------------------
//-------------------------------------------------------------
// debugging code to show which items are allowed to be randomized
#ifdef __NOPT_ASSERT__
int randomCount = 0;
for ( uint32 i = 0; i < fullPartArraySize; i++ )
{
Script::CStruct* pStruct = pFullPartArray->GetStructure( i );
int allow_random = 0;
pStruct->GetInteger( CRCD(0xf1e3cd22,"allow_random"), &allow_random, Script::ASSERT );
uint32 descID;
pStruct->GetChecksum( CRCD(0x4bb2084e,"desc_id"), &descID, Script::ASSERT );
if ( allow_random )
{
Dbg_Message( "Setting random part #%d: %s (%d)", randomCount++, Script::FindChecksumName(descID), numToSelect );
}
// get rid of temp variable...
pStruct->RemoveComponent( CRCD(0x355f9467,"allowed_to_pick") );
}
#endif // __NOPT_ASSERT__
//-------------------------------------------------------------
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptReplaceCarTextures( Script::CStruct *pParams, Script::CScript *pScript )
{
// this is a highly-specific function used for quickly changing
// a car's headlight textures for time-of-day stuff
// (the previous implementation was too slow,
// involving looping through each model component,
// getting the model, and attempting to replaceTexture
// on it... this one targets car objects, and
// skips over texture dictionaries that have already
// been swapped)
// Tmr::Time baseTime = Tmr::ElapsedTime(0);
int num_to_rebuild = 0;
const int vMAX_TEX_DICTS = 32;
Nx::CTexDict* tex_dicts[vMAX_TEX_DICTS];
int num_tex_dicts = 0;
// new fast way, just go directly to the components, if any
// (this is still kind of slow, so you wouldn't want to call it that often,
// maybe only when any hiccups can be masked out with a screen fade or something)
Obj::CModelComponent *p_component = (Obj::CModelComponent*)Obj::CCompositeObjectManager::Instance()->GetFirstComponentByType( CRC_MODEL );
while( p_component )
{
// GJ TODO: somehow loop through all the
// skin assets in the asset manager
if ( p_component->GetObject()->GetType() == SKATE_TYPE_CAR )
{
Nx::CModel* pModel = p_component->GetModel();
bool must_rebuild = false;
for ( int i = 0; i < pModel->GetNumGeoms(); i++ )
{
Nx::CTexDict* pTexDict = pModel->GetTexDictByIndex( i );
bool found = false;
// if any tex dict in the model's list
// has not been processed yet, then
// replace it
for ( int j = 0; j < num_tex_dicts; j++ )
{
if ( pTexDict == tex_dicts[j] )
{
found = true;
}
}
if ( !found )
{
// mark that texture dictionary as
// processed, so that we don't have
// to reprocess future objects
Dbg_MsgAssert( num_tex_dicts < vMAX_TEX_DICTS, ( "Too many texture dictionaries to search through" ) );
tex_dicts[num_tex_dicts] = pTexDict;
num_tex_dicts++;
must_rebuild = true;
}
}
if ( must_rebuild )
{
num_to_rebuild++;
p_component->CallMemberFunction( CRCD(0x83f9be15,"Obj_ReplaceTexture"), pParams, pScript );
}
}
p_component = (Obj::CModelComponent*)p_component->GetNextSameType();
}
// Dbg_Message( "ReplaceCarTextures on %d items took %d ms", num_to_rebuild, Tmr::ElapsedTime( baseTime ) );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetUIFromPreferences |
// @parmopt name | field | | field name
// @parmopt string | field | | field string
// @parmopt name | select_if | | check if this name equals the value of
// checksum in the field
// @parmopt name | menu_id | | the menu id to act on if the select_if is true
// @parmopt name | id | | the control id
// @flag mask_password | if set, all letters are replaced with stars
bool ScriptSetUIFromPreferences(Script::CStruct *pParams, Script::CScript *pScript)
{
// gets either network or splitscreen prefs, as appropriate
Prefs::Preferences* pPreferences = Mdl::GetPreferences( pParams );
uint32 field_id;
// look for either a field checksum or string
if ( !pParams->GetChecksum("field", &field_id ) )
{
const char* pFieldName;
pParams->GetText("field", &pFieldName, true);
field_id = Script::GenerateCRC( pFieldName );
}
uint32 checksum_value1;
if ( pParams->GetChecksum( "select_if", &checksum_value1 ) )
{
Script::CStruct* pStructure = pPreferences->GetPreference( field_id );
Dbg_Assert(pStructure);
uint32 checksum_value2;
pStructure->GetChecksum( "checksum", &checksum_value2, true );
if ( checksum_value1 == checksum_value2 )
{
/*
uint32 menu_id;
pParams->GetChecksum( "menu_id", &menu_id, true );
Front::MenuFactory* menu_factory = Front::MenuFactory::Instance();
Front::MenuElement *pMenuElement=menu_factory->GetMenuElement(menu_id);
Front::VerticalMenu *pMenu=static_cast<Front::VerticalMenu*>(pMenuElement);
Dbg_MsgAssert(pMenu,("\n%s\nNo menu with id '%s' found",pScript->GetScriptInfo(),Script::FindChecksumName(menu_id)));
Script::PrintContents(pParams);
uint32 control_id;
pParams->GetChecksum( "id", &control_id, true );
// pParams->GetChecksum( "control_id", &control_id, true );
pMenu->AttemptSelect( control_id );
*/
}
}
else
{
uint32 control_name;
pParams->GetChecksum( "id", &control_name, true );
int mask_password = pParams->ContainsFlag( "mask_password" );
// update all the elements
pPreferences->UpdateUIElement( control_name, field_id, mask_password );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetUIFromSkaterProfile |
// @parm name | field_id | the field id
// @parmopt name | select_if | |
// @parmopt name | menu_id | | the menu id
// @parmopt name | control_id | |
// @parmopt name | slider_id | |
bool ScriptSetUIFromSkaterProfile(Script::CStruct *pParams, Script::CScript *pScript)
{
/*
uint32 field_id;
pParams->GetChecksum( "field_id", &field_id, true );
Front::MenuFactory* menu_factory = Front::MenuFactory::Instance();
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
uint32 slider_id;
uint32 control_id;
uint32 checksum_value;
if ( pParams->GetChecksum( "select_if", &checksum_value ) )
{
if ( checksum_value == pSkaterProfile->GetChecksumValue(field_id) )
{
uint32 menu_id;
pParams->GetChecksum( "menu_id", &menu_id, true );
Front::MenuElement *pMenuElement=menu_factory->GetMenuElement(menu_id);
Front::VerticalMenu *pMenu=static_cast<Front::VerticalMenu*>(pMenuElement);
Dbg_MsgAssert(pMenu,("\n%s\nNo menu with id '%s' found",pScript->GetScriptInfo(),Script::FindChecksumName(menu_id)));
pParams->GetChecksum( "control_id", &control_id, true );
pMenu->AttemptSelect( control_id );
}
}
else if ( pParams->GetChecksum( "slider_id", &slider_id ) )
{
// slider element
Front::SliderMenuElement* pSliderElement = static_cast<Front::SliderMenuElement*>( menu_factory->GetMenuElement( slider_id, true ) );
pSliderElement->SetValue( pSkaterProfile->GetUIValue(field_id) );
}
else if ( pParams->GetChecksum( "control_id", &control_id ) )
{
Front::MenuEvent event;
event.SetTypeAndTarget(Front::MenuEvent::vSETCONTENTS, control_id );
event.GetData()->AddComponent(Script::GenerateCRC("string"), ESYMBOLTYPE_STRING, pSkaterProfile->GetUIString(field_id).getString() );
menu_factory->LaunchEvent(&event);
}
else
{
Dbg_Assert( 0 );
}
*/
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetPreferencesFromUI | changes field defined by string to value defined by field
// @parm string | string |
// @parm string | field |
// @parmopt name | level_checksum | |
bool ScriptSetPreferencesFromUI(Script::CStruct *pParams, Script::CScript *pScript)
{
// gets either network or splitscreen prefs, as appropriate
Prefs::Preferences* pPreferences = Mdl::GetPreferences( pParams );
const char* p_string;
pParams->GetText( "string", &p_string, true );
const char* pFieldName;
pParams->GetText("field", &pFieldName, true);
Dbg_Message( "Changing field %s to %s", pFieldName, p_string );
// transfer data back into the preferences
Script::CStruct* pTempStructure = new Script::CStruct;
pTempStructure->AddComponent( Script::GenerateCRC("ui_string"), ESYMBOLTYPE_STRING, p_string );
uint32 checksum;
checksum = 0;
pParams->GetChecksum( "checksum", &checksum );
pTempStructure->AddComponent( Script::GenerateCRC("checksum"), ESYMBOLTYPE_NAME, (int) checksum );
if( ( stricmp( pFieldName, "time_limit" ) == 0 ) ||
( stricmp( pFieldName, "horse_time_limit" ) == 0 ))
{
int time;
pParams->GetInteger( "time", &time );
Dbg_Message( "Changing time to %d", time );
pTempStructure->AddComponent( Script::GenerateCRC("time"), ESYMBOLTYPE_INTEGER, time );
}
if( stricmp( pFieldName, "target_score" ) == 0 )
{
int score;
if( pParams->GetInteger( "score", &score ) == false )
{
pParams->GetInteger( "time", &score, Script::ASSERT );
score = Tmr::Seconds( score );
}
Dbg_Message( "Changing score to %d", score );
pTempStructure->AddComponent( Script::GenerateCRC("score"), ESYMBOLTYPE_INTEGER, score );
}
pPreferences->SetPreference( Script::GenerateCRC(pFieldName), pTempStructure );
delete pTempStructure;
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetAllToDefaultStats |
bool ScriptResetAllToDefaultStats( Script::CStruct *pParams, Script::CScript *pScript )
{
// Tmr::Time baseTime = Tmr::ElapsedTime(0);
Script::CArray* pMasterSkaterArray = Script::GetArray( "master_skater_list", Script::ASSERT );
for ( uint32 i = 0; i < pMasterSkaterArray->GetSize(); i++ )
{
Script::CStruct* pTempStructure = new Script::CStruct;
Script::CStruct* pOriginalInfo = pMasterSkaterArray->GetStructure( i );
uint32 skaterName;
pOriginalInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &skaterName, Script::ASSERT );
Script::CArray* pStatNameArray = Script::GetArray( "stat_names" );
for ( uint32 j = 0; j < pStatNameArray->GetSize(); j++ )
{
Script::CStruct* pStatInfo = pStatNameArray->GetStructure(j);
uint32 statName;
pStatInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &statName, Script::ASSERT );
int statVal;
pOriginalInfo->GetInteger( statName, &statVal, Script::ASSERT );
pTempStructure->AddInteger( statName, statVal );
}
int pointsAvailable;
pOriginalInfo->GetInteger( "points_available", &pointsAvailable, Script::ASSERT );
pTempStructure->AddInteger( "points_available", pointsAvailable );
// now add it to the corresponding skater profile
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
uint32 numProfiles = pPlayerProfileManager->GetNumProfileTemplates();
for ( uint32 j = 0; j < numProfiles; j++ )
{
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplateByIndex(j);
Dbg_Assert( pProfile );
Script::CStruct* pInfo = pProfile->GetInfo();
uint32 test;
pInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &test, Script::ASSERT );
if ( test == skaterName )
{
pInfo->AppendStructure( pTempStructure );
break;
}
}
delete pTempStructure;
}
// Dbg_Message( "ResetAllToDefaultStats took %d ms", Tmr::ElapsedTime( baseTime ) );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetToDefaultProfile |
bool ScriptResetToDefaultProfile( Script::CStruct *pParams, Script::CScript *pScript )
{
// Tmr::Time baseTime = Tmr::ElapsedTime(0);
uint32 resetThisSkaterName;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &resetThisSkaterName, Script::ASSERT );
Script::CArray* pMasterSkaterArray = Script::GetArray( "master_skater_list", Script::ASSERT );
for ( uint32 i = 0; i < pMasterSkaterArray->GetSize(); i++ )
{
Script::CStruct* pOriginalInfo = pMasterSkaterArray->GetStructure( i );
Dbg_Assert( pOriginalInfo );
uint32 skaterName;
pOriginalInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &skaterName, Script::ASSERT );
if ( resetThisSkaterName == skaterName )
{
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplate( skaterName );
Dbg_Assert( pProfile );
uint32 partial;
if ( pParams->GetChecksum( CRCD(0x55f82f0b,"partial"), &partial, Script::NO_ASSERT ) )
{
// resets appearance, tricks, NOT STATS
pProfile->PartialReset( pOriginalInfo );
}
else
{
// resets appearance, stats, tricks
pProfile->Reset( pOriginalInfo );
}
}
}
// Dbg_Message( "ResetAllToDefaultProfile took %d ms", Tmr::ElapsedTime( baseTime ) );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetAllToDefaultProfile |
bool ScriptResetAllToDefaultProfile( Script::CStruct *pParams, Script::CScript *pScript )
{
// Tmr::Time baseTime = Tmr::ElapsedTime(0);
Script::CArray* pMasterSkaterArray = Script::GetArray( "master_skater_list", Script::ASSERT );
for ( uint32 i = 0; i < pMasterSkaterArray->GetSize(); i++ )
{
Script::CStruct* pOriginalInfo = pMasterSkaterArray->GetStructure( i );
Dbg_Assert( pOriginalInfo );
uint32 skaterName;
pOriginalInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &skaterName, Script::ASSERT );
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplate( skaterName );
Dbg_Assert( pProfile );
// resets appearance, stats, tricks
pProfile->Reset( pOriginalInfo );
}
// Dbg_Message( "ResetAllToDefaultProfile took %d ms", Tmr::ElapsedTime( baseTime ) );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ForEachSkaterName |
bool ScriptForEachSkaterName( Script::CStruct *pParams, Script::CScript *pScript )
{
// Tmr::Time baseTime = Tmr::ElapsedTime(0);
uint32 scriptToRun;
pParams->GetChecksum( CRCD(0x62ba3f6a,"do"), &scriptToRun, Script::ASSERT );
Script::CStruct* pSubParams = NULL;
pParams->GetStructure( CRCD(0x7031f10c,"params"), &pSubParams, Script::NO_ASSERT );
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
int numProfiles = pPlayerProfileManager->GetNumProfileTemplates();
for ( int i = 0; i < numProfiles; i++ )
{
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplateByIndex(i);
Dbg_Assert( pProfile );
Script::CStruct* pInfo = pProfile->GetInfo();
uint32 skaterName;
pInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &skaterName, Script::ASSERT );
Script::CStruct* pTempStructure = new Script::CStruct;
pTempStructure->AppendStructure( pSubParams );
pTempStructure->AddChecksum( CRCD(0xa1dc81f9,"name"), skaterName );
Script::RunScript( scriptToRun, pTempStructure );
delete pTempStructure;
}
// Dbg_Message( "ScriptForEachSkaterName took %d ms", Tmr::ElapsedTime( baseTime ) );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ForEachSkaterProfile |
bool ScriptForEachSkaterProfile( Script::CStruct *pParams, Script::CScript *pScript )
{
// Tmr::Time baseTime = Tmr::ElapsedTime(0);
uint32 scriptToRun;
pParams->GetChecksum( CRCD(0x62ba3f6a,"Do"), &scriptToRun, Script::ASSERT );
Script::CStruct* pSubParams = NULL;
pParams->GetStructure( CRCD(0x7031f10c,"params"), &pSubParams, Script::NO_ASSERT );
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
int numProfiles = pPlayerProfileManager->GetNumProfileTemplates();
for ( int i = 0; i < numProfiles; i++ )
{
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplateByIndex(i);
Dbg_Assert( pProfile );
Script::CStruct* pInfo = pProfile->GetInfo();
Script::CStruct* pTempStructure = new Script::CStruct;
pTempStructure->AppendStructure( pSubParams );
pTempStructure->AppendStructure( pInfo );
Script::RunScript( scriptToRun, pTempStructure );
delete pTempStructure;
}
// Dbg_Message( "ScriptForEachSkaterProfile took %d ms", Tmr::ElapsedTime( baseTime ) );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetSkaterProfileInfoByName | appends the skater profile info to the
// calling script's params. returns false if the specified profile can't be found
// @parm name | name | the name to search for
bool ScriptGetSkaterProfileInfoByName( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 name;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &name, Script::ASSERT );
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
int numProfiles = pPlayerProfileManager->GetNumProfileTemplates();
for ( int i = 0; i < numProfiles; i++ )
{
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplateByIndex(i);
Dbg_Assert( pProfile );
Script::CStruct* pInfo = pProfile->GetInfo();
uint32 test;
pInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &test, Script::ASSERT );
if ( test == name )
{
pScript->GetParams()->AppendStructure( pInfo );
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetSkaterProfileInfoByName | appends the skater profile info to the
// calling script's params. returns false if the specified profile can't be found
// @parm name | name | the name to search for
// @parm structure | params | the params structure to append to the skater profile
bool ScriptSetSkaterProfileInfoByName( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 name;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &name, Script::ASSERT );
Script::CStruct* pSubParams = NULL;
pParams->GetStructure( "params", &pSubParams, Script::ASSERT );
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
int numProfiles = pPlayerProfileManager->GetNumProfileTemplates();
for ( int i = 0; i < numProfiles; i++ )
{
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplateByIndex(i);
Dbg_Assert( pProfile );
Script::CStruct* pInfo = pProfile->GetInfo();
uint32 test;
pInfo->GetChecksum( CRCD(0xa1dc81f9,"name"), &test, Script::ASSERT );
if ( test == name )
{
pInfo->AppendStructure( pSubParams );
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetDefaultAppearance |
// @parm int | skater | the skater to reset
bool ScriptResetDefaultAppearance( Script::CStruct *pParams, Script::CScript *pScript )
{
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
pSkaterProfile->ResetDefaultAppearance();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetDefaultTricks |
// @parm int | skater | the skater to reset
bool ScriptResetDefaultTricks( Script::CStruct *pParams, Script::CScript *pScript )
{
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
pSkaterProfile->ResetDefaultTricks();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetDefaultStats |
// @parm int | skater | the skater to reset
bool ScriptResetDefaultStats( Script::CStruct *pParams, Script::CScript *pScript )
{
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
pSkaterProfile->ResetDefaultStats();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RandomizeAppearance |
// @parm int | skater | the skater to randomize
bool ScriptRandomizeAppearance( Script::CStruct *pParams, Script::CScript *pScript )
{
Dbg_Message( "STUB: RandomizeAppearance" );
/*
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
Gfx::CModelAppearance* pSkaterAppearance = pSkaterProfile->GetAppearance();
Dbg_Assert( pSkaterAppearance );
pSkaterAppearance->Randomize();
*/
// Randomize: Randomizes parts, height, weight
// Possibly to be moved into script...
// Needs to take disqualifications into account
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PrintCurrentAppearance |
// @parm int | skater | the skater num
bool ScriptPrintCurrentAppearance(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
Gfx::CModelAppearance* pAppearance;
pAppearance = pSkaterProfile->GetAppearance();
pAppearance->PrintContents(pAppearance->GetStructure());
/*const Gfx::CFaceTexture* p_face = pAppearance->GetFaceTexture();
if( p_face && p_face->IsValid())
pAppearance->GetFaceTexture()->PrintContents();*/
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetNeversoftSkater |
// @parm int | skater | the skater num
// @parm structure | appearance | current appearance structure
// @parm structure | info | current info structure
bool ScriptSetNeversoftSkater(Script::CStruct *pParams, Script::CScript *pScript)
{
// debug info:
// printf( "Set Neversoft Skater" );
// pParams->PrintContents();
// make sure it's a custom skater
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
Dbg_MsgAssert( !pSkaterProfile->IsPro(), ( "This function only works on a custom skater." ) );
// get the current appearance structure
Script::CStruct* pAppearanceStructure;
pParams->GetStructure( "appearance", &pAppearanceStructure, true );
// apply the desired appearance structure
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
pAppearance->Load( pAppearanceStructure );
// get the current info structure
Script::CStruct* pInfoStructure;
pParams->GetStructure( "info", &pInfoStructure, true );
// append the new info structure
Script::CStruct* pInfo = pSkaterProfile->GetInfo();
pInfo->AppendStructure( pInfoStructure );
#ifdef __NOPT_ASSERT__
Script::PrintContents(pInfo);
#endif
// TODO: since the career is being reset,
// we should clear the info too (like stats and trick configs)
pSkaterProfile->SetHeadIsLocked( true );
// reset the career as well
// Obj::CSkaterCareer* pCareer = pSkaterProfile->GetCareer();
// pCareer->Reset();
//
// // reset the career flags
// for ( int i = 0; i < Script::GetInt( "FIRST_SHARED_GLOBAL_FLAG" ); i++ )
// {
// pCareer->UnSetGlobalFlag( i );
// }
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CurrentProfileIsLocked | returns true if this skater profile is locked
// @parm int | skater | the skater num
bool ScriptCurrentProfileIsLocked(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterProfile* pSkaterProfile;
pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile(pParams);
return pSkaterProfile->IsLocked();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetSkaters | skip skaters to their restart points
// can specify either a node number or a node name
// the node number is ued by the "goto restart" menu
// @parmopt int | node_number | -1 | number of a node to skip the skater to
// @parmopt name | node_name | | name of a node to skip the skater to
bool ScriptResetSkaters(Script::CStruct *pParams, Script::CScript *pScript)
{
int node = -1;
if (!pParams->GetInteger("node_number",&node))
{
uint32 node_name;
if (pParams->GetChecksum("node_name",&node_name))
{
node = SkateScript::FindNamedNode(node_name);
}
}
Mdl::Skate::Instance()->ResetSkaters(node, pParams->ContainsFlag(CRCD(0xd6f06bf6, "RestartWalking")));
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetSkaterProfileInfo | Appends the structure to the specified skater
// profile info. (Should only append the item if the item is of the same
// type)
// @parm int | player | the player slot to set
// @parm structure | params | the stuff to set
bool ScriptSetSkaterProfileInfo(Script::CStruct *pParams, Script::CScript *pScript)
{
// now append appropriate data
int playerNum;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &playerNum, Script::ASSERT );
Script::CStruct* pAppendStruct;
pParams->GetStructure( "params", &pAppendStruct, Script::ASSERT );
Obj::CPlayerProfileManager* pProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pProfileManager->GetProfile( playerNum );
Script::CStruct* pStruct = pProfile->GetInfo();
pStruct->AppendStructure( pAppendStruct );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetSkaterProfileInfo | Returns the skater profile info in the script params
// @parm int | player | the player slot to get
// @parm float | value | value
bool ScriptGetSkaterProfileInfo(Script::CStruct *pParams, Script::CScript *pScript)
{
int playerNum;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &playerNum, Script::ASSERT );
Obj::CPlayerProfileManager* pProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pProfileManager->GetProfile( playerNum );
Dbg_MsgAssert( pScript, ( "NULL pScript" ) );
Dbg_MsgAssert( pScript->GetParams(), ( "NULL pScript params" ) );
pScript->GetParams()->AppendStructure( pProfile->GetInfo() );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetSkaterProfileProperty | Debugging function to set individual stats
// @parm int | stat | the stat to set
// @parm float | value | value
bool ScriptSetSkaterProfileProperty(Script::CStruct *pParams, Script::CScript *pScript)
{
int playerNum;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &playerNum, Script::ASSERT );
uint32 stat;
int value;
pParams->GetChecksum( NONAME, &stat );
pParams->GetInteger( NONAME, &value );
Obj::CPlayerProfileManager* pProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pProfileManager->GetProfile( playerNum );
return pProfile->SetPropertyValue( stat, value );
/* // If no skater was specified, change the stats of all local skaters
if( pScript->mpObject == NULL )
{
for( i = 0; i < Mdl::Skate::vMAX_SKATERS; i++ )
{
pSkater = Mdl::Skate::Instance()->GetSkater(i);
if (pSkater && pSkater->IsLocalClient()) // Skater might not exist
{
pSkater->SetStat((Obj::CSkater::EStat)stat,value);
}
}
}
else
{
pSkater = static_cast <Obj::CSkater*>( pScript->mpObject );
Dbg_Assert( pSkater );
pSkater->SetStat((Obj::CSkater::EStat)stat,value);
}
return true;
*/
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ToggleAlwaysSpecial | ToggleAlwaysSpecial (on/off) fixes the
// special meter to be always full. <nl>
// ToggleAlwaysSpecial ; Toggle it (useful for puttin on a button) <nl>
// ToggleAlwaysSpecial on ; Sets it on <nl>
// ToggleAlwaysSpecial off ; Sets it off <nl>
// Note that when you set it on, the special meter is immediately full.
// However, when you turn it off, then the special meter will just decay
// normally, so it might not be immediately obvious that you switched it off.
bool ScriptToggleAlwaysSpecial(Script::CStruct *pParams, Script::CScript *pScript)
{
bool on = pParams->ContainsFlag("on");
bool off = pParams->ContainsFlag("off");
for (int i=0;i<8;i++)
{
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetSkater(i);
if (pSkater) // Skater might not exist
{
if (on)
{
pSkater->SetAlwaysSpecial(true);
}
else if (off)
{
pSkater->SetAlwaysSpecial(false);
}
else
{
pSkater->ToggleAlwaysSpecial();
}
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterSpeedGreaterThan | Check the skater speed, as if to have a ped
// not fall when the skater is stationary
// @parm float | speed | Speed to check against
bool ScriptSkaterSpeedGreaterThan( Script::CStruct *pParams, Script::CScript *pScript )
{
float speed;
if ( pParams->GetFloat( NONAME, &speed ) )
{
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetLocalSkater();
if ( pSkater )
{
float skaterVel = pSkater->GetVel( ).Length( );
if ( skaterVel > speed)
{
return true;
}
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterSpeedLessThan | Check the skater speed, as if to have a ped
// not fall when the skater is stationary
// @parm float | speed | Speed to check against
bool ScriptSkaterSpeedLessThan( Script::CStruct *pParams, Script::CScript *pScript )
{
float speed;
if ( pParams->GetFloat( NONAME, &speed ) )
{
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetLocalSkater();
if ( pSkater )
{
float skaterVel = pSkater->GetVel( ).Length( );
if ( skaterVel < speed )
{
return true;
}
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterLastScoreLandedGreaterThan | Detects last score to trigger if script.
// Example: if SkaterLastScoreLandedGreaterThan 2000 --do cool stuff-- endif
// @uparm 1 | Score (int)
bool ScriptLastScoreLandedGreaterThan( Script::CStruct *pParams, Script::CScript *pScript )
{
int score;
score = s_get_score_from_params( pParams, pScript );
Mdl::Score *pScore;
pScore = s_get_score_struct( );
if ( pScore )
{
int scorePot = pScore->GetLastScoreLanded();
if ( scorePot > score )
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterLastScoreLandedLessThan | Detects last score to trigger if script.
// Example: if SkaterLastScoreLandedLessThan 2000 --do cool stuff-- endif
// @uparm 1 | Score (int)
bool ScriptLastScoreLandedLessThan( Script::CStruct *pParams, Script::CScript *pScript )
{
int score;
score = s_get_score_from_params( pParams, pScript );
Mdl::Score *pScore;
pScore = s_get_score_struct( );
if ( pScore )
{
int scorePot = pScore->GetLastScoreLanded();
if ( scorePot < score )
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | AnySkaterTotalScoreGreaterThan | Checks if any skaters' score is greater than the score paramter
// Example: if AnySkaterTotalScoreGreaterThan 2000 --do cool stuff-- endif
// @uparm 1 | Score (int)
bool ScriptAnyTotalScoreAtLeast( Script::CStruct *pParams, Script::CScript *pScript )
{
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
GameNet::PlayerInfo* player;
Lst::Search< GameNet::PlayerInfo > sh;
int score;
score = s_get_score_from_params( pParams, pScript );
if( Mdl::Skate::Instance()->GetGameMode()->IsTeamGame())
{
int i;
int total_score[GameNet::vMAX_TEAMS] = {0};
for( player = gamenet_man->FirstPlayerInfo( sh ); player; player = gamenet_man->NextPlayerInfo( sh ))
{
Mdl::Score* pScore = player->m_Skater->GetScoreObject();
total_score[player->m_Team] += pScore->GetTotalScore();
}
for( i = 0; i < GameNet::vMAX_TEAMS; i++ )
{
if( total_score[i] >= score )
{
return true;
}
}
}
else
{
for( player = gamenet_man->FirstPlayerInfo( sh ); player; player = gamenet_man->NextPlayerInfo( sh ))
{
if( player->m_Skater )
{
Mdl::Score *pScore;
pScore = player->m_Skater->GetScoreObject();
int totalScore = pScore->GetTotalScore();
if( totalScore >= score )
{
return true;
}
}
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptOnlyOneSkaterLeft( Script::CStruct *pParams, Script::CScript *pScript )
{
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
GameNet::PlayerInfo* player;
Lst::Search< GameNet::PlayerInfo > sh;
Lst::Search< GameNet::NewPlayerInfo > new_sh;
int num_participants_left;
num_participants_left = 0;
if( Mdl::Skate::Instance()->GetGameMode()->IsTeamGame())
{
int i;
int total_score[GameNet::vMAX_TEAMS] = {0};
for( player = gamenet_man->FirstPlayerInfo( sh ); player; player = gamenet_man->NextPlayerInfo( sh ))
{
Mdl::Score* pScore = player->m_Skater->GetScoreObject();
total_score[player->m_Team] += pScore->GetTotalScore();
}
for( i = 0; i < GameNet::vMAX_TEAMS; i++ )
{
if( total_score[i] > 0 )
{
num_participants_left++;
}
}
// If we're still waiting to load players fully, this test is invalid
if( gamenet_man->FirstNewPlayerInfo( new_sh ))
{
return false;
}
}
else
{
int num_players;
num_players = 0;
for( player = gamenet_man->FirstPlayerInfo( sh ); player; player = gamenet_man->NextPlayerInfo( sh ))
{
if( player->m_Skater )
{
Mdl::Score *pScore;
num_players++;
pScore = player->m_Skater->GetScoreObject();
int totalScore = pScore->GetTotalScore();
if( totalScore > 0 )
{
num_participants_left++;
}
}
}
// If we're still waiting to load players fully, this test is invalid
if( gamenet_man->FirstNewPlayerInfo( new_sh ))
{
return false;
}
if( num_players == 1 )
{
return false;
}
}
if( gamenet_man->OnServer())
{
if( ( gamenet_man->GetHostMode() == GameNet::vHOST_MODE_AUTO_SERVE ) ||
( gamenet_man->GetHostMode() == GameNet::vHOST_MODE_FCFS ))
{
if( num_participants_left == 0 )
{
return true;
}
}
}
return num_participants_left == 1;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterTotalScoreGreaterThan | Detects last score to trigger if script.
// Example: if SkaterTotalScoreGreaterThan 2000 --do cool stuff-- endif
// @uparm 1 | Score (int)
bool ScriptTotalScoreGreaterThan( Script::CStruct *pParams, Script::CScript *pScript )
{
int score;
score = s_get_score_from_params( pParams, pScript );
Mdl::Score *pScore;
pScore = s_get_score_struct( );
if ( pScore )
{
int totalScore = pScore->GetTotalScore();
if ( totalScore > score )
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterTotalScoreLessThan | Detects last score to trigger if script.
// Example: if SkaterTotalScoreLessThan 2000 --do cool stuff-- endif
// @uparm 1 | Score (int)
bool ScriptTotalScoreLessThan( Script::CStruct *pParams, Script::CScript *pScript )
{
int score;
score = s_get_score_from_params( pParams, pScript );
Mdl::Score *pScore;
pScore = s_get_score_struct( );
if ( pScore )
{
int totalScore = pScore->GetTotalScore();
if ( totalScore < score )
return ( true );
}
return ( false );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterCurrentScorePotGreaterThan | Detects last score to trigger if script.
// Example: if SkaterCurrentScorePotGreaterThan 2000 --do cool stuff-- endif
// @uparm 1 | Score (int)
bool ScriptCurrentScorePotGreaterThan( Script::CStruct *pParams, Script::CScript *pScript )
{
int score;
int scale;
scale = 1;
score = s_get_score_from_params( pParams, pScript );
pParams->GetInteger( CRCD(0xb08c5ae8,"point_scale"), &scale );
score *= scale;
Mdl::Score *pScore;
pScore = s_get_score_struct( );
if ( pScore )
{
int curScore = pScore->GetScorePotValue();
if ( curScore > score )
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script bool | SkaterCurrentScorePotLessThan | Detects last score to trigger if script.
// Example: if SkaterCurrentScorePotLessThan 2000 --do cool stuff-- endif
// @uparm 1 | Score (int)
bool ScriptCurrentScorePotLessThan( Script::CStruct *pParams, Script::CScript *pScript )
{
int score;
score = s_get_score_from_params( pParams, pScript );
Mdl::Score *pScore;
pScore = s_get_score_struct( );
if ( pScore )
{
int curScore = pScore->GetScorePotValue();
if ( curScore < score )
return true;
}
return false;
}
// @script | SkaterGetScoreInfo | Adds the parameters ScorePot, TotalScore and LastScoreLanded to the script's parameters.
bool ScriptSkaterGetScoreInfo( Script::CStruct *pParams, Script::CScript *pScript )
{
Mdl::Score *p_score=s_get_score_struct( );
pScript->GetParams()->AddInteger(CRCD(0x95e84391,"ScorePot"),p_score->GetScorePotValue());
pScript->GetParams()->AddInteger(CRCD(0xee5b2b48,"TotalScore"),p_score->GetTotalScore());
pScript->GetParams()->AddInteger(CRCD(0xea60ac69,"LastScoreLanded"),p_score->GetLastScoreLanded());
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GoalGreaterThan | Counts the number of goals you have got.
// @uparm 1.0 | value to check
bool ScriptGoalsGreaterThan( Script::CStruct *pParams, Script::CScript *pScript )
{
float num;
if ( pParams->GetFloat( NONAME, &num ) )
{
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
if (pCareer->CountTotalGoalsCompleted() > num)
{
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GoalsEqualTo | Counts the number of goals you have got.
// @uparm 1.0 | number of goals
bool ScriptGoalsEqualTo( Script::CStruct *pParams, Script::CScript *pScript )
{
float num;
if ( pParams->GetFloat( NONAME, &num ) )
{
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
if (pCareer->CountTotalGoalsCompleted() == num)
{
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | MedalsGreaterThan | Counts the number of medals you have got. This
// is just the number of levels you have gotten a medal in, so it will be 0 - 3.
// @uparm 1.0 | number of medals
bool ScriptMedalsGreaterThan( Script::CStruct *pParams, Script::CScript *pScript )
{
float num;
if ( pParams->GetFloat( NONAME, &num ) )
{
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
if (pCareer->CountMedals() > num)
{
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | MedalsEqualTo | Counts the number of medals you have got. This
// is just the number of levels you have gotten a medal in, so it will be 0 - 3.
// @uparm 1.0 | number of medals
bool ScriptMedalsEqualTo( Script::CStruct *pParams, Script::CScript *pScript )
{
float num;
if ( pParams->GetFloat( NONAME, &num ) )
{
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
if (pCareer->CountMedals() == num)
{
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ToggleSkaterCamMode | Toggles the camera mode for a given skater
// @parm int | skater |
bool ScriptToggleSkaterCamMode(Script::CStruct *pParams, Script::CScript *pScript)
{
int skater;
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater );
if (!Mdl::Skate::Instance()->GetGameMode()->IsFrontEnd())
{
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
Obj::CSkater* p_skater = NULL;
if (skater == 0)
{
GameNet::PlayerInfo* player;
player = gamenet_man->GetLocalPlayer();
if( player )
{
p_skater = player->m_Skater;
}
}
else
{
p_skater = Mdl::Skate::Instance()->GetSkater( skater );
}
if( p_skater )
{
/*
if ( p_skater->GetSkaterCam()->mMode < Obj::CSkaterCam::SKATERCAM_NUM_NORMAL_MODES )
{
p_skater->ToggleCamMode();
}
*/
GetSkaterCameraComponentFromObject(p_skater->GetCamera())->ToggleMode();
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetSkaterID | returns the id of the skater, so that you can run member functions on it from a global script
// @parm int | skater | Which skater's ID you want to grab
// The skater's id is returned in objID, check the script for examples
bool ScriptGetSkaterID( Script::CStruct* pParams, Script::CScript* pScript )
{
// in this context, skater really means "viewport"
int skaterId;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterId ) )
pSkater = Mdl::Skate::Instance()->GetSkater( skaterId );
else
pSkater = Mdl::Skate::Instance()->GetLocalSkater();
if ( pSkater && pSkater->IsLocalClient() )
{
uint32 id = pSkater->GetID();
Dbg_Assert( pScript && pScript->GetParams() );
pScript->GetParams()->AddChecksum( "objID", id );
// Dbg_Printf( "************** SKATER ID %d\n", id );
return true;
}
Dbg_MsgAssert( 0, ( "Couldn't find specified skater" ) );
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptGetCurrentSkaterID( Script::CStruct* pParams, Script::CScript* pScript )
{
Dbg_Assert( pScript->mpObject );
Obj::CSkater* pSkater = static_cast <Obj::CSkater*>( pScript->mpObject.Convert() );
if( pSkater && pSkater->IsLocalClient() )
{
uint32 id = pSkater->GetID();
Dbg_Assert( pScript && pScript->GetParams() );
pScript->GetParams()->AddChecksum( "objID", id );
//Dbg_Printf( "************** SKATER ID %d\n", id );
return true;
}
Dbg_MsgAssert( 0, ( "Couldn't find specified skater" ) );
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetSkaterCamLerpReductionTimer |
// @parmopt float | time | 0.0 | time value
bool ScriptSetSkaterCamLerpReductionTimer( Script::CStruct *pParams, Script::CScript *pScript )
{
/*
Obj::CSkater* p_skater = static_cast <Obj::CSkater*>( pScript->mpObject.Convert() );
Dbg_Assert( p_skater );
Obj::CSkaterCam* p_cam = p_skater->GetSkaterCam();
if( p_cam == NULL )
{
return true;
}
float time = 0.0f;
pParams->GetFloat( 0x906b67ba, &time, true ); // time
p_cam->SetLerpReductionTimer( time );
*/
// printf ("skfuncs %d: SUTUBBBEDDDDDDDDDDDDDDDDDDDDDDDD\n",__LINE__);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PlaySkaterCamAnim | Play a camera animation for a given skater <nl>
// Example usage:
// script play_photoguy_cam
// TRG_G_TS_PhotoGuy:Obj_GetID
// PlaySkaterCamAnim skater=0 name=G_TS_CameraStart targetID=objID targetOffset=(0,50,0) positionOffset=(-100, 50, -100)
// ; camera looks at a point 50 units above the photoguy, camera is fixed to a position 50 units above, 100 units behind, and 100 units to the left
// endscript
// @parmopt int | skater | 0 |
// @parmopt name | skaterId | | find the skater by id, rather than index
// @flag stop |
// @parm name | name | the name of the animation
// @flag loop | loop the animation
// @flag focus_skater |
// @flag play_hold |
// @parmopt int | skippable | | whether the movie is skippable
// @parmopt name | exitScript | | name of script to run when the movie finishes/is skipped through
// @parmopt structure | exitParams | | additional parameters to be passed to the exitScript
// @parmopt name | targetID | | m_id of the object to follow (not the node's name! see example below)
// @parmopt vector | targetOffset | | offset from the specified targetID to look at (in local space, not world space)
// @parmopt vector | positionOffset | | overrides the camera position with the specified offset from the specified targetID
bool ScriptPlaySkaterCamAnim( Script::CStruct *pParams, Script::CScript *pScript )
{
if ( pParams->ContainsFlag( CRCD(0x0c567fa2,"use_last_camera") ) )
{
// used so that we don't go back to the skatercam
// when the "want to save" dialog comes up
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->ApplyLastCamera();
return true;
}
// in this context, skater really means "viewport"
int skaterIndex = 0;
uint32 skaterId;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetChecksum( "skaterId", &skaterId, Script::NO_ASSERT ) )
{
Obj::CObject* pObj = Obj::ResolveToObject( skaterId);
Dbg_MsgAssert( pObj && pObj->GetType() == SKATE_TYPE_SKATER, ( "%x is not a skater.", skaterId ) );
pSkater = (Obj::CSkater*)pObj;
}
else
{
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterIndex );
pSkater = Mdl::Skate::Instance()->GetSkater( skaterIndex );
}
if ( pSkater )
{
if ( pSkater->IsLocalClient() )
{
// The stop flag is read with highest priority.
if ( pParams->ContainsFlag( "stop" ) )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->ClearMovieQueue();
return true;
}
else
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
// GJ: The camera may not be framed properly if the
// skater was scaled up, so the following script will
// shut off the scaling on the skater... restore_skater_camera
// will re-enable it when the movie is done
Script::RunScript( CRCD(0xdf00bdff,"disable_skater_scaling") );
// start the movie with the default params...
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->AddMovieToQueue( movieName, pParams, CRCD(0x66b7dd11,"skatercamanim") );
}
}
else
{
if ( !pSkater->IsLocalClient() )
{
printf("this isn't a local skater!\n");
}
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetSkaterCamAnimSkippable | set the current anim for a given
// skater as skippable
// @parmopt int | skater | 0 | the skater
// @parmopt name | skaterId | | the id of the skater
// @parmopt int | name | | the name of the movie to set skippable (otherwise, it will use the currently-playing movie)
// @parmopt int | skippable | 0 | set to anything greater than 0 to set anim to skippable
bool ScriptSetSkaterCamAnimSkippable( Script::CStruct *pParams, Script::CScript *pScript )
{
// in this context, skater really means "viewport"
uint32 skaterId;
int skaterIndex = 0;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetChecksum( "skaterId", &skaterId, Script::NO_ASSERT ) )
{
Obj::CObject* pObj = Obj::ResolveToObject( skaterId);
Dbg_MsgAssert( pObj && pObj->GetType() == SKATE_TYPE_SKATER, ( "%x is not a CSkater", skaterId ) );
pSkater = (Obj::CSkater*)pObj;
}
else
{
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterIndex );
pSkater = Mdl::Skate::Instance()->GetSkater( skaterIndex );
}
if( pSkater && pSkater->IsLocalClient() )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
int skippable = 0;
pParams->GetInteger( "skippable", &skippable );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->SetMovieSkippable( movieName, skippable );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetSkaterCamAnimShouldPause | changes the pause mode of a skater cam.
// If the pause mode is set to false, the cam will play even if the game is paused
// @parmopt name | skaterId | | the id of the skater
// @parmopt int | skater | 0 | the skater index
bool ScriptSetSkaterCamAnimShouldPause( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 skaterId;
int skaterIndex = 0;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetChecksum( "skaterId", &skaterId, Script::NO_ASSERT ) )
{
Obj::CObject* pObj = Obj::ResolveToObject( skaterId);
Dbg_MsgAssert( pObj && pObj->GetType() == SKATE_TYPE_SKATER, ( "%x is not a CSkater", skaterId ) );
pSkater = (Obj::CSkater*)pObj;
}
else
{
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterIndex );
pSkater = Mdl::Skate::Instance()->GetSkater( skaterIndex );
}
if ( pSkater && pSkater->IsLocalClient() )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
int should_pause = 0;
pParams->GetInteger( "should_pause", &should_pause );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->SetMoviePauseMode( movieName, should_pause );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetCurrentSkaterCamAnimName | returns the name of the current skater cam (if any)
bool ScriptGetCurrentSkaterCamAnimName( Script::CStruct *pParams, Script::CScript *pScript )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
uint32 movieName = skate_mod->GetMovieManager()->GetCurrentMovieName();
if ( movieName != 0 )
{
pScript->GetParams()->AddChecksum( CRCD(0xa1dc81f9,"name"), movieName );
return true;
}
pScript->GetParams()->AddString( CRCD(0xa1dc81f9,"name"), "none" );
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetSkaterCamAnimParams | returns the params of the current skater cam
bool ScriptGetSkaterCamAnimParams( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 name = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &name, Script::NO_ASSERT );
uint32 skaterId;
int skaterIndex = 0;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetChecksum( "skaterId", &skaterId, Script::NO_ASSERT ) )
{
Obj::CObject* pObj = Obj::ResolveToObject( skaterId);
Dbg_MsgAssert( pObj && pObj->GetType() == SKATE_TYPE_SKATER, ( "%x is not a CSkater", skaterId ) );
pSkater = (Obj::CSkater*)pObj;
}
else
{
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterIndex );
pSkater = Mdl::Skate::Instance()->GetSkater( skaterIndex );
}
if ( pSkater && pSkater->IsLocalClient() )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
Script::CStruct* pMovieParams = skate_mod->GetMovieManager()->GetMovieParams( name );
if ( pMovieParams )
{
pScript->GetParams()->AppendStructure( pMovieParams );
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SkaterCamAnimFinished | returns true if the anim for the
// given skater is finished
// @parmopt int | skater | 0 | the skater
// @parmopt name | skaterId | | the id of the skater
// @parmopt int | cam | 1 | the camera number
bool ScriptSkaterCamAnimFinished( Script::CStruct *pParams, Script::CScript *pScript )
{
// in this context, skater really means "viewport"
uint32 skaterId;
int skaterIndex = 0;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetChecksum( "skaterId", &skaterId, Script::NO_ASSERT ) )
{
Obj::CObject* pObj = Obj::ResolveToObject( skaterId);
Dbg_MsgAssert( pObj && pObj->GetType() == SKATE_TYPE_SKATER, ( "%x is not a CSkater", skaterId ) );
pSkater = (Obj::CSkater*)pObj;
}
else
{
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterIndex );
pSkater = Mdl::Skate::Instance()->GetSkater( skaterIndex );
}
if( pSkater && pSkater->IsLocalClient() )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
return skate_mod->GetMovieManager()->IsMovieComplete( movieName );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SkaterCamAnimHeld | returns true if anim is held
// @parmopt int | skater | 0 | the skater
// @parmopt name | skater | | the id of the skater
bool ScriptSkaterCamAnimHeld( Script::CStruct *pParams, Script::CScript *pScript )
{
// in this context, skater really means "viewport"
uint32 skaterId;
int skaterIndex = 0;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetChecksum( "skaterId", &skaterId, Script::NO_ASSERT ) )
{
Obj::CObject* pObj = Obj::ResolveToObject( skaterId);
Dbg_MsgAssert( pObj && pObj->GetType() == SKATE_TYPE_SKATER, ( "%x is not a CSkater", skaterId ) );
pSkater = (Obj::CSkater*)pObj;
}
else
{
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterIndex );
pSkater = Mdl::Skate::Instance()->GetSkater( skaterIndex );
}
if( pSkater && pSkater->IsLocalClient() )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
return skate_mod->GetMovieManager()->IsMovieHeld( movieName );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | KillSkaterCamAnim |
// @parmopt int | skater | 0 | the skater
// @parmopt name | skaterId | | the id of the skater
// @flag current | kill the current cam anim
// @flag all | kill all cam anims
bool ScriptKillSkaterCamAnim( Script::CStruct *pParams, Script::CScript *pScript )
{
bool success = true;
// in this context, skater really means "viewport"
uint32 skaterId;
int skaterIndex = 0;
Obj::CSkater* pSkater = NULL;
if ( pParams->GetChecksum( "skaterId", &skaterId, Script::NO_ASSERT ) )
{
Obj::CObject* pObj = Obj::ResolveToObject( skaterId);
Dbg_MsgAssert( pObj && pObj->GetType() == SKATE_TYPE_SKATER, ( "%x is not a CSkater", skaterId ) );
pSkater = (Obj::CSkater*)pObj;
}
else if( pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skaterIndex ))
{
pSkater = Mdl::Skate::Instance()->GetSkater( skaterIndex );
}
else
{
pSkater = Mdl::Skate::Instance()->GetLocalSkater();
}
if( pSkater && pSkater->IsLocalClient() )
{
if ( pParams->ContainsFlag( "current" ) )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
success = skate_mod->GetMovieManager()->AbortCurrentMovie( false );
}
else if ( pParams->ContainsFlag( "all" ) )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->ClearMovieQueue();
success = true;
}
else
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName, true );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->RemoveMovieFromQueue( movieName );
success = true;
}
}
// GJ: if the movie queue is empty, it's time to restore the skater
// camera (this fixes SK5:TT13239 - "View goals - camera stays on
// view goal position instead of returning to skater when unpausing"
// or one of the park editor cameras
if ( !Mdl::Skate::Instance()->GetMovieManager()->IsRolling() )
{
if ( Ed::CParkEditor::Instance()->EditingCustomPark() )
{
Ed::CParkEditor::Instance()->SetAppropriateCamera();
}
else
{
Script::RunScript( CRCD(0x15674315,"restore_skater_camera") );
}
}
return success;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ReloadSkaterCamAnim | undocumented
bool ScriptReloadSkaterCamAnim( Script::CStruct* pParams, Script::CScript* pScript )
{
if ( !Config::GotExtraMemory() )
{
Dbg_Message( "ReloadSkaterCamAnim: This function only works with the extra debug heap. (Otherwise, it would fragment the bottom-up heap.)" );
return false;
}
uint32 animName;
const char* pFileName;
if ( !pParams->GetChecksum( NONAME, &animName, false ) )
{
Dbg_Message( "ReloadSkaterCamAnim: Missing cam anim name.\n" );
return false;
}
if ( !pParams->GetText( NONAME, &pFileName, false ) )
{
Dbg_Message( "ReloadSkaterCamAnim: Missing cam anim filename.\n" );
return false;
}
Dbg_Message( "Reloading movie %08x with file %s...", animName, pFileName );
// clear any existing movies in the queue, just in case we were in the middle of playing the anim to be replaced
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->ClearMovieQueue();
// reload the appropriate asset
Ass::CAssMan * ass_man = Ass::CAssMan::Instance();
// on the debug heap
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().DebugHeap());
bool success = ass_man->ReloadAsset( animName, pFileName, false );
Mem::Manager::sHandle().PopContext();
return success;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PlayCutscene | Play a cutscene
bool ScriptPlayCutscene( Script::CStruct *pParams, Script::CScript *pScript )
{
if( pParams->ContainsFlag( "stop" ))
{
Dbg_MsgAssert( 0, ( "stop parameter doesn't work with PlayCutscene" ) );
}
// uint32 movieName = 0;
// pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
// all cutscenes are named as "cutscene"... this will
// help me enforce that there is only one cutscene playing
// at any given time...
uint32 movieName = CRCD(0xf5012f52,"cutscene");
// We don't want any messages showing through the cutscene
Script::RunScript("destroy_goal_panel_messages");
// start the movie with the default params...
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetMovieManager()->AddMovieToQueue( movieName, pParams, CRCD(0xf5012f52,"cutscene") );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | HasMovieStarted | return true if the video of a movie has started
// (after loading data)
bool ScriptHasMovieStarted( Script::CStruct *pParams, Script::CScript *pScript )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
return skate_mod->GetMovieManager()->HasMovieStarted();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | IsMovieQueued | return true if there are any movies in the queue,
// regardless of whether the video has started
bool ScriptIsMovieQueued( Script::CStruct *pParams, Script::CScript *pScript )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
return skate_mod->GetMovieManager()->IsMovieQueued();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PlayMovingObjectAnim | Play an scene-based animation (earthquake, for instance)
bool ScriptPlayMovingObjectAnim( Script::CStruct *pParams, Script::CScript *pScript )
{
if( pParams->ContainsFlag( "stop" ))
{
Dbg_MsgAssert( 0, ( "stop parameter doesn't work with PlayMovingObjectAnim" ) );
}
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
Dbg_Message( "playmovingobjectanim %s", Script::FindChecksumName(movieName) );
// start the movie with the default params...
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetObjectAnimManager()->AddMovieToQueue( movieName, pParams, CRCD(0x12743edb,"objectanim") );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetMovingObjectAnimSkippable | set the current movie as skippable
// @parmopt int | name | | the name of the movie to set skippable (otherwise, it will use the currently-playing movie)
// @parmopt int | skippable | 0 | set to anything greater than 0 to set anim to skippable
bool ScriptSetMovingObjectAnimSkippable( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
int skippable = 0;
pParams->GetInteger( "skippable", &skippable );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetObjectAnimManager()->SetMovieSkippable( movieName, skippable );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetMovingObjectAnimShouldPause | changes the pause mode of a skater cam.
// If the pause mode is set to false, the cam will play even if the game is paused
bool ScriptSetMovingObjectAnimShouldPause( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
int should_pause = 0;
pParams->GetInteger( "should_pause", &should_pause );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetObjectAnimManager()->SetMoviePauseMode( movieName, should_pause );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | MovingObjectAnimFinished | returns true if the anim for the
// given skater is finished
// @parm int | skater | the skater
// @parmopt int | cam | 1 | the camera number
bool ScriptMovingObjectAnimFinished( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
return skate_mod->GetObjectAnimManager()->IsMovieComplete( movieName );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | MovingObjectAnimHeld | returns true if anim is held
// @parm int | skater | the skater
bool ScriptMovingObjectAnimHeld( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
return skate_mod->GetObjectAnimManager()->IsMovieHeld( movieName );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | KillMovingObjectAnim |
// @parmopt int | skater | 0 | the skater
// @flag current | kill the current cam anim
// @flag all | kill all cam anims
bool ScriptKillMovingObjectAnim( Script::CStruct *pParams, Script::CScript *pScript )
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
Obj::CMovieManager* pObjectAnimManager = skate_mod->GetObjectAnimManager();
if ( pParams->ContainsFlag( "current" ) )
{
return pObjectAnimManager->AbortCurrentMovie( false );
}
else if ( pParams->ContainsFlag( "all" ) )
{
pObjectAnimManager->ClearMovieQueue();
return true;
}
else
{
uint32 movieName = 0;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &movieName, true );
pObjectAnimManager->RemoveMovieFromQueue( movieName );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ReloadMovingObjectAnim | undocumented
bool ScriptReloadMovingObjectAnim( Script::CStruct* pParams, Script::CScript* pScript )
{
if ( !Config::GotExtraMemory() )
{
Dbg_Message( "ReloadMovingObjectAnim: This function only works with the extra debug heap. (Otherwise, it would fragment the bottom-up heap.)" );
return false;
}
uint32 animName;
const char* pFileName;
if ( !pParams->GetChecksum( NONAME, &animName, false ) )
{
Dbg_Message( "ReloadMovingObjectAnim: Missing cam anim name.\n" );
return false;
}
if ( !pParams->GetText( NONAME, &pFileName, false ) )
{
Dbg_Message( "ReloadMovingObjectAnim: Missing cam anim filename.\n" );
return false;
}
Dbg_Message( "Reloading movie %08x with file %s...", animName, pFileName );
// clear any existing movies in the queue, just in case we were in the middle of playing the anim to be replaced
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
skate_mod->GetObjectAnimManager()->ClearMovieQueue();
// reload the appropriate asset
Ass::CAssMan * ass_man = Ass::CAssMan::Instance();
// on the debug heap
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().DebugHeap());
bool success = ass_man->ReloadAsset( animName, pFileName, false );
Mem::Manager::sHandle().PopContext();
return success;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SkaterDebugOn | sets debug to on
bool ScriptSkaterDebugOn(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::DebugSkaterScripts=true;
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SkaterDebugOff | sets debug to off
bool ScriptSkaterDebugOff(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::DebugSkaterScripts=false;
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | VibrationIsOn | returns true if vibration for the specified
// player is on
// @uparm 0 | the player
bool ScriptVibrationIsOn(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to VibrationIsOn",i));
return Mdl::Skate::Instance()->mp_controller_preferences[i].VibrationOn;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | VibrationOn | turns on vibration for the specified player
// @uparm 0 | player
bool ScriptVibrationOn(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to VibrationOn",i));
Mdl::Skate::Instance()->SetVibration(i,true);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | VibrationOff | turns off vibration for the specified player
// @uparm 0 | the player
bool ScriptVibrationOff(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to VibrationOn",i));
Mdl::Skate::Instance()->SetVibration(i,false);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AutoKickIsOn | returns true if autokick is on for the specified skater
// @uparmopt 0 | skater
bool ScriptAutoKickIsOn(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to AutoKickIsOn",i));
return Mdl::Skate::Instance()->mp_controller_preferences[i].AutoKickOn;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AutoKickOn | turns on autokick for the specified player
// @uparmopt 0 | the skater
bool ScriptAutoKickOn(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to AutoKickOn",i));
Mdl::Skate::Instance()->SetAutoKick(i,true);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AutoKickOff | turns off autokick for the specified player
// @uparmopt 0 | skater
bool ScriptAutoKickOff(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to AutoKickOff",i));
Mdl::Skate::Instance()->SetAutoKick(i,false);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SpinTapsAreOn | returns true if spin taps are on
// @uparmopt 0 | skater
bool ScriptSpinTapsAreOn(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to SpinTapsAreOn",i));
return Mdl::Skate::Instance()->mp_controller_preferences[i].SpinTapsOn;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SpinTapsOn | turns on spin taps for the specified skater
// @uparmopt 0 | skater
bool ScriptSpinTapsOn(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to SpinTapsOn",i));
Mdl::Skate::Instance()->SetSpinTaps(i,true);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SpinTapsOff | turns off spin taps for the specified skater
// @uparmopt 0 | skater
bool ScriptSpinTapsOff(Script::CStruct *pParams, Script::CScript *pScript)
{
int i=0;
pParams->GetInteger(NONAME,&i);
Dbg_MsgAssert(i>=0 && i<Mdl::Skate::vMAX_SKATERS, ("Bad index of %d sent to SpinTapsOff",i));
Mdl::Skate::Instance()->SetSpinTaps(i,false);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetCurrentProDisplayInfo |
bool ScriptGetCurrentProDisplayInfo(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile();
pScript->GetParams()->AddComponent( Script::GenerateCRC( "string" ), ESYMBOLTYPE_STRING, pSkaterProfile->GetDisplayName());
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetPlayerAppearance | sets the player appearance
// @parmopt int | player | 0 | index of player whose appearance you want to edit
// @parmopt name | appearance_structure | | the name of the profile
bool ScriptSetPlayerAppearance(Script::CStruct *pParams, Script::CScript *pScript)
{
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( player );
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
Script::CStruct* pAppearanceStruct;
pParams->GetStructure( "appearance_structure", &pAppearanceStruct, Script::ASSERT );
pAppearance->Load( pAppearanceStruct );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetPlayerFacePoints | Gets the player face points and puts it in the structure "current_face_points"
// @parm int | player | 0 | index of player
bool ScriptGetPlayerFacePoints(Script::CStruct *pParams, Script::CScript *pScript)
{
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( player );
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
Gfx::CFaceTexture* pFaceTexture = pAppearance->GetFaceTexture();
Dbg_MsgAssert( pFaceTexture, ( "Appearance doesn't have a face texture1" ) );
Dbg_MsgAssert( pFaceTexture->IsValid(), ( "Face texture has not been initialized with valid texture data" ) );
Script::CStruct *pFacePointsStruct = NULL;
bool make_new_structure = false;
if (!pScript->GetParams()->GetStructure( CRCD(0x12e87395,"current_face_points"), &pFacePointsStruct ))
{
pFacePointsStruct = new Script::CStruct;
make_new_structure = true;
}
Nx::SFacePoints theFacePoints;
theFacePoints = pFaceTexture->GetFacePoints( );
if ( !Nx::SetFacePointsStruct( theFacePoints, pFacePointsStruct ) )
{
Script::PrintContents( pParams );
Dbg_MsgAssert( 0, ("Couldn't set face points to structure") );
}
if (make_new_structure)
{
pScript->GetParams()->AddStructure( CRCD(0x12e87395,"current_face_points"), pFacePointsStruct );
delete pFacePointsStruct;
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetPlayerFacePoints |
// @parmopt struct | face_points | face points structure
bool ScriptSetPlayerFacePoints(Script::CStruct *pParams, Script::CScript *pScript)
{
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( player );
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
Gfx::CFaceTexture* pFaceTexture = pAppearance->GetFaceTexture();
Dbg_MsgAssert( pFaceTexture, ( "Appearance doesn't have a face texture1" ) );
Dbg_MsgAssert( pFaceTexture->IsValid(), ( "Face texture has not been initialized with valid texture data" ) );
Nx::SFacePoints theFacePoints;
Script::CStruct *pFacePointsStruct;
if (!pParams->GetStructure("face_points", &pFacePointsStruct))
{
pFacePointsStruct = pParams;
}
if ( !Nx::GetFacePointsStruct( theFacePoints, pFacePointsStruct ) )
{
Script::PrintContents( pParams );
Dbg_MsgAssert( 0, ("Couldn't read face points from structure") );
}
pFaceTexture->SetFacePoints( theFacePoints );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetPlayerFaceTexture |
bool ScriptSetPlayerFaceTexture(Script::CStruct *pParams, Script::CScript *pScript)
{
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( player );
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
const char* pFaceName;
pParams->GetText( CRCD(0x7d99f28d,"texture"), &pFaceName, Script::ASSERT );
// by default, LoadFace will prepend the filename with "images\\"
// however, the neversoft skater images are located in "textures\\"
// so the following flag will tell LoadFace not to prepend the
// filename
bool fullPathIncluded = pParams->ContainsFlag( CRCD(0x54c2e57c,"FullPathIncluded") );
Gfx::CFaceTexture* pFaceTexture = pAppearance->GetFaceTexture();
Dbg_MsgAssert( pFaceTexture, ( "Appearance doesn't have a face texture2" ) );
pFaceTexture->LoadFace( pFaceName, fullPathIncluded );
Dbg_MsgAssert( pFaceTexture->IsValid(), ( "Face texture should now be considered valid" ) );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetPlayerFaceOverlayTexture |
bool ScriptSetPlayerFaceOverlayTexture(Script::CStruct *pParams, Script::CScript *pScript)
{
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( player );
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
const char* pOverlayTextureName;
pParams->GetText( CRCD(0x7d99f28d,"texture"), &pOverlayTextureName, Script::ASSERT );
Gfx::CFaceTexture* pFaceTexture = pAppearance->GetFaceTexture();
Dbg_MsgAssert( pFaceTexture, ( "Appearance doesn't have a face texture3" ) );
Dbg_MsgAssert( pFaceTexture->IsValid(), ( "Face texture is not valid" ) );
pFaceTexture->SetOverlayTextureName( pOverlayTextureName );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ClearPlayerFaceTexture |
bool ScriptClearPlayerFaceTexture(Script::CStruct *pParams, Script::CScript *pScript)
{
#ifdef __PLAT_NGPS__
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( player );
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
Dbg_Assert( pAppearance );
Gfx::CFaceTexture* pFaceTexture = pAppearance->GetFaceTexture();
Dbg_MsgAssert( pFaceTexture, ( "Appearance doesn't have a face texture4" ) );
pFaceTexture->SetValid( false );
#endif
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PlayerFaceIsValid | returns whether the player has already loaded or downloaded a face
bool ScriptPlayerFaceIsValid(Script::CStruct *pParams, Script::CScript *pScript)
{
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( player );
Gfx::CModelAppearance* pAppearance = pSkaterProfile->GetAppearance();
Dbg_Assert( pAppearance );
Gfx::CFaceTexture* pFaceTexture = pAppearance->GetFaceTexture();
//Dbg_MsgAssert( pFaceTexture, ( "Appearance doesn't have a face texture5" ) );
if ( pFaceTexture )
{
return pFaceTexture->IsValid();
}
else
{
//Appearance doesn't have a face texture
return false;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SelectCurrentSkater | sets the current profile to the specified skater
// @parmopt name | name | | the name of the profile
// @uparmopt name | name of the profile
bool ScriptSelectCurrentSkater(Script::CStruct *pParams, Script::CScript *pScript)
{
uint32 profileName;
if ( !pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &profileName, false ) )
{
pParams->GetChecksum( NONAME, &profileName, true );
}
Obj::CPlayerProfileManager* pPlayerProfileManager=Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile();
// remember old checksum to see if the data has changed
if ( pSkaterProfile->GetSkaterNameChecksum() == profileName )
{
// no change
return false;
}
pPlayerProfileManager->ApplyTemplateToCurrentProfile( profileName );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CareerStartLevel | Called at the start of the level, and whenever
// the level is restarted (by a retry, for example). This will set the level
// number (unless you pass -1, in which case it uses the "current level"). This
// will store the values of the career goals, and the level flags, at the start
// of the level, so at the end of the level, we will be able to see if we have
// just got a particular goal, and play appropriate rewards. Currently you
// should not have to mess with this. I've added appropriate CareerStartLevel
// commands in the level loading script in levels.q. I've also added (in the
// C++ code) what amounts to "CareerStartLevel level = -1" to the "RestartLevel"
// function in skate.cpp. This gets called whenever you restart a level (via
// a retry).
// @parm int | level | the level to start
bool ScriptCareerStartLevel(Script::CStruct *pParams, Script::CScript *pScript)
{
int level;
pParams->GetInteger("level", &level, true); // Note we assert if "level" is missing
Mdl::Skate::Instance()->GetCareer()->StartLevel(level);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CareerLevelIs | This is true if the current level number, as specified
// in the last call to CareerStartLevel, matches the value passed, for example: <nl>
// if CareerLevelIs 1 <nl>
// printf "Foundry!" <nl>
// endif
// @uparm 1 | level to check
bool ScriptCareerLevelIs(Script::CStruct *pParams, Script::CScript *pScript)
{
int level;
pParams->GetInteger(NONAME, &level, true); // Note we assert if the level value is missing
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
return pCareer->GetLevel()==level;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetRecordText |
// @parmopt int | level | | level num (default is current level)
bool ScriptGetRecordText(Script::CStruct *pParams, Script::CScript *pScript)
{
int level;
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
if (!pParams->GetInteger("level", &level, false))
{
level = pCareer->GetLevel();
}
Mdl::Skate::Instance()->GetRecordsText(level);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UpdateRecords |
bool ScriptUpdateRecords(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->UpdateRecords();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CareerReset | Resets all the career info back to as if you've
// just started a new career. Note that this also sets the current level
// to 0 (as you'd not have unlocked any levels). So if you want to use
// this in the middle of playing a level, then you'd better add a "StartLevel
// level = ???" to set the correct level. See ResetLevelGoals for more
bool ScriptCareerReset(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
pCareer->Reset();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetGoal | Sets the goal to the "got" state. All this does
// is set a flag, anything else, like playing sounds, should be done in script
// @parm int | goal | the goal num
bool ScriptSetGoal(Script::CStruct *pParams, Script::CScript *pScript)
{
int goal;
pParams->GetInteger("goal", &goal, true); // Note we assert if "goal" is missing
// if we are not in career mode, then exit
if (!Mdl::Skate::Instance()->GetGameMode()->IsTrue( CRCD(0x1ded1ea4,"is_career") ) && !Mdl::Skate::Instance()->GetGameMode()->IsFrontEnd() )
{
return true;
}
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
pCareer->SetGoal(goal);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UnSetGoal | Clears a particular goal flag
// @parm int | goal | goal flag to clear
bool ScriptUnSetGoal(Script::CStruct *pParams, Script::CScript *pScript)
{
int goal;
pParams->GetInteger("goal", &goal, true); // Note we assert if "goal" is missing
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
pCareer->UnSetGoal(goal);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetGoal | Get the state of a goal. Will be "true" if you have
// got the goal, either in this session, or in some previous session. For
// example: <nl>
// if GetGoal goal = GOAL_SKATE ; if got SKATE, then do nothing here <nl>
// else <nl>
// trigger skater letters <nl>
// endif <nl>
// The primary purpose of this function is the modify the functionality
// of the startup script, to stop things from being created, and to modify
// the intro camera.
// @parm int | goal | the goal to check
bool ScriptGetGoal(Script::CStruct *pParams, Script::CScript *pScript)
{
int goal;
pParams->GetInteger("goal", &goal, true); // Note we assert if "goal" is missing
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
return pCareer->GetGoal(goal);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | JustGotGoal | Is "true" if you got this goal in the current
// session (still valid if the session has just ended). For example: <nl>
// if JustGotoGoal goal = GOAL_SKATE <nl>
// LaunchPanelMessage "Yay! You got the skate letters" <nl>
// endif
// The primary purpose if to play one-time congratulatory sequences at
// the end of the level, in the end-level script. This flag will only
// be true during the session when you actually get the goal
// @parm int | goal | goal th check
bool ScriptJustGotGoal(Script::CStruct *pParams, Script::CScript *pScript)
{
int goal;
pParams->GetInteger("goal", &goal, true); // Note we assert if "goal" is missing
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
return pCareer->JustGotGoal(goal);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetFlag | similar to setgoal. there are 32 flags per level,
// numbered 0 - 31.
// @parm int | flag | the flag to set
bool ScriptSetFlag(Script::CStruct *pParams, Script::CScript *pScript)
{
int flag;
pParams->GetInteger("flag", &flag, true); // Note we assert if "flag" is missing
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
pCareer->SetFlag(flag);
if (flag==Script::GetInt("GOAL_DECK"))
{
//Front::GetNewDeck();
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UnSetFlag | similar to unsetgoal. there are 32 flags per level,
// numbered 0 - 31.
// @parm int | flag | the flag to unset
// @parmopt int | level | | level number
bool ScriptUnSetFlag(Script::CStruct *pParams, Script::CScript *pScript)
{
int flag;
pParams->GetInteger("flag", &flag, true); // Note we assert if "flag" is missing
int level = -1;
pParams->GetInteger( "level", &level, Script::NO_ASSERT );
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
pCareer->UnSetFlag(flag, level);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetFlag | similar to GetGoal. gets the state of the flag
// @parm int | flag | the flag to get
// @parmopt int | level | | the level number (for level specific flags). if
// no level number is given, it will use the current level number
bool ScriptGetFlag(Script::CStruct *pParams, Script::CScript *pScript)
{
int flag;
pParams->GetInteger("flag", &flag, true); // Note we assert if "flag" is missing
int level = 0;
pParams->GetInteger( "level", &level, Script::NO_ASSERT );
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
if ( level )
return pCareer->GetFlag( flag, level );
return pCareer->GetFlag( flag );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | JustGotFlag | similar to the JustGotGoal command. returns true
// if we just got this flag
// @parm int | flag | the flag to check
bool ScriptJustGotFlag(Script::CStruct *pParams, Script::CScript *pScript)
{
int flag;
pParams->GetInteger("flag", &flag, true); // Note we assert if "flag" is missing
Obj::CSkaterCareer* pCareer = Mdl::Skate::Instance()->GetCareer();
return pCareer->JustGotFlag(flag);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetGlobalFlag | sets a global flag
// @parm int | flag | the global flag to set
bool ScriptSetGlobalFlag(Script::CStruct *pParams, Script::CScript *pScript)
{
#ifdef __NOPT_ASSERT__
if (!pParams->ContainsComponentNamed("flag"))
{
printf("Call to SetGlobalFlag has no flag (or that flag is undefined.\n%s", pScript->GetScriptInfo());
Dbg_Assert(false);
}
#endif
int flag;
pParams->GetInteger(CRCD(0x2e0b1465, "flag"), &flag, true); // Note we assert if "flag" is missing
s_get_career(flag,pParams)->SetGlobalFlag(flag);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UnSetGlobalFlag | unsets a global flag
// @parm int | flag | the flag to unset
bool ScriptUnSetGlobalFlag(Script::CStruct *pParams, Script::CScript *pScript)
{
#ifdef __NOPT_ASSERT__
if (!pParams->ContainsComponentNamed("flag"))
{
printf("Call to UnSetGlobalFlag has no flag (or that flag is undefined.\n%s", pScript->GetScriptInfo());
Dbg_Assert(false);
}
#endif
int flag;
pParams->GetInteger(CRCD(0x2e0b1465, "flag"), &flag, true); // Note we assert if "flag" is missing
s_get_career(flag,pParams)->UnSetGlobalFlag(flag);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetGlobalFlag | gets a global flag
// @parm int | flag | the flag to get
bool ScriptGetGlobalFlag(Script::CStruct *pParams, Script::CScript *pScript)
{
#ifdef __NOPT_ASSERT__
if (!pParams->ContainsComponentNamed("flag"))
{
printf("Call to GetGlobalFlag has no flag (or that flag is undefined.\n%s", pScript->GetScriptInfo());
Dbg_Assert(false);
}
#endif
int flag;
pParams->GetInteger(CRCD(0x2e0b1465, "flag"), &flag, true); // Note we assert if "flag" is missing
return Mdl::Skate::Instance()->GetCareer()->GetGlobalFlag(flag);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ProfileEquals | tells us whether the skater matches the given
// criteria. example: <nl>
// if ProfileEquals is_pro
// @flag is_pro | check if this is a pro skater
// @flag is_custom | check if this is a custom skater
// @parmopt name | is_named | | check if the skater has the specified name
// @parmopt name | stance | | check for this stance
bool ScriptProfileEquals(Script::CStruct *pParams, Script::CScript *pScript)
{
// look for the specified skater (0 by default)
Obj::CSkater* pSkater;
// if this function is being called through
// a skater script, then use the specified skater...
if( pScript && pScript->mpObject && pScript->mpObject->GetType() == SKATE_TYPE_SKATER )
{
pSkater = (Obj::CSkater *) pScript->mpObject.Convert();
return pSkater->SkaterEquals( pParams );
}
if ( !Mdl::Skate::Instance()->IsMultiplayerGame() || Mdl::Skate::Instance()->GetGameMode()->IsFrontEnd() )
{
Dbg_MsgAssert( 0, ( "ProfileEquals should only be called from a skater script in a multiplayer game." ) );
return false;
}
// otherwise, get the first skater and check him
pSkater = Mdl::Skate::Instance()->GetSkater( 0 );
if( pSkater == NULL )
{
return false;
}
return pSkater->SkaterEquals( pParams );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | IsCareerMode | returns true if the current game mode is
// career mode
bool ScriptIsCareerMode(Script::CStruct *pParams, Script::CScript *pScript)
{
return Mdl::Skate::Instance()->GetGameMode()->IsTrue( CRCD(0x1ded1ea4,"is_career") );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ClearScoreGoals | clears all the score goals
bool ScriptClearScoreGoals(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->ClearScoreGoals();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetScoreGoal | used to add a new score goal. examples: <nl>
// SetScoreGoal score = 1200000 goalscript = Got_SickScore goal=GOAL_SICKSCORE <nl>
// SetScoreGoal score = 30000 goalscript = Got_HighScore goal=GOAL_HIGHSCORE
// @parm int | score | the score value for this goal
// @parm name | goalscript | the script to run
// @parm int | goal | goal number
bool ScriptSetScoreGoal(Script::CStruct *pParams, Script::CScript *pScript)
{
int score;
pParams->GetInteger("score", &score, true);
uint32 script;
pParams->GetChecksum("goalscript", &script, true);
int goal;
pParams->GetInteger("goal", &goal, true);
// Note, for now we are just using the goal number as an index into the table
// so long as we have enough entries, we will be fine
Mdl::Skate::Instance()->SetScoreGoalScore(goal,score);
Mdl::Skate::Instance()->SetScoreGoalScript(goal,script);
Mdl::Skate::Instance()->SetScoreGoalGoal(goal,goal);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | EndRun | This command will end the current run (same as
// used by the "end run" selection in the pause menu)
bool ScriptEndRun(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->EndRun();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ShouldEndRun | if "end run" was selected from the menu
// of the end conditions for this game mode have been met
bool ScriptShouldEndRun(Script::CStruct *pParams, Script::CScript *pScript)
{
// if "end run" was selected from the menu or the
// end conditions for this game mode have been met
return ( Mdl::Skate::Instance()->EndRunSelected() || Mdl::Skate::Instance()->GetGameMode()->EndConditionsMet() );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | InitializeSkaters |
bool ScriptInitializeSkaters(Script::CStruct *pParams, Script::CScript *pScript)
{
for ( unsigned int i = 0; i < Mdl::Skate::Instance()->GetNumSkaters(); i++)
{
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater(i);
Dbg_Assert( pSkater );
if( pSkater->IsLocalClient())
{
pSkater->Reset();
}
Mdl::Skate::Instance()->HideSkater( pSkater, false );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | EndRunSelected | true if "end run" was selected from the menu
bool ScriptEndRunSelected(Script::CStruct *pParams, Script::CScript *pScript)
{
// if "end run" was selected from the menu
return Mdl::Skate::Instance()->EndRunSelected();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AllSkatersAreIdle | true if all skaters are idle
bool ScriptAllSkatersAreIdle(Script::CStruct *pParams, Script::CScript *pScript)
{
return Mdl::Skate::Instance()->SkatersAreIdle();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | FirstTrickStarted | should only be called in horse mode.
bool ScriptFirstTrickStarted(Script::CStruct *pParams, Script::CScript *pScript)
{
return Mdl::Skate::Instance()->FirstTrickStarted();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | FirstTrickCompleted | should only be called in horse mode
bool ScriptFirstTrickCompleted(Script::CStruct *pParams, Script::CScript *pScript)
{
return Mdl::Skate::Instance()->FirstTrickCompleted();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CalculateFinalScores | final scores for all skaters on server
bool ScriptCalculateFinalScores(Script::CStruct *pParams, Script::CScript *pScript)
{
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
if( gamenet_man->OnServer())
{
Mdl::Skate::Instance()->SendScoreUpdates( true );
return true;
}
return gamenet_man->HaveReceivedFinalScores();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ReinsertSkaters | adds all skaters to the current world
bool ScriptReinsertSkaters(Script::CStruct *pParams, Script::CScript *pScript)
{
// For now, this is commented out, until I can get the
// skin model functionality over into the new CModel class.
// synchronous, no need to pass through net msgs
// add the skaters back to the world
for ( uint32 i = 0; i < Mdl::Skate::Instance()->GetNumSkaters(); i++ )
{
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater( i );
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().SkaterHeap(pSkater->GetHeapIndex()));
pSkater->AddToCurrentWorld();
Mem::Manager::sHandle().PopContext();
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UnhookSkaters | Unhook the skaters from the world, so it can be unloaded
bool ScriptUnhookSkaters(Script::CStruct *pParams, Script::CScript *pScript)
{
for ( uint32 i = 0; i < Mdl::Skate::Instance()->GetNumSkaters(); i++ )
{
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater( i );
pSkater->RemoveFromCurrentWorld();
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ApplySplitScreenOptions | applies various split screen prefs -
// game type, time limit, etc.
bool ScriptApplySplitScreenOptions(Script::CStruct *pParams, Script::CScript *pScript)
{
Prefs::Preferences* pPreferences;
pPreferences = Mdl::Skate::Instance()->GetSplitScreenPreferences();
Dbg_Assert(pPreferences);
Script::CStruct* pStructure;
uint32 checksum;
// change the game type
pStructure = pPreferences->GetPreference( Script::GenerateCRC("game_type") );
Dbg_Assert(pStructure);
pStructure->GetChecksum( "checksum", &checksum, true );
Mdl::Skate::Instance()->GetGameMode()->LoadGameType( checksum );
int time_limit = pPreferences->GetPreferenceValue( Script::GenerateCRC("time_limit"), Script::GenerateCRC("time") );
if ( Mdl::Skate::Instance()->GetGameMode()->IsTrue( "is_horse" ) )
{
time_limit = pPreferences->GetPreferenceValue( Script::GenerateCRC("horse_time_limit"), Script::GenerateCRC("time") );
Mdl::Skate::Instance()->GetHorse()->SetWord( pPreferences->GetPreferenceString( Script::GenerateCRC("horse_word"), Script::GenerateCRC("ui_string") ) );
Script::CStruct* pTempStructure = new Script::CStruct;
pTempStructure->AddComponent( Script::GenerateCRC("default_time_limit"), ESYMBOLTYPE_INTEGER, time_limit );
Mdl::Skate::Instance()->GetGameMode()->OverrideOptions( pTempStructure );
Mdl::Skate::Instance()->SetTimeLimit( time_limit );
delete pTempStructure;
//Mdl::Skate::Instance()->SetShadowMode( Gfx::vDETAILED_SHADOW );
}
else
{
//Mdl::Skate::Instance()->SetShadowMode( Gfx::vSIMPLE_SHADOW );
}
/*if( Mdl::Skate::Instance()->GetGameMode()->IsTrue( "is_king" ))
{
Script::CStruct* pTempStructure = new Script::CStruct;
Script::CArray* pArray = new Script::CArray;
Script::CopyArray(pArray,Script::GetArray("targetScoreArray"));
Script::CStruct* pSubStruct = pArray->GetStructure(0);
Dbg_Assert(pSubStruct);
pSubStruct->AddComponent(Script::GenerateCRC("score"),ESYMBOLTYPE_INTEGER, (int) Tmr::Seconds( time_limit ));
pTempStructure->AddComponent( Script::GenerateCRC("default_time_limit"), ESYMBOLTYPE_INTEGER, (int) 0 );
pTempStructure->AddComponent( Script::GenerateCRC("victory_conditions"), pArray );
Mdl::Skate::Instance()->GetGameMode()->OverrideOptions( pTempStructure );
Mdl::Skate::Instance()->SetTimeLimit( 0 );
delete pTempStructure;
}
else
{
// if the time limit is fixed, then don't override it
if ( !Mdl::Skate::Instance()->GetGameMode()->IsTimeLimitConfigurable() )
{
time_limit = Mdl::Skate::Instance()->GetGameMode()->GetTimeLimit();
}
Script::CStruct* pTempStructure = new Script::CStruct;
pTempStructure->AddComponent( Script::GenerateCRC("default_time_limit"), ESYMBOLTYPE_INTEGER, time_limit );
Mdl::Skate::Instance()->GetGameMode()->OverrideOptions( pTempStructure );
Mdl::Skate::Instance()->SetTimeLimit( time_limit );
delete pTempStructure;
}
// printf("Applying time limit\n");
// pTempStructure->PrintContents();
// update all the skaters' stats
for ( unsigned int i = 0; i < Mdl::Skate::Instance()->GetNumSkaters(); i++)
{
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetSkater(i);
Dbg_Assert( pSkater );
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile( pSkater->GetID() );
pSkater->UpdateStats( pSkaterProfile );
}*/
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | StartCompetition |
// @parm float | gold |
// @parm float | silver |
// @parm float | bronze |
// @parm float | gold_score |
// @parm float | silver_score |
// @parm float | bronze_score |
// @parm float | bail |
bool ScriptStartCompetition(Script::CStruct *pParams, Script::CScript *pScript)
{
// float bronze, float silver, float gold, float bronze_score, float silver_score, float gold_score, float bail)
float gold,silver,bronze;
float gold_score,silver_score,bronze_score;
float bail;
if (!pParams->GetFloat("gold",&gold))
{
Dbg_MsgAssert(0,("\n%s\nStartCompetition missing 'gold' parameter",pScript->GetScriptInfo()));
}
if (!pParams->GetFloat("silver",&silver))
{
Dbg_MsgAssert(0,("\n%s\nStartCompetition missing 'silver' parameter",pScript->GetScriptInfo()));
}
if (!pParams->GetFloat("bronze",&bronze))
{
Dbg_MsgAssert(0,("\n%s\nStartCompetition missing 'bronze' parameter",pScript->GetScriptInfo()));
}
if (!pParams->GetFloat("gold_score",&gold_score))
{
Dbg_MsgAssert(0,("\n%s\nStartCompetition missing 'gold_score' parameter",pScript->GetScriptInfo()));
}
if (!pParams->GetFloat("silver_score",&silver_score))
{
Dbg_MsgAssert(0,("\n%s\nStartCompetition missing 'silver_score' parameter",pScript->GetScriptInfo()));
}
if (!pParams->GetFloat("bronze_score",&bronze_score))
{
Dbg_MsgAssert(0,("\n%s\nStartCompetition missing 'bronze_score' parameter",pScript->GetScriptInfo()));
}
if (!pParams->GetFloat("bail",&bail))
{
Dbg_MsgAssert(0,("\n%s\nStartCompetition missing 'bail' parameter",pScript->GetScriptInfo()));
}
Script::CStruct* pExtraParams = NULL;
pParams->GetStructure( CRCD(0xa61dc9a4,"extra_params"), &pExtraParams, Script::NO_ASSERT );
// Need to use SkaterInfoHeap, as new strings can get created, which can fragment memory
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().SkaterInfoHeap());
if ( pExtraParams )
Mdl::Skate::Instance()->GetCompetition()->EditParams( pExtraParams );
Mdl::Skate::Instance()->GetCompetition()->StartCompetition(bronze, silver, gold, bronze_score, silver_score, gold_score, bail);
Mem::Manager::sHandle().PopContext();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | StartCompetitionRun |
bool ScriptStartCompetitionRun(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->GetCompetition()->StartRun();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | EndCompetitionRun |
bool ScriptEndCompetitionRun(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetLocalSkater();
Mdl::Score *pScore=pSkater->GetScoreObject();
int score = pScore->GetTotalScore();
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().SkaterInfoHeap());
Mdl::Skate::Instance()->GetCompetition()->EndRun(score);
Mdl::Skate::Instance()->GetCompetition()->SetupJudgeText();
Mem::Manager::sHandle().PopContext();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | IsTopJudge | true if the specified judge is the top judge
// @uparm 1 | judge num
bool ScriptIsTopJudge(Script::CStruct *pParams, Script::CScript *pScript)
{
int judge;
pParams->GetInteger(NONAME,&judge);
return Mdl::Skate::Instance()->GetCompetition()->IsTopJudge(judge);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PlaceIs | true if the comp place is equal to the specified place
// @uparm 1 | place
bool ScriptPlaceIs(Script::CStruct *pParams, Script::CScript *pScript)
{
int place;
pParams->GetInteger(NONAME,&place);
return Mdl::Skate::Instance()->GetCompetition()->PlaceIs(place);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RoundIs | true if the round equals the specified round
// @uparm 1 | round
bool ScriptRoundIs(Script::CStruct *pParams, Script::CScript *pScript)
{
int round;
pParams->GetInteger(NONAME,&round);
return Mdl::Skate::Instance()->GetCompetition()->RoundIs(round);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | EndCompetition |
bool ScriptEndCompetition(Script::CStruct *pParams, Script::CScript *pScript)
{
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().SkaterInfoHeap());
Mdl::Skate::Instance()->GetCompetition()->EndCompetition();
Mem::Manager::sHandle().PopContext();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CompetitionEnded | true if the comp has ended
bool ScriptCompetitionEnded(Script::CStruct *pParams, Script::CScript *pScript)
{
return Mdl::Skate::Instance()->GetCompetition()->CompetitionEnded();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | StartHorse |
bool ScriptStartHorse(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->GetHorse()->Init();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | EndHorse |
bool ScriptEndHorse(Script::CStruct *pParams, Script::CScript *pScript)
{
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | HorseEnded | true if horse has ended
bool ScriptHorseEnded(Script::CStruct *pParams, Script::CScript *pScript)
{
return Mdl::Skate::Instance()->GetHorse()->Ended();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | HorseStatusEquals | pass in one or more of the flags to check status
// @flag GotLetter |
// @flag TieScore |
// @flag BeatScore |
// @flag Ended |
// @flag Idle |
// @flag NoScoreSet |
// @flag Terminator |
bool ScriptHorseStatusEquals(Script::CStruct *pParams, Script::CScript *pScript)
{
return Mdl::Skate::Instance()->GetHorse()->StatusEquals( pParams );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | StartHorseRun |
bool ScriptStartHorseRun(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->GetHorse()->StartRun();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | EndHorseRun |
bool ScriptEndHorseRun(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->GetHorse()->EndRun();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SwitchHorsePlayers | switches to the next valid player
bool ScriptSwitchHorsePlayers(Script::CStruct *pParams, Script::CScript *pScript)
{
Mdl::Skate::Instance()->GetHorse()->SwitchPlayers();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ApplyToHorsePanelString |
// @parm name | whichString | the string to apply to
bool ScriptApplyToHorsePanelString(Script::CStruct *pParams, Script::CScript *pScript)
{
uint32 whichString, id;
pParams->GetChecksum( "whichString", &whichString, true );
pParams->GetChecksum( "id", &id, true );
Str::String horseString = Mdl::Skate::Instance()->GetHorse()->GetString( whichString );
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkaterById( Mdl::Skate::Instance()->GetHorse()->GetCurrentSkaterId() );
Dbg_Assert( pSkater );
Script::CStruct* pTempStructure = new Script::CStruct;
*pTempStructure+=*pParams;
pTempStructure->AddString( "text", horseString.getString() );
pTempStructure->AddChecksum( "id", id );
Script::RunScript( "create_horse_panel_message", pTempStructure, pSkater );
delete pTempStructure;
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @parm name | whichString | the string to apply to
// @parmopt int | skater | 0 | the skater we're applying to (default is 0)
bool ScriptGetHorseString(Script::CStruct *pParams, Script::CScript *pScript)
{
uint32 whichString;
Script::CStruct* p_return_parms;
pParams->GetChecksum( "whichString", &whichString, true );
Str::String horseString = Mdl::Skate::Instance()->GetHorse()->GetString( whichString );
p_return_parms = pScript->GetParams();
p_return_parms->AddString( "text", horseString.getString());
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | IsCurrentHorseSkater | true if the current horse skater
// is the same as the specified skater id
// @uparm 1 | skater id
bool ScriptIsCurrentHorseSkater(Script::CStruct *pParams, Script::CScript *pScript)
{
int skaterId;
if( pParams->GetInteger( NONAME, &skaterId, false ) == false )
{
pParams->GetChecksum( NONAME, (uint32*) &skaterId, true );
}
return ( Mdl::Skate::Instance()->GetHorse()->GetCurrentSkaterId() == skaterId );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ApplyToSkaterProfile |
// @parmopt int | skater | 0 | the skater we're applying to (default is 0)
// @parmopt name | field_id | | the field to change
// @parmopt name | slider_id | | if the value is specified in a slider
// @parmopt name | keyboard_id | | value specified in a string
// @parmopt name | value | | specific value (in the absence of slider or keyboard)
bool ScriptApplyToSkaterProfile(Script::CStruct *pParams, Script::CScript *pScript)
{
/*
Obj::CSkaterProfile* pProfile = NULL;
// look for the specified skater (0 by default)
int skater;
if ( pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater ) )
{
// get the specified skater profile
pProfile = Mdl::Skate::Instance()->GetProfile( skater );
}
else
{
// look up the current skater profile
pProfile = Mdl::Skate::Instance()->GetCurrentProfile( pParams );
}
Dbg_MsgAssert( pProfile,( "No profile found" ));
uint32 field_id;
uint32 checksumValue;
uint32 slider_id;
uint32 keyboard_id;
pParams->GetChecksum( "field_id", &field_id, true );
// the value will be in one of two places...
if ( pParams->GetChecksum( "slider_id", &slider_id ) )
{
// de-reference the specified slider_id
Front::MenuFactory* menu_factory = Front::MenuFactory::Instance();
Front::SliderMenuElement* pSliderElement = static_cast<Front::SliderMenuElement*>( menu_factory->GetMenuElement( slider_id, true ) );
uint32 value = pSliderElement->GetValue();
pProfile->SetSkaterProperty( field_id, value );
}
else if ( pParams->GetChecksum( "keyboard_id", &keyboard_id ) )
{
// de-reference the specified slider_id
Front::MenuFactory* menu_factory = Front::MenuFactory::Instance();
Front::KeyboardControl* pKeyboardControl = static_cast<Front::KeyboardControl*>( menu_factory->GetMenuElement( keyboard_id, true ) );
Str::String myString = pKeyboardControl->GetString();
if ( strlen( myString.getString() ) )
{
printf("Setting property %s to %s\n", Script::FindChecksumName(field_id), myString.getString() );
pProfile->SetSkaterProperty( field_id, myString.getString() );
}
else
{
printf("No string supplied. Ignoring change to %s\n", Script::FindChecksumName(field_id) );
}
}
else
{
// look for checksum value
pParams->GetChecksum( "value", &checksumValue, true );
printf("Setting %s\n", Script::FindChecksumName( checksumValue ));
pProfile->SetSkaterProperty( field_id, checksumValue );
}
*/
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RefreshSkaterColors | this just synchs up the on-screen
// skater with the color in the skater profile, in case it's changed
bool ScriptRefreshSkaterColors(Script::CStruct *pParams, Script::CScript *pScript)
{
int profile = 0;
int skater = 0;
pParams->GetInteger( CRCD(0x7ea855f0,"profile"), &profile, Script::ASSERT );
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater, Script::ASSERT );
// Dbg_Printf( "Skater %d Profile %d\n", skater, profile );
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater(skater);
Dbg_Assert( pSkater );
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile( profile );
Dbg_Assert( pProfile );
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pSkater );
pModelComponent->RefreshModel( pAppearance, Gfx::vCHECKSUM_COLOR_MODEL_FROM_APPEARANCE );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RefreshSkaterScale | this just synchs up the on-screen
// skater with the scale in the skater profile, in case it's changed
bool ScriptRefreshSkaterScale(Script::CStruct *pParams, Script::CScript *pScript)
{
int profile = 0;
int skater = 0;
pParams->GetInteger( CRCD(0x7ea855f0,"profile"), &profile, Script::ASSERT );
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater, Script::ASSERT );
// Dbg_Printf( "Skater %d Profile %d\n", skater, profile );
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater(skater);
Dbg_Assert( pSkater );
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile( profile );
Dbg_Assert( pProfile );
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pSkater );
pModelComponent->RefreshModel( pAppearance, Gfx::vCHECKSUM_SCALE_MODEL_FROM_APPEARANCE );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RefreshSkaterVisibility | this just synchs up the on-screen
// skater with the hidegeoms in the skater profile, in case it's changed
// (such as in the invisible man cheat
bool ScriptRefreshSkaterVisibility(Script::CStruct *pParams, Script::CScript *pScript)
{
int profile = 0;
int skater = 0;
pParams->GetInteger( CRCD(0x7ea855f0,"profile"), &profile, Script::ASSERT );
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater, Script::ASSERT );
// Dbg_Printf( "Skater %d Profile %d\n", skater, profile );
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater(skater);
Dbg_Assert( pSkater );
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile( profile );
Dbg_Assert( pProfile );
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pSkater );
pModelComponent->RefreshModel( pAppearance, Gfx::vCHECKSUM_HIDE_MODEL_FROM_APPEARANCE );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RefreshSkaterUV | this just synchs up the on-screen
// skater with the UVs in the skater profile, in case it's changed
bool ScriptRefreshSkaterUV(Script::CStruct *pParams, Script::CScript *pScript)
{
int profile = 0;
int skater = 0;
pParams->GetInteger( CRCD(0x7ea855f0,"profile"), &profile, Script::ASSERT );
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater, Script::ASSERT );
// Dbg_Printf( "Skater %d Profile %d\n", skater, profile );
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater(skater);
Dbg_Assert( pSkater );
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile( profile );
Dbg_Assert( pProfile );
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pSkater );
pModelComponent->RefreshModel( pAppearance, CRCD(0x91d6261,"set_uv_from_appearance") );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AwardStatPoint | awards a stat point to the current skater
// @uparmopt 1 | increment value (can be negative)
bool ScriptAwardStatPoint(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile();
int inc_val = 1;
pParams->GetInteger( NONAME, &inc_val, Script::NO_ASSERT );
pSkaterProfile->AwardStatPoint( inc_val );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | AwardSpecialTrickSlot | awards a new special trick slot to the
// current skater profile
// @flag all | award a trickslot to all profiles
bool ScriptAwardSpecialTrickSlot(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CPlayerProfileManager* pPlayerProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
if ( pParams->ContainsFlag( "all" ) )
{
int num_profiles = pPlayerProfileManager->GetNumProfileTemplates();
for ( int i = 0; i < num_profiles; i++ )
{
Obj::CSkaterProfile* pTempProfile = pPlayerProfileManager->GetProfileTemplateByIndex( i );
pTempProfile->AwardSpecialTrickSlot();
}
}
else
{
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetCurrentProfile();
pSkaterProfile->AwardSpecialTrickSlot();
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UpdateSkaterStats |
bool ScriptUpdateSkaterStats(Script::CStruct *pParams, Script::CScript *pScript)
{
int player;
pParams->GetInteger(CRCD(0x67e6859a,"player"), &player, Script::ASSERT);
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetSkater(player);
Dbg_Assert(pSkater);
Obj::CSkaterProfile* pSkaterProfile = Mdl::Skate::Instance()->GetProfile(player);
pSkater->UpdateStats(pSkaterProfile);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UpdateInitials |
bool ScriptUpdateInitials( Script::CStruct *pParams, Script::CScript *pScript )
{
int level = Mdl::Skate::Instance()->GetCareer()->GetLevel();
Records::CGameRecords *pGameRecords=Mdl::Skate::Instance()->GetGameRecords();
pGameRecords->GetLevelRecords(level)->UpdateInitials(pGameRecords->GetDefaultInitials());
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | NewRecord | return true if the last call to UpdateRecords made
// there be a new record
bool ScriptNewRecord( Script::CStruct *pParams, Script::CScript *pScript )
{
return Mdl::Skate::Instance()->m_new_record;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | TrickOffAllObjects |
// @uparmopt 0 | skater id (0 is default)
bool ScriptTrickOffAllObjects( Script::CStruct *pParams, Script::CScript *pScript )
{
// a cheat for getting all the graffiti objects
if (!Config::CD())
{
int skater_id = 0;
pParams->GetInteger( NONAME, &skater_id );
Mdl::Skate::Instance()->GetTrickObjectManager()->TrickOffAllObjects( skater_id );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetScoreDegredation |
// @uparm 1 | should degrade amount
bool ScriptGameModeSetScoreDegradation( Script::CStruct* pParams, Script::CScript* pScript )
{
int should_degrade = 1;
pParams->GetInteger( NONAME, &should_degrade );
Mdl::Skate::Instance()->GetGameMode()->SetScoreDegradation( should_degrade );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetScoreAccumulation |
// @uparm 1 | should accumulate amount
bool ScriptGameModeSetScoreAccumulation( Script::CStruct* pParams, Script::CScript* pScript )
{
int should_accumulate = 1;
pParams->GetInteger( NONAME, &should_accumulate );
Mdl::Skate::Instance()->GetGameMode()->SetScoreAccumulation( should_accumulate );
if ( should_accumulate == 0 && pParams->ContainsFlag( "freeze_score" ) )
{
Mdl::Skate::Instance()->GetGameMode()->SetScoreFrozen( true );
}
else
{
Mdl::Skate::Instance()->GetGameMode()->SetScoreFrozen( false );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetScore |
bool ScriptResetScore(Script::CScriptStructure *pParams, Script::CScript *pScript)
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
Dbg_Printf( "******** RESET SCORE\n" );
for (uint32 i=0;i<skate_mod->GetNumSkaters();i++)
{
Obj::CSkater* p_Skater = skate_mod->GetSkater( i );
if ( p_Skater->IsLocalClient() )
{
Mdl::Score * p_Score = ( p_Skater->GetScoreObject() );
Dbg_Assert( p_Score );
p_Score->Reset();
if( ( skate_mod->GetGameMode()->GetNameChecksum() == Script::GenerateCRC( "netking" )) ||
( skate_mod->GetGameMode()->GetNameChecksum() == Script::GenerateCRC( "king" )))
{
Front::SetScoreTHPS4( "0:00", p_Skater->GetHeapIndex());
}
else
{
Front::SetScoreTHPS4( "0", p_Skater->GetHeapIndex());
}
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UpdateScore |
bool ScriptUpdateScore(Script::CScriptStructure *pParams, Script::CScript *pScript)
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
for (uint32 i=0;i<skate_mod->GetNumSkaters();i++)
{
Obj::CSkater* p_Skater = skate_mod->GetSkater( i );
if ( p_Skater->IsLocalClient() )
{
Mdl::Score * p_Score = ( p_Skater->GetScoreObject() );
Dbg_Assert( p_Score );
p_Score->SetTotalScore( p_Score->GetTotalScore());
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetScoreDegradation | doesn't seem to do anything...
bool ScriptResetScoreDegradation( Script::CStruct* pParams, Script::CScript* pScript )
{
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SkaterIsBraking | returns true if the local skater is braking
bool ScriptSkaterIsBraking( Script::CStruct* pParams, Script::CScript* pScript )
{
Obj::CCompositeObject *pSkater = Mdl::Skate::Instance()->GetLocalSkater();
Dbg_Assert( pSkater );
return pSkater->CallMemberFunction(CRCD(0x1f8bbd05, "Braking"), pParams, pScript);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | LocalSkaterExists | returns true if the local skater exists
bool ScriptLocalSkaterExists( Script::CStruct* pParams, Script::CScript* pScript )
{
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetLocalSkater();
return ( pSkater != NULL );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | InitSkaterModel | This will destroy the specified
// skater's model and replace it with the specified model or
// profile
bool ScriptInitSkaterModel(Script::CStruct *pParams, Script::CScript *pScript)
{
int player_num = 0;
pParams->GetInteger( NONAME, &player_num );
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater(player_num);
Dbg_Assert( pSkater );
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().SkaterGeomHeap(pSkater->GetHeapIndex()));
uint32 appearance_structure_name;
pParams->GetChecksum( "default_appearance", &appearance_structure_name, true );
// Script::PrintContents( pParams );
// create the model
Gfx::CModelAppearance theAppearance;
theAppearance.Load( appearance_structure_name );
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pSkater );
pModelComponent->InitModelFromProfile( &theAppearance, false, pSkater->GetHeapIndex() );
Mem::Manager::sHandle().PopContext();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | RefreshSkaterModel | This will destroy the specified
// skater's model and replace it with the specified model or
// profile
// If there is a composite object called "bailboard" that will be destroyed
bool ScriptRefreshSkaterModel(Script::CStruct *pParams, Script::CScript *pScript)
{
int profile = 0;
int skater = 0;
int no_name = 0;
pParams->GetInteger( NONAME, &no_name );
profile = no_name;
skater = no_name;
pParams->GetInteger( CRCD(0x7ea855f0,"profile"), &profile );
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater );
Dbg_Printf( "Skater %d Profile %d\n", skater, profile );
Obj::CSkater* pSkater = Mdl::Skate::Instance()->GetSkater(skater);
Dbg_MsgAssert( pSkater, ( "Couldn't find specified skater" ) );
// (Mick) Now check for bailboard, and kill it
// Bit of a patch really, but a fairly safe high level one.
// (need a more general solution for killing model that has instances...)
if (pSkater->GetSkaterNumber() == 0) // Only need it for single player
{
Obj::CCompositeObject*p_bailboard = (Obj::CCompositeObject*) Obj::CCompositeObjectManager::Instance()->GetObjectByID(CRCD(0x884ef81b,"bailboard"));
if (p_bailboard)
{
p_bailboard->MarkAsDead();
Obj::CCompositeObjectManager::Instance()->FlushDeadObjects();
}
}
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile( profile );
Dbg_Assert( pProfile );
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
// GJ: rebuilding the face and texture takes
// a while, causes Pcm audio "panic" assert...
// just to be safe, i'll pause the music while
// the model is being rebuilt.
/*bool should_pause_music = !Pcm::MusicIsPaused();
if ( should_pause_music )
{
Pcm::PauseMusic( true );
}*/
// create the model
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().SkaterGeomHeap(pSkater->GetHeapIndex()));
Nx::CEngine::sFinishRendering();
#ifdef __PLAT_NGC__
File::PreMgr* pre_mgr = File::PreMgr::Instance();
bool loaded = pre_mgr->InPre( "skaterparts.pre");
if ( !loaded )
{
pre_mgr->LoadPre( "skaterparts.pre", false);
}
#endif
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject( pSkater );
pModelComponent->InitModelFromProfile( pAppearance, false, pSkater->GetHeapIndex() );
#ifdef __PLAT_NGC__
if ( !loaded )
{
pre_mgr->UnloadPre( "skaterparts.pre");
}
#endif
Mem::Manager::sHandle().PopContext();
Mem::Manager::sHandle().PushContext(Mem::Manager::sHandle().SkaterHeap(pSkater->GetHeapIndex()));
pSkater->UpdateStats( pProfile );
Obj::CTrickComponent* pTrickComponent = GetTrickComponentFromObject(pSkater);
Dbg_Assert(pTrickComponent);
pTrickComponent->UpdateTrickMappings( pProfile );
pSkater->UpdateSkaterInfo( pProfile );
Mem::Manager::sHandle().PopContext();
uint32 board;
if ( pParams->GetChecksum( CRCD(0x41eec86b,"no_board"), &board ) )
{
// if Refreshing the skater in the CAS level,
// Hide the board
//Mdl::Skate * skate_mod = Mdl::Skate::Instance();
//if ( skate_mod->m_cur_level == CRCD(0xa368b4f1,"load_cas") )
//{
// turn off board
Obj::CModelComponent* pModelComponent = GetModelComponentFromObject(pSkater);
pModelComponent->HideGeom(CRCD(0xa7a9d4b8,"board"), true, true);
// GJ THPS5: Kludge to fix TT12405: CAS - board
// appears when adjusting leg tattoos
// generally, this function will be called from a spawned script,
// which gets called after the composite objects are updated
// for the frame... because of this, it will take 1 frame
// for the hide flag to take effect, unless we explicitly update
// the model component here
pModelComponent->Update();
//}
}
/*if ( should_pause_music )
{
// unpause the music
Pcm::PauseMusic( false );
}*/
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | EditPlayerAppearance | This runs an object script on the specified
// appearance structure
// @parm name | target | name of script that gets run on the player's appearance
// @parmopt structure | targetParams | | extra parameters sent to the target script
bool ScriptEditPlayerAppearance(Script::CStruct *pParams, Script::CScript *pScript)
{
int profile_num = 0;
int no_name = 0;
pParams->GetInteger( NONAME, &no_name );
profile_num = no_name;
pParams->GetInteger( CRCD(0x7ea855f0,"profile"), &profile_num );
Dbg_Printf( "Profile %d\n", profile_num );
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile( profile_num );
Dbg_Assert( pProfile );
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
uint32 target;
pParams->GetChecksum(CRCD(0xb990d003,"target"), &target, Script::ASSERT);
Script::CStruct* pTargetParams = NULL;
pParams->GetStructure(CRCD(0x46a2869c,"targetParams"), &pTargetParams, Script::NO_ASSERT);
// runs an object script on the specified appearance structure
Script::RunScript(target, pTargetParams, pAppearance);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetCurrentSkaterProfileIndex | This returns the currently selected
// profile (either player 0 or player 1), presumably for use by other script functions
// @parm int | currentSkaterProfileIndex | index of currently selected profile (return value)
bool ScriptGetCurrentSkaterProfileIndex(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CPlayerProfileManager* pPlayerProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
int index = pPlayerProfileManager->GetCurrentProfileIndex();
pScript->GetParams()->AddInteger(CRCD(0x3c64476b,"currentSkaterProfileIndex"), index);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetCustomSkaterName |
bool ScriptGetCustomSkaterName(Script::CStruct *pParams, Script::CScript *pScript)
{
Obj::CPlayerProfileManager* pPlayerProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
const char* name = pPlayerProfileManager->GetProfileTemplate(CRCD(0xa7be964,"custom"))->GetDisplayName();
pScript->GetParams()->AddString(CRCD(0x2ab66cb8,"display_name"), name);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetScorePot | this will reset the local skater's current score pot.
// This currently just calls the Bail member func of the score object...
bool ScriptResetScorePot(Script::CScriptStructure *pParams, Script::CScript *pScript)
{
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
bool useBailStyle = pParams->ContainsFlag(CRCD(0x929eb4d5, "UseBailStyle"));
for (uint32 i=0;i<skate_mod->GetNumSkaters();i++)
{
Obj::CSkater* p_Skater = skate_mod->GetSkater( i );
if ( p_Skater->IsLocalClient() )
{
Mdl::Score *pScore=p_Skater->GetScoreObject();
Dbg_Assert( pScore );
pScore->Bail(!useBailStyle);
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ScriptPrintSkaterStats | prints the specified skater's stats
bool ScriptPrintSkaterStats( Script::CStruct* pParams, Script::CScript* pScript )
{
#ifdef __NOPT_ASSERT__
Mdl::Skate* skate_mod = Mdl::Skate::Instance();
for (uint32 i=0;i<skate_mod->GetNumSkaters();i++)
{
printf("Skater %d stats:\n", i);
Obj::CSkater* pSkater = skate_mod->GetSkater( i );
printf("Air %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_AIR));
printf("Run %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_RUN));
printf("Ollie %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_OLLIE));
printf("Speed %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_SPEED));
printf("Spin %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_SPIN));
printf("Flip %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_FLIPSPEED));
printf("Switch %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_SWITCH));
printf("Rail %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_RAILBALANCE));
printf("Lip %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_LIPBALANCE));
printf("Manual %2.2f\n",pSkater->GetStat(Obj::CSkater::STATS_MANUAL));
}
#endif // __NOPT_ASSERT__
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ScriptPrintSkaterStats | prints the specified skater's stats
bool ScriptPrintSkaterStats2( Script::CStruct* pParams, Script::CScript* pScript )
{
#ifdef __NOPT_ASSERT__
Mdl::Skate* skate_mod = Mdl::Skate::Instance();
for (uint32 i=0;i<skate_mod->GetNumSkaters();i++)
{
printf("Skater %d stats:\n", i);
Obj::CPlayerProfileManager* pProfileManager = skate_mod->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pProfileManager->GetProfile( i );
printf("Air %i\n",pProfile->GetStatValue(CRCD(0x439f4704,"AIR")));
printf("Run %i\n",pProfile->GetStatValue(CRCD(0xaf895b3f,"RUN")));
printf("Ollie %i\n",pProfile->GetStatValue(CRCD(0x9b65d7b8,"OLLIE")));
printf("Speed %i\n",pProfile->GetStatValue(CRCD(0xf0d90109,"SPEED")));
printf("Spin %i\n",pProfile->GetStatValue(CRCD(0xedf5db70,"SPIN")));
printf("Flip %i\n",pProfile->GetStatValue(CRCD(0x6dcb497c,"FLIP_SPEED")));
printf("Switch %i\n",pProfile->GetStatValue(CRCD(0x9016b4e7,"SWITCH")));
printf("Rail %i\n",pProfile->GetStatValue(CRCD(0xf73a13e3,"RAIL_BALANCE")));
printf("Lip %i\n",pProfile->GetStatValue(CRCD(0xae798769,"LIP_BALANCE")));
printf("Manual %i\n",pProfile->GetStatValue(CRCD(0xb1fc0722,"MANUAL_BALANCE")));
}
#endif // __NOPT_ASSERT__
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PrintSkaterPosition | prints the local skater's current position
bool ScriptPrintSkaterPosition( Script::CStruct* pParams, Script::CScript* pScript )
{
#ifdef __NOPT_ASSERT__
Obj::CSkater *pSkater = Mdl::Skate::Instance()->GetLocalSkater();
Mth::Vector pos = pSkater->GetPos();
float x = pos.GetX();
float y = pos.GetY();
float z = pos.GetZ();
Dbg_Message("(%f, %f, %f)", x, y, z);
#endif // __NOPT_ASSERT__
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetSkaterPosition | prints the local skater's current position
bool ScriptGetSkaterPosition( Script::CStruct* pParams, Script::CScript* pScript )
{
Obj::CSkater* pSkater = static_cast< Obj::CSkater* >(pScript->mpObject.Convert());
if (pSkater)
{
Mth::Vector pos = pSkater->GetPos();
float x = pos.GetX();
float y = pos.GetY();
float z = pos.GetZ();
pScript->GetParams()->AddInteger("x", x);
pScript->GetParams()->AddInteger("y", y);
pScript->GetParams()->AddInteger("z", z);
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetSkaterPosition | prints the local skater's current position
bool ScriptGetSkaterVelocity( Script::CStruct* pParams, Script::CScript* pScript )
{
Obj::CSkater* pSkater = static_cast< Obj::CSkater* >(pScript->mpObject.Convert());
if (pSkater)
{
Mth::Vector vel = pSkater->GetVel();
float x = vel.GetX();
float y = vel.GetY();
float z = vel.GetZ();
float scale = 1.0f;
float skew_angle = 0.0f;
pParams->GetFloat( CRCD(0x5582fe27,"skew_angle"), &skew_angle );
pScript->GetParams()->AddInteger(CRCD(0x6187906d,"vel_x"), x);
pScript->GetParams()->AddInteger(CRCD(0x1680a0fb,"vel_y"), y);
pScript->GetParams()->AddInteger(CRCD(0x8f89f141,"vel_z"), z);
pParams->GetFloat( CRCD(0x13b9da7b,"scale"), &scale );
vel[Y] = 0.0f;
if( vel.Length() > 100.0f )
{
vel.Normalize();
if( skew_angle != 0 )
{
Mth::Matrix rot_mat;
rot_mat.Ident();
rot_mat.RotateY( Mth::DegToRad( skew_angle ));
vel = rot_mat.Transform( vel );
}
pScript->GetParams()->AddInteger("scaled_x", vel[X] * scale );
pScript->GetParams()->AddInteger("scaled_y", vel[Y] * scale );
pScript->GetParams()->AddInteger("scaled_z", vel[Z] * scale );
}
else
{
Mth::Vector facing;
facing = pSkater->GetMatrix()[Mth::AT];
if( skew_angle != 0 )
{
Mth::Matrix rot_mat;
rot_mat = pSkater->GetMatrix();
rot_mat.RotateYLocal( Mth::DegToRad( skew_angle ));
facing = rot_mat[Mth::AT];
}
pScript->GetParams()->AddInteger(CRCD(0xbded7a76,"scaled_x"), facing[X] * scale );
pScript->GetParams()->AddInteger(CRCD(0xcaea4ae0,"scaled_y"), facing[Y] * scale );
pScript->GetParams()->AddInteger(CRCD(0x53e31b5a,"scaled_z"), facing[Z] * scale );
}
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetStatValue | this returns the specified stat value in
// the script's params as stat_value
// @uparm STATS_AIR | global int value of the stat (defined in physics.q)
// @parmopt name | skater | | the name of the profile you wish to get. If you don't
// provide a name, the current skater's profile will be returned
bool ScriptGetStatValue( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 stat;
pParams->GetChecksum( NONAME, &stat, Script::ASSERT );
uint32 name;
Obj::CPlayerProfileManager* pPlayerProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pSkaterProfile = NULL;
if ( pParams->GetChecksum( CRCD(0x5b8ab877,"skater"), &name, Script::NO_ASSERT ) )
pSkaterProfile = pPlayerProfileManager->GetProfileTemplate( name );
else
pSkaterProfile = pPlayerProfileManager->GetCurrentProfile();
Dbg_MsgAssert( pSkaterProfile, ( "Unable to get skater profile") );
int value = pSkaterProfile->GetStatValue( stat );
pScript->GetParams()->AddInteger( "stat_value", value );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetNumStatPointsAvailable | returns the number in the scripts
// params as points_available
// @parm int | player | the player number to check
bool ScriptGetNumStatPointsAvailable( Script::CStruct* pParams, Script::CScript* pScript )
{
int player;
pParams->GetInteger( CRCD(0x67e6859a,"player"), &player, Script::ASSERT );
Obj::CPlayerProfileManager* pProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = pProfileManager->GetProfile( player );
int num = pProfile->GetNumStatPointsAvailable();
pScript->GetParams()->AddInteger( "points_available", num );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UnlockSkater | this makes locked characters accessible
// to the player
// @parm name | skater | the name of the locked character to unlock
bool ScriptUnlockSkater( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 name;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &name, Script::ASSERT );
Obj::CPlayerProfileManager* pPlayerProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
Obj::CSkaterProfile* pSkaterProfile = pPlayerProfileManager->GetProfileTemplate( name );
Dbg_MsgAssert( pSkaterProfile, ( "Unable to get skater profile") );
int isLocked = 1;
pSkaterProfile->GetInfo()->GetInteger( "is_hidden", &isLocked, Script::ASSERT );
if ( isLocked )
{
#ifdef __NOPT_ASSERT__
// don't need to sync it up to the current skater profiles,
// because, theoretically, the player won't be able to
// choose him through the front end...
Obj::CSkaterProfile* pCurrentSkaterProfile = pPlayerProfileManager->GetCurrentProfile();
Dbg_MsgAssert( pCurrentSkaterProfile->GetSkaterNameChecksum() != name,
( "Locked skaters aren't supposed to be currently selected!",
Script::FindChecksumName(name) ) );
#endif
Dbg_Message( "%s was locked\n", Script::FindChecksumName(name) );
pSkaterProfile->GetInfo()->AddInteger( "is_hidden", 0 );
}
else
{
Dbg_Message( "%s was not locked\n", Script::FindChecksumName(name) );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptGetActualCASOptionStruct( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 partChecksum;
pParams->GetChecksum(CRCD(0xb6f08f39,"part"), &partChecksum, Script::ASSERT);
uint32 descChecksum;
pParams->GetChecksum(CRCD(0x4bb2084e,"desc_id"), &descChecksum, Script::ASSERT);
Script::CStruct* pActualStruct = Cas::GetOptionStructure( partChecksum, descChecksum );
pScript->GetParams()->AppendStructure( pActualStruct );
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptGetActualPlayerAppearancePart( Script::CStruct* pParams, Script::CScript* pScript )
{
int player_num = 0;
pParams->GetInteger(CRCD(0x67e6859a,"player"), &player_num);
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile(player_num);
Dbg_Assert(pProfile);
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
uint32 partChecksum;
if ( pParams->GetChecksum( CRCD(0xb6f08f39,"part"), &partChecksum, Script::NO_ASSERT ) )
{
Script::CStruct* pVirtualStruct;
pVirtualStruct = pAppearance->GetActualDescStructure( partChecksum );
if ( pVirtualStruct )
{
pScript->GetParams()->AppendStructure( pVirtualStruct );
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptGetPlayerAppearancePart( Script::CStruct* pParams, Script::CScript* pScript )
{
int player_num = 0;
pParams->GetInteger(CRCD(0x67e6859a,"player"), &player_num);
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile(player_num);
Dbg_Assert(pProfile);
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
uint32 partChecksum;
if ( pParams->GetChecksum( CRCD(0xb6f08f39,"part"), &partChecksum, Script::NO_ASSERT ) )
{
Script::CStruct* pVirtualStruct;
pVirtualStruct = pAppearance->GetVirtualDescStructure( partChecksum );
if ( pVirtualStruct )
{
pScript->GetParams()->AppendStructure( pVirtualStruct );
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptSetPlayerAppearanceColor( Script::CStruct* pParams, Script::CScript* pScript )
{
int player_num = 0;
pParams->GetInteger(CRCD(0x67e6859a,"player"), &player_num);
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile(player_num);
Dbg_Assert(pProfile);
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Dbg_Assert( pAppearance );
uint32 partChecksum;
pParams->GetChecksum( CRCD(0xb6f08f39,"part"), &partChecksum, Script::ASSERT );
Script::CStruct* pVirtualStruct;
pVirtualStruct = pAppearance->GetVirtualDescStructure( partChecksum );
if ( pVirtualStruct )
{
float h, s, v;
int useDefaultHSV;
pParams->GetFloat( CRCD(0x6e94f918,"h"), &h, Script::ASSERT );
pParams->GetFloat( CRCD(0xe4f130f4,"s"), &s, Script::ASSERT );
pParams->GetFloat( CRCD(0x949bc47b,"v"), &v, Script::ASSERT );
pParams->GetInteger( CRCD(0x97dbdde6,"use_default_hsv"), &useDefaultHSV, Script::ASSERT );
pVirtualStruct->AddInteger( CRCD(0x6e94f918,"h"), (int)h );
pVirtualStruct->AddInteger( CRCD(0xe4f130f4,"s"), (int)s );
pVirtualStruct->AddInteger( CRCD(0x949bc47b,"v"), (int)v );
pVirtualStruct->AddInteger( CRCD(0x97dbdde6,"use_default_hsv"), useDefaultHSV );
}
else
{
Dbg_Message( "Nothing to color... (appearance doesn't contain %s)", Script::FindChecksumName(partChecksum) );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptSetPlayerAppearanceScale( Script::CStruct* pParams, Script::CScript* pScript )
{
int player_num = 0;
pParams->GetInteger(CRCD(0x67e6859a,"player"), &player_num);
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile(player_num);
Dbg_Assert(pProfile);
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Dbg_Assert( pAppearance );
uint32 partChecksum;
pParams->GetChecksum( CRCD(0xb6f08f39,"part"), &partChecksum, Script::ASSERT );
Script::CStruct* pVirtualStruct;
pVirtualStruct = pAppearance->GetVirtualDescStructure( partChecksum );
if ( !pVirtualStruct )
{
pVirtualStruct = new Script::CStruct;
Script::CStruct* pAppearanceStruct = pAppearance->GetStructure();
pAppearanceStruct->AddStructurePointer( partChecksum, pVirtualStruct );
}
float x;
if ( pParams->GetFloat( CRCD(0x7323e97c,"x"), &x, Script::NO_ASSERT ) )
{
pVirtualStruct->AddInteger( CRCD(0x7323e97c,"x"), (int)x );
}
float y;
if ( pParams->GetFloat( CRCD(0x424d9ea,"y"), &y, Script::NO_ASSERT ) )
{
pVirtualStruct->AddInteger( CRCD(0x424d9ea,"y"), (int)y );
}
float z;
if ( pParams->GetFloat( CRCD(0x9d2d8850,"z"), &z, Script::NO_ASSERT ) )
{
pVirtualStruct->AddInteger( CRCD(0x9d2d8850,"z"), (int)z );
}
int useDefaultScale;
if ( pParams->GetInteger( CRCD(0x5a96985d,"use_default_scale"), &useDefaultScale, Script::NO_ASSERT ) )
{
pVirtualStruct->AddInteger( CRCD(0x5a96985d,"use_default_scale"), useDefaultScale );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptSetPlayerAppearanceUV( Script::CStruct* pParams, Script::CScript* pScript )
{
int player_num = 0;
pParams->GetInteger(CRCD(0x67e6859a,"player"), &player_num);
Obj::CSkaterProfile* pProfile = Mdl::Skate::Instance()->GetProfile(player_num);
Dbg_Assert(pProfile);
Gfx::CModelAppearance* pAppearance = pProfile->GetAppearance();
Dbg_Assert( pAppearance );
uint32 partChecksum;
pParams->GetChecksum( CRCD(0xb6f08f39,"part"), &partChecksum, Script::ASSERT );
Script::CStruct* pVirtualStruct;
pVirtualStruct = pAppearance->GetVirtualDescStructure( partChecksum );
if ( pVirtualStruct )
{
float u, v, uv_scale, uv_rot;
int useDefaultUV;
pParams->GetFloat( CRCD(0xcf6aa087,"uv_u"), &u, Script::ASSERT );
pParams->GetFloat( CRCD(0x5663f13d,"uv_v"), &v, Script::ASSERT );
pParams->GetFloat( CRCD(0x266932c8,"uv_scale"), &uv_scale, Script::ASSERT );
pParams->GetFloat( CRCD(0x1256b6c6,"uv_rot"), &uv_rot, Script::ASSERT );
pParams->GetInteger( CRCD(0x8602f6ee,"use_default_uv"), &useDefaultUV, Script::ASSERT );
pVirtualStruct->AddFloat( CRCD(0xcf6aa087,"uv_u"), u );
pVirtualStruct->AddFloat( CRCD(0x5663f13d,"uv_v"), v );
pVirtualStruct->AddFloat( CRCD(0x266932c8,"uv_scale"), uv_scale );
pVirtualStruct->AddFloat( CRCD(0x1256b6c6,"uv_rot"), uv_rot );
pVirtualStruct->AddInteger( CRCD(0x8602f6ee,"use_default_uv"), useDefaultUV );
}
else
{
Dbg_Message( "Nothing to wibble... (appearance doesn't contain %s yet?)", Script::FindChecksumName(partChecksum) );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Script::CStruct* GetNextUndisqualified( Script::CArray* pPartArray, int startIndex )
{
Dbg_Assert( pPartArray );
startIndex++;
if ( startIndex >= (int)pPartArray->GetSize() )
{
startIndex -= pPartArray->GetSize();
}
for ( int i = 0; i < (int)pPartArray->GetSize(); i++ )
{
int currIndex = (i + startIndex) % pPartArray->GetSize();
Script::CStruct* pCurrStruct = pPartArray->GetStructure( currIndex );
int disqualified;
pCurrStruct->GetInteger( "disqualified", &disqualified, true );
if ( !disqualified )
{
return pCurrStruct;
}
}
// none found...
return pPartArray->GetStructure( startIndex );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Script::CStruct* GetPrevUndisqualified( Script::CArray* pPartArray, int startIndex )
{
Dbg_Assert( pPartArray );
startIndex--;
if ( startIndex < 0 )
{
startIndex += pPartArray->GetSize();
}
for ( int i = (int)pPartArray->GetSize(); i >= 0; i-- )
{
int currIndex = (i + startIndex) % pPartArray->GetSize();
Script::CStruct* pCurrStruct = pPartArray->GetStructure( currIndex );
int disqualified;
pCurrStruct->GetInteger( "disqualified", &disqualified, true );
if ( !disqualified )
{
return pCurrStruct;
}
}
// none found...
return pPartArray->GetStructure( startIndex );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | FlushDeadObjects |
// flush any objects that are marked as dead
// used so we can be sure they have gone, so we can re-use the memory
// and also avoid fragmentation
bool ScriptFlushDeadObjects( Script::CStruct* pParams, Script::CScript* pScript )
{
Mdl::Skate::Instance()->GetObjectManager()->FlushDeadObjects();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | BindTrickToKeyCombo | binds the given trick to the key combo
// @parm name | key_combo |
// @parm name | trick_checksum |
// @parmopt int | update_mappings | 1 | automatically update the trick mappings.
// This should only be 0 in a split screen game
bool ScriptBindTrickToKeyCombo( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 key_combo;
pParams->GetChecksum( "key_combo", &key_combo, Script::ASSERT );
uint32 trick_checksum=0;
pParams->GetChecksum( "trick", &trick_checksum );
// For create-a-tricks, the trick parameter is an integer index.
int create_a_trick=0;
bool got_create_a_trick=false;
if (pParams->GetInteger( "trick", &create_a_trick ))
{
got_create_a_trick=true;
}
Dbg_MsgAssert(got_create_a_trick || trick_checksum,("\n%s\nMissing trick parameter",pScript->GetScriptInfo()));
bool update_mappings = true;
int update_param = 1;
pParams->GetInteger( "update_mappings", &update_param, Script::NO_ASSERT );
if ( update_param == 0 )
update_mappings = false;
Mdl::Skate * pSkate = Mdl::Skate::Instance();
Obj::CSkaterProfile* pSkaterProfile = pSkate->GetCurrentProfile();
// are we binding a special trick?
if ( pParams->ContainsFlag( "special" ) )
{
int index;
if ( !pParams->GetInteger( "index", &index, Script::NO_ASSERT ) )
{
return false;
}
// add a new slot and update info
Obj::SSpecialTrickInfo trickInfo;
trickInfo.m_TrickSlot = key_combo;
if (got_create_a_trick)
{
trickInfo.m_TrickName = create_a_trick;
}
else
{
trickInfo.m_TrickName = trick_checksum;
}
if ( pParams->ContainsFlag( CRCD(0x61a1bc57,"cat") ) )
{
trickInfo.m_isCat = true;
}
else
{
trickInfo.m_isCat = false;
}
pSkaterProfile->SetSpecialTrickInfo( index, trickInfo, update_mappings );
}
else
{
Script::CStruct* pTricks = pSkaterProfile->GetTrickMapping( CRCD(0xd544aa2d,"trick_mapping") );
if (got_create_a_trick)
{
// Make sure any existing checksum parameter is removed.
pTricks->RemoveComponent(key_combo);
pTricks->AddInteger( key_combo, create_a_trick );
}
else
{
pTricks->RemoveComponent(key_combo);
pTricks->AddChecksum( key_combo, trick_checksum );
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// this does breadth first recursion on the structure and returns trick
// highest in the tree (parent overwrites child).
static uint32 s_find_trick_in_mapping( Script::CStruct* pMapping, uint32 trick_checksum, int recurse_level )
{
if ( recurse_level > 10 )
{
Dbg_MsgAssert( 0, ( "GetKeyComboArrayFromTrickArray recursed too much." ) );
return 0;
}
Script::CComponent* p_comp = pMapping->GetNextComponent( NULL );
uint32 rv = 0;
while ( p_comp )
{
Script::CStruct* pTestStruct = Script::GetStructure( p_comp->mChecksum, Script::NO_ASSERT );
Script::CComponent* p_next = pMapping->GetNextComponent( p_comp );
if ( !rv && p_comp->mType == ESYMBOLTYPE_STRUCTURE )
{
// printf("recursing to level %i\n", recurse_level);
rv = s_find_trick_in_mapping( p_comp->mpStructure, trick_checksum, recurse_level + 1 );
}
else if ( !rv && pTestStruct )
{
// printf("recursing to level %i\n", recurse_level);
rv = s_find_trick_in_mapping( pTestStruct, trick_checksum, recurse_level + 1 );
}
if ( p_comp->mType == ESYMBOLTYPE_NAME && p_comp->mChecksum == trick_checksum )
rv = p_comp->mNameChecksum;
p_comp = p_next;
}
return rv;
}
static uint32 s_find_cat_in_mapping( Script::CStruct* pMapping, int cat_num )
{
Script::CComponent* p_comp = pMapping->GetNextComponent( NULL );
uint32 rv = 0;
while ( p_comp )
{
Script::CComponent* p_next = pMapping->GetNextComponent( p_comp );
if ( p_comp->mType == ESYMBOLTYPE_INTEGER && p_comp->mIntegerValue == cat_num )
{
printf("s_find_cat_in_mapping found %i\n", p_comp->mIntegerValue );
rv = p_comp->mNameChecksum;
}
p_comp = p_next;
}
return rv;
}
// @script | GetKeyComboBoundToTrick | looks for any key combos that are currently
// associated with the specified trick. The result is stored in current_key_combo
// @parm name | trick | trick to look for
bool ScriptGetKeyComboBoundToTrick( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 trick_checksum = NULL;
int cat_num;
if (!pParams->GetChecksum( CRCD(0x270f56e1,"trick"), &trick_checksum, Script::NO_ASSERT) )
{
pParams->GetInteger( CRCD(0xa75b8581,"cat_num"), &cat_num, Script::ASSERT );
}
Mdl::Skate * pSkate = Mdl::Skate::Instance();
Obj::CSkaterProfile* pSkaterProfile = pSkate->GetCurrentProfile();
uint32 key_combo = 0;
bool found_special = false;
int special_index = 0;
if (trick_checksum)
{
if ( !pParams->ContainsFlag( CRCD(0xb394c01c,"special") ) )
{
Script::CStruct* pTricks = pSkaterProfile->GetTrickMapping( CRCD(0xd544aa2d,"trick_mapping") );
uint32 test_key_combo = s_find_trick_in_mapping( pTricks, trick_checksum, 0 );
// check that the mapping holds true the other way (ie, when we grab the trick
// based on this key_combo, do we get the same trick?).
uint32 test_trick_checksum = 0;
if ( pTricks->GetChecksum( test_key_combo, &test_trick_checksum, Script::NO_ASSERT ) && test_trick_checksum == trick_checksum )
key_combo = test_key_combo;
}
else
{
if ( !key_combo && pParams->ContainsFlag( CRCD(0xb394c01c,"special") ) )
{
// printf("searching for special trick\n");
int numTricks = pSkaterProfile->GetNumSpecialTrickSlots();
// printf("%i tricks to check\n", numTricks);
// search through current special tricks
for ( int i = 0; i < numTricks; i++ )
{
Obj::SSpecialTrickInfo trick_info = pSkaterProfile->GetSpecialTrickInfo( i );
if ( trick_info.m_TrickName == trick_checksum )
{
printf("GetKeyComboBoundToTrick found a special trick\n");
found_special = true;
special_index = i;
key_combo = trick_info.m_TrickSlot;
break;
}
}
}
}
}
else
{
Script::CStruct* pTricks = pSkaterProfile->GetTrickMapping( CRCD(0xd544aa2d,"trick_mapping") );
key_combo = s_find_cat_in_mapping( pTricks, cat_num );
}
if ( key_combo )
{
pScript->GetParams()->AddChecksum( "current_key_combo", key_combo );
if ( found_special )
{
printf("current_index: %i\n", special_index);
pScript->GetParams()->AddInteger( "current_index", special_index );
}
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | UpdateTrickMappings | forces the trick mappings to update
// @parmopt int | skater | | the skater num
// @parmopt name | skaterId | | the id of the skater
bool ScriptUpdateTrickMappings( Script::CStruct* pParams, Script::CScript* pScript )
{
Mdl::Skate * pSkate = Mdl::Skate::Instance();
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
Obj::CPlayerProfileManager* pProfileMan = pSkate->GetPlayerProfileManager();
// TODO: if we ever do split screen network games, this will not work!
// It assumes there is only one local skater when in a net game
if ( gamenet_man->InNetGame() )
{
Obj::CSkater* pSkater = pSkate->GetLocalSkater();
Dbg_MsgAssert( pSkater, ( "UpdateTrickMappings couldn't find a local skater" ) );
Obj::CSkaterProfile* pProfile = pProfileMan->GetProfile( 0 );
Obj::CTrickComponent* pTrickComponent = GetTrickComponentFromObject(pSkater);
Dbg_Assert(pTrickComponent);
pTrickComponent->UpdateTrickMappings( pProfile );
}
else
{
int skater_num;
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater_num, Script::ASSERT );
Obj::CSkater* pSkater = pSkate->GetSkater( skater_num );
Dbg_Assert( pSkater );
Obj::CSkaterProfile* pProfile = pProfileMan->GetProfile( skater_num );
Dbg_Assert( pProfile );
if ( pSkater && pProfile )
{
Obj::CTrickComponent* pTrickComponent = GetTrickComponentFromObject(pSkater);
Dbg_Assert(pTrickComponent);
pTrickComponent->UpdateTrickMappings( pProfile );
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetConfigurableTricksFromType | returns an array of trick checksums
// which have the type specified. The array is stored as ConfigurableTricks
// @parm name | type | the type to search for
// @flag special | search for special tricks of this type
bool ScriptGetConfigurableTricksFromType( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 type = 0;
pParams->GetChecksum( "type", &type, Script::NO_ASSERT );
bool find_special = pParams->ContainsFlag( "special" );
Dbg_MsgAssert( type || find_special, ( "You must specify a type or provide the special flag" ) );
uint32 trick_list[128];
int num_found = 0;
int cat_list[128];
int num_cats_found = 0;
// grab some checksums
//uint32 createdtrick = Script::GenerateCRC( "CreatedTrick" );
uint32 grabtrick = Script::GenerateCRC( "GrabTrick" );
uint32 fliptrick = Script::GenerateCRC( "FlipTrick" );
// grab the list of all tricks
Script::CArray* p_all_tricks = Script::GetArray( "ConfigurableTricks", Script::ASSERT );
Dbg_MsgAssert( p_all_tricks->GetType() == ESYMBOLTYPE_NAME, ( "ConfigurableTricks array had wrong type\n" ) );
int size = p_all_tricks->GetSize();
for ( int i = 0; i < size; i++ )
{
Dbg_MsgAssert( num_found < 128, ( "Found too many tricks" ) );
uint32 trick = p_all_tricks->GetChecksum( i );
Script::CStruct* p_trick = Script::GetStructure( trick, Script::NO_ASSERT );
if ( p_trick )
{
// get the type
uint32 current_trick_type;
// first check for optional TrickType var
if ( !p_trick->GetChecksum( "TrickType", &current_trick_type, Script::NO_ASSERT ) )
{
if ( !p_trick->GetChecksum( "Scr", &current_trick_type, Script::NO_ASSERT ) )
{
// assume it's a grind
current_trick_type = Script::GenerateCRC( "GrindTrick" );
}
}
if ( ( find_special && !type ) || current_trick_type == type )
{
// get the params array and look for the special flag
Script::CStruct* p_trick_params;
p_trick->GetStructure( "Params", &p_trick_params, Script::ASSERT );
if ( find_special && p_trick_params->ContainsFlag( "IsSpecial" ) )
{
trick_list[num_found] = trick;
num_found++;
}
else if ( !find_special && !p_trick_params->ContainsFlag( "IsSpecial" ) )
{
trick_list[num_found] = trick;
num_found++;
}
}
}
}
// if type is grab or flip then list created tricks too!
if ( type == grabtrick || type == fliptrick )
{
Mdl::Skate * pSkate = Mdl::Skate::Instance();
Obj::CSkater* pSkater = pSkate->GetLocalSkater();
if ( pSkater )
{
int size = Game::vMAX_CREATED_TRICKS;
for ( int i = 1; i < size; i++ ) // start at one because 0 is just a clipboard!
{
int full = 0;
if ( pSkater->m_created_trick[i]->mp_other_params->GetInteger( CRCD(0x1f802b5f,"full"), &full, Script::NO_ASSERT ) )
{
if ( full )
{
cat_list[num_cats_found] = i; //trick;
num_cats_found++;
}
}
}
}
}
if ( num_found == 0 )
return false;
// create an array to return
Script::CArray* p_configurable_tricks = new Script::CArray();
p_configurable_tricks->SetSizeAndType( num_found, ESYMBOLTYPE_NAME );
for ( int i = 0; i < num_found; i++ )
p_configurable_tricks->SetChecksum( i, trick_list[i] );
// add the array
pScript->GetParams()->AddArrayPointer( "ConfigurableTricks", p_configurable_tricks );
if ( num_cats_found > 0 )
{
// create an array to return
Script::CArray* p_configurable_cats = new Script::CArray();
p_configurable_cats->SetSizeAndType(num_cats_found, ESYMBOLTYPE_INTEGER );
for ( int i = 0; i < num_cats_found; i++ )
p_configurable_cats->SetInteger( i, cat_list[i] );
// add the array
pScript->GetParams()->AddArrayPointer( "ConfigurableCats", p_configurable_cats );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | TrickIsLocked | true if the trick is associated with a skater
// that is locked
// @parm name | trick | the trick name
bool ScriptTrickIsLocked( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 trick;
pParams->GetChecksum( "trick", &trick, Script::ASSERT );
Script::CStruct* p_trick = Script::GetStructure( trick, Script::ASSERT );
if ( p_trick )
{
Script::CStruct* p_trick_params;
p_trick->GetStructure( "Params", &p_trick_params, Script::ASSERT );
uint32 skater;
if ( p_trick_params && p_trick_params->GetChecksum( CRCD(0x5b8ab877,"skater"), &skater, Script::NO_ASSERT ) )
{
Obj::CPlayerProfileManager* pPlayerProfileManager = Mdl::Skate::Instance()->GetPlayerProfileManager();
if ( p_trick_params->ContainsFlag( "OnlyWith" ) )
{
Obj::CSkaterProfile* pCurrentProfile = pPlayerProfileManager->GetCurrentProfile();
return ( pCurrentProfile->GetSkaterNameChecksum() != skater );
}
else
{
int num_profiles = pPlayerProfileManager->GetNumProfileTemplates();
for ( int i = 0; i < num_profiles; i++ )
{
Obj::CSkaterProfile* pProfile = pPlayerProfileManager->GetProfileTemplateByIndex( i );
if ( pProfile->GetSkaterNameChecksum() == skater )
{
int isLocked = 0;
pProfile->GetInfo()->GetInteger( "is_hidden", &isLocked, Script::NO_ASSERT );
return ( isLocked != 0 );
}
}
}
Dbg_MsgAssert( 0, ( "TrickIsLocked confused by skater %s in trick %s\n", Script::FindChecksumName( skater ), Script::FindChecksumName( trick ) ) );
}
}
else
Dbg_MsgAssert( 0, ( "TrickIsLocked couldn't find trick %s\n", Script::FindChecksumName( trick ) ) );
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetTrickDisplayText | gets the text corresponding to this trick
// @parm name | trick | the trick name
bool ScriptGetTrickDisplayText( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 trick;
pParams->GetChecksum( "trick", &trick, Script::ASSERT );
Script::CStruct* p_trick = Script::GetStructure( trick, Script::ASSERT );
if ( p_trick )
{
Script::CStruct* p_trick_params;
p_trick->GetStructure( "Params", &p_trick_params, Script::ASSERT );
const char* p_trick_name;
p_trick_params->GetLocalString( CRCD(0xa1dc81f9,"name"), &p_trick_name, Script::ASSERT );
pScript->GetParams()->AddString( "trick_display_text", p_trick_name );
// look for any double tap tricks
uint32 extra_trick = 0;
if ( !p_trick_params->GetChecksum( "ExtraTricks", &extra_trick, Script::NO_ASSERT ) )
{
// look for an array of extra tricks and grab the first one
Script::CArray* p_extra_tricks;
if ( p_trick_params->GetArray( "ExtraTricks", &p_extra_tricks, Script::NO_ASSERT ) )
extra_trick = p_extra_tricks->GetChecksum( 0 );
}
// add any extra trick info
if ( extra_trick )
{
// grab this extra trick
Script::CArray* p_temp = Script::GetArray( extra_trick, Script::ASSERT );
Script::CStruct* p_extra_trick = p_temp->GetStructure( 0 );
Dbg_Assert( p_extra_trick );
Script::CStruct* p_extra_trick_params;
p_extra_trick->GetStructure( "Params", &p_extra_trick_params, Script::ASSERT );
const char* p_extra_trick_string;
p_extra_trick_params->GetString( CRCD(0xa1dc81f9,"name"), &p_extra_trick_string, Script::ASSERT );
pScript->GetParams()->AddString( "extra_trick_string", p_extra_trick_string );
pScript->GetParams()->AddChecksum( "extra_trick_checksum", extra_trick );
}
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetSpecialTrickInfo | gets the special trick info for the slot
// specified
// @parm int | index | the special trick slot
bool ScriptGetSpecialTrickInfo( Script::CStruct* pParams, Script::CScript* pScript )
{
int index;
pParams->GetInteger( "index", &index, Script::ASSERT );
Mdl::Skate* skate_mod = Mdl::Skate::Instance();
Obj::CSkaterProfile* p_SkaterProfile = skate_mod->GetCurrentProfile();
Obj::SSpecialTrickInfo trick_info = p_SkaterProfile->GetSpecialTrickInfo( index );
pScript->GetParams()->AddChecksum( "special_trickslot", trick_info.m_TrickSlot );
if ( trick_info.m_isCat )
{
pScript->GetParams()->AddInteger( "special_trickname", trick_info.m_TrickName );
}
else
{
pScript->GetParams()->AddChecksum( "special_trickname", trick_info.m_TrickName );
}
pScript->GetParams()->AddInteger( "isCat", trick_info.m_isCat );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetTrickType | gets the type of the specified trick and returns
// the result in the trick_type param
// @parm name | trick | the name of the trick
bool ScriptGetTrickType( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 trick_checksum;
pParams->GetChecksum( "trick", &trick_checksum, Script::ASSERT );
Script::CStruct* p_trick = Script::GetStructure( trick_checksum, Script::ASSERT );
uint32 trick_type;
// first check for optional TrickType var
if ( !p_trick->GetChecksum( "TrickType", &trick_type, Script::NO_ASSERT ) )
{
if ( !p_trick->GetChecksum( "Scr", &trick_type, Script::NO_ASSERT ) )
{
// assume it's a grind
trick_type = Script::GenerateCRC( "GrindTrick" );
}
}
pScript->GetParams()->AddChecksum( "trick_type", trick_type );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetIndexOfItemContaining | this will search through the given
// array (must be an array of structures) for the structure containing a param
// the index will be placed in the calling script's params (index)
// @parm array | array | the array to search
// @parmopt int | index | 0 | index to start at
// @parm name | name | name of the param to search for
// @parm name | value | value param should have for a match
bool ScriptGetIndexOfItemContaining( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 array_name;
pParams->GetChecksum( "array", &array_name, Script::ASSERT );
Script::CArray* p_array = Script::GetArray( array_name, Script::ASSERT );
Dbg_MsgAssert( p_array->GetType() == ESYMBOLTYPE_STRUCTURE, ( "This function only works on arrays of structures." ) );
uint32 item;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &item, Script::ASSERT );
int index = 0;
pParams->GetInteger( "index", &index, Script::NO_ASSERT );
uint32 value;
pParams->GetChecksum( "value", &value, Script::ASSERT );
int array_size = p_array->GetSize();
for ( ; index < array_size; index++ )
{
Script::CStruct* p_struct = p_array->GetStructure( index );
if ( p_struct->ContainsComponentNamed( item ) )
{
uint32 item_value;
p_struct->GetChecksum( item, &item_value, Script::ASSERT );
if ( item_value == value )
{
pScript->GetParams()->AddInteger( "index", index );
return true;
}
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetLevelRecords | appends the records to the calling script's params
bool ScriptGetLevelRecords( Script::CStruct *pParams, Script::CScript *pScript )
{
Mdl::Skate * pSkate = Mdl::Skate::Instance();
int levelNum;
if ( !pParams->GetInteger( "level", &levelNum, Script::NO_ASSERT ) )
levelNum = pSkate->GetCareer()->GetLevel();
Records::CGameRecords* pGameRecords = pSkate->GetGameRecords();
Records::CLevelRecords* pLevelRecords = pGameRecords->GetLevelRecords( levelNum );
pLevelRecords->WriteIntoStructure( pScript->GetParams() );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ResetComboRecords | resets the score object's combo records
bool ScriptResetComboRecords( Script::CStruct* pParams, Script::CScript* pScript )
{
Mdl::Skate * pSkate = Mdl::Skate::Instance();
Obj::CSkater* pSkater = pSkate->GetLocalSkater();
if( pSkater )
{
Mdl::Score* pScore = pSkater->GetScoreObject();
pScore->ResetComboRecords();
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetNumberOfTrickOccurrences | returns the number of times
// the given trick appears in the skater's current score pot
// @parm string | TrickText | trick string to look for
bool ScriptGetNumberOfTrickOccurrences( Script::CStruct *pParams, Script::CScript *pScript )
{
const char* p_trick;
pParams->GetString( "TrickText", &p_trick, Script::ASSERT );
uint32 trick = Script::GenerateCRC( p_trick );
Mdl::Skate * skate_mod = Mdl::Skate::Instance();
Obj::CSkater* pSkater = skate_mod->GetLocalSkater();
Mdl::Score* pScore = pSkater->GetScoreObject();
int num = pScore->GetCurrentNumberOfOccurrencesByName( trick );
pScript->GetParams()->AddInteger( "number_of_occurrences", num );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetNumSoundtracks | returns the number of soundtracks
// in the numSoundtracks param
bool ScriptGetNumSoundtracks( Script::CStruct *pParams, Script::CScript *pScript )
{
Dbg_MsgAssert( Config::GetHardware() == Config::HARDWARE_XBOX, ( "GetNumSoundtracks can only be called on XBox" ) );
int numSoundtracks = Nx::CEngine::sGetNumSoundtracks();
pScript->GetParams()->AddInteger( "numSoundtracks", numSoundtracks );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptGetSoundtrackName( Script::CStruct *pParams, Script::CScript *pScript )
{
Dbg_MsgAssert( Config::GetHardware() == Config::HARDWARE_XBOX, ( "GetNumSoundtracks can only be called on XBox" ) );
int soundtrack_number;
pParams->GetInteger( NONAME, &soundtrack_number, Script::ASSERT );
const char* pSoundtrackName = Nx::CEngine::sGetSoundtrackName( soundtrack_number );
pScript->GetParams()->AddString( "soundtrackName", pSoundtrackName );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | BindControllerToSkater | remaps the given controller to the
// skater
// @parm int | controller | the controller number
// @parm int | skater_heap_index | the skater num
bool ScriptBindControllerToSkater( Script::CStruct *pParams, Script::CScript *pScript )
{
int controller;
pParams->GetInteger( "controller", &controller, Script::ASSERT );
int skater;
pParams->GetInteger( "skater_heap_index", &skater, Script::ASSERT );
printf("attempting to bind skater %i to controller %i\n", skater, controller);
Mdl::Skate *pSkate = Mdl::Skate::Instance();
pSkate->m_device_server_map[skater] = controller;
pSkate->UpdateSkaterInputHandlers();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptBindFrontEndToController( Script::CStruct *pParams, Script::CScript *pScript )
{
int controller;
pParams->GetInteger( "controller", &controller, Script::ASSERT );
int front_end_pad;
pParams->GetInteger( "front_end_pad", &front_end_pad, Script::ASSERT );
printf("attempting to bind front end %i to controller %i\n", front_end_pad, controller);
Mdl::FrontEnd *pFrontEnd = Mdl::FrontEnd::Instance();
// find any controllers using this front end mapping and switch
int current = pFrontEnd->m_device_server_map[front_end_pad];
for ( int i = 0; i < SIO::vMAX_DEVICES; i++ )
{
if ( pFrontEnd->m_device_server_map[i] == controller )
pFrontEnd->m_device_server_map[i] = current;
}
pFrontEnd->m_device_server_map[front_end_pad] = controller;
pFrontEnd->UpdateInputHandlerMappings();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | ControllerBoundToDifferentSkater |
// @parm int | controller |
// @parm int | skater |
bool ScriptControllerBoundToDifferentSkater( Script::CStruct *pParams, Script::CScript *pScript )
{
int skater;
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater, Script::ASSERT );
int controller;
pParams->GetInteger( "controller", &controller, Script::ASSERT );
Mdl::Skate* pSkate = Mdl::Skate::Instance();
for ( int i = 0; i < Mdl::Skate::vMAX_SKATERS; i++ )
{
// don't check the skater we're trying to bind
if ( i == skater )
continue;
Obj::CSkater* pSkater = pSkate->GetSkater( i );
if ( pSkater && pSkater->IsLocalClient() )
{
if ( pSkate->m_device_server_map[i] == controller )
return true;
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptControllerBoundToSkater( Script::CStruct* pParams, Script::CScript* pScript )
{
int controller;
pParams->GetInteger( "controller", &controller, Script::ASSERT );
int skater;
pParams->GetInteger( CRCD(0x5b8ab877,"skater"), &skater, Script::ASSERT );
Dbg_MsgAssert( skater >= 0 && skater < Mdl::Skate::vMAX_SKATERS, ( "Bad skater index %i passed to ControllerBoundToSkater\n", skater ) );
return ( Mdl::Skate::Instance()->m_device_server_map[skater] == controller );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetKeyComboArrayFromTrickArray | returns an array of key combos (KeyCombos)
// that correspond to the passed trick array
// @parm array | tricks | array of trick names, eg [Trick_KickFlip Trick_HeelFlip]
bool ScriptGetKeyComboArrayFromTrickArray( Script::CStruct *pParams, Script::CScript *pScript )
{
Script::CArray* pTricks;
pParams->GetArray( "tricks", &pTricks, Script::ASSERT );
Mdl::Skate * pSkate = Mdl::Skate::Instance();
Obj::CSkaterProfile* pSkaterProfile = pSkate->GetCurrentProfile();
Script::CStruct* pTrickMapping = pSkaterProfile->GetTrickMapping( CRCD(0xd544aa2d,"trick_mapping") );
int size = pTricks->GetSize();
// make a return array
Script::CArray* pKeyCombos = new Script::CArray();
pKeyCombos->SetSizeAndType( size, ESYMBOLTYPE_NAME );
for ( int i = 0; i < size; i++ )
{
uint32 trick_checksum = pTricks->GetChecksum( i );
// search for this trick in the current mapping
uint32 key_combo = s_find_trick_in_mapping( pTrickMapping, trick_checksum, 0 );
if ( key_combo == 0 )
{
// look for a special trick
int num_specials = pSkaterProfile->GetNumSpecialTrickSlots();
for ( int j = 0; j < num_specials; j++ )
{
Obj::SSpecialTrickInfo trick_info = pSkaterProfile->GetSpecialTrickInfo( j );
if ( trick_info.m_TrickName == trick_checksum )
{
key_combo = trick_info.m_TrickSlot;
break;
}
}
}
Dbg_MsgAssert( key_combo != 0, ( "GetKeyComboFromTrickArray found an unmpped trick - %s", Script::FindChecksumName( trick_checksum ) ) );
pKeyCombos->SetChecksum( i, key_combo );
}
pScript->GetParams()->AddArray( "KeyCombos", pKeyCombos );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | FirstInputReceived | the game does not start checking for
// disconnected controllers until this is called
bool ScriptFirstInputReceived( Script::CStruct *pParams, Script::CScript *pScript )
{
Mdl::Skate::Instance()->FirstInputReceived();
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | VibrateController |
// @parm int | port |
// @parm int | actuator |
// @parm int | percent |
bool ScriptVibrateController( Script::CStruct *pParams, Script::CScript *pScript )
{
int port;
pParams->GetInteger( "port", &port, Script::ASSERT );
int actuator;
pParams->GetInteger( "actuator", &actuator, Script::ASSERT );
int percent;
pParams->GetInteger( "percent", &percent, Script::ASSERT );
SIO::Manager* sio_manager = SIO::Manager::Instance();
// TODO: this won't work if we support multitap (assumes slot 0)
SIO::Device* pDevice = sio_manager->GetDevice( port, 0 );
if ( pDevice )
{
pDevice->ActivateActuator( actuator, percent );
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | LockCurrentSkaterProfileIndex |
bool ScriptLockCurrentSkaterProfileIndex( Script::CStruct *pParams, Script::CScript *pScript )
{
int locked = true;
pParams->GetInteger( NONAME, &locked, Script::ASSERT );
Mdl::Skate * pSkate = Mdl::Skate::Instance();
Obj::CPlayerProfileManager* pProfileMan = pSkate->GetPlayerProfileManager();
pProfileMan->LockCurrentSkaterProfileIndex( locked );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | SetSpecialTrickInfo |
// @parm int | slot |
// @parm name | trick_name |
// @parm name | key_combo |
// @flag update_mappings |
bool ScriptSetSpecialTrickInfo( Script::CStruct *pParams, Script::CScript *pScript )
{
int slot;
pParams->GetInteger( "slot", &slot, Script::ASSERT );
uint32 trick_name;
pParams->GetChecksum( "trick_name", &trick_name, Script::ASSERT );
uint32 key_combo;
pParams->GetChecksum( "key_combo", &key_combo, Script::ASSERT );
Mdl::Skate* skate_mod = Mdl::Skate::Instance();
Obj::CPlayerProfileManager* pPlayerProfileManager = skate_mod->GetPlayerProfileManager();
Obj::CSkaterProfile* pProfile = NULL;
pProfile = pPlayerProfileManager->GetCurrentProfile();
Dbg_MsgAssert( pProfile, ( "SetSpecialTrickInfo couldn't get a profile" ) );
if ( pProfile )
{
// printf("setting slot %i to %s, %s\n", slot, Script::FindChecksumName( trick_name ), Script::FindChecksumName( key_combo ) );
Obj::SSpecialTrickInfo trickInfo;
trickInfo.m_TrickName = trick_name;
trickInfo.m_TrickSlot = key_combo;
pProfile->SetSpecialTrickInfo( slot, trickInfo, false );
return true;
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
static bool s_is_angle(Script::CArray *p_angles_array, uint32 component_name)
{
if (!p_angles_array)
{
return false;
}
uint32 size=p_angles_array->GetSize();
for (uint32 i=0; i<size; ++i)
{
if (component_name==p_angles_array->GetChecksum(i))
{
return true;
}
}
return false;
}
static float make_angle_in_range(float a)
{
while (a < 0.0f)
{
a+=360.0f;
}
while (a > 360.0f)
{
a-=360.0f;
}
return a;
}
// @script | InterpolateParameters | This will scan through the structure A, and any parameters in it
// which have type int or float and such that the same named parameter exists in B and also has type int
// or float will have their value interpolated between the two values, and the parameter put into a
// returned structure named Interpolated.
// Note that the returned structure will only contain the parameters that were interpolated, so if
// structure A contained a string, that parameter will not get into Interpolated
// @parm structure | a | The first structure
// @parm structure | b | The second structure
// @parmopt float | Proportion | 0.0 | A value between 0 and 1. 0 means all of structure A and none of structure B,
// 1 means all of B and none of A. 0.5 will therefore be half way between the two.
// @parmopt array | Ignore | | An optional array of parameter names to ignore. Parameters whose type cannot
// be interpolated, such as strings, will automatically be ignored, but the Ignore array allows certain
// integer or float params to be ignored too.
// @parmopt array | Angles | | An optional array of parameters whose values are to be treated as angles.
// So when interpolating between 10 and 350 degrees for example, instead of simply interpolating from
// the number 10 to 350, it will go from 10 backwards through 0 and 359 to 350.
bool ScriptInterpolateParameters( Script::CStruct *pParams, Script::CScript *pScript )
{
Script::CStruct *p_new_structure=new Script::CStruct;
Script::CStruct *p_a=NULL;
pParams->GetStructure(CRCD(0x174841bc,"a"),&p_a,Script::ASSERT);
Script::CStruct *p_b=NULL;
pParams->GetStructure(CRCD(0x8e411006,"b"),&p_b,Script::ASSERT);
float proportion=0.0f;
pParams->GetFloat(CRCD(0x404e690d,"Proportion"),&proportion);
Script::CArray *p_ignore=NULL;
pParams->GetArray(CRCD(0xf277291d,"Ignore"),&p_ignore);
Script::CArray *p_angles_array=NULL;
pParams->GetArray(CRCD(0x9d2d0915,"Angles"),&p_angles_array);
Script::CComponent *p_comp = p_a->GetNextComponent();
while (p_comp)
{
bool ignore=false;
if (p_ignore)
{
for (uint32 i=0; i<p_ignore->GetSize(); ++i)
{
if (p_comp->mNameChecksum==p_ignore->GetChecksum(i))
{
ignore=true;
break;
}
}
}
if (!ignore)
{
uint32 component_name=0;
float value_a=0.0f;
bool write_integer=true;
// See if the component in structure A is of a type that needs to be interpolated.
if (p_comp->mType==ESYMBOLTYPE_INTEGER)
{
component_name=p_comp->mNameChecksum;
value_a=(float)p_comp->mIntegerValue;
}
else if (p_comp->mType==ESYMBOLTYPE_FLOAT)
{
component_name=p_comp->mNameChecksum;
value_a=p_comp->mFloatValue;
write_integer=false;
}
// If found a candidate for interpolation, see if there is a similarly named
// component in structure B, and if so, interpolate between the two and stick
// a new component of that name into the new structure.
if (component_name)
{
bool got_value_b=false;
float value_b=0.0f;
int integer_value_b=0;
if (p_b->GetInteger(component_name,&integer_value_b))
{
got_value_b=true;
value_b=(float)integer_value_b;
}
else if (p_b->GetFloat(component_name,&value_b))
{
got_value_b=true;
write_integer=false;
}
if (got_value_b)
{
float new_value=0.0f;
if (s_is_angle(p_angles_array,component_name))
{
float d=value_b-value_a;
d=make_angle_in_range(d);
if (d > 180.0f)
{
d=-(360.0f-d);
}
new_value=value_a+proportion*d;
new_value=make_angle_in_range(new_value);
}
else
{
new_value=value_a+proportion*(value_b-value_a);
}
if (write_integer)
{
p_new_structure->AddInteger(component_name,(int)new_value);
}
else
{
p_new_structure->AddFloat(component_name,new_value);
}
}
}
}
p_comp = pParams->GetNextComponent(p_comp);
}
pScript->GetParams()->AddStructurePointer(CRCD(0xff6f3872,"Interpolated"),p_new_structure);
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | PlaySkaterStream | skater member func.
// @parm string | type | the stream type.
// @parmopt int | num_possible | 10 | the maximum number of streams to search for
bool ScriptPlaySkaterStream ( Script::CStruct *pParams, Script::CScript *pScript )
{
Dbg_Assert(pScript->mpObject);
Dbg_MsgAssert(pScript->mpObject->GetType() == SKATE_TYPE_SKATER, ("PlaySkaterStream may only be called on a skater object"));
Obj::CSkater* p_skater = static_cast< Obj::CSkater* >(pScript->mpObject.Convert());
const char* p_type;
pParams->GetString( CRCD(0x7321a8d6,"type"), &p_type, Script::ASSERT );
int max_num = 10;
pParams->GetInteger( CRCD(0x58492707,"num_possible"), &max_num, Script::NO_ASSERT );
Script::CArray* p_stream_indices = new Script::CArray();
p_stream_indices->SetSizeAndType( max_num, ESYMBOLTYPE_INTEGER );
// generate list of indices (start at 1)
for ( int i = 0; i < max_num; i++ )
p_stream_indices->SetInteger( i, i + 1 );
// randomize list
for ( int i = 0; i < max_num; i++ )
{
// grab a random index and switch with the current index
int random_index = Mth::Rnd( max_num );
int random_value = p_stream_indices->GetInteger( random_index );
p_stream_indices->SetInteger( random_index, p_stream_indices->GetInteger( i ) );
p_stream_indices->SetInteger( i, random_value );
}
// get the skater's first name
char p_first_name[128];
strcpy( p_first_name, p_skater->m_firstName );
// resolve to last name
char p_last_name[128];
if ( p_skater->m_isPro )
{
// grab the last name string from global array
Script::CStruct* pLastNames = Script::GetStructure( CRCD(0x5775194e,"goal_pro_last_names"), Script::ASSERT );
uint32 first_name_checksum = Script::GenerateCRC( p_first_name );
const char* p_temp_last_name;
pLastNames->GetString( first_name_checksum, &p_temp_last_name, Script::ASSERT );
Dbg_MsgAssert( strlen( p_temp_last_name ) < 128, ( "buffer overflow" ) );
strcpy( p_last_name, p_temp_last_name );
}
else
{
strcpy( p_last_name, "custom" );
if ( p_skater->m_isMale )
{
strcat( p_last_name, "m" );
}
else
{
strcat( p_last_name, "f" );
}
}
Dbg_MsgAssert( strlen( p_last_name ) < 128, ( "buffer overflow in PlaySkaterStream: %s", p_last_name ) );
// find the first valid stream and play
char stream_name[128];
for ( int i = 0; i < max_num; i++ )
{
Dbg_MsgAssert( strlen( p_last_name ) + strlen( p_type ) + 2 < 128, ( "buffer overflow in PlaySkaterStream: %s", stream_name ) );
sprintf( stream_name, "%s_%s%02i", p_last_name, p_type, p_stream_indices->GetInteger( i ) );
// printf("figured a stream name of %s\n", stream_name);
if ( Pcm::StreamExists( Script::GenerateCRC( stream_name ) ) )
{
Script::CStruct* pTemp = new Script::CStruct;
pTemp->AddChecksum( "stream_checksum", Script::GenerateCRC( stream_name ) );
Script::RunScript( "skater_play_bail_stream", pTemp, pScript->mpObject );
delete pTemp;
break;
}
}
Script::CleanUpArray( p_stream_indices );
delete p_stream_indices;
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetTextureFromPath | returns the file name for a texture
// from the end of the give path
// @parm string | path | path of file including file name
bool ScriptGetTextureFromPath( Script::CStruct *pParams, Script::CScript *pScript )
{
const char* p_path;
char new_string[32];
int i, t=0;
pParams->GetString( CRCD(0xf4ab74f0,"path"), &p_path, Script::ASSERT );
int length = strlen( p_path );
// find last '/' in path
for (i=(length); i>=0; i--) // Mick: was previously "length+1", which would start at the character AFTER the string
{ // which on rare occasions was a '/' char, which caused obscure crashes.
if ( ( p_path[i] == '/' ) || ( p_path[i] == '\\' ) )
{
break;
}
}
// copy everything after '/' into texture
for (int p=(i+1); p<=length; p++)
{
new_string[t] = p_path[p];
t++;
}
pScript->GetParams()->AddString( CRCD(0x7d99f28d,"texture"), new_string );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | GetVramUsage |
bool ScriptGetVramUsage( Script::CStruct *pParams, Script::CScript *pScript )
{
# ifdef __PLAT_NGPS__
//printf("FontVramStart = %uK \n", (NxPs2::FontVramStart/4) );
//printf("FontVramBase = %uK \n", (NxPs2::FontVramBase/4) );
printf("FontVramSize = %uK \n", (NxPs2::FontVramSize/4) );
printf("Font Usage = %uK \n", ( (NxPs2::FontVramBase - NxPs2::FontVramStart )/4) );
# endif
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// @script | CompositeObjectExists |
bool ScriptCompositeObjectExists ( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 name;
pParams->GetChecksum( CRCD(0xa1dc81f9,"name"), &name, Script::ASSERT );
Obj::CObject* pObj = Obj::ResolveToObject( name );
return ( pObj != NULL );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptClearPowerups( Script::CStruct *pParams, Script::CScript *pScript )
{
int i;
Mdl::Skate * pSkate = Mdl::Skate::Instance();
for( i = 0; i < Mdl::Skate::vMAX_SKATERS; i++ )
{
Obj::CSkater* pSkater = pSkate->GetSkater( i );
if( pSkater )
{
Obj::CSkaterStateComponent *p_component = (Obj::CSkaterStateComponent*)Obj::CCompositeObjectManager::Instance()->GetFirstComponentByType( CRC_SKATERSTATE );
p_component->ClearPowerups();
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptBroadcastProjectile( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 type;
Mth::Vector pos, vel;
int radius;
float scale;
uint32 id;
GameNet::Manager * gamenet_man = GameNet::Manager::Instance();
Net::Client* client;
pParams->GetChecksum( CRCD(0x830ecaf,"objID"), &id );
pParams->GetChecksum( CRCD(0x7321a8d6,"type"), &type );
pParams->GetVector( CRCD(0x7f261953,"pos"), &pos );
pParams->GetVector( CRCD(0xc4c809e,"vel"), &vel );
pParams->GetFloat( CRCD(0x13b9da7b,"scale"), &scale );
pParams->GetInteger( CRCD(0xc48391a5,"radius"), &radius );
client = gamenet_man->GetClient( 0 );
if( client )
{
Net::MsgDesc msg_desc;
GameNet::MsgProjectile msg;
msg.m_Id = id;
msg.m_Pos = pos;
msg.m_Vel = vel;
msg.m_Radius = radius;
msg.m_Scale = scale;
msg.m_Latency = 0;
msg.m_Type = type;
msg_desc.m_Id = GameNet::MSG_ID_SPAWN_PROJECTILE;
msg_desc.m_Data = &msg;
msg_desc.m_Length = sizeof( GameNet::MsgProjectile );
msg_desc.m_Queue = Net::QUEUE_SEQUENCED;
msg_desc.m_GroupId = GameNet::vSEQ_GROUP_PLAYER_MSGS;
client->EnqueueMessageToServer( &msg_desc );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptBroadcastEnterVehicle ( Script::CStruct *pParams, Script::CScript *pScript )
{
uint32 id;
uint32 control_type;
GameNet::Manager* gamenet_man = GameNet::Manager::Instance();
Net::Client* client;
pParams->GetChecksum( CRCD(0x5b24faaa, "SkaterId"), &id, Script::ASSERT );
pParams->GetChecksum( CRCD(0x81cff663, "control_type"), &control_type, Script::ASSERT );
client = gamenet_man->GetClient( 0 );
if( client )
{
Net::MsgDesc msg_desc;
GameNet::MsgEnterVehicle msg;
msg.m_Id = id;
msg.m_ControlType = control_type;
msg_desc.m_Id = GameNet::MSG_ID_ENTER_VEHICLE;
msg_desc.m_Data = &msg;
msg_desc.m_Length = sizeof( GameNet::MsgEnterVehicle );
msg_desc.m_Queue = Net::QUEUE_SEQUENCED;
msg_desc.m_GroupId = GameNet::vSEQ_GROUP_PLAYER_MSGS;
client->EnqueueMessageToServer( &msg_desc );
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool ScriptGetCollidingPlayerAndTeam( Script::CStruct *pParams, Script::CScript *pScript )
{
int team = -1;
int player_id = -1;
Script::CStruct* p_pass_back_params = pScript->GetParams();
float nearest_distance = 999999.9999f;
Obj::CCompositeObject* flag_obj;
flag_obj = static_cast <Obj::CCompositeObject*>( pScript->mpObject.Convert() );
Dbg_Assert( flag_obj );
int exclude_team;
pParams->GetInteger(CRCD(0x6c2a140f, "exclude_team"), &exclude_team, Script::ASSERT);
float radius_squared;
pParams->GetFloat(CRCD(0xc48391a5, "radius"), &radius_squared, Script::ASSERT);
radius_squared = FEET_TO_INCHES(radius_squared) * FEET_TO_INCHES(radius_squared);
GameNet::PlayerInfo* player;
for (uint32 i = 0; i < Mdl::Skate::Instance()->GetNumSkaters(); i++)
{
Obj::CCompositeObject* p_skater = Mdl::Skate::Instance()->GetSkater(i);
if( p_skater )
{
player = GameNet::Manager::Instance()->GetPlayerByObjectID(p_skater->GetID());
if (!player) continue;
// If a player on the flag's team collides with the flag and doesn't have an enemy flag, just ignore it
if ((player->m_Team == exclude_team) && !player->HasCTFFlag()) continue;
// If a player already has a flag, just ignore it. They're being greedy.
if ((player->m_Team != exclude_team ) && player->HasCTFFlag()) continue;
float this_dist = Mth::DistanceSqr( p_skater->m_pos, flag_obj->GetPos());
if (this_dist < radius_squared && this_dist < nearest_distance)
{
nearest_distance = this_dist;
player_id = p_skater->GetID();
}
}
}
if (player_id > -1)
{
player = GameNet::Manager::Instance()->GetPlayerByObjectID(player_id);
team = player->m_Team;
}
p_pass_back_params->AddInteger(CRCD(0x3b1f59e0, "team"), team);
p_pass_back_params->AddInteger(CRCD(0x67e6859a, "player"), player_id);
return true;
}
bool ScriptLobbyCheckKeyboard( Script::CStruct *pParams, Script::CScript *pScript )
{
int num_chars;
char makes[256];
num_chars = SIO::KeyboardRead( makes );
if( num_chars > 0 )
{
// Space brings up the chat interface
if( makes[0] == 32 )
{
Script::CStruct* pParams;
// Enter and space act as "choose" only if you're not currently using the on-screen keyboard
pParams = new Script::CStruct;
pParams->AddChecksum( Script::GenerateCRC( "id" ), Script::GenerateCRC( "keyboard_anchor" ));
if( Obj::ScriptObjectExists( pParams, NULL ) == false )
{
Script::RunScript( "lobby_enter_kb_chat" );
SIO::KeyboardClear();
}
delete pParams;
}
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
/*
bool ScriptMarkRestarts ( Script::CStruct *pParams, Script::CScript *pScript )
{
// Green: Player1
// Purple: Multiplayer
// Cyan: Horse
// Red: CTF
// Blue: Team
// Yellow: Crown
Script::CArray *pNodeArray = Script::GetArray(CRCD(0xc472ecc5, "NodeArray"));
for (int i = pNodeArray->GetSize(); i--; )
{
uint32 color = 0;
Mth::Vector offset;
uint32 node_class;
pNodeArray->GetStructure(i)->GetChecksum(CRCD(0x12b4e660, "Class"), &node_class);
if (node_class == CRCD(0x1806ddf8, "Restart"))
{
Script::CArray *pRestartTypes;
pNodeArray->GetStructure(i)->GetArray(CRCD(0xdd304987, "restart_types"), &pRestartTypes);
for (int j = pRestartTypes->GetSize(); j--; )
{
switch (pRestartTypes->GetChecksum(j))
{
case CRCC(0x41639ce5, "Player1"):
color = MAKE_RGB(0, 255, 0);
offset.Set(0.0f, 0.0f, 0.0f);
break;
case CRCC(0xbae0e4da, "Multiplayer"):
color = MAKE_RGB(255, 0, 255);
offset.Set(1.0f, 0.0f, 0.0f);
break;
case CRCC(0x9d65d0e7, "Horse"):
color = MAKE_RGB(0, 255, 255);
offset.Set(0.0f, 1.0f, 0.0f);
break;
case CRCC(0xa5ad2b0b, "CTF"):
color = MAKE_RGB(255, 0, 0);
offset.Set(0.0f, 0.0f, 1.0f);
break;
case CRCC(0x3b1f59e0, "Team"):
color = MAKE_RGB(0, 0, 255);
offset.Set(1.0f, 1.0f, 0.0f);
break;
default:
continue;
}
}
}
else if (node_class == CRCD(0xf8565321, "GenericNode"))
{
uint32 type;
pNodeArray->GetStructure(i)->GetChecksum(CRCD(0x7321a8d6, "Type"), &type);
if (type != CRCD(0xaf86421b, "Crown")) continue;
color = MAKE_RGB(255, 255, 0);
offset.Set(0.0f, 1.0f, 1.0f);
}
else
{
continue;
}
Mth::Vector pos;
SkateScript::GetPosition(i, &pos);
Gfx::AddDebugLine(pos, pos + 12.0f * offset + Mth::Vector(0.0f, 140.0f, 0.0f), color, 0, 0);
}
return true;
}
*/
/******************************************************************/
/* */
/* */
/******************************************************************/
} // namespace CFuncs