#include "LIBGTE.H" #include "LIBGPU.H" #include "INLINE_C.H" #include "Game/driver2.h" #include "Game/C/mission.h" #include "Game/C/convert.h" #include "Game/C/camera.h" #include "Game/C/dr2roads.h" #include "Game/C/system.h" #include "Game/C/pres.h" #include "Game/C/spool.h" #include "Game/C/cars.h" #include "Game/C/cop_ai.h" #include "Game/C/draw.h" #include "Game/C/players.h" #include "Game/C/glaunch.h" #include "Game/C/dr2roads.h" #include int gDisplayDrawStats = 0; struct LineDef_t { VECTOR posA, posB; CVECTOR color; }; LineDef_t gDebug_Lines[512]; int gDebug_numLines = 0; void DrawDebugOverlays() { VECTOR _zerov = { 0 }; while(gDebug_numLines > 0) { LineDef_t& ld = gDebug_Lines[gDebug_numLines-1]; gte_SetTransVector(&_zerov); gte_SetRotMatrix(&inv_camera_matrix); SVECTOR a, b; a.vx = ld.posA.vx - camera_position.vx; a.vy = ld.posA.vy - camera_position.vy; a.vz = ld.posA.vz - camera_position.vz; b.vx = ld.posB.vx - camera_position.vx; b.vy = ld.posB.vy - camera_position.vy; b.vz = ld.posB.vz - camera_position.vz; gte_ldv3(&a, &b, &b); gte_rtpt(); gte_avsz4(); int z; gte_stopz(&z); if (z > 0) { LINE_F2* line = (LINE_F2*)current->primptr; setLineF2(line); setSemiTrans(line, 1); gte_stsxy0(&line->x0) gte_stsxy1(&line->x1); line->r0 = ld.color.r; line->g0 = ld.color.g; line->b0 = ld.color.b; addPrim(current->ot + 2, line); current->primptr += sizeof(LINE_F2); } gDebug_numLines--; } gDebug_numLines = 0; DR_TPAGE* tp = (DR_TPAGE*)current->primptr; setDrawTPage(tp, 1, 1, 0); addPrim(current->ot + 2, tp); current->primptr += sizeof(DR_TPAGE); char tempBuf[1024]; int primTabLeft = current->primptr - current->primtab; if (gDisplayDrawStats) { SetTextColour(255, 255, 0); sprintf(tempBuf, "Primtab: %d of %d", primTabLeft, PRIMTAB_SIZE); PrintString(tempBuf, 10, 20); extern volatile int spoolactive; sprintf(tempBuf, "Spooling: %d spec: %d, active: %d", doSpooling, allowSpecSpooling, spoolactive); PrintString(tempBuf, 10, 30); extern int numActiveCops; extern int numCopCars; extern int numCivCars; extern int numParkedCars; extern int maxCopCars; extern int maxCivCars; sprintf(tempBuf, "Civs: %d - %d parked - max %d", numCivCars, numParkedCars, maxCivCars); PrintString(tempBuf, 10, 40); sprintf(tempBuf, "Cops: %d - %d active - max %d - seen: %d", numCopCars, numActiveCops, maxCopCars, CopsCanSeePlayer); PrintString(tempBuf, 10, 50); sprintf(tempBuf, "Mission %d Chase: %d", gCurrentMissionNumber, gRandomChase); PrintString(tempBuf, 10, 60); int playerCar = player[0].playerCarId; if(playerCar >= 0) { int speed = car_data[playerCar].hd.speed; sprintf(tempBuf, "Car speed: %d direction: %d", speed, car_data[playerCar].hd.direction); PrintString(tempBuf, 10, 80); VECTOR* carPos = (VECTOR*)car_data[playerCar].hd.where.t; DRIVER2_ROAD_INFO roadInfo; roadInfo.surfId = GetSurfaceIndex(carPos); if (GetSurfaceRoadInfo(&roadInfo, roadInfo.surfId)) { int dx, dz; int segLen, distAlongSegment; int theta; if (roadInfo.straight) { dx = carPos->vx - roadInfo.straight->Midx; dz = carPos->vz - roadInfo.straight->Midz; segLen = roadInfo.straight->length; theta = (roadInfo.straight->angle - ratan2(dx, dz) & 0xfffU); distAlongSegment = (segLen / 2) + FIXEDH(rcossin_tbl[theta * 2 + 1] * SquareRoot0(dx * dx + dz * dz)); } else { dx = carPos->vx - roadInfo.curve->Midx; dz = carPos->vz - roadInfo.curve->Midz; theta = ratan2(dx,dz); segLen = (roadInfo.curve->end - roadInfo.curve->start & 0xfffU); // *roadInfo.curve->inside * 11 / 7; // don't use physical length if (roadInfo.curve->inside < 10) distAlongSegment = (theta & 0xfffU) - roadInfo.curve->start & 0xf80; else if (roadInfo.curve->inside < 20) distAlongSegment = (theta & 0xfffU) - roadInfo.curve->start & 0xfc0; else distAlongSegment = (theta & 0xfffU) - roadInfo.curve->start & 0xfe0; } int lane = GetLaneByPositionOnRoad(&roadInfo, carPos); sprintf(tempBuf, "%s %d flg %d%d%d spd %d len %d", roadInfo.straight ? "STR" : "CRV", roadInfo.surfId, (roadInfo.NumLanes & 0x20) > 0, // flag 0 - first lane? (roadInfo.NumLanes & 0x40) > 0, // flag 1 - leftmost park (roadInfo.NumLanes & 0x80) > 0, // flag 2 - rightmost park ROAD_SPEED_LIMIT(&roadInfo), // speed limit id segLen ); PrintString(tempBuf, 10, 180); sprintf(tempBuf, "dir %d lane %d/%d AI %d dist: %d", ROAD_LANE_DIR(&roadInfo, lane), // direction bit lane + 1, ROAD_WIDTH_IN_LANES(&roadInfo), // lane count. * 2 for both sides as roads are symmetric ROAD_IS_AI_LANE(&roadInfo, lane), // lane AI driveable flag distAlongSegment ); PrintString(tempBuf, 10, 195); } else if(IS_JUNCTION_SURFACE(roadInfo.surfId)) { DRIVER2_JUNCTION* junc = GET_JUNCTION(roadInfo.surfId); sprintf(tempBuf, "JUN %d flg %d",roadInfo.surfId, junc->flags); PrintString(tempBuf, 10, 180); } } } } void Debug_AddLine(VECTOR& pointA, VECTOR& pointB, CVECTOR& color) { if (gDebug_numLines + 1 > 512) return; int dx = camera_position.vx - pointA.vx; int dz = camera_position.vz - pointA.vz; if (dx * dx + dz * dz > (15000*15000)) return; LineDef_t& ld = gDebug_Lines[gDebug_numLines++]; ld.posA = pointA; ld.posB = pointB; ld.color = color; ld.posA.vy *= -1; ld.posB.vy *= -1; } void Debug_Line2D(SXYPAIR& pointA, SXYPAIR& pointB, CVECTOR& color) { LINE_F2* line = (LINE_F2*)current->primptr; setLineF2(line); line->x0 = pointA.x; line->y0 = pointA.y; line->x1 = pointB.x; line->y1 = pointB.y; line->r0 = color.r; line->g0 = color.g; line->b0 = color.b; #if defined(USE_PGXP) && defined(USE_EXTENDED_PRIM_POINTERS) line->pgxp_index = 0xFFFF; #endif addPrim(current->ot, line); current->primptr += sizeof(LINE_F2); } void Debug_AddLineOfs(VECTOR& pointA, VECTOR& pointB, VECTOR& ofs, CVECTOR& color) { if (gDebug_numLines + 1 > 512) return; int dx = camera_position.vx - ofs.vx; int dz = camera_position.vz - ofs.vz; if (dx * dx + dz * dz > (15000 * 15000)) return; LineDef_t& ld = gDebug_Lines[gDebug_numLines++]; ld.posA = pointA; ld.posB = pointB; ld.color = color; ld.posA.vx += ofs.vx; ld.posA.vy += ofs.vy; ld.posA.vz += ofs.vz; ld.posB.vx += ofs.vx; ld.posB.vy += ofs.vy; ld.posB.vz += ofs.vz; ld.posA.vy *= -1; ld.posB.vy *= -1; } int g_FreeCameraControls = 0; int g_FreeCameraEnabled = 0; VECTOR g_FreeCameraPosition; SVECTOR g_FreeCameraRotation; VECTOR g_FreeCameraVelocity; extern int cursorX, cursorY, cursorOldX, cursorOldY; extern VECTOR lis_pos; void BuildFreeCameraMatrix() { if (g_FreeCameraEnabled == 0) return; player[0].cameraPos = g_FreeCameraPosition; camera_position = g_FreeCameraPosition; camera_angle = g_FreeCameraRotation; lis_pos = camera_position; BuildWorldMatrix(); } void DoFreeCamera() { if (g_FreeCameraEnabled == 0) { g_FreeCameraPosition = camera_position; g_FreeCameraRotation = camera_angle; g_FreeCameraVelocity.vx = 0; g_FreeCameraVelocity.vy = 0; g_FreeCameraVelocity.vz = 0; return; } BuildFreeCameraMatrix(); g_FreeCameraPosition.vx += FIXEDH(g_FreeCameraVelocity.vx); g_FreeCameraPosition.vy += FIXEDH(g_FreeCameraVelocity.vy); g_FreeCameraPosition.vz += FIXEDH(g_FreeCameraVelocity.vz); // deaccel g_FreeCameraVelocity.vx -= (g_FreeCameraVelocity.vx / 8); g_FreeCameraVelocity.vy -= (g_FreeCameraVelocity.vy / 8); g_FreeCameraVelocity.vz -= (g_FreeCameraVelocity.vz / 8); // accel if ((g_FreeCameraControls & 0x1) || (g_FreeCameraControls & 0x2)) // forward/back { int sign = (g_FreeCameraControls & 0x2) ? -1 : 1; g_FreeCameraVelocity.vx += (inv_camera_matrix.m[2][0] * 32) * sign; g_FreeCameraVelocity.vy += (inv_camera_matrix.m[2][1] * 32) * sign; g_FreeCameraVelocity.vz += (inv_camera_matrix.m[2][2] * 32) * sign; } // side if ((g_FreeCameraControls & 0x4) || (g_FreeCameraControls & 0x8)) // right/left { int sign = (g_FreeCameraControls & 0x8) ? 1 : -1; g_FreeCameraVelocity.vx += (inv_camera_matrix.m[0][0] * 32) * sign; g_FreeCameraVelocity.vy += (inv_camera_matrix.m[0][1] * 32) * sign; g_FreeCameraVelocity.vz += (inv_camera_matrix.m[0][2] * 32) * sign; } }