REDRIVER2/src_rebuild/Game/C/mission.c
2022-02-04 09:30:13 +03:00

3218 lines
68 KiB
C

#include "driver2.h"
#include "mission.h"
#include "system.h"
#include "mgeneric.h"
#include "debris.h"
#include "dr2roads.h"
#include "spool.h"
#include "bomberman.h"
#include "cutscene.h"
#include "camera.h"
#include "overlay.h"
#include "event.h"
#include "civ_ai.h"
#include "cars.h"
#include "players.h"
#include "replays.h"
#include "glaunch.h"
#include "scores.h"
#include "ai.h"
#include "main.h"
#include "mc_snd.h"
#include "cop_ai.h"
#include "gamesnd.h"
#include "pedest.h"
#include "overmap.h"
#include "denting.h"
#include "loadsave.h"
#include "shadow.h"
#include "handling.h"
#include "cutrecorder.h"
#include "felony.h"
#ifndef PSX
#include <stdint.h>
#include <SDL.h>
#endif // PSX
char* MissionName[37] =
{
// Chicago
M_LTXT_ID(MTXT_Surveillancetipoff),
M_LTXT_ID(MTXT_Chasethewitness),
M_LTXT_ID(MTXT_Trainpursuit),
M_LTXT_ID(MTXT_Tailingthedrop),
M_LTXT_ID(MTXT_Escapetothesafehouse),
M_LTXT_ID(MTXT_Chasetheintruder),
M_LTXT_ID(MTXT_Cainescompound),
M_LTXT_ID(MTXT_LeavingChicago),
// Havana
M_LTXT_ID(MTXT_Followupthelead),
M_LTXT_ID(MTXT_Hijackthetruck),
M_LTXT_ID(MTXT_Stopthetruck),
M_LTXT_ID(MTXT_Findtheclue),
M_LTXT_ID(MTXT_Escapetoferry),
M_LTXT_ID(MTXT_Tothedocks),
M_LTXT_ID(MTXT_BacktoJones),
M_LTXT_ID(MTXT_TailJericho),
M_LTXT_ID(MTXT_PursueJericho),
M_LTXT_ID(MTXT_EscapetheBrazilians),
// Vegas
M_LTXT_ID(MTXT_Casinogetaway),
M_LTXT_ID(MTXT_Beatthetrain),
M_LTXT_ID(MTXT_Carbomb),
M_LTXT_ID(MTXT_Carbombgetaway),
M_LTXT_ID(MTXT_Bankjob),
M_LTXT_ID(MTXT_Stealtheambulance),
M_LTXT_ID(MTXT_StakeOut),
M_LTXT_ID(MTXT_Stealthekeys),
M_LTXT_ID(MTXT_C4deal),
M_LTXT_ID(MTXT_Destroytheyard),
// Rio
M_LTXT_ID(MTXT_Buscrash),
M_LTXT_ID(MTXT_Stealthecopcar),
M_LTXT_ID(MTXT_Cainescash),
M_LTXT_ID(MTXT_SaveJones),
M_LTXT_ID(MTXT_Boatjump),
M_LTXT_ID(MTXT_Jonesintrouble),
M_LTXT_ID(MTXT_ChasetheGunMan),
M_LTXT_ID(MTXT_Lennyescaping),
M_LTXT_ID(MTXT_Lennygetscaught),
};
int gCopDifficultyLevel = 1;
int gCopRespawnTime = 0;
GAMEMODE CurrentGameMode = GAMEMODE_NORMAL;
GAMEMODE WantedGameMode = GAMEMODE_NORMAL;
GAMETYPE StoredGameType;
int GameLevel = 0;
int gInvincibleCar = 0;
int gPlayerImmune = 0;
u_char NumPlayers = 1;
char NewLevel = 1;
GAMETYPE GameType = GAME_MISSION;
int gCurrentMissionNumber = 0;
int maxPlayerCars = 1;
int maxCivCars = 14;
int maxParkedCars = 7;
int maxCopCars = 4;
int gPlayerDamageFactor = 0;
int requestStationaryCivCar = 0;
int numPlayerCars = 0;
int numCivCars = 0;
int numParkedCars = 0;
int numCopCars = 0;
int gMinimumCops = 0;
int gCopDesiredSpeedScale = 4096;
int gCopMaxPowerScale = 4096;
int gCurrentResidentSlot = 0;
int gPuppyDogCop = 0; // Driver 1 leftover
int CopsAllowed = 0;
int MaxPlayerDamage[2] = { 0x1f40 };
int prevCopsInPursuit = 0;
int gPlayerWithTheFlag = -1;
int g321GoDelay = 0;
int last_flag = -1;
int cop_adjust = 0;
int gLapTimes[2][5];
int gNumRaceTrackLaps = 3;
int lastsay = -1;
int gCarWithABerm = -1;
int gCantDrive = 0;
int gDontResetCarDamage = 0;
int bMissionTitleFade = 0;
char lockAllTheDoors = 0;
int gTannerActionNeeded = 0;
int gGotInStolenCar = 0;
int gCopCarTheftAttempted = 0;
int gLockPickingAttempted = 0;
int bStopTanner = 0;
int tannerDeathTimer = 0;
STOPCOPS gStopCops;
MS_MISSION* MissionLoadAddress;
MS_MISSION* MissionHeader;
STREAM_SOURCE* PlayerStartInfo[8];
int numPlayersToCreate = 0;
int gStartOnFoot = 0;
int gWeather = 0;
int gTimeOfDay = 0;
int gShowPlayerDamage = 0;
int gDontPingInCops = 0;
int gBatterPlayer = 1;
int wantedCar[2] = { -1, -1 };
// [A]
int wantedTimeOfDay = -1;
int wantedWeather = -1;
MS_TARGET* MissionTargets;
u_int* MissionScript;
char* MissionStrings;
char* gMissionTitle = NULL;
int multiplayerregions[4];
int gMultiplayerLevels = 0;
// LEADAI
extern LEAD_PARAMETERS LeadValues;
static char NewLeadDelay = 0;
#define MISSION_IDENT (('D' << 24) | ('2' << 16) | ('M' << 8) | 'S' )
MR_MISSION Mission;
u_int MissionStack[MAX_MISSION_THREADS][16];
MR_THREAD MissionThreads[MAX_MISSION_TARGETS];
unsigned char playercollected[2] = { 0, 0 };
const int TAIL_GETTINGCLOSE = 7000;
const int TAIL_GETTINGFAR = 12900;
const int TAIL_TOOCLOSE = 4000;
const int TAIL_TOOFAR = 15900;
#ifdef _DEBUG
#define MR_DebugPrint // printInfo
#define MR_DebugWarn printWarning
#else
#define MR_DebugPrint
#define MR_DebugWarn
#endif
int MRCommand(MR_THREAD * thread, u_int cmd);
int MROperator(MR_THREAD * thread, u_int op);
int MRFunction(MR_THREAD * thread, u_int fnc);
void MRInitialiseThread(MR_THREAD * thread, u_int * pc, u_char player);
void MRStartThread(MR_THREAD * callingthread, u_int addr, u_char player);
int MRStopThread(MR_THREAD * thread);
void MRCommitThreadGenocide();
int MRJump(MR_THREAD * thread, int jump);
void MRPush(MR_THREAD * thread, int value);
int MRPop(MR_THREAD * thread);
int MRGetParam(MR_THREAD * thread);
int MRGetVariable(MR_THREAD * thread, u_int var);
void MRSetVariable(MR_THREAD * thread, u_int var, int value);
int MRProcessTarget(MR_THREAD * thread, MS_TARGET * target);
int MRRequestCar(MS_TARGET * target);
void MRHandleCarRequests();
int MRCreateCar(MS_TARGET* target);
void MRCancelCarRequest(MS_TARGET * target);
void PreProcessTargets();
void CompleteAllActiveTargets(int player);
void SetMissionOver(PAUSEMODE mode);
void ActivateNextFlag();
int CalcLapTime(int player, int time, int lap);
void SetCarToBeStolen(MS_TARGET * target, int player);
void MakePhantomCarEqualPlayerCar();
// [D] [T]
void InitialiseMissionDefaults(void)
{
int i;
if (NumPlayers == 2 || GameType > GAME_TAKEADRIVE)
lockAllTheDoors = 1;
else
lockAllTheDoors = 0;
tannerDeathTimer = 0;
maxPlayerCars = 1;
maxCivCars = 14;
maxParkedCars = 7;
maxCopCars = 4;
gPlayerDamageFactor = 4096;
requestStationaryCivCar = 0;
numPlayerCars = 0;
numCivCars = 0;
numParkedCars = 0;
numCopCars = 0;
gMinimumCops = 0;
gCopDesiredSpeedScale = 4096;
gCopMaxPowerScale = 4096;
gCurrentResidentSlot = 0;
CopsAllowed = 0;
MaxPlayerDamage[0] = 22000;
MaxPlayerDamage[1] = 22000;
prevCopsInPursuit = 0;
for (i = 0; i < 15; i++)
{
MissionThreads[i].initial_sp = MissionStack[i];
MissionThreads[i].active = 0;
MissionThreads[i].pc = NULL;
MissionThreads[i].sp = NULL;
}
ClearMem((char *)&Mission, sizeof(MR_MISSION));
Mission.active = 0;
Mission.gameover_delay = -1;
Mission.gameover_mode = PAUSEMODE_PAUSE;
Mission.CarTarget = NULL;
Mission.ChaseTarget = NULL;
Mission.ChaseHitDelay = 0;
Mission.StealMessage = NULL;
Mission.PhantomCarId = -1;
for (i = 0; i < 2; i++)
{
Mission.timer[i].flags = 0;
Mission.message_priority[i] = 0;
Mission.message_string[i] = NULL;
}
Driver2TempJunctionsPtr = (u_int*)_overlay_buffer;
NumTempJunctions = 0;
gPlayerWithTheFlag = -1;
last_flag = -1;
ClearMem((char *)reservedSlots, sizeof(reservedSlots));
_CutRec_ReserveSlots();
cop_adjust = 0;
playercollected[0] = 0;
playercollected[1] = 0;
lastsay = -1;
g321GoDelay = 0;
for (i = 0; i < 5; i++)
{
gLapTimes[0][i] = -1;
gLapTimes[1][i] = -1;
}
gCarWithABerm = -1;
gCantDrive = 0;
gGotInStolenCar = 0;
gCopCarTheftAttempted = 0;
gLockPickingAttempted = 0;
gDontResetCarDamage = 0;
gStopCops.radius = 0;
}
// [A] function to properly place wanted car into resident models
void SetupResidentModels()
{
int i, j;
int takenSlots = 0;
// check if start data is required
if (MissionHeader->type & 1)
{
// check if start data is required
RestoreStartData();
if (PlayerStartInfo[0]->model > 4)
MissionHeader->residentModels[4] = PlayerStartInfo[0]->model;
}
for(i = 0; i < 2; i++)
{
if (wantedCar[i] != -1)
{
int foundRM = -1;
int singlePal;
for (j = 0; j < 5; j++)
{
if (MissionHeader->residentModels[j] == wantedCar[i])
{
foundRM = j;
break;
}
}
PlayerStartInfo[i]->model = wantedCar[i];
singlePal = (wantedCar[i] == 0 || wantedCar[i] > 4);
// check if chosen cop car or special car
if (wantedCar[i] > 4)// && NumPlayers == 1)
{
MissionHeader->residentModels[4] = wantedCar[i];
}
else if(foundRM == -1)
{
MissionHeader->residentModels[takenSlots++] = wantedCar[i];
}
else
{
// this can make things ugly
takenSlots = foundRM+1;
}
// force palette
if (singlePal)
PlayerStartInfo[i]->palette = 0;
}
}
}
// [D] [T]
void LoadMission(int missionnum)
{
int missionSize;
ROUTE_INFO* rinfo;
u_int loadsize;
char filename[32];
u_int header;
u_int length;
u_int offset;
InitialiseMissionDefaults();
#ifndef PSX
// [A] try loading mission file alone (in case if developer has modified one)
sprintf(filename, "MISSIONS\\M%d.D2MS", missionnum);
if (FileExists(filename))
{
offset = 0;
length = 0x7ffff; // load full file
header = 1; // [A] hack
}
else
#endif
{
// load from BLK
sprintf(filename, "MISSIONS\\MISSIONS.BLK");
if (FileExists(filename) == 0)
return;
LoadfileSeg(filename, (char*)&header, missionnum * 4, sizeof(int));
offset = header & 0x7ffff;
length = header >> 19;
}
if (header == 0)
{
#if !defined(PSX) && !defined(__EMSCRIPTEN__)
char errPrint[1024];
sprintf(errPrint, "%d is not valid mission\n", missionnum);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", errPrint, NULL);
#endif // PSX
return;
}
// begin memory allocation
D_MALLOC_BEGIN();
if (NewLevel != 0)
{
MissionLoadAddress = (MS_MISSION*)mallocptr;
}
LoadfileSeg(filename, (char *)MissionLoadAddress, offset, sizeof(MS_MISSION));
MissionHeader = MissionLoadAddress;
MissionTargets = (MS_TARGET *)((int)MissionLoadAddress + MissionLoadAddress->size);
MissionScript = (u_int *)(MissionTargets + MAX_MISSION_TARGETS);
MissionStrings = (char*)((int*)MissionScript + MissionLoadAddress->strings);
if (MissionLoadAddress->route && !NewLevel)
loadsize = (int)MissionStrings + (MissionLoadAddress->route - (int)MissionLoadAddress);
else
loadsize = length;
missionSize = LoadfileSeg(filename, (char *)MissionLoadAddress, offset, loadsize);
// check if mission header itself valid
if (MissionHeader->id != MISSION_IDENT)
{
#if !defined(PSX) && !defined(__EMSCRIPTEN__)
char errPrint[1024];
sprintf(errPrint, "Invalid mission %d identifier\n", missionnum);
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERROR", errPrint, NULL);
#endif // PSX
Mission.active = 0;
return;
}
MissionHeader->id = 0;
// load specific multiplayerrr regions
if (MissionHeader->region != 0)
{
multiplayerregions[1] = -1;
multiplayerregions[2] = -1;
multiplayerregions[3] = -1;
multiplayerregions[0] = MissionHeader->region;
}
gMultiplayerLevels = (MissionHeader->region != 0);
doSpooling = (MissionHeader->region == 0);
Mission.active = 1;
GameLevel = MissionHeader->city;
// player start position init
if(!_CutRec_InitMission(filename))
{
PlayerStartInfo[0]->rotation = MissionHeader->playerStartRotation;
PlayerStartInfo[0]->position.vx = MissionHeader->playerStartPosition.x;
PlayerStartInfo[0]->position.vz = MissionHeader->playerStartPosition.y;
#ifdef DEBUG_OPTIONS
if(gStartPos.x != 0 && gStartPos.z != 0)
{
PlayerStartInfo[0]->rotation = 0;
PlayerStartInfo[0]->position.vx = gStartPos.x;
PlayerStartInfo[0]->position.vz = gStartPos.z;
}
#endif
PlayerStartInfo[0]->model = MissionHeader->playerCarModel;
PlayerStartInfo[0]->palette = MissionHeader->playerCarColour;
}
if (MissionHeader->maxDamage != 0)
{
MaxPlayerDamage[1] = MissionHeader->maxDamage;
MaxPlayerDamage[0] = MissionHeader->maxDamage;
}
// setup weather and time of day
gTimeOfDay = MissionHeader->time;
gWeather = MissionHeader->weather;
// [A] custom time of day
if(wantedTimeOfDay > -1)
gTimeOfDay = wantedTimeOfDay;
// [A] custom weather
if (wantedWeather > -1)
gWeather = wantedWeather;
if (gTimeOfDay >= 3)
gNight = 1;
else
gNight = 0;
// setup weather
if (gWeather == 1)
{
gRainCount = 30;
gEffectsTimer = 41;
}
else
{
gRainCount = 0;
gEffectsTimer = 0;
}
Mission.timer[0].flags = Mission.timer[1].flags = 0;
Mission.timer[0].count = Mission.timer[1].count = 0;
Mission.timer[0].x = Mission.timer[1].x = 124;
Mission.timer[0].y = 16;
Mission.timer[1].y = SCREEN_H / 2 + 8;
if (MissionHeader->timer || (MissionHeader->timerFlags & MISSIONTIMER_FLAG_COUNTER))
{
int flag;
flag = TIMER_FLAG_ACTIVE;
if (MissionHeader->timerFlags & MISSIONTIMER_FLAG_COUNTER)
flag |= TIMER_FLAG_COUNTER;
if (MissionHeader->timerFlags & MISSIONTIMER_FLAG_COMPLETE_ON_OUT)
flag |= TIMER_FLAG_COMPLETE_ON_OUT;
if (MissionHeader->timerFlags & MISSIONTIMER_FLAG_BOMB_COUNTDOWN)
flag |= TIMER_FLAG_BOMB_COUNTDOWN;
for (int i = 0; i < NumPlayers; i++)
{
Mission.timer[i].flags = flag;
Mission.timer[i].count = MissionHeader->timer * 3000;
}
}
// setup cops
gMinimumCops = MissionHeader->cops.min;
maxCopCars = MissionHeader->cops.max;
if (maxCopCars == 4)
{
if (GameType == GAME_SURVIVAL)
{
gDontPingInCops = 0;
gBatterPlayer = 1;
}
else
{
gDontPingInCops = 1;
gBatterPlayer = 0;
}
}
else
{
gDontPingInCops = 0;
gBatterPlayer = 0;
}
gCopDesiredSpeedScale = MissionHeader->cops.speed;
gCopMaxPowerScale = MissionHeader->cops.power;
CopsAllowed = (maxCopCars != 0);
if (GameType == GAME_SURVIVAL)
{
gCopData.immortal = 1;
}
else if (GameType == GAME_GETAWAY)
{
gDontPingInCops = 1;
gCopData.immortal = 1;
}
else if (GameType == GAME_SECRET)
{
maxCivCars = 10;
maxParkedCars = 5;
}
else
{
gCopData.immortal = 0;
}
if (!_CutRec_IsOn())
{
// start on foot?
if (MissionHeader->type & 2)
{
PlayerStartInfo[0]->type = 2;
PlayerStartInfo[0]->model = 0;
}
else
{
PlayerStartInfo[0]->type = 1;
}
}
// load specific AI for mission
if (NewLevel)
{
if (MissionHeader->route == 0)
{
mallocptr += (missionSize + 3U & 0xfffffffc);
if(LOAD_OVERLAY("PATH.BIN", _other_buffer2))
pathAILoaded = 1;
leadAILoaded = 0;
}
else
{
rinfo = (ROUTE_INFO *)(MissionStrings + MissionHeader->route);
// store route info
NumTempJunctions = rinfo->nJunctions;
memcpy((u_char*)Driver2TempJunctionsPtr, (u_char*)rinfo->data, NumTempJunctions << 2);
LeadValues = rinfo->parameters;
mallocptr = MissionStrings + MissionHeader->route;
if(LOAD_OVERLAY("LEAD.BIN", _other_buffer2))
leadAILoaded = 1;
#ifdef DEBUG
printInfo("---- LEAD VALUES ----\n");
printInfo("%d %d %d %d %d %d %d %d\n",
LeadValues.tEnd,
LeadValues.tAvelLimit,
LeadValues.tDist,
LeadValues.tDistMul,
LeadValues.tWidth,
LeadValues.tWidthMul,
LeadValues.tWidth80,
LeadValues.tWidth80Mul);
printInfo("%d %d %d %d %d %d %d %d\n",
LeadValues.hEnd,
LeadValues.dEnd,
LeadValues.hDist,
LeadValues.hDistMul,
LeadValues.hWidth,
LeadValues.hWidthMul,
LeadValues.hWidth80,
LeadValues.hWidth80Mul);
#endif
pathAILoaded = 0;
CopsAllowed = 0;
}
}
D_MALLOC_END();
// load helicopter path if exists
sprintf(filename, "MISSIONS\\PATH%d.%d", gCurrentMissionNumber, 0);
if (FileExists(filename))
{
LoadfileSeg(filename, (char*)(MissionTargets + 4), 0, 640);
}
PreProcessTargets();
// assign story mission title
if (gCurrentMissionNumber - 1U < 40)
{
int titleId = gCurrentMissionNumber;
if (titleId > 36)
titleId--;
if (titleId > 11)
titleId--;
if (titleId > 7)
titleId--;
gMissionTitle = GET_MISSION_TXT(MissionName[titleId - 1]);
}
else
{
gMissionTitle = NULL;
}
SetupResidentModels();
if (GameType == GAME_CAPTURETHEFLAG)
ActivateNextFlag();
#if 0
{
// MISSION SCRIPT DUMP
u_int* script = MissionScript;
while (true)
{
u_int* value = script;
int val1, val2;
val1 = 0;
val2 = 0;
switch (*value & 0xff000000)
{
case 0x0:
case 0x2000000:
case 0xff000000:
{
//printInfo("MR: push %d\n", *value);
break;
}
case 0x1000000:
{
printInfo("ADDR %.3d ", script - MissionScript);
switch (*value)
{
case 0x1000051: // PlayCutscene
{
val1 = *--value;
printWarning("MR command: PlayCutscene(%d)\n", val1);
break;
}
case 0x1000021: // CompleteAllActiveTargets
{
printWarning("MR command: CompleteAllActiveTargets\n");
break;
}
case 0x1000010: // SetVariable
{
val1 = *--value;
val2 = *--value;
switch (val1)
{
case 0x2000008:
printWarning("MR command: SetVariable(Timer, %d)\n", val2);
break;
case 0x2000100:
printWarning("MR command: SetVariable(gCopDesiredSpeedScale, %d)\n", val2);
break;
case 0x2000101:
printWarning("MR command: SetVariable(gCopMaxPowerScale, %d)\n", val2);
break;
case 0x2000102:
printWarning("MR command: SetVariable(gMinimumCops, %d)\n", val2);
break;
case 0x2000103:
printWarning("MR command: SetVariable(maxCopCars, %d)\n", val2);
break;
}
break;
}
case 0x1000011: // Jump
{
val1 = *--value;
printWarning("MR command: Jump(%d)\n", val1);
break;
}
case 0x1000001: // BranchIf
{
val1 = *--value;
val2 = *--value;
printWarning("MR command: BranchIf result != 0 TO %d\n", val1, val2);
break;
}
case 0x1000022: // MultiCarEvent
{
val1 = *--value;
printWarning("MR command: MultiCarEvent(%d)\n", val1);
break;
}
case 0x1000030: // SetPlayerFelony
{
val1 = *--value;
printWarning("MR command: SetPlayerFelony(%d)\n", val1);
break;
}
case 0x1000050: // ShowPlayerMessage
{
val1 = *--value;
val2 = *--value;
printWarning("MR command: ShowPlayerMessage(%d, %d)\n", val1, val2);
break;
}
case 0x1000070: // TriggerEvent
{
val1 = *--value;
printWarning("MR command: TriggerEvent(%d)\n", val1);
break;
}
case 0x1000080: // SetDoorsLocked
{
val1 = *--value;
printWarning("MR command: SetDoorsLocked(%d)\n", val1);
break;
}
case 0x1000054: // SetStealMessage
{
val1 = *--value;
printWarning("MR command: SetStealMessage(%d)\n", val1);
break;
}
case 0x1000055: // ShowOutOfTimeMessage
{
printWarning("MR command: ShowOutOfTimeMessage\n");
break;
}
case 0x1001000: // StopThread
{
printWarning("MR command: StopThread\n");
break;
}
case 0x1001002: // StartThreadForPlayer
{
val1 = *--value;
printWarning("MR command: StartThreadForPlayer(%d)\n", (value - MissionScript) + val1 + 1);
break;
}
case 0x1001003: // StartThread2
{
val1 = *--value;
printWarning("MR command: StartThread2(%d)\n", (value - MissionScript) + val1 + 1);
break;
}
case 0x1000100: // SetCameraEvent
{
printWarning("MR command: SetCameraEvent\n");
break;
}
case 0x1000071: // AwardPlayerCheat
{
val1 = *--value;
printWarning("MR command: AwardPlayerCheat %d\n", val1);
break;
}
case 0x1000090: // SetRaining
{
printWarning("MR command: SetRaining\n");
break;
}
case 0x1000040:
{
printWarning("MR command: player timer flag 2 set\n");
break;
}
case 0x1000042:
{
printWarning("MR command: timer flag 0x1000 set\n");
break;
}
case 0x1000041:
{
printWarning("MR command: player timer flag 2 removed\n");
break;
}
case 0x1001001:
{
printWarning("MR command: SetMissionComplete\n");
break;
}
}
break;
}
case 0x3000000:
{
printInfo("ADDR %.3d ", script - MissionScript);
char opValue1[32] = { 0 };
char opValue2[32] = { 0 };
val1 = *--value;
// MRGetParam
switch (val1 & 0xff000000)
{
case 0:
case 0xff000000:
{
sprintf(opValue1, "%d", val1);
break;
}
case 0x2000000:
{
// MRGetVariable
switch (val1)
{
case 0x2000008:
sprintf(opValue1, "Timer");
break;
case 0x2000100:
sprintf(opValue1, "gCopDesiredSpeedScale");
break;
case 0x2000101:
sprintf(opValue1, "gCopMaxPowerScale");
break;
case 0x2000102:
sprintf(opValue1, "gMinimumCops");
break;
case 0x2000103:
sprintf(opValue1, "maxCopCars");
break;
}
}
default:
sprintf(opValue1, "result");
}
val2 = *--value;
// MRGetParam
switch (val2 & 0xff000000)
{
case 0:
case 0xff000000:
{
sprintf(opValue2, "%d", val2);
break;
}
case 0x2000000:
{
// MRGetVariable
switch (val2)
{
case 0x2000008:
sprintf(opValue2, "Timer");
break;
case 0x2000100:
sprintf(opValue2, "gCopDesiredSpeedScale");
break;
case 0x2000101:
sprintf(opValue2, "gCopMaxPowerScale");
break;
case 0x2000102:
sprintf(opValue2, "gMinimumCops");
break;
case 0x2000103:
sprintf(opValue2, "maxCopCars");
break;
}
}
default:
sprintf(opValue2, "result");
}
value += 2;
switch (*value)
{
case 0x3000003: // AND
printWarning("MR: operator %s && %s\n", opValue1, opValue2);
break;
case 0x3000004: // OR
printWarning("MR: operator %s || %s\n", opValue1, opValue2);
break;
case 0x3000005: // NEQ
printWarning("MR: operator %s != %s\n", opValue1, opValue2);
break;
case 0x3000006: // EQ
printWarning("MR: operator %s == %s\n", opValue1, opValue2);
break;
case 0x3000007: // GT
printWarning("MR: operator %s > %s\n", opValue1, opValue2);
break;
case 0x3000008: // LT
printWarning("MR: operator %s < %s\n", opValue1, opValue2);
break;
case 0x3000009: // ADD
printWarning("MR: operator %s + %s\n", opValue1, opValue2);
break;
default:
printWarning("MR: operator INVALID\n");
}
break;
}
case 0x4000000:
{
printInfo("ADDR %.3d ", script - MissionScript);
if (*value == 0x4000020)
{
val1 = *--value;
printWarning("MR: function MRProcessTarget %d\n", val1);
}
break;
}
}
script++;
}
}
#endif
MRInitialiseThread(&MissionThreads[0], MissionScript, 0);
}
// [D] [T]
void HandleTimer(MR_TIMER *timer)
{
if (timer->flags & TIMER_FLAG_PAUSED)
return;
if (!(timer->flags & TIMER_FLAG_ACTIVE))
return;
if (timer->flags & TIMER_FLAG_COUNTER)
{
timer->count += 100;
if (timer->count > 10799999)
timer->count = 10799999;
}
else
{
timer->count -= 100;
if (timer->count < 1)
{
if ((MissionHeader->timerFlags & MISSIONTIMER_FLAG_BOMB_TIMER) && DetonatorTimer())
{
MissionHeader->timerFlags &= ~MISSIONTIMER_FLAG_BOMB_TIMER;
timer->count = 9000;
timer->flags |= 0x28;
}
else
{
// do expolosions
if (timer->flags & TIMER_FLAG_COMPLETE_ON_OUT)
{
if (Mission.gameover_delay == -1)
{
SetMissionComplete();
}
timer->count = 0;
}
else
{
if (Mission.gameover_delay == -1)
{
SetMissionFailed(FAILED_OUTOFTIME);
}
if (timer->flags & TIMER_FLAG_BOMB_COUNTDOWN)
{
events.cameraEvent = (EVENT*)0x1;
BombThePlayerToHellAndBack(gCarWithABerm);
}
timer->count = 0;
}
}
}
}
timer->min = (timer->count / 180000);
timer->sec = (timer->count / 3000) - timer->min * 60;
timer->frac = (timer->count % 3000) / 30;
}
// [D] [T]
void RegisterChaseHit(int car1, int car2)
{
int player_id;
if (Mission.ChaseTarget && Mission.ChaseHitDelay == 0)
{
if (gPlayerWithTheFlag == -1)
{
if (car1 == Mission.ChaseTarget->s.car.slot || car2 == Mission.ChaseTarget->s.car.slot)
{
Mission.ChaseTarget->s.car.chasing.maxDamage--;
Mission.ChaseHitDelay = 20;
DamageBar.position++;
}
}
else
{
player_id = 1 - gPlayerWithTheFlag;
gPlayerWithTheFlag = player_id;
player[player_id].targetCarId = -1;
Mission.ChaseHitDelay = 20;
player[1 - player_id].targetCarId = gPlayerWithTheFlag;
SetPlayerMessage(player_id, G_LTXT(GTXT_YouGotTheFlag),2,1);
}
}
}
// [D] [T]
void PauseMissionTimer(int pause)
{
if (pause == 0)
{
Mission.timer[0].flags &= ~TIMER_FLAG_PAUSED;
Mission.timer[1].flags &= ~TIMER_FLAG_PAUSED;
}
else
{
Mission.timer[0].flags |= TIMER_FLAG_PAUSED;
Mission.timer[1].flags |= TIMER_FLAG_PAUSED;
}
}
// [D] [T]
void SetMissionMessage(char *message, int priority, int seconds)
{
int i;
if (message == MissionStrings - 1 || message == NULL || NumPlayers == 0)
return;
for (i = 0; i < NumPlayers; i++)
{
if (Mission.message_timer[i] == 0 || Mission.message_priority[i] <= priority)
{
Mission.message_string[i] = message;
Mission.message_priority[i] = priority;
if (seconds == 0)
{
Mission.message_timer[i] = 5;
}
else
{
Mission.message_timer[i] = seconds * 30;
}
}
}
}
// [D] [T]
void SetPlayerMessage(int player, char *message, int priority, int seconds)
{
if (message == MissionStrings-1 || message == NULL)
return;
if (Mission.message_timer[player] != 0 && Mission.message_priority[player] > priority)
return;
Mission.message_string[player] = message;
Mission.message_priority[player] = priority;
Mission.message_timer[player] = seconds * 30;
}
// [D] [T]
int TargetComplete(MS_TARGET *target, int player)
{
u_int flag;
if (player == 0)
flag = TARGET_FLAG_COMPLETED_P1;
else if (player == 1)
flag = TARGET_FLAG_COMPLETED_P2;
else
flag = TARGET_FLAG_COMPLETED_ALLP;
return (target->s.target_flags & flag) == flag;
}
// [D] [T]
int TargetActive(MS_TARGET *target, int player)
{
u_int flag;
if (player == 0)
flag = TARGET_FLAG_ACTIVE_P1;
else if (player == 1)
flag = TARGET_FLAG_ACTIVE_P2;
else
flag = TARGET_FLAG_ACTIVE_ALLP;
return (target->s.target_flags & flag) == flag;
}
// [D] [T]
int Swap2Cars(int curslot, int newslot)
{
CAR_DATA *cp;
int ctrlNodeNewId;
int pnodeNewId;
int ctrlNodeCurId;
int pnodeCurId;
int tmp;
CAR_DATA cd;
if (curslot == newslot)
return newslot;
ctrlNodeNewId = -1;
pnodeNewId = -1;
ctrlNodeCurId = -1;
pnodeCurId = -1;
// hold cur slot nodes
cp = &car_data[curslot];
if (cp->controlType == CONTROL_TYPE_CIV_AI)
{
if (cp->ai.c.ctrlNode == NULL)
ctrlNodeCurId = -1;
else
ctrlNodeCurId = cp->ai.c.ctrlNode - cp->ai.c.targetRoute; // [A]
if (cp->ai.c.pnode == NULL)
pnodeCurId = -1;
else
pnodeCurId = cp->ai.c.pnode - cp->ai.c.targetRoute; // [A]
}
cp->lowDetail = -1;
cp->ap.qy = 0;
cp->ap.qw = 0;
// hold new slot nodes
cp = &car_data[newslot];
if (cp->controlType == CONTROL_TYPE_CIV_AI)
{
if (cp->ai.c.ctrlNode == NULL)
ctrlNodeNewId = -1;
else
ctrlNodeNewId = cp->ai.c.ctrlNode - cp->ai.c.targetRoute; // [A]
if (cp->ai.c.pnode == NULL)
pnodeNewId = -1;
else
pnodeNewId = cp->ai.c.pnode - cp->ai.c.targetRoute; // [A]
}
cp->lowDetail = -1;
cp->ap.qy = 0;
cp->ap.qw = 0;
cp = &car_data[newslot];
// do data swap
memcpy((u_char*)&cd, (u_char*)&car_data[newslot], sizeof(CAR_DATA));
memcpy((u_char*)&car_data[newslot], (u_char*)&car_data[curslot], sizeof(CAR_DATA));
memcpy((u_char*)&car_data[curslot], (u_char*)&cd, sizeof(CAR_DATA));
// [A] event - swap cars on boat
tmp = carsOnBoat & (1 << newslot);
carsOnBoat &= ~(1 << newslot);
if (carsOnBoat & (1 << curslot))
carsOnBoat |= (1 << newslot);
if(tmp)
carsOnBoat |= (1 << curslot);
// swap ids
car_data[newslot].id = newslot;
car_data[curslot].id = curslot;
// swap target car id
if (player[0].cameraCarId == newslot)
player[0].cameraCarId = curslot;
else if (player[0].cameraCarId == curslot)
player[0].cameraCarId = newslot;
// swap target car id
if (player[0].targetCarId == newslot)
player[0].targetCarId = curslot;
else if (player[0].targetCarId == curslot)
player[0].targetCarId = newslot;
// swap player car id
if (player[0].playerCarId == newslot)
player[0].playerCarId = curslot;
else if (player[0].playerCarId == curslot)
player[0].playerCarId = newslot;
// swap world center car
if (player[0].worldCentreCarId == newslot)
{
player[0].spoolXZ = (VECTOR *)car_data[curslot].hd.where.t;
player[0].worldCentreCarId = curslot;
}
else if (player[0].worldCentreCarId == curslot)
{
player[0].spoolXZ = (VECTOR *)car_data[newslot].hd.where.t;
player[0].worldCentreCarId = newslot;
}
gDontResetCarDamage = 1;
// setup old slot nodes and reinit car
cp = &car_data[curslot];
if (ctrlNodeNewId == -1)
cp->ai.c.ctrlNode = 0;
else
cp->ai.c.ctrlNode = &cp->ai.c.targetRoute[ctrlNodeNewId];
if (pnodeNewId == -1)
cp->ai.c.pnode = 0;
else
cp->ai.c.pnode = &cp->ai.c.targetRoute[pnodeNewId];
CreateDentableCar(cp);
DentCar(cp);
ResetTyreTracks(cp, GetPlayerId(cp));
// setup new slot nodes and reinit car
cp = &car_data[newslot];
if (ctrlNodeCurId == -1)
cp->ai.c.ctrlNode = 0;
else
cp->ai.c.ctrlNode = &cp->ai.c.targetRoute[ctrlNodeCurId];
if (pnodeCurId == -1)
cp->ai.c.pnode = 0;
else
cp->ai.c.pnode = &cp->ai.c.targetRoute[pnodeCurId];
CreateDentableCar(cp);
DentCar(cp);
ResetTyreTracks(cp, GetPlayerId(cp));
gDontResetCarDamage = 0;
// [A] swap cars in targets and fix "Bank Job" bug
for (int i = 0; i < MAX_MISSION_TARGETS; i++)
{
MS_TARGET* swapTgt = &MissionTargets[i];
if (swapTgt->type == Target_Car)
{
if (swapTgt->s.car.slot == curslot)
swapTgt->s.car.slot = newslot;
else if (swapTgt->s.car.slot == newslot)
swapTgt->s.car.slot = curslot;
}
}
return newslot;
}
// [D] [T]
void SetConfusedCar(int slot)
{
car_data[slot].controlType = CONTROL_TYPE_CIV_AI;
car_data[slot].ai.c.thrustState = 3;
car_data[slot].ai.c.ctrlState = 7;
car_data[slot].ai.c.ctrlNode = NULL;
if (slot == player[0].worldCentreCarId) // [A] Rev 1.1
{
if (player[0].playerCarId >= 0)
player[0].worldCentreCarId = player[0].playerCarId;
}
}
// [D] [T]
void HandleMissionThreads(void)
{
int i;
MR_THREAD* thread;
int running;
u_int value;
for (i = 0; i < MAX_MISSION_TARGETS; i++)
MissionTargets[i].s.target_flags &= ~TARGET_FLAG_VISIBLE_ALLP;
for (i = 0; i < MAX_MISSION_THREADS; i++)
{
thread = &MissionThreads[i];
running = thread->active;
while (running && (Mission.gameover_delay == -1)
&& (!gInGameCutsceneActive && gInGameCutsceneDelay == 0))
{
value = *thread->pc++;
switch (value & 0xff000000)
{
case 0x0:
case 0x2000000:
case 0xff000000:
MR_DebugPrint("MR: push %d\n", value);
MRPush(thread, value);
break;
case 0x1000000:
MR_DebugPrint("MR: command %x\n", value);
running = MRCommand(thread, value);
break;
case 0x3000000:
MR_DebugPrint("MR: operator %x\n", value);
running = MROperator(thread, value);
break;
case 0x4000000:
MR_DebugPrint("MR: function %x\n", value);
running = MRFunction(thread, value);
break;
}
}
// [A] handle car requets after each thread
MRHandleCarRequests();
}
}
// [D] [T]
int MRCommand(MR_THREAD *thread, u_int cmd)
{
int val1;
int val2;
if (cmd == 0x1000051) // PlayCutscene
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: PlayCutscene(%d)\n", thread-MissionThreads, val1);
CompleteAllActiveTargets(thread->player);
TriggerInGameCutscene(val1);
if (gInGameCutsceneActive || gCutsceneAtEnd)
{
RequestXA();
InitializeCutsceneSound(val1);
}
return 1;
}
else if (cmd == 0x1000021) // CompleteAllActiveTargets
{
MR_DebugWarn("MR %d command: CompleteAllActiveTargets\n", thread - MissionThreads);
CompleteAllActiveTargets(thread->player);
return 1;
}
else if (cmd == 0x1000010) // SetVariable
{
val1 = MRPop(thread);
val2 = MRPop(thread);
MR_DebugWarn("MR %d command: SetVariable(%08X, %d)\n", thread - MissionThreads, val1, val2);
MRSetVariable(thread, val1, val2);
return 1;
}
else if (cmd == 0x1000011) // Jump
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: Jump(%d)\n", thread - MissionThreads, val1);
return MRJump(thread, val1);
}
else if (cmd == 0x1000001) // BranchIf
{
val1 = MRPop(thread);
val2 = MRPop(thread);
if (val2 != 0)
{
MR_DebugWarn("MR %d command: Goto(%d)\n", thread - MissionThreads, val1);
return 1;
}
return MRJump(thread, val1);
}
else if (cmd == 0x1000022) // MultiCarEvent
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: MultiCarEvent(%d)\n", thread - MissionThreads, val1);
MultiCarEvent(&MissionTargets[val1]);
return 1;
}
else if (cmd == 0x1000030) // SetPlayerFelony
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: SetPlayerFelony(%d)\n", thread - MissionThreads, val1);
if (player[0].playerCarId < 0)
pedestrianFelony = val1;
else
car_data[player[0].playerCarId].felonyRating = val1;
}
else if (cmd == 0x1000050) // ShowPlayerMessage
{
val1 = MRPop(thread);
val2 = MRPop(thread);
MR_DebugWarn("MR %d command: ShowPlayerMessage(%d, %d)\n", thread - MissionThreads, val1, val2);
SetPlayerMessage(thread->player, MissionStrings + val1, 0, val2);
return 1;
}
else if (cmd == 0x1000070) // TriggerEvent
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: TriggerEvent(%d)\n", thread - MissionThreads, val1);
TriggerEvent(val1);
return 1;
}
else if (cmd == 0x1000080) // SetDoorsLocked
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: SetDoorsLocked(%d)\n", thread - MissionThreads, val1);
lockAllTheDoors = val1;
return 1;
}
else if (cmd == 0x1000054) // SetStealMessage
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: SetStealMessage(%d)\n", thread - MissionThreads, val1);
Mission.StealMessage = MissionStrings + val1;
}
else if (cmd == 0x1000055) // ShowOutOfTimeMessage
{
MR_DebugWarn("MR %d command: ShowOutOfTimeMessage\n", thread - MissionThreads);
SetPlayerMessage(1, MissionStrings + MissionHeader->msgOutOfTime, 2, 2);
return 1;
}
else if (cmd == 0x1001000) // StopThread
{
MR_DebugWarn("MR %d command: StopThread\n", thread - MissionThreads);
return MRStopThread(thread);
}
else if (cmd == 0x1001002) // StartThreadForPlayer
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: StartThreadForPlayer(%d)\n", thread - MissionThreads, val1);
MRStartThread(thread, val1, thread->player);
return 1;
}
else if (cmd == 0x1001003) // StartThread2
{
val1 = MRPop(thread);
MR_DebugWarn("MR %d command: StartThread2(%d)\n", thread - MissionThreads, val1);
MRStartThread(thread, val1, 1);
return 1;
}
else if (cmd == 0x1000100) // SetCameraEvent
{
MR_DebugWarn("MR %d command: SetCameraEvent\n", thread - MissionThreads);
SetSpecialCamera(SPECIAL_CAMERA_SET, 0);
return 1;
}
else if (cmd == 0x1000071) // AwardPlayerCheat
{
MR_DebugWarn("MR %d command: AwardPlayerCheat\n", thread - MissionThreads);
val1 = MRPop(thread);
if ((val1 & 1) != 0) {
AvailableCheats.cheat5 = 1;
}
if ((val1 & 0x10) != 0) {
AvailableCheats.cheat6 = 1;
}
if ((val1 & 0x100) != 0) {
AvailableCheats.cheat7 = 1;
}
if ((val1 & 0x1000) != 0) {
AvailableCheats.cheat8 = 1;
}
if ((val1 & 0x4000) != 0) {
AvailableCheats.cheat2 = 1;
}
if ((val1 & 0x2000) != 0) {
AvailableCheats.cheat11 = 1;
}
if ((val1 & 0x8000) != 0) {
AvailableCheats.cheat1 = 1;
}
if ((val1 & 0x10000) != 0) {
AvailableCheats.cheat3 = 1;
}
if ((val1 & 0x20000) != 0) {
AvailableCheats.cheat4 = 1;
}
#ifndef PSX
SaveCurrentProfile(0);
#endif
return 1;
}
else if (cmd == 0x1000090) // SetRaining
{
MR_DebugWarn("MR %d command: SetRaining\n", thread - MissionThreads);
gWeather = 1;
return 1;
}
else if (cmd == 0x1000040)
{
MR_DebugWarn("MR %d command: player timer flag 2 set\n", thread - MissionThreads);
Mission.timer[thread->player].flags |= TIMER_FLAG_COUNTER;
}
else if (cmd == 0x1000042)
{
MR_DebugWarn("MR %d command: timer flag 0x1000 set\n", thread - MissionThreads);
MissionHeader->timerFlags |= MISSIONTIMER_FLAG_BOMB_TIMER;
}
else if (cmd == 0x1000041)
{
MR_DebugWarn("MR %d command: player timer flag 2 removed\n", thread - MissionThreads);
Mission.timer[thread->player].flags &= ~TIMER_FLAG_COUNTER;
return 1;
}
else if (cmd == 0x1001001)
{
MR_DebugWarn("MR %d command: SetMissionComplete\n", thread - MissionThreads);
SetMissionComplete();
return 1;
}
return 1;
}
// [D] [T]
int MROperator(MR_THREAD *thread, u_int op)
{
int val1;
int val2;
int result;
result = 0;
val1 = MRGetParam(thread);
val2 = MRGetParam(thread);
switch(op)
{
case 0x3000003: // AND
if (val1 != 0 && val2 != 0)
result = 1;
break;
case 0x3000004: // OR
if (val1 != 0 || val2 != 0)
result = 1;
break;
case 0x3000005: // NEQ
if (val1 != val2)
result = 1;
break;
case 0x3000006: // EQ
if (val1 == val2)
result = 1;
break;
case 0x3000007: // GT
if(val1 > val2)
result = 1;
break;
case 0x3000008: // LT
if (val1 < val2)
result = 1;
break;
case 0x3000009: // ADD
result = val1 + val2;
break;
default:
return MRStopThread(thread);
}
MRPush(thread, result);
return 1;
}
// [D] [T]
int MRFunction(MR_THREAD *thread, u_int fnc)
{
int value;
if (fnc == 0x4000020)
{
value = MRPop(thread);
value = MRProcessTarget(thread, &MissionTargets[value]);
MRPush(thread, value);
return 1;
}
return MRStopThread(thread);
}
// [D] [T]
void MRInitialiseThread(MR_THREAD *thread, u_int *pc, u_char player)
{
thread->active = 1;
thread->pc = pc;
thread->player = player;
thread->sp = thread->initial_sp;
}
// [D] [T]
void MRStartThread(MR_THREAD *callingthread, u_int addr, unsigned char player)
{
int i;
for (i = 0; i < MAX_MISSION_THREADS; i++)
{
if (!MissionThreads[i].active)
{
MRInitialiseThread(&MissionThreads[i], callingthread->pc + addr, player);
break;
}
}
}
// [D] [T]
int MRStopThread(MR_THREAD *thread)
{
thread->active = 0;
return 0;
}
// [D] [T]
void MRCommitThreadGenocide(void)
{
int i;
for (i = 0; i < MAX_MISSION_THREADS; i++)
MRStopThread(&MissionThreads[i]);
}
// [D] [T]
int MRJump(MR_THREAD *thread, int jump)
{
if ((jump + 2U) < 3)
return MRStopThread(thread);
thread->pc += jump;
return ~jump >> 31;
}
// [D] [T]
void MRPush(MR_THREAD *thread, int value)
{
*thread->sp = value;
thread->sp++;
}
// [D] [T]
int MRPop(MR_THREAD *thread)
{
thread->sp--;
return *thread->sp;
}
// [D] [T]
int MRGetParam(MR_THREAD *thread)
{
int value;
value = MRPop(thread);
switch (value & 0xff000000)
{
case 0:
case 0xff000000:
return value;
case 0x2000000:
return MRGetVariable(thread, value);
}
return 0;
}
// [D] [T]
int MRGetVariable(MR_THREAD *thread, u_int var)
{
switch (var)
{
case 0x2000008:
return Mission.timer[thread->player].count / 3000;
case 0x2000100:
return gCopDesiredSpeedScale;
case 0x2000101:
return gCopMaxPowerScale;
case 0x2000102:
return gMinimumCops;
case 0x2000103:
return maxCopCars;
}
return 0;
}
// [D] [T]
void MRSetVariable(MR_THREAD *thread, u_int var, int value)
{
switch (var)
{
case 0x2000008:
Mission.timer[thread->player].count = value * 3000;
break;
case 0x2000100:
gCopDesiredSpeedScale = value;
break;
case 0x2000101:
gCopMaxPowerScale = value;
break;
case 0x2000102:
gMinimumCops = value;
break;
case 0x2000103:
if (value == 4)
{
if (GameType == GAME_SURVIVAL)
{
gDontPingInCops = 0;
gBatterPlayer = 1;
}
else
{
gDontPingInCops = 1;
gBatterPlayer = 0;
}
}
else
{
gDontPingInCops = 0;
gBatterPlayer = 0;
}
if (value > 0)
CopsAllowed = 1;
maxCopCars = value;
break;
}
}
// [D] [T]
int MRProcessTarget(MR_THREAD *thread, MS_TARGET *target)
{
int phrase;
int playerId;
u_int dist;
char *message;
int ret;
VECTOR tv;
VECTOR pv;
LONGVECTOR4 pos;
int slot;
ret = 0;
if (TargetComplete(target, thread->player))
return 1;
if (thread->player == 0)
target->s.target_flags |= (TARGET_FLAG_VISIBLE_P1 | TARGET_FLAG_ACTIVE_P1);
else
target->s.target_flags |= (TARGET_FLAG_VISIBLE_P2 | TARGET_FLAG_ACTIVE_P2);
playerId = thread->player;
pv.vx = player[playerId].pos[0];
pv.vy = player[playerId].pos[1];
pv.vz = player[playerId].pos[2];
switch(target->type)
{
case Target_Point: // point target
{
if (target->s.target_flags & TARGET_FLAG_POINT_ON_BOAT)
{
tv.vx = target->s.point.boatOffsetX;
tv.vz = target->s.point.boatOffsetZ;
OffsetTarget(&tv);
target->s.point.posX = tv.vx;
target->s.point.posZ = tv.vz;
}
else if (target->s.target_flags & TARGET_FLAG_POINT_STOP_COPS_TRIGGER) // set stop cops
{
target->s.target_flags &= ~TARGET_FLAG_POINT_STOP_COPS_TRIGGER;
gStopCops.radius = target->s.point.radius;
gStopCops.pos.vx = target->s.point.posX;
gStopCops.pos.vy = 0;
gStopCops.pos.vz = target->s.point.posZ;
}
else
{
tv.vx = target->s.point.posX;
tv.vz = target->s.point.posZ;
tv.vy = 0;
}
if (Long2DDistance(&tv, &pv) <= target->s.point.radius)
{
if (target->s.point.height != 0) // if target is at height (Train pursuit)
{
if (target->s.point.height < ABS(target->s.point.posY + pv.vy))
target->s.point.actionFlag &= ~0xFFF0;
}
if (GameType == GAME_SECRET)
{
switch(target->s.target_flags & (TARGET_FLAG_POINT_SECRET_POINT1 | TARGET_FLAG_POINT_SECRET_POINT2 | TARGET_FLAG_POINT_SECRET_STARTFINISH))
{
case 0: // TARGET_FLAG_POINT_SECRET_POINT0
{
playercollected[thread->player] |= 0x1;
break;
}
case TARGET_FLAG_POINT_SECRET_POINT1:
{
playercollected[thread->player] |= 0x2;
break;
}
case TARGET_FLAG_POINT_SECRET_POINT2:
{
playercollected[thread->player] |= 0x4;
break;
}
case TARGET_FLAG_POINT_SECRET_STARTFINISH:
{
if (playercollected[thread->player] == 0x7)
{
playercollected[thread->player] = 0;
if (thread->player == 0)
{
gLapTimes[thread->player][gPlayerScore.items] = CalcLapTime(0, Mission.timer[0].count, gPlayerScore.items);
gPlayerScore.items++;
if (gPlayerScore.items == gNumRaceTrackLaps)
{
SetMissionComplete();
}
}
else
{
gLapTimes[thread->player][gPlayerScore.P2items] = CalcLapTime(1, Mission.timer[1].count, gPlayerScore.P2items);
gPlayerScore.P2items++;
if (gPlayerScore.P2items == gNumRaceTrackLaps)
{
SetMissionComplete();
}
}
}
break;
}
}
return 0;
}
switch (target->s.target_flags & (TARGET_FLAG_POINT_CTF_BASE_P1 | TARGET_FLAG_POINT_CTF_BASE_P2 | TARGET_FLAG_POINT_CTF_FLAG))
{
case 0:
{
int actionFlag;
actionFlag = target->s.point.actionFlag;
if (actionFlag)
{
// Tanner action (planting bombs, garage doors)
int val;
val = ((actionFlag & 0xfff0) >> 4) + 1;
if ((actionFlag & 0xf) <= val / 30)
{
message = MissionStrings + (actionFlag >> 0x10);
SetPlayerMessage(thread->player, message, 2, 0);
}
target->s.point.actionFlag = (actionFlag >> 0x10) << 0x10 | (val << 4) | actionFlag & 0xf;
gTannerActionNeeded = 1;
if (TannerActionHappening())
{
ret = 1;
}
}
else
{
// Handling of Lose Tail message
if (target->s.point.loseTailMessage != -1 && copsAreInPursuit)
{
if (Mission.message_timer[0] == 0 && prevCopsInPursuit == 0)
{
// lose tail
SetPlayerMessage(thread->player, MissionStrings + target->s.point.loseTailMessage, 2, 2);
prevCopsInPursuit = copsAreInPursuit;
}
}
else
{
ret = 1;
prevCopsInPursuit = 0;
}
}
if (ret == 0)
return 0;
if (target->s.target_flags & 0x400000)
return 1;
if ((target->s.target_flags & TARGET_FLAG_POINT_PLAYER_MUSTHAVE_CAR) && player[thread->player].playerType != 1)
ret = 0;
break;
}
case TARGET_FLAG_POINT_CTF_BASE_P1: // CTF mode (multiplayer)
case TARGET_FLAG_POINT_CTF_BASE_P2:
{
if (gPlayerWithTheFlag == thread->player)
{
int correctZone;
correctZone = (target->s.target_flags & TARGET_FLAG_POINT_CTF_BASE_P1) && thread->player == 0 ||
(target->s.target_flags & TARGET_FLAG_POINT_CTF_BASE_P2) && thread->player == 1;
if(correctZone)
{
if (thread->player == 0)
{
gPlayerScore.items++;
}
else if (thread->player == 1)
{
gPlayerScore.P2items++;
}
gPlayerWithTheFlag = -1;
SetPlayerMessage(thread->player, G_LTXT(GTXT_WellDone), 2, 1);
player[0].targetCarId = -1;
player[1].targetCarId = -1;
ActivateNextFlag();
}
}
break;
}
case TARGET_FLAG_POINT_CTF_FLAG:
{
if (gPlayerWithTheFlag == -1)
{
Mission.ChaseTarget = MissionTargets;
gPlayerWithTheFlag = thread->player;
SetPlayerMessage(thread->player, G_LTXT(GTXT_YouGotTheFlag), 2, 1);
player[1 - gPlayerWithTheFlag].targetCarId = gPlayerWithTheFlag;
}
break;
}
}
}
else
{
target->s.point.actionFlag &= ~0xFFF0;
}
break;
}
case Target_Car: // car target
{
CAR_DATA* cp;
tv.vx = target->s.car.posX;
tv.vz = target->s.car.posZ;
tv.vy = 0;
dist = Long2DDistance(&tv, &pv);
slot = target->s.car.slot;
if (slot == -1)
{
if (dist < 18000 || target->s.car.type == 3 && !(target->s.car.flags & CARTARGET_FLAG_RANDOMCHASE))
MRRequestCar(target);
else
MRCancelCarRequest(target);
break;
}
cp = &car_data[slot];
if (target->s.target_flags & TARGET_FLAG_CAR_PINGED_IN)
{
target->s.car.posX = cp->hd.where.t[0];
target->s.car.posZ = cp->hd.where.t[2];
// make Caine's Compound vans moving
if (target->s.car.type == 1)
{
if (target->s.car.maxDistance != 0 && dist < target->s.car.maxDistance)
{
int direction, model, palette;
int *inform;
direction = cp->hd.direction;
model = cp->ap.model;
palette = cp->ap.palette;
inform = cp->inform;
pos[0] = cp->hd.where.t[0];
pos[1] = cp->hd.where.t[1];
pos[2] = cp->hd.where.t[2];
cp->inform = NULL;
PingOutCar(&car_data[slot]);
slot = CreateCivCarWotDrivesABitThenStops(direction, &pos, NULL, model, palette);
cp->inform = inform;
target->s.car.slot = slot;
target->s.car.maxDistance = 0;
}
}
else if (target->s.car.type == 3)
{
if((target->s.target_flags & TARGET_FLAG_CAR_PLAYERCONTROLLED) == 0)
{
if(target->s.car.flags & CARTARGET_FLAG_RANDOMCHASE)
{
if (target->s.car.cutscene == -1)
{
if (gInGameChaseActive == 0)
{
Mission.ChaseTarget = NULL;
player[0].targetCarId = -1;
gBombTargetVehicle = NULL;
if ((target->s.car.flags & 0xf0) != CARTARGET_FLAG_STEAL_TARGET)
{
if (target->s.car.flags & CARTARGET_FLAG_TO_BE_STOLEN)
SetCarToBeStolen(target, thread->player);
else
ret = 1;
}
}
}
else
{
if (dist < target->s.car.maxDistance && (MissionHeader->type & 4) == 0)
{
TriggerChase(&slot, target->s.car.cutscene);
target->s.car.cutscene = -1;
target->s.car.slot = slot;
player[0].targetCarId = slot;
Mission.ChaseTarget = target;
}
}
}
else
{
if (cp->totalDamage >= target->s.car.chasing.maxDamage)
{
if (NewLeadDelay != 1)
{
if (target->s.car.flags & CARTARGET_FLAG_TO_BE_STOLEN)
{
DamageBar.position = target->s.car.chasing.maxDamage;
cp->totalDamage = MaxPlayerDamage[0];
SetConfusedCar(slot);
SetCarToBeStolen(target, thread->player);
NewLeadDelay = 1;
}
else
{
ret = 0;
DamageBar.position = target->s.car.chasing.maxDamage;
cp->totalDamage = MaxPlayerDamage[0] - 1;
SetConfusedCar(slot);
NewLeadDelay = 1;
}
break;
}
ret = 1;
}
}
}
if (target->s.car.flags & CARTARGET_FLAG_THROWS_BOMBS)
{
gBombTargetVehicle = &car_data[slot];
}
}
switch(target->s.car.flags & 0xf0)
{
case 0:
{
// check damage
if (target->s.car.chasing.maxDamage > 0)
{
// first we init damage bar
if (DamageBar.active == 0)
{
if (gCurrentMissionNumber != 2 &&
gCurrentMissionNumber != 6)
{
EnablePercentageBar(&DamageBar, target->s.car.chasing.maxDamage);
}
if (gCurrentMissionNumber == 11 ||
gCurrentMissionNumber == 13 ||
gCurrentMissionNumber == 26)
{
target->s.car.chasing.maxDamage = (target->s.car.chasing.maxDamage * 3) / 4;
}
}
}
else
{
ReleaseInGameCutscene();
Mission.ChaseTarget = NULL;
player[0].targetCarId = -1;
gBombTargetVehicle = NULL;
SetConfusedCar(slot);
if (target->s.car.flags & CARTARGET_FLAG_PED_ESCAPES)
{
cp->controlFlags &= ~CONTROL_FLAG_WAS_PARKED;
pos[0] = cp->hd.where.t[0];
pos[2] = cp->hd.where.t[2];
pos[1] = -cp->hd.where.t[1];
CreatePedAtLocation(&pos, 8);
}
if (target->s.car.flags & CARTARGET_FLAG_TO_BE_STOLEN)
{
SetCarToBeStolen(target, thread->player);
if (gCurrentMissionNumber == 11 || gCurrentMissionNumber == 13 || gCurrentMissionNumber == 26)
cp->totalDamage = (MaxPlayerDamage[0] * 3) / 4;
else
cp->totalDamage = MaxPlayerDamage[0];
DamageBar.active = 0;
}
else
{
ret = 1;
}
}
// check distance
if (dist > TAIL_TOOFAR)
{
message = MissionStrings + target->s.car.chasing.tooFarMessage;
SetPlayerMessage(thread->player, message, 2, 2);
SetMissionFailed(FAILED_MESSAGESET);
break;
}
if (dist > TAIL_GETTINGFAR)
{
if (target->s.car.chasing.gettingFarMessage != 255 && TAIL_GETTINGFAR != lastsay)
{
MissionSay(target->s.car.chasing.gettingFarMessage);
lastsay = TAIL_GETTINGFAR;
}
break;
}
if (dist < TAIL_GETTINGFAR - 500)
{
lastsay = -1;
}
break;
}
case CATTARGET_FLAG_PROXIMITY_TARGET: // proximity extended messages
{
ProxyBar.active = 1;
ProxyBar.position = dist;
if (dist < TAIL_TOOCLOSE)
{
int messageId;
messageId = target->s.car.tail.closeMessages >> 0xc & 0xfff;
if (messageId != 0xfff)
{
message = MissionStrings + messageId;
SetPlayerMessage(thread->player, message, 2, 1);
}
SetMissionFailed(FAILED_MESSAGESET);
break;
}
if (dist < TAIL_GETTINGCLOSE)
{
int messageId;
messageId = target->s.car.tail.closeMessages & 0xfff;
if (messageId != 0xfff)
{
message = MissionStrings + messageId;
SetPlayerMessage(thread->player, message, 2, 1);
}
phrase = target->s.car.tail.closeMessages >> 24 & 0xFF;
if (phrase != 0xff && lastsay != TAIL_GETTINGCLOSE)
{
MissionSay(phrase);
lastsay = TAIL_GETTINGCLOSE;
}
break;
}
if (dist > TAIL_TOOFAR)
{
int messageId;
messageId = target->s.car.tail.farMessages >> 0xc & 0xfff;
if (messageId != 0xfff)
{
message = MissionStrings + messageId;
SetPlayerMessage(thread->player, message, 2, 1);
}
SetMissionFailed(FAILED_MESSAGESET);
break;
}
if (dist > TAIL_GETTINGFAR)
{
int messageId;
messageId = target->s.car.tail.farMessages & 0xfff;
if (messageId != 0xfff)
{
message = MissionStrings + messageId;
SetPlayerMessage(thread->player, message, 2, 1);
}
phrase = target->s.car.tail.farMessages >> 24 & 0xFF;
if (phrase != 0xff && lastsay != TAIL_GETTINGFAR)
{
MissionSay(phrase);
lastsay = TAIL_GETTINGFAR;
}
break;
}
if (dist <= TAIL_GETTINGCLOSE + 500)
{
break;
}
if (dist < TAIL_GETTINGFAR - 500)
{
lastsay = -1;
}
break;
}
case 0x20:
{
break;
}
case CARTARGET_FLAG_STEAL_TARGET:
{
// Find the Clue and Steal the keys
int failIfDamaged;
failIfDamaged = (gCurrentMissionNumber != 14 && gCurrentMissionNumber != 19 && gCurrentMissionNumber != 28);
// check if player entered the car
if (player[0].playerCarId == slot)
{
// signal to mission about stolen car so Find the Clue/Steal the keys can progress
if (!failIfDamaged)
{
gGotInStolenCar = 1;
cp->totalDamage = MaxPlayerDamage[0];
}
ret = 1;
}
// check if target car is damaged
if(failIfDamaged && cp->totalDamage >= MaxPlayerDamage[0])
{
message = MissionStrings + MissionHeader->msgCarWrecked;
SetPlayerMessage(thread->player, message, 2, 1);
SetMissionFailed(FAILED_MESSAGESET);
}
break;
}
case CARTARGET_FLAG_ESCAPE_TARGET:
{
if (copsAreInPursuit)
ret = 1;
break;
}
case CARTARGET_FLAG_CnR_TARGET:
{
if(target->s.target_flags & TARGET_FLAG_CAR_PLAYERCONTROLLED)
{
MaxPlayerDamage[1] = target->s.car.chasing.maxDamage;
if (dist > TAIL_TOOFAR)
{
if (GameType == GAME_COPSANDROBBERS)
{
SetMissionFailed(FAILED_CnR_LOSTHIM);
break;
}
message = MissionStrings + target->s.car.chasing.tooFarMessage;
SetPlayerMessage(thread->player, message, 2, 2);
SetMissionFailed(FAILED_MESSAGESET);
break;
}
}
if (cp->totalDamage >= target->s.car.chasing.maxDamage)
{
ret = 1;
// idk what it makes
if (!(target->s.target_flags & TARGET_FLAG_CAR_PLAYERCONTROLLED))
{
SetConfusedCar(slot);
}
}
break;
}
}
}
else
{
target->s.car.slot = -1;
if (gCarWithABerm == slot)
gCarWithABerm = -1;
if (target->s.car.type != 1)
{
message = MissionStrings + target->s.car.chasing.tooFarMessage;
SetPlayerMessage(thread->player, message, 2, 2);
SetMissionFailed(FAILED_MESSAGESET);
}
}
break;
}
case Target_Event: // event target
{
if (target->s.target_flags & TARGET_FLAG_EVENT_TRIGGERED)
{
// [A] Ahhhh, 32 bit pointers... for future full-scale refactoring
if (target->s.event.loseMessage != -1 && Long2DDistance(target->s.event.eventPos, &pv) > 30000)
{
message = MissionStrings + target->s.event.loseMessage;
SetPlayerMessage(thread->player, message, 2, 2);
SetMissionFailed(FAILED_MESSAGESET);
}
}
else
{
target->s.event.eventPos = TriggerEvent(target->s.event.eventId);
target->s.target_flags |= TARGET_FLAG_EVENT_TRIGGERED;
}
break;
}
}
if (ret)
{
// keep only those flags
target->s.target_flags &= ~TARGET_FLAG_COMPLETED_ALLP;
if (thread->player == 0)
target->s.target_flags |= TARGET_FLAG_COMPLETED_P1;
else
target->s.target_flags |= TARGET_FLAG_COMPLETED_P2;
if (GameType == GAME_CHECKPOINT)
{
if (thread->player == 0)
gPlayerScore.items++;
else
gPlayerScore.P2items++;
}
}
return ret;
}
// [D] [T]
int MRRequestCar(MS_TARGET *target)
{
if (Mission.CarTarget || GameType == GAME_SURVIVAL)
return 0;
Mission.CarTarget = target;
return 1;
}
// [D] [T]
void MRCancelCarRequest(MS_TARGET* target)
{
if (Mission.CarTarget == target)
Mission.CarTarget = NULL;
}
// [D] [T]
void MRHandleCarRequests(void)
{
if (_CutRec_IsOn())
return;
if (Mission.CarTarget)
MRCreateCar(Mission.CarTarget);
}
// [D] [T]
int MRCreateCar(MS_TARGET *target)
{
int curslot;
int newslot;
LONGVECTOR4 pos;
char playerid;
pos[0] = target->s.car.posX;
pos[2] = target->s.car.posZ;
pos[1] = 10000;
if (target->s.car.type == 2)
{
curslot = PingInCivCar(666); // put Rio limo
curslot--;
}
else
{
curslot = CreateStationaryCivCar(target->s.car.rotation, 0,
((target->s.car.flags & CARTARGET_FLAG_FLIPPED) != 0) << 10, &pos,
target->s.car.model, target->s.car.palette, (target->s.car.flags & CARTARGET_FLAG_ISCOP) != 0);
}
if (curslot < 0)
{
requestStationaryCivCar = 1;
return 0;
}
if (target->s.car.flags & CARTARGET_FLAG_ISCOP)
{
newslot = NumReplayStreams + cop_adjust;
cop_adjust++;
curslot = Swap2Cars(curslot, newslot);
}
Mission.CarTarget = NULL;
requestStationaryCivCar = 0;
if (target->s.car.type == 3 && !(target->s.car.flags & CARTARGET_FLAG_RANDOMCHASE))
{
playerid = 0xFF;
InitPlayer(&player[1], &car_data[curslot],
CONTROL_TYPE_LEAD_AI, target->s.car.rotation, &pos,
target->s.car.model, target->s.car.palette, (char *)&playerid);
EnablePercentageBar(&DamageBar, target->s.car.chasing.maxDamage);
NewLeadDelay = 0;
}
target->s.car.posX = car_data[curslot].hd.where.t[0];
target->s.car.posZ = car_data[curslot].hd.where.t[2];
target->s.car.slot = curslot;
target->s.target_flags |= TARGET_FLAG_CAR_PINGED_IN;
car_data[curslot].inform = &target->s.target_flags;
// make fully damaged (Car bomb escape)
if (target->s.car.flags & CARTARGET_FLAG_DAMAGED)
{
car_data[curslot].totalDamage = 65535;
car_data[curslot].ap.damage[0] = 4095;
car_data[curslot].ap.damage[1] = 4095;
car_data[curslot].ap.damage[2] = 4095;
car_data[curslot].ap.damage[3] = 4095;
car_data[curslot].ap.damage[4] = 4095;
car_data[curslot].ap.damage[5] = 4095;
car_data[curslot].ap.needsDenting = 1;
}
if (target->s.car.flags & CARTARGET_FLAG_DETONATOR)
gCarWithABerm = curslot;
return 1;
}
// [D] [T]
void PreProcessTargets(void)
{
MS_TARGET *target;
int i;
for (i = 0; i < MissionHeader->nCutscenes; i++)
{
PreLoadInGameCutscene(i);
}
for (i = 0; i < MAX_MISSION_TARGETS; i++)
{
target = &MissionTargets[i];
if (target->type == Target_Player2Start ||
target->type == Target_Car && (target->s.target_flags & TARGET_FLAG_CAR_PLAYERCONTROLLED))
{
PlayerStartInfo[1] = &ReplayStreams[1].SourceType;
ReplayStreams[1].SourceType.type = 1;
ReplayStreams[1].SourceType.position.vx = target->s.car.posX;
ReplayStreams[1].SourceType.position.vy = 0;
ReplayStreams[1].SourceType.position.vz = target->s.car.posZ;
ReplayStreams[1].SourceType.rotation = target->s.car.rotation;
ReplayStreams[1].SourceType.model = target->s.car.model;
ReplayStreams[1].SourceType.palette = target->s.car.palette;
ReplayStreams[1].SourceType.controlType = CONTROL_TYPE_PLAYER;
ReplayStreams[1].SourceType.flags = 0;
if (target->s.car.type & 0x3)
target->s.car.cutscene = -1;
target->s.car.slot = 1;
target->s.target_flags |= TARGET_FLAG_CAR_PINGED_IN;
}
if (target->type == Target_Point)
{
if ((target->s.target_flags & TARGET_FLAG_POINT_CTF_FLAG) == TARGET_FLAG_POINT_CTF_FLAG)
{
target->s.target_flags |= TARGET_FLAG_COMPLETED_ALLP;
}
if (target->s.target_flags & TARGET_FLAG_POINT_ON_BOAT)
{
target->s.point.boatOffsetX = target->s.point.posX;
target->s.point.boatOffsetZ = target->s.point.posZ;
}
}
else if (target->type == Target_Car)
{
if ((target->s.target_flags & TARGET_FLAG_CAR_PLAYERCONTROLLED) == 0)
{
if (target->s.car.type == 3 && (target->s.car.flags & CARTARGET_FLAG_RANDOMCHASE))
{
PreLoadInGameCutscene(gRandomChase);
}
}
}
}
}
extern int gStopPadReads;
// [D] [T]
int Handle321Go(void)
{
if (MissionHeader->type & 0x4)
{
gStopPadReads = 1;
if (++g321GoDelay == 96)
{
gStopPadReads = 0;
MissionHeader->type &= ~0x4;
}
return 1;
}
return 0;
}
extern int test42; // why 42?
// [D] [T]
int HandleGameOver(void)
{
int player_id;
int playersdead;
PLAYER* lp;
CAR_DATA *cp;
if (Mission.gameover_delay != -1)
{
gStopPadReads = 1;
if (Mission.gameover_delay != 0)
{
gStopPadReads = 1;
Mission.gameover_delay--;
return 0;
}
if (Mission.message_timer[0] == 0)
{
if (Mission.message_timer[1] == 0)
{
if (Mission.gameover_mode == PAUSEMODE_COMPLETE)
{
StoreEndData();
#ifndef PSX
if(GameType == GAME_MISSION)
SaveCurrentGame();
#endif
}
EnablePause(Mission.gameover_mode);
return 1;
}
gStopPadReads = 1;
return 0;
}
gStopPadReads = 1;
return 0;
}
player_id = 0;
playersdead = 0;
while (player_id < NumPlayers)
{
lp = &player[player_id];
if (lp->playerType == 1)
{
if ((Mission.timer[0].flags & TIMER_FLAG_BOMB_COUNTDOWN) ||
TannerStuckInCar(0, player_id))
{
cp = &car_data[lp->playerCarId];
if (MaxPlayerDamage[player_id] <= cp->totalDamage && lp->dying == 0)
{
lp->dying = 1;
}
if (cp->hd.where.m[1][1] < 100)
{
lp->upsideDown++;
if (lp->upsideDown > 180)
{
cp->totalDamage = MaxPlayerDamage[player_id];
if(lp->dying < 30)
lp->dying = 30;
}
}
else
{
lp->upsideDown = 0;
}
}
// reset timer
tannerDeathTimer = 0;
}
else if (lp->playerType == 2)
{
int surf = GetSurfaceIndex((VECTOR*)lp->pos);
if ((surf == -26 || surf == -23) && lp->dying == 0)
tannerDeathTimer++; // allow to soak Tanner's ass in Rio De Janeiro a little bit
else
tannerDeathTimer = 0;
}
// check player death
if (tannerDeathTimer == 64)
lp->dying = 1;
if (lp->dying && !gGotInStolenCar)
{
if (Mission.timer[player_id].flags & TIMER_FLAG_BOMB_COUNTDOWN)
BombThePlayerToHellAndBack(gCarWithABerm);
if (lp->playerType == 2)
SetPlayerMessage(player_id, MissionStrings + MissionHeader->msgDrowned, 2, 2);
else
SetPlayerMessage(player_id, MissionStrings + MissionHeader->msgCarWrecked, 2, 2);
lp->dying++;
}
if (lp->dying > 40)
playersdead++;
player_id++;
}
if (playersdead)
{
// allow one of players to be dead in those modes
if (GameType == GAME_CHECKPOINT ||
GameType == GAME_TAKEADRIVE ||
GameType == GAME_SECRET)
{
if (NumPlayers != 1)
{
if (playersdead == NumPlayers)
SetMissionOver(PAUSEMODE_GAMEOVER);
return 0;
}
}
if (TannerStuckInCar(0, 0))
SetMissionOver(PAUSEMODE_GAMEOVER);
}
return 0;
}
// [D] [T]
void CompleteAllActiveTargets(int player)
{
MS_TARGET *pTarget;
int i;
int flag2;
int flag1;
if (player == 0)
{
flag1 = TARGET_FLAG_ACTIVE_P1;
flag2 = TARGET_FLAG_COMPLETED_P1;
}
else
{
flag1 = TARGET_FLAG_ACTIVE_P2;
flag2 = TARGET_FLAG_COMPLETED_P2;
}
for (i = 0; i < MAX_MISSION_TARGETS; i++)
{
pTarget = &MissionTargets[i];
if (pTarget->type >= Target_Point &&
pTarget->type <= Target_Event && (pTarget->s.target_flags & flag1))
{
pTarget->s.target_flags |= flag2;
}
}
}
// [D] [T]
void SetMissionComplete(void)
{
switch (GameType)
{
case GAME_CHECKPOINT:
case GAME_CAPTURETHEFLAG:
case GAME_SECRET:
if (NumPlayers < 2)
{
SetMissionMessage(MissionStrings + MissionHeader->msgComplete, 3, 2);
break;
}
if (gPlayerScore.P2items <= gPlayerScore.items)
{
if (gPlayerScore.P2items == gPlayerScore.items)
{
SetPlayerMessage(0, G_LTXT(GTXT_Draw), 3, 2);
SetPlayerMessage(1, G_LTXT(GTXT_Draw), 3, 2);
break;
}
SetPlayerMessage(0, MissionStrings + MissionHeader->msgComplete, 3, 2);
break;
}
SetPlayerMessage(0, MissionStrings + MissionHeader->msgDrowned, 3, 2);
SetPlayerMessage(1, MissionStrings + MissionHeader->msgComplete, 3, 2);
break;
case GAME_COPSANDROBBERS:
if (Player2DamageBar.position < Player2DamageBar.max)
{
SetPlayerMessage(0, MissionStrings + MissionHeader->msgDrowned, 3, 2);
SetPlayerMessage(1, MissionStrings + MissionHeader->msgComplete, 3, 2);
}
else
{
SetPlayerMessage(0, MissionStrings + MissionHeader->msgComplete, 3, 2);
SetPlayerMessage(1, MissionStrings + MissionHeader->msgDrowned, 3, 2);
}
break;
case GAME_MISSION:
if (Mission.timer[0].flags & TIMER_FLAG_BOMB_COUNTDOWN)
{
Mission.timer[0].flags |= TIMER_FLAG_BOMB_TRIGGERED;
DetonatorTimer();
return;
}
if (gFurthestMission < gCurrentMissionNumber)
gFurthestMission = gCurrentMissionNumber;
default:
SetMissionMessage(MissionStrings + MissionHeader->msgComplete, 3, 2);
break;
}
SetMissionOver(PAUSEMODE_COMPLETE);
}
// [D] [T]
void SetMissionFailed(FAIL_REASON reason)
{
if (reason == FAILED_CnR_LOSTHIM)
{
SetPlayerMessage(0,MissionStrings + MissionHeader->msgDrowned,3,2);
SetPlayerMessage(1,MissionStrings + MissionHeader->msgComplete,3,2);
}
else if(reason == FAILED_OUTOFTIME)
{
SetMissionMessage(MissionStrings + MissionHeader->msgOutOfTime,3,2);
}
SetMissionOver(PAUSEMODE_GAMEOVER);
}
// [D] [T]
void SetMissionOver(PAUSEMODE mode)
{
ReleaseInGameCutscene();
PauseMissionTimer(1);
gBombTargetVehicle = NULL;
Mission.gameover_delay = 60;
Mission.gameover_mode = mode;
Mission.ChaseTarget = NULL;
}
// [D] [T]
void ActivateNextFlag(void)
{
int j;
MS_TARGET *target;
int i;
if (last_flag == -1)
last_flag = 0;
else
MissionTargets[last_flag].s.target_flags |= TARGET_FLAG_COMPLETED_ALLP;
j = last_flag;
for (i = 0; i < MAX_MISSION_TARGETS; i++)
{
j++;
j = j % MAX_MISSION_TARGETS;
target = &MissionTargets[j];
if (target->type == Target_Point && (target->s.target_flags & TARGET_FLAG_POINT_CTF_FLAG) == TARGET_FLAG_POINT_CTF_FLAG)
break;
}
target->s.target_flags &= ~TARGET_FLAG_COMPLETED_ALLP;
last_flag = j;
}
// [D] [T]
int CalcLapTime(int player, int time, int lap)
{
int i;
int ptime;
ptime = 0;
i = 0;
while (i < lap)
{
ptime += gLapTimes[player][i];
i++;
}
return time - ptime;
}
// [D] [T]
void MakePhantomCarEqualPlayerCar(void)
{
// store player car id
if (player[0].playerType == 1)
Mission.PhantomCarId = player[0].playerCarId;
}
// [D] [T]
void SetCarToBeStolen(MS_TARGET *target, int player)
{
if (target->s.car.flags & CARTARGET_FLAG_SET_PLAYERCAR)
{
MakePhantomCarEqualPlayerCar();
target->s.target_flags |= TARGET_FLAG_CAR_SAVED;
}
target->s.car.type = 1;
target->s.car.flags = CARTARGET_FLAG_STEAL_TARGET;
target->s.car.maxDistance = 0;
SetPlayerMessage(player, Mission.StealMessage, 2, 2);
}
// [D] [T]
void HandleMission(void)
{
if (!Mission.active)
return;
if (gInGameCutsceneActive)
return;
if (gInGameCutsceneDelay)
return;
// init frame
if (CameraCnt == 0)
{
// mission has countdown
if (MissionHeader->type & 4)
{
HandleMissionThreads();
Mission.message_timer[0] = 0;
Mission.message_timer[1] = 0;
MRCommitThreadGenocide();
MRInitialiseThread(&MissionThreads[0], MissionScript, 0);
}
switch (MissionHeader->type & 0x30)
{
case 0x20:
FelonyBar.flags |= 0x2;
case 0:
FelonyBar.active = 0x1;
break;
case 0x10:
FelonyBar.active = 0;
default:
FelonyBar.active = 0;
}
}
if (bMissionTitleFade)
return;
if (Handle321Go())
return;
if (HandleGameOver())
return;
if (Mission.message_timer[0] != 0)
Mission.message_timer[0]--;
if (Mission.message_timer[1] != 0)
Mission.message_timer[1]--;
if (Mission.ChaseHitDelay != 0)
Mission.ChaseHitDelay--;
gTannerActionNeeded = 0;
HandleTimer(&Mission.timer[0]);
HandleTimer(&Mission.timer[1]);
HandleThrownBombs();
HandleMissionThreads();
if (gCopCarTheftAttempted)
{
SetMissionMessage(MissionStrings + MissionHeader->msgPoliceCar, 2, 1);
gCopCarTheftAttempted = 0;
}
if (gLockPickingAttempted && NumPlayers == 1)
{
SetMissionMessage(MissionStrings + MissionHeader->msgDoorsLocked, 2, 1);
gLockPickingAttempted = 0;
}
}