REDRIVER2/src_rebuild/Game/C/cars.c
Ilya Shurumov 0cfa16e3d5 - rcossin_tbl[*] -> RSIN/RCOS
- some OD2 porting prepaprations
- fix CreateRoadblock refactoring bug (missing noMoreCars setup)
2022-01-21 21:01:05 +03:00

1511 lines
32 KiB
C

#include "driver2.h"
#include "cars.h"
#include "texture.h"
#include "overmap.h"
#include "draw.h"
#include "mission.h"
#include "system.h"
#include "debris.h"
#include "main.h"
#include "camera.h"
#include "handling.h"
#include "cosmetic.h"
#include "shadow.h"
#include "civ_ai.h"
#include "mc_snd.h"
#include "gamesnd.h"
#include "players.h"
#include "cutscene.h"
#include "convert.h"
#include "glaunch.h"
#include "ASM/rndrasm.h"
#ifndef PSX
#define CAR_LOD_SWITCH_DISTANCE switch_detail_distance
#else
#define CAR_LOD_SWITCH_DISTANCE 5500
#endif
MATRIX light_matrix =
{ { { 4096, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } }, { 0, 0, 0 } };
MATRIX colour_matrix =
{ { { 4032, 0, 0 }, { 3936, 0, 0 }, { 3520, 0, 0 } }, { 0, 0, 0 } };
// PHYSICS
CAR_DATA car_data[MAX_CARS + 2]; // all cars + Tanner cbox + Camera cbox
HUBCAP gHubcap;
MODEL* gHubcapModelPtr;
MODEL* gCleanWheelModelPtr;
MODEL* gFastWheelModelPtr;
MODEL* gDamWheelModelPtr;
// active carsg
CAR_DATA* active_car_list[MAX_CARS];
BOUND_BOX bbox[MAX_CARS];
u_char lightsOnDelay[MAX_CARS];
u_short civ_clut[8][32][6];
short FrontWheelRotation[MAX_CARS]; // offset 0x0
short BackWheelRotation[MAX_CARS]; // offset 0x30
SVECTOR gTempCarVertDump[MAX_CARS][MAX_DENTING_VERTS];
DENTUVS *gTempCarUVPtr;
DENTUVS gTempHDCarUVDump[MAX_CARS][MAX_DENTING_UVS];
DENTUVS gTempLDCarUVDump[MAX_CARS][MAX_DENTING_LOD_UVS];
CAR_MODEL NewCarModel[MAX_CAR_MODELS];
CAR_MODEL NewLowCarModel[MAX_CAR_MODELS];
MODEL* gCarLowModelPtr[MAX_CAR_MODELS];
MODEL* gCarDamModelPtr[MAX_CAR_MODELS];
MODEL* gCarCleanModelPtr[MAX_CAR_MODELS];
int whichCP = 0;
int baseSpecCP = 0;
CAR_POLY carPolyBuffer[2001];
char LeftLight = 0;
char RightLight = 0;
char TransparentObject = 0;
// [D] [T]
void plotCarPolyB3(int numTris, CAR_POLY *src, SVECTOR *vlist, plotCarGlobals *pg)
{
int Z;
int indices;
u_int FT3rgb;
SVECTOR *v2;
SVECTOR *v1;
SVECTOR *v0;
POLY_F3 *prim;
OTTYPE *ot;
prim = (POLY_F3 *)pg->primptr;
FT3rgb = pg->intensity;
ot = pg->ot;
while (numTris > 0)
{
indices = src->vindices;
v0 = vlist + (indices & 0xff);
v1 = vlist + (indices >> 8 & 0xff);
v2 = vlist + (indices >> 16 & 0xff);
gte_ldv3(v0, v1, v2);
gte_rtpt();
gte_nclip();
gte_stopz(&Z);
gte_avsz3();
if (Z > -1)
{
*(u_int*)&prim->r0 = FT3rgb | 0x20000000;
gte_stsxy3(&prim->x0, &prim->x1, &prim->x2);
gte_stotz(&Z);
setPolyF3(prim);
addPrim(ot + (Z >> 1), prim);
prim++;
}
numTris--;
src++;
}
pg->primptr = (unsigned char*)prim;
}
// [D] [T]
void plotCarPolyFT3(int numTris, CAR_POLY *src, SVECTOR *vlist, plotCarGlobals *pg)
{
int indices;
int ofse;
SVECTOR *v2;
SVECTOR *v1;
SVECTOR *v0;
int Z;
POLY_FT3 *prim;
OTTYPE *ot;
int FT3rgb;
int reg;
prim = (POLY_FT3 *)pg->primptr;
FT3rgb = pg->intensity | 0x24000000;
ot = pg->ot;
gte_ldrgb(&FT3rgb);
while (numTris > 0)
{
indices = src->vindices;
v0 = vlist + (indices & 0xff);
v1 = vlist + (indices >> 8 & 0xff);
v2 = vlist + (indices >> 16 & 0xff);
gte_ldv3(v0, v1, v2);
gte_rtpt();
gte_nclip();
gte_stopz(&Z);
gte_avsz3();
if (Z > -1)
{
ofse = pg->damageLevel[src->originalindex];
*(u_int*)&prim->r0 = FT3rgb;
*(u_int*)&prim->u0 = src->clut_uv0 + ofse;
*(u_int*)&prim->u1 = src->tpage_uv1 + ofse;
*(u_int*)&prim->u2 = src->uv3_uv2 + ofse;
gte_stsxy3(&prim->x0, &prim->x1, &prim->x2);
gte_stotz(&Z);
setPolyFT3(prim);
addPrim(ot + (Z >> 1), prim);
prim++;
}
numTris--;
src++;
}
pg->primptr = (unsigned char*)prim;
}
// [D] [T]
void plotCarPolyGT3(int numTris, CAR_POLY *src, SVECTOR *vlist, SVECTOR *nlist, plotCarGlobals *pg, int palette)
{
int Z;
int otz;
SVECTOR* v2;
SVECTOR *v1;
SVECTOR *v0;
u_int indices;
POLY_GT3 *prim;
u_int r0,r1,r2;
int ofse;
prim = (POLY_GT3 *)pg->primptr;
int GT3rgb = pg->intensity | 0x34000000;
gte_ldrgb(&GT3rgb);
while (numTris > 0)
{
indices = src->vindices;
v0 = vlist + (indices & 0xff);
v1 = vlist + (indices >> 8 & 0xff);
v2 = vlist + (indices >> 16 & 0xff);
gte_ldv3(v0, v1, v2);
gte_rtpt();
gte_nclip();
gte_stopz(&Z);
gte_avsz3();
gte_stotz(&otz);
if (Z > -1 && otz > 0)
{
indices = src->nindices;
r0 = (u_int)(ushort)nlist[indices & 0xff].pad;
r1 = (u_int)(ushort)nlist[indices >> 8 & 0xff].pad;
r2 = (u_int)(ushort)nlist[indices >> 16 & 0xff].pad;
*(u_int*)&prim->r0 = (r0 & 0xff) << 0x10 | r0;
*(u_int*)&prim->r1 = (r1 & 0xff) << 0x10 | r1;
*(u_int*)&prim->r2 = (r2 & 0xff) << 0x10 | r2;
ofse = pg->damageLevel[src->originalindex];
*(u_int*)&prim->u0 = (src->clut_uv0 & 0xffffU | pg->pciv_clut[palette + (src->clut_uv0 >> 0x10)] << 0x10) + ofse;
*(u_int*)&prim->u1 = src->tpage_uv1 + ofse;
*(u_int*)&prim->u2 = src->uv3_uv2 + ofse;
gte_stsxy3(&prim->x0, &prim->x1, &prim->x2);
setPolyGT3(prim);
addPrim(pg->ot + (otz >> 1), prim);
prim++;
}
src++;
numTris--;
}
pg->primptr = (unsigned char*)prim;
}
// [D] [T]
void plotCarPolyGT3nolight(int numTris, CAR_POLY *src, SVECTOR *vlist, plotCarGlobals *pg, int palette)
{
int Z;
int otz;
SVECTOR* v2;
SVECTOR* v1;
SVECTOR* v0;
u_int indices;
POLY_FT3* prim;
int ofse;
prim = (POLY_FT3*)pg->primptr;
int GT3rgb = pg->intensity | 0x34000000;
gte_ldrgb(&GT3rgb);
while (numTris > 0)
{
indices = src->vindices;
v0 = vlist + (indices & 0xff);
v1 = vlist + (indices >> 8 & 0xff);
v2 = vlist + (indices >> 16 & 0xff);
gte_ldv3(v0, v1, v2);
gte_rtpt();
gte_nclip();
gte_stopz(&Z);
gte_avsz3();
gte_stotz(&otz);
if (Z > -1 && otz > 0)
{
*(u_int*)&prim->r0 = GT3rgb;
ofse = pg->damageLevel[src->originalindex];
*(u_int*)&prim->u0 = (src->clut_uv0 & 0xffffU | pg->pciv_clut[palette + (src->clut_uv0 >> 0x10)] << 0x10) + ofse;
*(u_int*)&prim->u1 = src->tpage_uv1 + ofse;
*(u_int*)&prim->u2 = src->uv3_uv2 + ofse;
gte_stsxy3(&prim->x0, &prim->x1, &prim->x2);
setPolyFT3(prim);
addPrim(pg->ot + (otz >> 1), prim);
prim++;
}
src++;
numTris--;
}
pg->primptr = (unsigned char*)prim;
}
MATRIX save_colour_matrix;
MATRIX save_light_matrix;
// [D] [T]
void setupLightingMatrices(void)
{
gte_ReadColorMatrix(&save_colour_matrix);
gte_ReadLightMatrix(&save_light_matrix);
gte_SetColorMatrix(&colour_matrix);
gte_SetLightMatrix(&light_matrix);
if (gTimeOfDay == 3)
{
gte_ldbkdir(0x400, 0x400, 0x400);
return;
}
gte_ldbkdir(0x8c0, 0x8c0, 0x8c0);
}
// [D] [T]
void restoreLightingMatrices(void)
{
gte_SetColorMatrix(&save_colour_matrix);
gte_SetLightMatrix(&save_light_matrix);
}
// [D] [T]
void ComputeCarLightingLevels(CAR_DATA* cp, char detail)
{
MATRIX& scratchPadMat = *(MATRIX*)((u_char*)getScratchAddr(0) + 0x344);
int doLight;
int orW;
int orY;
MODEL* model;
int num_norms;
int count;
SVECTOR* ppads;
SVECTOR* norms;
SVECTOR lightsourcevector;
SVECTOR colour;
CVECTOR c0;
CVECTOR c1;
CVECTOR c2;
u_int GT3rgb;
if (gTimeOfDay > -1)
{
if (gTimeOfDay < 3)
{
lightsourcevector = day_vectors[GameLevel];
colour = day_colours[GameLevel];
}
else if (gTimeOfDay == 3)
{
lightsourcevector = night_vectors[GameLevel];
colour = night_colours[GameLevel];
}
}
InvertMatrix(&cp->hd.where, &scratchPadMat);
SetRotMatrix(&scratchPadMat);
gte_ldv0(&lightsourcevector);
gte_rtv0();
gte_stsv(light_matrix.m[0]);
doLight = 0;
colour_matrix.m[0][0] = colour.vx;
colour_matrix.m[1][0] = colour.vy;
colour_matrix.m[2][0] = colour.vz;
if (gTimeOfDay != 3)
{
orY = cp->st.n.orientation[1] - cp->ap.qy;
if (orY < 1)
orY = cp->ap.qy - cp->st.n.orientation[1];
orW = cp->st.n.orientation[3] - cp->ap.qw;
if (orW < 1)
orW = cp->ap.qw - cp->st.n.orientation[3];
if ((orY + orW > 200) || (cp->lowDetail != (detail | lightning)))
doLight = 1;
if ((gTimeOfDay == 0 || gTimeOfDay == 2) && (cp->id & 0xf) == (CameraCnt & 0xfU))
doLight = 1;
setupLightingMatrices();
if (doLight)
{
GT3rgb = combointensity & 0xffffffU | 0x34000000;
gte_ldrgb(&GT3rgb);
cp->ap.qy = cp->st.n.orientation[1];
cp->ap.qw = cp->st.n.orientation[3];
cp->lowDetail = detail | lightning;
if (detail == 0)
model = gCarLowModelPtr[cp->ap.model];
else
model = gCarCleanModelPtr[cp->ap.model];
num_norms = model->num_point_normals / 3;
norms = (SVECTOR*)model->point_normals;
ppads = gTempCarVertDump[cp->id];
count = num_norms;// +1;
while (count >= 0)
{
gte_ldv3(&norms[0], &norms[1], &norms[2]);
gte_ncct();
gte_strgb3(&c0, &c1, &c2);
ppads[0].pad = *(short*)&c0;
ppads[1].pad = *(short*)&c1;
ppads[2].pad = *(short*)&c2;
count--;
norms += 3;
ppads += 3;
}
}
restoreLightingMatrices();
}
}
// [D] [T]
void DrawWheelObject(MODEL* model, SVECTOR* verts, int transparent, int wheelnum)
{
ushort clut;
ushort tpage;
int i;
int Z;
int otZ;
int combo;
POLY_FT4* poly;
POLYFT4* src;
u_int dim;
u_int bright;
src = (POLYFT4*)model->poly_block;
poly = (POLY_FT4*)current->primptr;
clut = texture_cluts[src->texture_set][src->texture_id];
tpage = texture_pages[src->texture_set];
if (gTimeOfDay > -1)
{
if (gTimeOfDay < 3)
{
bright = combointensity & 0xffffffU | 0x2c000000;
dim = (combointensity & 0xfcfcfcU) >> 2 | 0x2c000000;
}
else if (gTimeOfDay == 3)
{
combo = (combointensity & 0xffU) / 3;
combo = combo << 0x10 | combo << 8 | combo;
bright = combo | 0x2c000000;
dim = (combo & 0xfcfcfc) >> 2 | 0x2c000000;
}
}
i = model->num_polys;
while (i-- != -1)
{
gte_ldv3(&verts[src->v0], &verts[src->v1], &verts[src->v2]);
gte_rtpt();
gte_nclip();
gte_stopz(&Z);
gte_stsxy0(&poly->x0);
gte_ldv0(&verts[src->v3]);
gte_rtps();
gte_avsz4();
gte_stotz(&otZ);
if (otZ > 2)
{
setPolyFT4(poly);
addPrim(current->ot + (otZ >> 1) + 5, poly);
if (i < 2 || Z < 0)
*(u_int*)&poly->r0 = 0x2c000000;
else if (((i ^ wheelnum >> 1) & 1) == 0)
*(u_int*)&poly->r0 = dim;
else
*(u_int*)&poly->r0 = bright;
setSemiTrans(poly, transparent);
gte_stsxy3(&poly->x1, &poly->x3, &poly->x2);
poly->u0 = src->uv0.u;
poly->v0 = src->uv0.v;
poly->clut = clut;
poly->u1 = src->uv1.u;
poly->v1 = src->uv1.v;
poly->tpage = tpage | 0x20;
poly->u2 = src->uv3.u;
poly->v2 = src->uv3.v;
poly->u3 = src->uv2.u;
poly->v3 = src->uv2.v;
poly++;
}
src++;
}
current->primptr = (char*)poly;
}
// [D] [T]
void DrawCarWheels(CAR_DATA *cp, MATRIX *RearMatrix, VECTOR *pos, int zclip)
{
short wheelSize;
int FW1z;
int FW2z;
int BW1z;
int BW2z;
int FrontWheelIncrement;
int BackWheelIncrement;
int sizeScale;
int wheelnum;
SVECTOR* VertPtr;
MODEL* model;
SVECTOR* wheelDisp;
WHEEL* wheel;
int car_id;
MODEL *WheelModelBack;
MODEL *WheelModelFront;
#ifdef PSX
MATRIX& FrontMatrix = *(MATRIX*)(u_char*)getScratchAddr(0);
MATRIX& SteerMatrix = *(MATRIX*)((u_char*)getScratchAddr(0) + sizeof(MATRIX));
VECTOR& WheelPos = *(VECTOR*)((u_char*)getScratchAddr(0) + sizeof(MATRIX) * 2);
SVECTOR& sWheelPos = *(SVECTOR*)((u_char*)getScratchAddr(0) + sizeof(MATRIX) * 2 + sizeof(VECTOR));
#else
MATRIX FrontMatrix;
MATRIX SteerMatrix;
VECTOR WheelPos;
SVECTOR sWheelPos;
#endif
D_CHECK_ERROR(cp < car_data, "Invalid car");
car_id = CAR_INDEX(cp);
BackWheelIncrement = FrontWheelIncrement = cp->hd.wheel_speed >> 8;
if (cp->wheelspin != 0)
BackWheelIncrement = 700;
if (cp->hd.wheel[0].locked != 0)
FrontWheelIncrement = 0;
if (cp->hd.wheel[3].locked != 0)
BackWheelIncrement = 0;
if (FrontWheelIncrement + 400U < 801)
WheelModelFront = gCleanWheelModelPtr;
else
WheelModelFront = gFastWheelModelPtr;
if (BackWheelIncrement + 400U < 801)
WheelModelBack = gCleanWheelModelPtr;
else
WheelModelBack = gFastWheelModelPtr;
wheelSize = car_cosmetics[cp->ap.model].wheelSize;
sizeScale = (wheelSize * 14142) / 10000;
// rotate wheel verts
FW1z = FIXEDH(RSIN(FrontWheelRotation[car_id]) * sizeScale);
FW2z = FIXEDH(RCOS(FrontWheelRotation[car_id]) * sizeScale);
VertPtr = (SVECTOR*)WheelModelFront->vertices;
VertPtr[8].vz = FW1z;
VertPtr[15].vz = FW1z;
VertPtr[11].vy = FW1z;
VertPtr[12].vy = FW1z;
VertPtr[9].vy = -FW1z;
VertPtr[14].vy = -FW1z;
VertPtr[10].vz = -FW1z;
VertPtr[13].vz = -FW1z;
VertPtr[8].vy = FW2z;
VertPtr[15].vy = FW2z;
VertPtr[9].vz = FW2z;
VertPtr[14].vz = FW2z;
VertPtr[10].vy = -FW2z;
VertPtr[13].vy = -FW2z;
VertPtr[11].vz = -FW2z;
VertPtr[12].vz = -FW2z;
VertPtr[23].vz = 0;
VertPtr[22].vz = 0;
VertPtr[21].vy = 0;
VertPtr[20].vy = 0;
VertPtr[19].vy = 0;
VertPtr[18].vy = 0;
VertPtr[17].vz = 0;
VertPtr[16].vz = 0;
VertPtr[23].vy = wheelSize;
VertPtr[22].vy = wheelSize;
VertPtr[21].vz = wheelSize;
VertPtr[20].vz = wheelSize;
VertPtr[19].vz = -wheelSize;
VertPtr[18].vz = -wheelSize;
VertPtr[17].vy = -wheelSize;
VertPtr[16].vy = -wheelSize;
BW1z = FIXEDH(RSIN(BackWheelRotation[car_id]) * sizeScale);
BW2z = FIXEDH(RCOS(BackWheelRotation[car_id]) * sizeScale);
VertPtr = (SVECTOR *)WheelModelBack->vertices;
VertPtr[8].vz = BW1z;
VertPtr[15].vz = BW1z;
VertPtr[11].vy = BW1z;
VertPtr[12].vy = BW1z;
VertPtr[9].vy = -BW1z;
VertPtr[14].vy = -BW1z;
VertPtr[10].vz = -BW1z;
VertPtr[13].vz = -BW1z;
VertPtr[8].vy = BW2z;
VertPtr[15].vy = BW2z;
VertPtr[9].vz = BW2z;
VertPtr[14].vz = BW2z;
VertPtr[10].vy = -BW2z;
VertPtr[13].vy = -BW2z;
VertPtr[11].vz = -BW2z;
VertPtr[12].vz = -BW2z;
VertPtr[23].vz = 0;
VertPtr[22].vz = 0;
VertPtr[21].vy = 0;
VertPtr[20].vy = 0;
VertPtr[19].vy = 0;
VertPtr[18].vy = 0;
VertPtr[17].vz = 0;
VertPtr[16].vz = 0;
VertPtr[23].vy = wheelSize;
VertPtr[22].vy = wheelSize;
VertPtr[21].vz = wheelSize;
VertPtr[20].vz = wheelSize;
VertPtr[19].vz = -wheelSize;
VertPtr[18].vz = -wheelSize;
VertPtr[17].vy = -wheelSize;
VertPtr[16].vy = -wheelSize;
SteerMatrix.m[0][0] = RCOS(cp->wheel_angle);
SteerMatrix.m[0][2] = RSIN(cp->wheel_angle);
SteerMatrix.m[1][1] = ONE;
SteerMatrix.m[2][1] = 0;
SteerMatrix.m[1][2] = 0;
SteerMatrix.m[1][0] = 0;
SteerMatrix.m[0][1] = 0;
SteerMatrix.m[2][0] = -SteerMatrix.m[0][2];
SteerMatrix.m[2][2] = SteerMatrix.m[0][0];
MulMatrix0(RearMatrix, &SteerMatrix, &FrontMatrix);
wheelDisp = car_cosmetics[cp->ap.model].wheelDisp;
wheel = cp->hd.wheel;
wheelnum = 0;
do {
if ((wheelnum & 1) != 0)
model = WheelModelBack;
else
model = WheelModelFront;
VertPtr = (SVECTOR*)model->vertices;
if (cp->ap.flags & (1 << wheelnum)) // [A] used appearance flags to store hubcap presence
{
model = gDamWheelModelPtr;
}
if ((wheelnum & 2) == 0)
sWheelPos.vx = 17 - wheelDisp->vx;
else
sWheelPos.vx = -17 - wheelDisp->vx;
sWheelPos.vz = -wheelDisp->vz;
sWheelPos.vy = (-wheelSize - wheelDisp->vy) - wheel->susCompression + 14;
gte_SetRotMatrix(RearMatrix);
gte_ldv0(&sWheelPos);
gte_rtv0();
gte_stlvl(&WheelPos);
WheelPos.vx += pos->vx;
WheelPos.vy += pos->vy;
WheelPos.vz += pos->vz;
gte_SetTransVector(&WheelPos);
if ((wheelnum & 1) == 0)
{
gte_SetRotMatrix(&FrontMatrix);
}
DrawWheelObject(model, VertPtr, TransparentObject, wheelnum);
wheelDisp++;
wheel++;
wheelnum++;
} while (wheelnum < 4);
}
// [D] [T]
void PlayerCarFX(CAR_DATA *cp)
{
int WheelSpeed;
WheelSpeed = cp->hd.wheel_speed;
if (WheelSpeed + 199U < 0x4b0c7)
{
if (cp->wheel_angle < -200)
AddIndicatorLight(cp, 0);
else if (cp->wheel_angle > 200)
AddIndicatorLight(cp, 1);
}
if( WheelSpeed < 0 && cp->thrust > 0 ||
WheelSpeed > 0 && cp->thrust < 0)
{
AddBrakeLight(cp);
}
if (WheelSpeed < 0 && cp->thrust < 0)
AddReverseLight(cp);
}
// [D] [T]
void plotNewCarModel(CAR_MODEL* car, int palette)
{
#ifdef PSX
plotCarGlobals& _pg = *(plotCarGlobals*)(u_char*)getScratchAddr(0);
#else
plotCarGlobals _pg;
#endif
u_int lightlevel;
u_int underIntensity;
SVECTOR v = { 0, -4096, 0 };
lightlevel = combointensity | 0x3000000;
if (car == NULL)
return;
if (gTimeOfDay > -1)
{
if (gTimeOfDay < 3)
lightlevel = combointensity | 0x30000000;
else if (gTimeOfDay == 3)
lightlevel = 0x302a2a2a;
}
setupLightingMatrices();
gte_ldv0(&v);
gte_ldrgb(&lightlevel);
gte_nccs();
_pg.primptr = (u_char*)current->primptr;
_pg.intensity = 0;
_pg.pciv_clut = (u_short*)&civ_clut[1];
_pg.damageLevel = (u_char*)gTempCarUVPtr;
_pg.ot = (OTTYPE*)(current->ot + 28);
gte_strgb(&underIntensity);
// draw wheel arcs
plotCarPolyB3(car->numB3, car->pB3, car->vlist, &_pg);
_pg.intensity = underIntensity & 0xffffff;
// draw car bottom
_pg.ot = (OTTYPE*)(current->ot + 16);
plotCarPolyFT3(car->numFT3, car->pFT3, car->vlist, &_pg);
// draw car body
_pg.ot = (OTTYPE*)(current->ot + 4);
if (gTimeOfDay == 3)
{
_pg.intensity = (combointensity & 0xfcfcf0U) >> 2;
plotCarPolyGT3nolight(car->numGT3, car->pGT3, car->vlist, &_pg, palette);
}
else
{
_pg.intensity = combointensity & 0xffffff;
plotCarPolyGT3(car->numGT3, car->pGT3, car->vlist, car->nlist, &_pg, palette);
}
current->primptr = (char*)_pg.primptr;
restoreLightingMatrices();
}
// [D] [T]
void buildNewCars(void)
{
buildNewCarFromModel(&NewCarModel[0], gCarCleanModelPtr[0], 1);
buildNewCarFromModel(&NewLowCarModel[0], gCarLowModelPtr[0], 0);
buildNewCarFromModel(&NewCarModel[1], gCarCleanModelPtr[1], 0);
buildNewCarFromModel(&NewLowCarModel[1], gCarLowModelPtr[1], 0);
buildNewCarFromModel(&NewCarModel[2], gCarCleanModelPtr[2], 0);
buildNewCarFromModel(&NewLowCarModel[2], gCarLowModelPtr[2], 0);
buildNewCarFromModel(&NewCarModel[3], gCarCleanModelPtr[3], 0);
buildNewCarFromModel(&NewLowCarModel[3], gCarLowModelPtr[3], 0);
// build special car
baseSpecCP = whichCP;
buildNewCarFromModel(&NewCarModel[4], gCarCleanModelPtr[4], 0);
buildNewCarFromModel(&NewLowCarModel[4], gCarLowModelPtr[4], 0);
}
// [D] [T]
void buildNewCarFromModel(CAR_MODEL *car, MODEL *model, int first)
{
u_char ptype;
u_char clut;
u_char *polyList;
CAR_POLY *cp;
int newNumPolys;
int i, pass;
if (first)
whichCP = 0;
if (model == NULL || (model->shape_flags & 0xfffffff) > 0x800000)
{
car->numGT3 = 0;
car->numFT3 = 0;
car->numB3 = 0;
}
else
{
car->vlist = (SVECTOR *)model->vertices;
car->nlist = (SVECTOR *)model->point_normals;
for (pass = 0; pass < 3; pass++)
{
polyList = (u_char *)model->poly_block;
if (pass == 1)
car->pFT3 = carPolyBuffer + whichCP;
else if (pass == 0)
car->pGT3 = carPolyBuffer + whichCP;
else if (pass == 2)
car->pB3 = carPolyBuffer + whichCP;
i = 0;
newNumPolys = whichCP;
while (newNumPolys < 2000 && i < model->num_polys)
{
ptype = *polyList;
cp = carPolyBuffer + newNumPolys;
switch (ptype & 0x1f)
{
case 0:
case 18:
if (pass == 2) // F3
{
cp->vindices = M_INT_4R(polyList[1], polyList[2], polyList[3], 0);
cp->originalindex = i;
newNumPolys++;
}
break;
case 1:
case 19:
if (pass == 2) // F4
{
cp->vindices = M_INT_4R(polyList[4], polyList[5], polyList[6], 0);
cp->originalindex = i;
cp = carPolyBuffer + newNumPolys + 1;
cp->vindices = M_INT_4R(polyList[4], polyList[6], polyList[7], 0);
cp->originalindex = i;
newNumPolys += 2;
}
break;
case 20:
if (pass == 1) // FT3
{
POLYFT3* pft3 = (POLYFT3*)polyList;
cp->vindices = M_INT_4R(pft3->v0, pft3->v1, pft3->v2, 0);
cp->clut_uv0 = M_INT_2(texture_cluts[pft3->texture_set][pft3->texture_id], *(ushort*)&pft3->uv0);
cp->tpage_uv1 = M_INT_2(texture_pages[pft3->texture_set], *(ushort*)&pft3->uv1);
cp->uv3_uv2 = *(ushort*)&pft3->uv2;
cp->originalindex = i;
newNumPolys++;
}
break;
case 21:
if (pass == 1) // FT4
{
POLYFT4* pft4 = (POLYFT4*)polyList;
cp->vindices = M_INT_4R(pft4->v0, pft4->v1, pft4->v2, 0);
cp->clut_uv0 = M_INT_2(texture_cluts[pft4->texture_set][pft4->texture_id], *(ushort *)&pft4->uv0);
cp->tpage_uv1 = M_INT_2(texture_pages[pft4->texture_set], *(ushort*)&pft4->uv1);
cp->uv3_uv2 = *(ushort*)&pft4->uv2;
cp->originalindex = i;
cp = carPolyBuffer + newNumPolys + 1;
cp->vindices = M_INT_4R(pft4->v0, pft4->v2, pft4->v3, 0);
cp->clut_uv0 = M_INT_2(texture_cluts[polyList[1]][polyList[2]], *(ushort*)&pft4->uv0);
cp->tpage_uv1 = M_INT_2(texture_pages[polyList[1]], *(ushort*)&pft4->uv2);
cp->uv3_uv2 = *(ushort*)&pft4->uv3;
cp->originalindex = i;
newNumPolys += 2;
}
break;
case 22:
if (pass == 0) // GT3
{
POLYGT3* pgt3 = (POLYGT3*)polyList;
clut = GetCarPalIndex(pgt3->texture_set);
civ_clut[clut][pgt3->texture_id][0] = texture_cluts[pgt3->texture_set][pgt3->texture_id];
cp->vindices = M_INT_4R(pgt3->v0, pgt3->v1, pgt3->v2, 0);
cp->nindices = M_INT_4R(pgt3->n0, pgt3->n1, pgt3->n2, 0);
cp->clut_uv0 = M_INT_2((clut * 384 + pgt3->texture_id * 12 - 384) >> 1, * (ushort*)&pgt3->uv0);
cp->tpage_uv1 = M_INT_2(texture_pages[pgt3->texture_set], *(ushort *)&pgt3->uv1);
cp->uv3_uv2 = *(ushort *)&pgt3->uv2;
cp->originalindex = i;
newNumPolys++;
}
break;
case 23:
if (pass == 0) // GT4
{
POLYGT4* pgt4 = (POLYGT4*)polyList;
clut = GetCarPalIndex(pgt4->texture_set);
civ_clut[clut][pgt4->texture_id][0] = texture_cluts[pgt4->texture_set][pgt4->texture_id];
cp->vindices = M_INT_4R(pgt4->v0, pgt4->v1, pgt4->v2, 0);
cp->nindices = M_INT_4R(pgt4->n0, pgt4->n1, pgt4->n2, 0);
cp->clut_uv0 = M_INT_2((clut * 384 + pgt4->texture_id * 12 - 384) >> 1, *(ushort*)&pgt4->uv0);
cp->tpage_uv1 = M_INT_2(texture_pages[pgt4->texture_set], *(ushort*)&pgt4->uv1);
cp->uv3_uv2 = *(ushort*)&pgt4->uv2;
cp->originalindex = i;
cp = carPolyBuffer + newNumPolys + 1;
cp->vindices = M_INT_4R(pgt4->v0, pgt4->v2, pgt4->v3, 0);
cp->nindices = M_INT_4R(pgt4->n0, pgt4->n2, pgt4->n3, 0);
cp->clut_uv0 = M_INT_2((clut * 384 + pgt4->texture_id * 12 - 384) >> 1, *(ushort*)&pgt4->uv0);
cp->tpage_uv1 = M_INT_2(texture_pages[pgt4->texture_set], *(ushort *)&pgt4->uv2);
cp->uv3_uv2 = *(ushort *)&pgt4->uv3;
cp->originalindex = i;
newNumPolys += 2;
}
}
polyList += PolySizes[ptype & 0x1f];
i++;
}
if (pass == 1)
car->numFT3 = newNumPolys - whichCP;
else if (pass == 0)
car->numGT3 = newNumPolys - whichCP;
else if (pass == 2)
car->numB3 = newNumPolys - whichCP;
whichCP = newNumPolys;
}
}
}
// [D] [T]
void MangleWheelModels(void)
{
UV_INFO tmpUV2;
u_char tmpUV;
int i;
u_int v0;
u_int v1;
u_int v2;
POLYFT4*src;
MODEL *m;
int j;
for (i = 0; i < 3; i++)
{
if (i == 1)
m = gFastWheelModelPtr;
else if (i == 2)
m = gDamWheelModelPtr;
else
m = gCleanWheelModelPtr;
// do some fuckery swaps
src = (POLYFT4*)m->poly_block;
v0 = *(u_int *)&src[2].v0;
v1 = *(u_int *)&src[2].uv0;
v2 = *(u_int *)&src[2].uv2;
*(u_int *)src = *(u_int *)(src + 2);
*(u_int *)&src->v0 = v0;
*(u_int *)&src->uv0 = v1;
*(u_int *)&src->uv2 = v2;
src->color = src[2].color;
v0 = *(u_int *)&src[3].v0;
v1 = *(u_int *)&src[3].uv0;
v2 = *(u_int *)&src[3].uv2;
*(u_int *)(src + 1) = *(u_int *)(src + 3);
*(u_int *)&src[1].v0 = v0;
*(u_int *)&src[1].uv0 = v1;
*(u_int *)&src[1].uv2 = v2;
src[1].color = src[3].color;
v0 = *(u_int *)&src[4].v0;
v1 = *(u_int *)&src[4].uv0;
v2 = *(u_int *)&src[4].uv2;
*(u_int *)(src + 2) = *(u_int *)(src + 4);
*(u_int *)&src[2].v0 = v0;
*(u_int *)&src[2].uv0 = v1;
*(u_int *)&src[2].uv2 = v2;
src[2].color = src[4].color;
v0 = *(u_int *)&src[6].v0;
v1 = *(u_int *)&src[6].uv0;
v2 = *(u_int *)&src[6].uv2;
*(u_int *)(src + 3) = *(u_int *)(src + 6);
*(u_int *)&src[3].v0 = v0;
*(u_int *)&src[3].uv0 = v1;
*(u_int *)&src[3].uv2 = v2;
src[3].color = src[6].color;
src[2].v2 = 23;
src[2].v3 = 22;
src[3].v0 = 21;
src[3].v1 = 20;
src[3].v2 = 19;
src[3].v3 = 18;
src[2].v1 = 17;
src[2].v0 = 16;
tmpUV = (src->uv0.u + src->uv2.u) / 2;
src[3].uv3.u = tmpUV;
src[3].uv2.u = tmpUV;
src[3].uv1.u = tmpUV;
src[3].uv0.u = tmpUV;
src[2].uv3.u = tmpUV;
src[2].uv2.u = tmpUV;
src[2].uv1.u = tmpUV;
src[2].uv0.u = tmpUV;
tmpUV = (src->uv0.v + src->uv2.v) / 2;
src[3].uv3.v = tmpUV;
src[3].uv2.v = tmpUV;
src[3].uv1.v = tmpUV;
src[3].uv0.v = tmpUV;
src[2].uv3.v = tmpUV;
src[2].uv2.v = tmpUV;
src[2].uv1.v = tmpUV;
src[2].uv0.v = tmpUV;
m->num_polys = 4;
for (j = 0; j < 2; j++)
{
tmpUV2 = src->uv0;
src->uv0 = src->uv1;
src->uv1 = src->uv2;
src->uv2 = src->uv3;
src->uv3 = tmpUV2;
src++;
}
} while (++i < 3);
// HACK: Show clean model only in Rio.
//if (GameLevel == 3)
// gFastWheelModelPtr = gCleanWheelModelPtr;
}
// [D] [T]
void ProcessPalletLump(char *lump_ptr, int lump_size)
{
ushort clutValue;
int *buffPtr;
int texnum;
int palette;
u_short *clutTablePtr;
u_short clutTable[320];
int tpageindex;
int total_cluts;
int clut_number;
total_cluts = *(int*)lump_ptr;
if (total_cluts == 0)
return;
buffPtr = (int*)(lump_ptr + 4);
clutTablePtr = (u_short*)clutTable;
while (*buffPtr != -1)
{
palette = buffPtr[0];
texnum = buffPtr[1];
tpageindex = buffPtr[2];
clut_number = buffPtr[3];
if (clut_number == -1)
{
// store clut
LoadImage(&clutpos, (u_long*)(buffPtr + 4));
clutValue = GetClut(clutpos.x, clutpos.y);
*clutTablePtr++ = clutValue;
IncrementClutNum(&clutpos);
buffPtr += 12;
}
else
{
// use stored clut
clutValue = clutTable[clut_number];
buffPtr += 4;
}
civ_clut[GetCarPalIndex(tpageindex)][texnum][palette + 1] = clutValue;
}
}
// [D] [T]
void DrawCarObject(CAR_MODEL* car, MATRIX* matrix, VECTOR* pos, int palette, CAR_DATA* cp, int detail)
{
static u_long savedSP;
VECTOR modelLocation;
SVECTOR cog;
cog = cp->ap.carCos->cog;
// [A] mini cars correct position
if (ActiveCheats.cheat13 != 0)
{
cog.vx <<= 1;
cog.vy <<= 1;
cog.vz <<= 1;
}
gte_SetRotMatrix(matrix);
gte_SetTransVector(pos);
gte_ldv0(&cog);
gte_rtv0tr();
gte_stlvnl(&modelLocation);
gte_SetTransVector(&modelLocation);
savedSP = SetSp((u_long)((u_char*)getScratchAddr(0) + 0x308));
plotNewCarModel(car, palette);
SetSp(savedSP);
}
// [D] [T] [A]
void DrawCar(CAR_DATA* cp, int view)
{
int yVal;
int maxDamage;
int WheelSpeed;
int oboxLenSq;
CAR_MODEL* CarModelPtr;
int model;
CVECTOR col;
VECTOR pos;
VECTOR corners[4];
VECTOR d;
VECTOR dist;
MATRIX workmatrix;
D_CHECK_ERROR(cp < car_data, "Invalid car");
model = cp->ap.model;
// draw car lights in for InCar camera
if (player[view].cameraView == 2 && cp->id == player[view].cameraCarId)
{
if (cp->ap.damage[0] < 500)
LeftLight = 2;
else if (cp->ap.damage[0] < 1000)
LeftLight = 1;
else
LeftLight = 0;
if (cp->ap.damage[1] < 500)
RightLight = 2;
else if (cp->ap.damage[1] < 1000)
RightLight = 1;
else
RightLight = 0;
if (gLightsOn == 0)
return;
if (lightsOnDelay[cp->id])
return;
col.r = 128;
col.g = 120;
col.b = 110;
PlacePoolForCar(cp, &col, 1, 1);
return;
}
pos.vx = cp->hd.where.t[0];
pos.vz = cp->hd.where.t[2];
pos.vy = -cp->hd.where.t[1];
SetFrustrumMatrix();
if (FrustrumCheck(&pos, 800) == -1)
return;
// corners for frustrum checking of big cars
corners[0].vx = corners[1].vx = pos.vx + cp->hd.oBox.radii[0].vx;
corners[0].vx += cp->hd.oBox.radii[2].vx;
corners[1].vx -= cp->hd.oBox.radii[2].vx;
corners[2].vx = corners[3].vx = pos.vx - cp->hd.oBox.radii[0].vx;
corners[2].vx += cp->hd.oBox.radii[2].vx;
corners[3].vx -= cp->hd.oBox.radii[2].vx;
corners[0].vz = corners[1].vz = pos.vz + cp->hd.oBox.radii[0].vz;
corners[0].vz += cp->hd.oBox.radii[2].vz;
corners[1].vz -= cp->hd.oBox.radii[2].vz;
corners[2].vz = corners[3].vz = pos.vz - cp->hd.oBox.radii[0].vz;
corners[2].vz += cp->hd.oBox.radii[2].vz;
corners[3].vz -= cp->hd.oBox.radii[2].vz;
corners[3].vy = pos.vy;
corners[2].vy = pos.vy;
corners[1].vy = pos.vy;
corners[0].vy = pos.vy;
if (FrustrumCheck(corners, 0) == -1 &&
FrustrumCheck(corners + 1, 0) == -1 &&
FrustrumCheck(corners + 2, 0) == -1 &&
FrustrumCheck(corners + 3, 0) == -1)
{
return;
}
d.vx = cp->hd.oBox.location.vx - camera_position.vx;
d.vy = -camera_position.vy - cp->hd.oBox.location.vy;
d.vz = cp->hd.oBox.location.vz - camera_position.vz;
dist.vx = d.vx * cp->hd.oBox.radii[0].vx + d.vy * cp->hd.oBox.radii[0].vy + d.vz * cp->hd.oBox.radii[0].vz;
if (dist.vx < 0)
dist.vx = -dist.vx;
dist.vy = d.vx * cp->hd.oBox.radii[1].vx + d.vy * cp->hd.oBox.radii[1].vy + d.vz * cp->hd.oBox.radii[1].vz;
if (dist.vy < 0)
dist.vy = -dist.vy;
dist.vz = d.vx * cp->hd.oBox.radii[2].vx + d.vy * cp->hd.oBox.radii[2].vy + d.vz * cp->hd.oBox.radii[2].vz;
if (dist.vz < 0)
dist.vz = -dist.vz;
oboxLenSq = cp->hd.oBox.length[0];
if (dist.vx < oboxLenSq * oboxLenSq)
{
oboxLenSq = cp->hd.oBox.length[1];
if (dist.vy < oboxLenSq * oboxLenSq)
{
oboxLenSq = cp->hd.oBox.length[2];
if (dist.vz < oboxLenSq * oboxLenSq)
return;
}
}
pos.vx -= camera_position.vx;
pos.vy -= camera_position.vy;
pos.vz -= camera_position.vz;
Apply_Inv_CameraMatrix(&pos);
num_cars_drawn++;
MulMatrix0(&inv_camera_matrix, &cp->hd.drawCarMat, &workmatrix);
// [A] there was mini cars cheat
// we need full blown mini cars with physics support
if (ActiveCheats.cheat13 != 0)
{
int i;
for (i = 0; i < 3; i++)
{
workmatrix.m[i][0] >>= 1;
workmatrix.m[i][1] >>= 1;
workmatrix.m[i][2] >>= 1;
}
}
// to check if car is flipped
yVal = cp->hd.where.m[1][1];
// LOD switching
if (pos.vz <= CAR_LOD_SWITCH_DISTANCE && gForceLowDetailCars == 0 || cp->controlType == CONTROL_TYPE_PLAYER)
{
int doSmoke = 0;
WheelSpeed = cp->hd.speed * 8192;
maxDamage = MaxPlayerDamage[0];
if (cp->controlType == CONTROL_TYPE_PLAYER)
{
if(*cp->ai.padid >= 0 && *cp->ai.padid < 2)
maxDamage = MaxPlayerDamage[*cp->ai.padid];
}
if (cp->totalDamage >= maxDamage)
{
if (WheelSpeed + 59999U < 119999)
AddFlamingEngine(cp);
doSmoke = 2;
}
else
{
if (cp->ap.damage[0] > 2000 || cp->ap.damage[1] > 2000)
{
if (cp->ap.damage[0] > 3000 || cp->ap.damage[1] > 3000)
doSmoke = 2;
else
doSmoke = 1;
}
}
if (doSmoke && WheelSpeed + 399999U < 1199999)
AddSmokingEngine(cp, doSmoke - 1, WheelSpeed);
AddExhaustSmoke(cp, doSmoke > 1, WheelSpeed);
SetShadowPoints(cp, corners);
PlaceShadowForCar(corners, 4, 10, yVal < 0 ? 0 : 2);
ComputeCarLightingLevels(cp, 1);
gTempCarUVPtr = gTempHDCarUVDump[cp->id];
CarModelPtr = &NewCarModel[model];
CarModelPtr->vlist = gTempCarVertDump[cp->id];
CarModelPtr->nlist = gTempCarVertDump[cp->id];
FindCarLightFade(&workmatrix);
DrawCarObject(CarModelPtr, &workmatrix, &pos, cp->ap.palette, cp, 1);
if (ActiveCheats.cheat13 != 0)
{
MulMatrix0(&inv_camera_matrix, &cp->hd.drawCarMat, &workmatrix);
}
DrawCarWheels(cp, &workmatrix, &pos, view);
}
else
{
CarModelPtr = &NewLowCarModel[model];
CarModelPtr->nlist = gTempCarVertDump[cp->id];
gTempCarUVPtr = gTempLDCarUVDump[cp->id];
if (pos.vz < 8000)
{
SetShadowPoints(cp, corners);
PlaceShadowForCar(corners, 0, 0, yVal < 0 ? 0 : 2);
}
ComputeCarLightingLevels(cp, 0);
FindCarLightFade(&workmatrix);
DrawCarObject(CarModelPtr, &workmatrix, &pos, cp->ap.palette, cp, 0);
}
TransparentObject = 0;
if (cp->controlType == CONTROL_TYPE_PLAYER)
PlayerCarFX(cp);
else if (cp->controlType == CONTROL_TYPE_CIV_AI)
CivCarFX(cp);
if (gLightsOn && !lightsOnDelay[cp->id])
{
if (cp->controlType == CONTROL_TYPE_CIV_AI)
{
if (cp->ai.c.thrustState != 3 || (cp->ai.c.ctrlState != 5 && cp->ai.c.ctrlState != 7 && cp->ai.c.ctrlState != 8))
AddNightLights(cp);
}
else if (SilenceThisCar(cp->id) == 0)
AddNightLights(cp);
}
if(CarHasSiren(cp->ap.model))
{
if ((IS_ROADBLOCK_CAR(cp) || cp->controlType == CONTROL_TYPE_PURSUER_AI) || // any regular cop car including roadblock
gInGameCutsceneActive && cp->controlType == CONTROL_TYPE_CUTSCENE && force_siren[CAR_INDEX(cp)] != 0 || // any car with siren in cutscene
gCurrentMissionNumber == 26 && cp->controlType == CONTROL_TYPE_CUTSCENE && cp->ap.model == 4) // Vegas ambulance
{
if (cp->ai.p.dying < 75)
AddCopCarLight(cp);
}
}
}
// [D] [T]
char GetCarPalIndex(int tpage)
{
int i;
for (i = 0; i < 8; i++)
{
if (tpage == carTpages[GameLevel][i])
return i;
}
return 0;
}