REDRIVER2/src_rebuild/Game/C/mgeneric.c
2021-01-30 01:12:56 +06:00

233 lines
6.5 KiB
C

#include "driver2.h"
#include "mgeneric.h"
#include "mission.h"
#include "glaunch.h"
#include "cars.h"
#include "players.h"
#include "cop_ai.h"
#include "replays.h"
#include "system.h"
#include "STRINGS.H"
// [D] [T]
void StorePlayerPosition(SAVED_PLAYER_POS *data)
{
ushort type;
if (player[0].playerType == 1)
type = ((MissionHeader->residentModels[car_data[player[0].playerCarId].ap.model] & 0xfff) << 4) | 1 | car_data[player[0].playerCarId].ap.palette << 8;
else
type = 0;
data->type = type;
data->direction = player[0].dir;
data->vx = player[0].pos[0];
data->vy = player[0].pos[1];
data->vz = player[0].pos[2];
if (player[0].playerCarId < 0)
data->felony = pedestrianFelony;
else
data->felony = car_data[player[0].playerCarId].felonyRating;
if (player[0].playerType == 1)
{
data->totaldamage = car_data[player[0].playerCarId].totalDamage;
data->damage[0] = car_data[player[0].playerCarId].ap.damage[0];
data->damage[1] = car_data[player[0].playerCarId].ap.damage[1];
data->damage[2] = car_data[player[0].playerCarId].ap.damage[2];
data->damage[3] = car_data[player[0].playerCarId].ap.damage[3];
data->damage[4] = car_data[player[0].playerCarId].ap.damage[4];
data->damage[5] = car_data[player[0].playerCarId].ap.damage[5];
}
else
{
data->totaldamage = 0;
data->damage[0] = 0;
data->damage[1] = 0;
data->damage[2] = 0;
data->damage[3] = 0;
data->damage[4] = 0;
data->damage[5] = 0;
}
}
// [D] [T]
void RestorePlayerPosition(SAVED_PLAYER_POS *data)
{
if ((data->type & 0xf) == 1)
{
PlayerStartInfo[0]->type = 1;
PlayerStartInfo[0]->model = (data->type >> 4) & 15;
PlayerStartInfo[0]->palette = (data->type >> 8) & 15;
}
else
PlayerStartInfo[0]->type = 2;
if (gCurrentMissionNumber != 16)
{
PlayerStartInfo[0]->position.vx = data->vx;
PlayerStartInfo[0]->position.vy = data->vy;
PlayerStartInfo[0]->position.vz = data->vz;
PlayerStartInfo[0]->rotation = data->direction & 0xfff;
}
PlayerStartInfo[0]->totaldamage = data->totaldamage;
PlayerStartInfo[0]->damage[0] = data->damage[0];
PlayerStartInfo[0]->damage[1] = data->damage[1];
PlayerStartInfo[0]->damage[2] = data->damage[2];
PlayerStartInfo[0]->damage[3] = data->damage[3];
PlayerStartInfo[0]->damage[4] = data->damage[4];
PlayerStartInfo[0]->damage[5] = data->damage[5];
if (player[0].playerCarId < 0)
pedestrianFelony = data->felony;
else
car_data[player[0].playerCarId].felonyRating = data->felony;
}
// [D] [T]
void StoreCarPosition(MS_TARGET *target, SAVED_CAR_POS *data)
{
int slot;
if (target->car.flags & 0x400000)
slot = Mission.PhantomCarId;
else
slot = target->car.slot;
if (slot == -1)
return;
data->model = MissionHeader->residentModels[car_data[slot].ap.model];
data->palette = car_data[slot].ap.palette;
data->totaldamage = car_data[slot].totalDamage;
data->damage[0] = car_data[slot].ap.damage[0];
data->damage[1] = car_data[slot].ap.damage[1];
data->damage[2] = car_data[slot].ap.damage[2];
data->damage[3] = car_data[slot].ap.damage[3];
data->damage[4] = car_data[slot].ap.damage[4];
data->damage[5] = car_data[slot].ap.damage[5];
data->vx = car_data[slot].hd.where.t[0];
data->vy = car_data[slot].hd.where.t[1];
data->vz = car_data[slot].hd.where.t[2];
data->direction = car_data[slot].hd.direction;
data->active = 1;
if (target->target_flags & TARGET_FLAG_CAR_SWAPPED)
data->active |= 0x80;
}
// [D] [T]
void RestoreCarPosition(SAVED_CAR_POS *data)
{
if(!data->active)
return;
ReplayStreams[numPlayersToCreate].InitialPadRecordBuffer = (PADRECORD*)ReplayStart;
ReplayStreams[numPlayersToCreate].PadRecordBuffer = (PADRECORD*)ReplayStart;
ReplayStreams[numPlayersToCreate].PadRecordBufferEnd = (PADRECORD*)ReplayStart;
ReplayStreams[numPlayersToCreate].playbackrun = 0;
ReplayStreams[numPlayersToCreate].length = 0;
PlayerStartInfo[numPlayersToCreate] = &ReplayStreams[numPlayersToCreate].SourceType;
if (data->active & 0x80)
{
memcpy((u_char*)PlayerStartInfo[numPlayersToCreate], (u_char*)PlayerStartInfo[0], sizeof(STREAM_SOURCE));
PlayerStartInfo[numPlayersToCreate]->type = 3;
PlayerStartInfo[0]->type = 1;
PlayerStartInfo[0]->model = data->model;
PlayerStartInfo[0]->palette = data->palette;
PlayerStartInfo[0]->position.vx = data->vx;
PlayerStartInfo[0]->position.vy = data->vy;
PlayerStartInfo[0]->position.vz = data->vz;
PlayerStartInfo[0]->rotation = data->direction & 0xfff;
PlayerStartInfo[0]->totaldamage = data->totaldamage;
PlayerStartInfo[0]->damage[0] = data->damage[0];
PlayerStartInfo[0]->damage[1] = data->damage[1];
PlayerStartInfo[0]->damage[2] = data->damage[2];
PlayerStartInfo[0]->damage[3] = data->damage[3];
PlayerStartInfo[0]->damage[4] = data->damage[4];
PlayerStartInfo[0]->damage[5] = data->damage[5];
}
else
{
ReplayStreams[numPlayersToCreate].SourceType.type = 1;
ReplayStreams[numPlayersToCreate].SourceType.model = data->model;
ReplayStreams[numPlayersToCreate].SourceType.palette = data->palette;
ReplayStreams[numPlayersToCreate].SourceType.position.vy = data->vy;
ReplayStreams[numPlayersToCreate].SourceType.position.vx = data->vx;
ReplayStreams[numPlayersToCreate].SourceType.position.vz = data->vz;
ReplayStreams[numPlayersToCreate].SourceType.rotation = data->direction & 0xfff;
ReplayStreams[numPlayersToCreate].SourceType.totaldamage = data->totaldamage;
ReplayStreams[numPlayersToCreate].SourceType.damage[0] = data->damage[0];
ReplayStreams[numPlayersToCreate].SourceType.damage[1] = data->damage[1];
ReplayStreams[numPlayersToCreate].SourceType.damage[2] = data->damage[2];
ReplayStreams[numPlayersToCreate].SourceType.damage[3] = data->damage[3];
ReplayStreams[numPlayersToCreate].SourceType.damage[4] = data->damage[4];
ReplayStreams[numPlayersToCreate].SourceType.damage[5] = data->damage[5];
}
numPlayersToCreate++;
}
// [D] [T]
void StoreEndData(void)
{
int numStored;
MS_TARGET* target;
int i;
SAVED_CAR_POS* carpos;
ClearMem((char*)&MissionEndData, sizeof(MissionEndData));
if (gCurrentMissionNumber > 40)
return;
numStored = 0;
StorePlayerPosition(&MissionEndData.PlayerPos);
for(i = 0; i < 16 && numStored < 6; i++)
{
target = &MissionTargets[i];
carpos = &MissionEndData.CarPos[numStored];
if (target->type == Target_Car &&
(target->target_flags & TARGET_FLAG_CAR_SAVED))
{
StoreCarPosition(target, carpos);
numStored++;
}
}
}
// [D] [T]
void RestoreStartData(void)
{
SAVED_CAR_POS* data;
int i;
if (!gHaveStoredData)
return;
RestorePlayerPosition(&MissionStartData.PlayerPos);
for (i = 0; i < 6; i++)
{
RestoreCarPosition(&MissionStartData.CarPos[i]);
}
}