REDRIVER2/src_rebuild/Game/C/debris.c
2021-04-07 23:27:05 +06:00

3781 lines
72 KiB
C

#include "driver2.h"
#include "debris.h"
#include "motion_c.h"
#include "texture.h"
#include "pres.h"
#include "director.h"
#include "pause.h"
#include "sound.h"
#include "main.h"
#include "system.h"
#include "cars.h"
#include "camera.h"
#include "dr2roads.h"
#include "convert.h"
#include "map.h"
#include "mission.h"
#include "draw.h"
#include "models.h"
#include "players.h"
#include "shadow.h"
#include "cosmetic.h"
#include "denting.h"
#include "gamesnd.h"
#include "ASM/rndrasm.h"
#include "INLINE_C.H"
#include "RAND.H"
TEXTURE_DETAILS digit_texture;
TRI_POINT debris_rot1[32]; // offset 0xC0A60
TRI_POINT debris_rot2[32]; // offset 0xC0BE0
TRI_POINT debris_rot3[32]; // offset 0xC0D60
TRI_POINT leaf_rot[32]; // offset 0xC1DC0
TRI_POINT litter_rot[32]; // offset 0xC08D0
TRI_POINT* debris_rot_table[5] = {
debris_rot1,
leaf_rot,
litter_rot,
debris_rot2,
debris_rot3,
};
CVECTOR debris_colour[4][31] =
{
{
{ 100, 100, 100, 0 },
{ 214, 214, 244, 0 },
{ 195, 79, 65, 0 },
{ 83, 83, 101, 0 },
{ 197, 142, 80, 0 },
{ 222, 204, 196, 0 },
{ 189, 168, 114, 0 },
{ 203, 180, 121, 0 },
{ 132, 145, 103, 0 },
{ 168, 143, 122, 0 },
{ 107, 107, 107, 0 },
{ 192, 110, 110, 0 },
{ 130, 130, 130, 0 },
{ 101, 129, 145, 0 },
{ 130, 130, 130, 0 },
{ 181, 88, 88, 0 },
{ 130, 105, 83, 0 },
{ 164, 164, 164, 0 },
{ 126, 143, 108, 0 },
{ 140, 163, 181, 0 },
{ 143, 129, 152, 0 },
{ 156, 138, 118, 0 },
{ 190, 190, 190, 0 },
{ 203, 112, 112, 0 },
{ 255, 242, 201, 0 },
{ 167, 145, 90, 0 },
{ 190, 190, 190, 0 },
{ 150, 164, 184, 0 },
{ 102, 102, 102, 0 },
{ 140, 114, 99, 0 },
{ 75, 63, 134, 0 },
}, {
{ 100, 100, 100, 0 },
{ 83, 82, 97, 0 },
{ 138, 179, 201, 0 },
{ 114, 159, 183, 0 },
{ 107, 61, 46, 0 },
{ 162, 120, 76, 0 },
{ 235, 227, 214, 0 },
{ 197, 138, 121, 0 },
{ 159, 169, 131, 0 },
{ 146, 178, 195, 0 },
{ 181, 151, 101, 0 },
{ 230, 191, 139, 0 },
{ 147, 147, 151, 0 },
{ 182, 127, 138, 0 },
{ 160, 165, 127, 0 },
{ 175, 203, 225, 0 },
{ 211, 175, 117, 0 },
{ 209, 167, 118, 0 },
{ 157, 147, 140, 0 },
{ 210, 191, 145, 0 },
{ 155, 185, 148, 0 },
{ 158, 210, 254, 0 },
{ 206, 176, 134, 0 },
{ 236, 173, 117, 0 },
{ 146, 146, 146, 0 },
{ 88, 103, 128, 0 },
{ 96, 96, 96, 0 },
{ 125, 92, 92, 0 },
{ 184, 174, 155, 0 },
{ 42, 42, 42, 0 },
{ 219, 37, 130, 0 },
}, {
{ 100, 100, 100, 0 },
{ 112, 110, 112, 0 },
{ 230, 212, 214, 0 },
{ 178, 181, 175, 0 },
{ 120, 120, 120, 0 },
{ 102, 101, 115, 0 },
{ 70, 83, 100, 0 },
{ 206, 108, 88, 0 },
{ 220, 136, 107, 0 },
{ 97, 97, 97, 0 },
{ 139, 116, 150, 0 },
{ 173, 173, 173, 0 },
{ 104, 133, 173, 0 },
{ 224, 196, 139, 0 },
{ 108, 146, 141, 0 },
{ 82, 82, 82, 0 },
{ 123, 123, 123, 0 },
{ 140, 67, 67, 0 },
{ 103, 92, 121, 0 },
{ 219, 192, 148, 0 },
{ 160, 185, 195, 0 },
{ 158, 173, 130, 0 },
{ 183, 183, 183, 0 },
{ 126, 98, 84, 0 },
{ 126, 125, 156, 0 },
{ 36, 74, 203, 0 },
{ 105, 105, 105, 0 },
{ 162, 179, 183, 0 },
{ 102, 130, 162, 0 },
{ 149, 88, 88, 0 },
{ 119, 145, 129, 0 },
}, {
{ 100, 100, 100, 0 },
{ 153, 149, 150, 0 },
{ 118, 110, 131, 0 },
{ 135, 110, 89, 0 },
{ 191, 102, 66, 0 },
{ 95, 90, 101, 0 },
{ 157, 171, 186, 0 },
{ 203, 184, 132, 0 },
{ 221, 100, 100, 0 },
{ 149, 149, 149, 0 },
{ 100, 118, 145, 0 },
{ 78, 78, 78, 0 },
{ 105, 128, 107, 0 },
{ 203, 94, 94, 0 },
{ 163, 178, 152, 0 },
{ 167, 119, 117, 0 },
{ 117, 139, 142, 0 },
{ 160, 160, 160, 0 },
{ 92, 92, 92, 0 },
{ 229, 144, 136, 0 },
{ 145, 167, 149, 0 },
{ 198, 173, 173, 0 },
{ 137, 163, 175, 0 },
{ 173, 173, 173, 0 },
{ 143, 143, 143, 0 },
{ 218, 198, 154, 0 },
{ 104, 134, 78, 0 },
{ 172, 116, 86, 0 },
{ 155, 170, 185, 0 },
{ 122, 142, 147, 0 },
{ 193, 193, 193, 0 }
}
};
unsigned char grassColour[4][3] = {
{110, 115, 67},
{64, 55, 49},
{91, 104, 56},
{118, 108, 89}
};
TRI_POINT_LONG debris1_vert =
{
{-16,0,0},
{0,-16,0},
{16,16,0}
};
TRI_POINT_LONG debris2_vert =
{
{-4,4,0},
{0,-4,0},
{4,4,0}
};
TRI_POINT_LONG debris3_vert =
{
{-80,0,15},
{0, 0,15},
{80,0,-15}
};
TRI_POINT_LONG leaf_vert =
{
{-30,5,7},
{0,0,10},
{0,0,-7}
};
TRI_POINT_LONG litter_vert =
{
{-25,0,25},
{25,0,25},
{-25,0,-25}
};
TRI_POINT_LONG* debris_data[5] = {
&debris1_vert,
&leaf_vert,
&litter_vert,
&debris2_vert,
&debris3_vert,
};
VECTOR dummy = { 0 };
int gNight = 0;
char gRainCount = 30;
int gEffectsTimer = 41;
int NextDamagedPmeter = 0;
int SmashablesHit = 0;
DAMAGED_OBJECT damaged_object[MAX_SMASHED_OBJECTS];
int next_debris = 0;
short debris_alloc[MAX_DEBRIS];
int next_leaf = 0;
short leaf_alloc[MAX_LEAVES];
int next_smoke = 0;
short smoke_alloc[MAX_SMOKE];
int gNextRainDrop = 0;
short gRainAlloc[MAX_RAIN_DROPS];
RAIN_TYPE gRain[MAX_RAIN_DROPS];
char PoolPrimData[16] = {
0x0, 0x8, 0x2, 0x9,
0x8, 0x1, 0x9, 0x3,
0x4, 0xA, 0x6, 0xB,
0xA, 0x5, 0xB, 0x7
};
int LightSortCorrect = 0;
TEXTURE_DETAILS smoke_texture;
TEXTURE_DETAILS debris_texture;
TEXTURE_DETAILS litter_texture;
TEXTURE_DETAILS cop_texture;
TEXTURE_DETAILS light_texture;
TEXTURE_DETAILS gTyreTexture;
TEXTURE_DETAILS flare_texture;
TEXTURE_DETAILS sea_texture;
TEXTURE_DETAILS bird_texture1;
TEXTURE_DETAILS bird_texture2;
TEXTURE_DETAILS lensflare_texture;
TEXTURE_DETAILS sun_texture;
TEXTURE_DETAILS moon_texture;
TEXTURE_DETAILS drop_texture;
TEXTURE_DETAILS collon_texture;
TEXTURE_DETAILS texturePedHead;
TEXTURE_DETAILS tannerShadow_texture;
TEXTURE_DETAILS lightref_texture;
TEXTURE_DETAILS light_pool_texture;
LAMP_STREAK Known_Lamps[MAX_LAMP_STREAKS];
int NewLamp[MAX_LAMP_STREAKS];
int LightIndex = 0;
int variable_weather = 0;
int gDoLeaves = 1;
SMOKE* smoke_table;
SMOKE smoke[MAX_SMOKE];
SVECTOR leaf_rotvec;
LEAF leaf[MAX_LEAVES];
SVECTOR debris_rotvec;
DEBRIS debris[MAX_DEBRIS];
int StreakCount1 = 0;
int main_cop_light_pos = 0;
int NextDamagedLamp = 0;
CELL_OBJECT ground_debris[MAX_GROUND_DEBRIS];
int groundDebrisIndex = 0;
DAMAGED_LAMP damaged_lamp[MAX_DAMAGED_LAMPS];
MATRIX debris_mat;
MATRIX leaf_mat;
// [D] [T]
void PlacePoolForCar(CAR_DATA *cp, CVECTOR *col, int front, int in_car)
{
short brightness;
POLY_FT4 *poly;
int i;
SVECTOR s[27];
SVECTOR sout[27];
VECTOR s1[12];
VECTOR mid_position;
VECTOR toss;
VECTOR *pos;
CAR_COSMETICS* car_cos;
CVECTOR color;
int Z;
int sub_level;
int car_road_height;
int count;
pos = (VECTOR*)cp->hd.where.t;
car_cos = &car_cosmetics[cp->ap.model];
// [A] there was check that prevented in_car lights in game, but it was working in quick replays...
if (front)
{
s1[3].vz = -(car_cos->colBox.vz + 50);
s1[8].vz = s1[3].vz - 1160;
s1[6].vz = s1[3].vz;
s1[7].vz = s1[3].vz;
if (in_car)
{
// slightly shifted vertices to make it look more beautiful
s1[1].vz = s1[8].vz + 600;
s1[0].vx = 136;
s1[1].vx = -344;
s1[2].vx = -21;
s1[3].vx = -143;
s1[4].vx = 344;
s1[5].vx = -136;
s1[6].vx = 143;
s1[7].vx = 21;
s1[8].vz = s1[8].vz - 400;
s1[9].vz = s1[3].vz + 10;
s1[8].vx = -82;
s1[10].vx = 82;
s1[9].vx = -82;
s1[11].vx = 82;
s1[4].vz = s1[1].vz;
s1[5].vz = s1[1].vz;
s1[10].vz = s1[8].vz;
s1[11].vz = s1[9].vz;
LightSortCorrect = -800;
sub_level = 3;
}
else
{
s1[1].vz = s1[8].vz + 100;
s1[0].vx = 136;
s1[1].vx = -344;
s1[2].vx = -21;
s1[3].vx = -143;
s1[4].vx = 344;
s1[5].vx = -136;
s1[6].vx = 143;
s1[7].vx = 21;
s1[10].vx = 82;
s1[11].vx = 82;
s1[8].vx = -82;
s1[9].vx = -82;
s1[4].vz = s1[1].vz;
s1[5].vz = s1[1].vz;
s1[9].vz = s1[3].vz;
s1[10].vz = s1[8].vz;
s1[11].vz = s1[3].vz;
sub_level = 3;
if (player[CurrentPlayerView].cameraView == 2 && cp == &car_data[player[CurrentPlayerView].playerCarId])
LightSortCorrect = -320;
else
LightSortCorrect = -200;
}
}
else
{
// back light
s1[0].vx = -204;
s1[1].vx = 204;
s1[2].vx = -204;
s1[3].vx = 204;
s1[3].vz = (car_cos->colBox.vz - 10);
s1[1].vz = s1[3].vz + 204;
sub_level = 0;
}
s1[0].vz = s1[1].vz;
s1[2].vz = s1[3].vz;
SetRotMatrix(&cp->hd.drawCarMat);
mid_position.vx = 0;
mid_position.vy = 0;
mid_position.vz = -500;
_MatrixRotate(&mid_position);
mid_position.vx += pos->vx;
mid_position.vy += pos->vy;
mid_position.vz += pos->vz;
car_road_height = MapHeight(&mid_position);
if (sub_level == 3)
count = 12;
else
count = 4;
// adjust height and poisition for each vertex
for(i = 0; i < count; i++)
{
int temp_y;
s1[i].vy = 0;
_MatrixRotate(&s1[i]);
toss.vx = s1[i].vx + pos->vx;
toss.vy = s1[i].vy + pos->vy;
toss.vz = s1[i].vz + pos->vz;
s[i].vx = toss.vx - camera_position.vx;
s[i].vz = toss.vz - camera_position.vz;
temp_y = MapHeight(&toss);
if (ABS(-temp_y + car_road_height) > 500)
s[i].vy = -car_road_height - camera_position.vy;
else
s[i].vy = -temp_y - camera_position.vy;
}
if (FIXEDH(s[0].vy * s[1].vz - s[0].vz * s[1].vy) * s[2].vx +
FIXEDH(s[0].vz * s[1].vx - s[0].vx * s[1].vz) * s[2].vy +
FIXEDH(s[0].vx * s[1].vy - s[0].vy * s[1].vx) * s[2].vz >= 0)
{
gte_SetRotMatrix(&inv_camera_matrix);
gte_SetTransVector(&dummy);
if (sub_level == 0)
{
gte_ldv3(&s[0], &s[1], &s[2]);
gte_rtpt();
gte_stszotz(&Z);
if (Z > 40)
Z -= 40;
if (Z > 49)
{
poly = (POLY_FT4 *)current->primptr;
// [A] Emit poly only after ot z checked
setPolyFT4(poly);
setSemiTrans(poly, 1);
*(ushort*)&poly->u0 = *(ushort*)&light_pool_texture.coords.u0;
*(ushort*)&poly->u1 = *(ushort*)&light_pool_texture.coords.u1;
*(ushort*)&poly->u2 = *(ushort*)&light_pool_texture.coords.u2;
*(ushort*)&poly->u3 = *(ushort*)&light_pool_texture.coords.u3;
poly->r0 = col->r / 2;
poly->g0 = col->g / 2;
poly->b0 = col->b / 2;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
poly->tpage = light_pool_texture.tpageid | 0x20;
poly->clut = light_pool_texture.clutid;
gte_ldv0(&s[3]);
gte_rtps();
gte_stsxy(&poly->x3);
addPrim(current->ot + (Z >> 1), poly);
current->primptr += sizeof(POLY_FT4);
}
}
else if (sub_level == 3)
{
for(i = 0; i < 12; i++)
{
gte_ldv0(&s[i]);
gte_rtv0tr();
gte_stsv(&sout[i]);
}
// draw front light quads
for(i = 0; i < 4; i++)
{
char* VertIdx;
VertIdx = PoolPrimData + i * 4;
gte_SetRotMatrix(&identity);
gte_SetTransVector(&dummy);
if (i & 2)
brightness = LeftLight + LeftLight * 4;
else
brightness = RightLight + RightLight * 4;
if (brightness)
{
int test = col->r * brightness;
color.r = MIN(255, col->r * brightness >> 4);
color.g = MIN(255, col->g * brightness >> 4);
color.b = MIN(255, col->b * brightness >> 4);
if (i & 1)
{
sQuad(sout + VertIdx[0],
sout + VertIdx[2],
sout + VertIdx[3],
sout + VertIdx[1], &color, LightSortCorrect);
}
else
{
sQuad(sout + VertIdx[1],
sout + VertIdx[3],
sout + VertIdx[2],
sout + VertIdx[0], &color, LightSortCorrect);
}
}
}
}
LightSortCorrect = -10;
}
}
// [D] [T]
int AllocateLeaf(void)
{
if (next_leaf < MAX_LEAVES)
return leaf_alloc[next_leaf++];
return -1;
}
// [D] [T]
void ReleaseLeaf(short num)
{
leaf_alloc[--next_leaf] = num;
}
// [D] [T]
void AddLeaf(VECTOR *Position, int num_leaves, int Type)
{
int num;
int temprand;
int i;
if (gDoLeaves == 0)
return;
Position->vy = -Position->vy;
Position->pad = MapHeight(Position);
for (i = 0; i < num_leaves; i++)
{
num = AllocateLeaf();
if (num == -1)
return;
LEAF* myleaf = &leaf[num];
temprand = rand();
myleaf->position.vx = Position->vx + (temprand & 0xfe);
myleaf->position.vz = Position->vz + (temprand >> 8 & 0xfe);
if (Type == 1)
myleaf->position.vy = -Position->vy;
else
myleaf->position.vy = -Position->pad;
myleaf->position.pad = Position->pad;
myleaf->life = 600;
myleaf->flags = 0x2;
myleaf->direction.vx = 0;
myleaf->direction.vy = 0;
myleaf->direction.vz = 0;
myleaf->pos = (temprand >> 7) & 0xff;
myleaf->step = (temprand & 7) + 1;
if (Type == 1)
{
// tree leaves
if ((temprand & 3) == 0)
{
myleaf->rgb.r = 110;
myleaf->rgb.g = 112;
myleaf->rgb.b = 15;
}
else if ((temprand & 3) == 1)
{
myleaf->rgb.r = 20;
myleaf->rgb.g = 44;
myleaf->rgb.b = 0;
}
else
{
myleaf->rgb.r = 60;
myleaf->rgb.g = 50;
myleaf->rgb.b = 30;
}
}
else
{
// news, papers etc
myleaf->rgb.r = myleaf->rgb.g = myleaf->rgb.b = temprand & 0x1f;
}
// apply colors
if (gTimeOfDay == 3)
{
*(u_int*)&myleaf->rgb = *(u_int*)&myleaf->rgb >> 2 & 0x3f3f3f3f;
}
else if (gWeather == 1 || gWeather == 2)
{
*(u_int*)&myleaf->rgb = *(u_int*)&myleaf->rgb >> 1 & 0x7f7f7f7f;
}
myleaf->sin_index1 = temprand & 0xfff;
myleaf->sin_index2 = temprand >> 4 & 0xfff;
myleaf->sin_addition2 = -(temprand >> 8 & 7);
myleaf->sin_addition1 = -(temprand & 3);
myleaf->type = Type;
}
}
// [D] [T]
void SwirlLeaves(CAR_DATA *cp)
{
int XDiff;
int ZDiff;
LEAF *lpLeaf;
int count;
VECTOR plpos;
lpLeaf = leaf;
plpos.vx = cp->hd.where.t[0];
plpos.vy = cp->hd.where.t[1];
plpos.vz = cp->hd.where.t[2];
if (cp->hd.wheel_speed + 39999U <= 0x1d4be || gDoLeaves == 0 || pauseflag != 0)
return;
for (count = 0; count < MAX_LEAVES; count++)
{
XDiff = plpos.vx - lpLeaf->position.vx;
ZDiff = plpos.vz - lpLeaf->position.vz;
if ((lpLeaf->flags & 0x2) &&
lpLeaf->position.vy + plpos.vy > -180 &&
XDiff > -360 && XDiff < 360 && ZDiff > -360 && ZDiff < 360)
{
// set lifting direction
lpLeaf->direction.vy = -25 - (rand() & 0x1f);
lpLeaf->position.vy -= 1;
}
lpLeaf++;
}
}
// [D] [T]
void InitDebrisNames(void)
{
GetTextureDetails("SMOKE", &smoke_texture);
GetTextureDetails("DEBRIS", &debris_texture);
GetTextureDetails("LITTER", &litter_texture);
GetTextureDetails("COPLIGHT", &cop_texture);
GetTextureDetails("LIGHT", &light_texture);
GetTextureDetails("SKID", &gTyreTexture);
GetTextureDetails("FLARE", &flare_texture);
GetTextureDetails("SPLASH", &sea_texture);
GetTextureDetails("SWBIRD1", &bird_texture1);
GetTextureDetails("SWBIRD2", &bird_texture2);
GetTextureDetails("LENSFLR", &lensflare_texture);
GetTextureDetails("SKYSUN", &sun_texture);
GetTextureDetails("SKYMOON", &moon_texture);
GetTextureDetails("DROP", &drop_texture);
GetTextureDetails("DIGIT", &digit_texture);
SetCLUT16Flags(digit_texture.clutid, 6, 0);
GetTextureDetails("COLLON", &collon_texture);
GetTextureDetails("JEANS1", &jeans_texture);
GetTextureDetails("ARM1", &arm1_texture);
GetTextureDetails("FOREARM1", &forearm1_texture);
GetTextureDetails("CHEST1", &chest1_texture);
GetTextureDetails("LOWHEAD", &head1_texture);
GetTextureDetails("ADDCAM", &addcam);
GetTextureDetails("FRAMEADV", &frameadv);
GetTextureDetails("AUTO", &autocam);
GetTextureDetails("CHASEC", &chasecar);
GetTextureDetails("CHOOSECA", &choosecar);
GetTextureDetails("CLOCK", &clock);
GetTextureDetails("DELCAM", &delcam);
GetTextureDetails("EDITCAM", &editcam);
GetTextureDetails("FIXEDCA", &fixedcam);
GetTextureDetails("INCAR", &incar);
GetTextureDetails("LENSCHA", &lenschan);
GetTextureDetails("LOOKCAR", &lookcar);
GetTextureDetails("MOVECMP", &movecam);
GetTextureDetails("MOVECAM", &movecampos);
GetTextureDetails("OK", &ok);
GetTextureDetails("PAUSE", &pause);
GetTextureDetails("PLAYCAM", &playcam);
GetTextureDetails("PLAYPAU", &playpause);
GetTextureDetails("SAVE2CA", &save2card);
GetTextureDetails("RESTREP", &restart);
GetTextureDetails("HEAD1", &texturePedHead);
GetTextureDetails("TSHADOW", &tannerShadow_texture);
texture_is_icon = 0;
head1_texture.coords.u1 = head1_texture.coords.u0 + 8;
head1_texture.coords.u3 = head1_texture.coords.u1;
GetTextureDetails("LIGHTREF", &lightref_texture);
GetTextureDetails("LIGHT", &light_pool_texture);
InitButtonTextures();
InitTannerShadow();
}
// [D] [T]
void InitDebris(void)
{
int i, j;
TRI_POINT_LONG temptri;
texture_is_icon = 0;
StreakCount1 = 0;
next_debris = 0;
next_smoke = 0;
next_leaf = 0;
NextDamagedLamp = 0;
smoke_table = NULL;
main_cop_light_pos = rand() % 7;
gDoLeaves = (NumPlayers == 1); // [A] disable in multiplayer (temporarily) due to their flicker
for (i = 0; i < MAX_LAMP_STREAKS; i++)
{
Known_Lamps[i].set = 0;
}
for (i = 0; i < MAX_DEBRIS; i++)
{
debris_alloc[i] = i;
debris[i].pos = 0;
debris[i].flags = 0;
debris[i].num = i;
}
for (i = 0; i < MAX_GROUND_DEBRIS; i++)
{
ground_debris[i].type = 0xffff;
}
groundDebrisIndex = 0;
debris_rotvec.vz = 0;
debris_rotvec.vy = 0;
debris_rotvec.vx = 0;
leaf_rotvec.vz = 0;
leaf_rotvec.vy = 0;
leaf_rotvec.vx = 0;
for (i = 0; i < 32; i++)
{
RotMatrixXYZ(&debris_mat, &debris_rotvec);
RotMatrixXYZ(&leaf_mat, &leaf_rotvec);
debris_rotvec.vx += 128;
debris_rotvec.vy += 256;
debris_rotvec.vz += 128;
leaf_rotvec.vy += 128;
for (j = 0; j < 5; j++)
{
if (j == 1)
SetRotMatrix(&leaf_mat);
else
SetRotMatrix(&debris_mat);
temptri = *debris_data[j];
_MatrixRotate((VECTOR *)&temptri.v0);
_MatrixRotate((VECTOR *)&temptri.v1);
_MatrixRotate((VECTOR *)&temptri.v2);
debris_rot_table[j][i].v0.vx = temptri.v0.vx;
debris_rot_table[j][i].v0.vy = temptri.v0.vy;
debris_rot_table[j][i].v0.vz = temptri.v0.vz;
debris_rot_table[j][i].v1.vx = temptri.v1.vx;
debris_rot_table[j][i].v1.vy = temptri.v1.vy;
debris_rot_table[j][i].v1.vz = temptri.v1.vz;
debris_rot_table[j][i].v2.vx = temptri.v2.vx;
debris_rot_table[j][i].v2.vy = temptri.v2.vy;
debris_rot_table[j][i].v2.vz = temptri.v2.vz;
}
}
for (i = 0; i < MAX_SMOKE; i++)
{
smoke_alloc[i] = i;
smoke[i].pos = 0;
smoke[i].flags = 0;
smoke[i].num = i;
}
for (i = 0; i < MAX_LEAVES; i++)
{
leaf_alloc[i] = i;
leaf[i].pos = 0;
leaf[i].flags = 0;
leaf[i].num = i;
}
ClearMem((char*)&damaged_lamp, sizeof(damaged_lamp));
for (i = 0; i < MAX_SMASHED_OBJECTS; i++)
damaged_object[i].active = 0;
LightSortCorrect = -10;
SmashablesHit = 0;
}
// [D] [T]
int AllocateDebris(void)
{
if (next_debris < MAX_DEBRIS)
return debris_alloc[next_debris++];
return -1;
}
// [D] [T]
void ReleaseDebris(short num)
{
debris_alloc[--next_debris] = num;
}
// [D] [T]
int AllocateSmoke(void)
{
if (next_smoke < MAX_SMOKE)
return smoke_alloc[next_smoke++];
return -1;
}
// [D] [T]
void ReleaseSmoke(short num)
{
smoke_alloc[--next_smoke] = num;
}
// [D] [T]
void AddGroundDebris(void)
{
int seed;
int number;
int zbound;
int xbound;
int type;
CELL_OBJECT *cop;
MODEL *model;
int count;
VECTOR Position;
if (car_data[0].hd.wheel_speed + 99999U <= 0x30d3e)
return;
count = 0;
cop = ground_debris;
do {
if (cop->type != 0xffff)
{
model = modelpointers[cop->type];
xbound = ABS(cop->pos.vx - camera_position.vx);
zbound = ABS(cop->pos.vz - camera_position.vz);
if (xbound <= 9000 && zbound <= 9000 && (xbound > 7000 || zbound > 7000))
{
if (next_leaf >= MAX_LEAVES)
return;
seed = rand();
Position.vy = -cop->pos.vy - 45;
Position.vx = cop->pos.vx + ((seed & 0x3ff) - 512);
Position.vz = cop->pos.vz + ((rand() & 0x3ff) - 512);
number = seed & 7;
if (model->flags2 & MODEL_FLAG_TREE)
{
type = 1; // ground leaves
}
else
{
number = seed & 3;
type = 2; // paper
}
AddLeaf(&Position, number + 1, type);
}
}
count++;
cop++;
} while (count < MAX_GROUND_DEBRIS);
}
extern _pct plotContext;
// [D] [T] [A]
void DrawSmashable_sprites(void)
{
DAMAGED_OBJECT *dam;
MODEL *model;
int count;
VECTOR pos;
MATRIX object_matrix;
dam = damaged_object;
count = 0;
do {
if (dam->active)
{
model = modelpointers[dam->cop.type];
object_matrix.m[0][0] = ONE;
object_matrix.m[0][1] = 0;
object_matrix.m[0][2] = 0;
object_matrix.m[1][0] = 0;
object_matrix.m[1][1] = ONE;
object_matrix.m[1][2] = 0;
object_matrix.m[2][0] = 0;
object_matrix.m[2][1] = 0;
object_matrix.m[2][2] = ONE;
if ((model->shape_flags & SHAPE_FLAG_SMASH_SPRITE) == 0)
RotMatrixY(dam->rot_speed * dam->damage * 3 & 0xfff, &object_matrix);
RotMatrixZ(dam->rot_speed * dam->damage & 0xfff, &object_matrix);
pos.vx = dam->vx - camera_position.vx;
pos.vy = dam->cop.pos.vy - camera_position.vy;
pos.vz = dam->cop.pos.vz - camera_position.vz;
Apply_Inv_CameraMatrix(&pos);
gte_SetRotMatrix(&object_matrix);
gte_SetTransVector(&pos);
pos.vx = dam->vx;
pos.vy = dam->cop.pos.vy;
pos.vz = dam->cop.pos.vz;
SetFrustrumMatrix();
if (FrustrumCheck(&pos, model->bounding_sphere) != -1)
{
if (model->shape_flags & SHAPE_FLAG_SMASH_SPRITE)
{
UNIMPLEMENTED();
if (gWeather - 1U < 2 || gTimeOfDay == 3)
{
plotContext.colour = NightAmbient << 0x10 | NightAmbient << 8 | NightAmbient | 0x2c000000;
}
else
{
plotContext.colour = 0x2c808080;
}
// [A]
// TODO:
//current->primptr = Asm_PlotSprite(model, current->primptr, current->ot, 0);
}
else
{
PlotMDL_less_than_128(model);
}
}
}
count++;
dam++;
} while (count < MAX_SMASHED_OBJECTS);
}
// [D] [T]
int MoveSmashable_object(void)
{
DAMAGED_OBJECT *dam;
int count;
dam = damaged_object;
count = 0;
do {
if (dam->active)
{
if (dam->cop.pos.vy < 50 - player[0].pos[1])
{
dam->vx += dam->velocity.vx;
dam->cop.pos.vy += dam->velocity.vy;
dam->cop.pos.vz += dam->velocity.vz;
dam->velocity.vy += 10;
dam->damage++;
}
else
{
dam->active = 0;
}
}
count++;
dam++;
} while (count < MAX_SMASHED_OBJECTS);
return 0;
}
// [D] [T]
void DisplayLightReflections(VECTOR* v1, CVECTOR* col, short size, TEXTURE_DETAILS* texture)
{
POLY_FT4* poly;
SVECTOR vert[4];
CVECTOR thiscol;
int z;
if (wetness > 9 && v1->vy > camera_position.vy)
{
thiscol.r = col->r * wetness >> 16;
thiscol.g = col->g * wetness >> 16;
thiscol.b = col->b * wetness >> 16;
gte_SetTransVector(v1);
Apply_Inv_CameraMatrix(v1);
gte_SetTransVector(v1);
gte_SetRotMatrix(&face_camera);
vert[0].vx = -size;
vert[2].vx = -size;
vert[1].vx = size;
vert[3].vx = size;
vert[0].vy = 0;
vert[0].vz = 0;
vert[1].vy = 0;
vert[1].vz = 0;
vert[2].vy = 0;
vert[2].vz = 0;
vert[3].vy = 0;
vert[3].vz = 0;
gte_ldv0(&vert[0]);
gte_rtps();
gte_stsz(&z);
if (z >= 150)
{
poly = (POLY_FT4*)current->primptr;
setPolyFT4(poly);
setSemiTrans(poly, 1);
gte_stsxy(&poly->x0);
vert[2].vy = (z >> 3) + 0xfa;
vert[3].vy = (z >> 3) + 0xfa;
gte_ldv3(&vert[1], &vert[2], &vert[3]);
gte_rtpt();
gte_stsxy3(&poly->x1, &poly->x2, &poly->x3);
poly->u0 = texture->coords.u0;
poly->v0 = texture->coords.v0;
poly->u1 = texture->coords.u1;
poly->v1 = texture->coords.v1;
poly->u2 = texture->coords.u2;
poly->v2 = texture->coords.v2;
poly->u3 = texture->coords.u3;
poly->v3 = texture->coords.v3;
poly->tpage = texture->tpageid | 0x20;
poly->clut = texture->clutid;
poly->r0 = thiscol.r;
poly->g0 = thiscol.g;
poly->b0 = thiscol.b;
addPrim(current->ot + (z >> 4), poly);
current->primptr += sizeof(POLY_FT4);
}
}
}
// [D] [T]
int find_lamp_streak(int LampId)
{
int count;
for (count = 0; count < MAX_LAMP_STREAKS; count++)
{
if (Known_Lamps[count].id == LampId)
{
Known_Lamps[count].set = 1;
return count;
}
}
// allocate new streak
if (StreakCount1 < MAX_LAMP_STREAKS)
{
NewLamp[StreakCount1++] = LampId;
}
return -1;
}
// [D] [T]
void AddSmallStreetLight(CELL_OBJECT *cop, int x, int y, int z, int type)
{
int count;
DAMAGED_LAMP* dam;
int halo_size;
short size;
short angle;
VECTOR v1;
VECTOR v2;
VECTOR v3;
SVECTOR pos;
CVECTOR col;
CVECTOR col1;
SVECTOR dpos;
dam = damaged_lamp;
col = {140, 140, 140};
col1 = {45, 45, 45};
angle = cop->yang;
if (type == 0)
{
halo_size = 25;
size = 150;
}
else if (type == 1)
{
halo_size = 50;
size = 150;
}
else
{
halo_size = 100;
size = 300;
}
count = 0;
do {
if (dam->index == cop->pos.vx + cop->pos.vz)
{
if (dam->damage > 2)
return;
// do flicker
col.r = col.g = col.b = (rand() & 0x3f) - (dam->damage * 32 - 90);
col1.r = col1.g = col1.b = col.r / 2;
break;
}
count++;
dam++;
} while (count < 4);
dpos.vx = cop->pos.vx - camera_position.vx;
dpos.vy = cop->pos.vy - camera_position.vy;
dpos.vz = cop->pos.vz - camera_position.vz;
if (angle & 0xf)
{
pos.vx = x;
pos.vy = y;
pos.vz = z;
gte_SetRotMatrix(&matrixtable[angle]);
gte_ldv0(&pos);
gte_rtv0();
gte_stsv(&pos);
v1.vx = dpos.vx + pos.vx;
v1.vy = dpos.vy + pos.vy;
v1.vz = dpos.vz + pos.vz;
}
else
{
angle >>= 4;
if (angle == 0)
{
v1.vx = dpos.vx + x;
v1.vz = dpos.vz + z;
}
else if (angle == 1)
{
v1.vx = dpos.vx + z;
v1.vz = dpos.vz - x;
}
else if (angle == 2)
{
v1.vx = dpos.vx - x;
v1.vz = dpos.vz - z;
}
else if (angle == 3)
{
v1.vx = dpos.vx - z;
v1.vz = dpos.vz + x;
}
v1.vy = dpos.vy + y;
}
v2.vx = v1.vx;
v2.vz = v1.vz;
v2.vy = -camera_position.vy - MapHeight((VECTOR*)&cop->pos);
LightSortCorrect = -30;
col.cd = 0;
v3 = v1;
LightIndex = find_lamp_streak(cop->pos.vx + cop->pos.vz + x); // [A] was pointer.
if (LightIndex > -1)
col.cd = 0x60;
ShowLight(&v3, &col, halo_size, &light_texture);
ShowLight1(&v3, &col1, size, &light_texture);
DisplayLightReflections(&v2, &col1, halo_size * 2, &lightref_texture);
LightSortCorrect = -10;
}
// [D] [T]
void AddLightEffect(CELL_OBJECT *cop, int x, int y, int z, int type, int colour)
{
short yang;
int angle;
int size;
VECTOR v1;
VECTOR v2;
VECTOR dpos;
SVECTOR pos;
CVECTOR col;
yang = cop->yang;
angle = yang;
dpos.vx = cop->pos.vx - camera_position.vx;
dpos.vy = cop->pos.vy - camera_position.vy;
dpos.vz = cop->pos.vz - camera_position.vz;
if (yang & 0xf)
{
pos.vx = x;
pos.vy = y;
pos.vz = z;
gte_SetRotMatrix(&matrixtable[angle]);
gte_ldv0(&pos);
gte_rtv0();
gte_stsv(&pos);
v1.vx = dpos.vx + pos.vx;
v1.vy = dpos.vy + pos.vy;
v1.vz = dpos.vz + pos.vz;
}
else
{
yang >>= 4;
if (yang == 0)
{
v1.vx = dpos.vx + x;
v1.vz = dpos.vz + z;
}
else if (yang == 1)
{
v1.vx = dpos.vx + z;
v1.vz = dpos.vz - x;
}
else if (yang == 2)
{
v1.vx = dpos.vx - x;
v1.vz = dpos.vz - z;
}
else if (yang == 3)
{
v1.vx = dpos.vx - z;
v1.vz = dpos.vz + x;
}
v1.vy = dpos.vy + y;
}
if (colour == 0)
{
col.r = 40;
col.g = 10;
col.b = 0;
}
else if (colour == 1)
{
col.r = 0;
col.g = 40;
col.b = 0;
}
else if (colour == 2)
{
col.g = 70;
col.r = 85;
col.b = 5;
}
else if (colour == 3)
{
col.g = 40;
col.b = 35;
col.r = 40;
}
if (type == 0)
{
size = 400;
}
else if (type == 1)
{
size = 300;
}
else if (type == 2)
{
size = 200;
}
else if (type == 3)
{
size = 150;
}
v2.vx = v1.vx;
v2.vz = v1.vz;
v2.vy = -camera_position.vy - MapHeight((VECTOR*)&cop->pos);
LightSortCorrect = -10;
col.cd = 0;
Apply_Inv_CameraMatrix(&v1);
gte_SetRotMatrix(&identity);
gte_SetTransVector(&v1);
ShowLight1(&v1, &col, size, &light_texture);
DisplayLightReflections(&v2, &col, (size << 0xd) >> 0x10, &lightref_texture);
}
// [D] [T]
void PreLampStreak(void)
{
int count;
for (count = 0; count < MAX_LAMP_STREAKS && StreakCount1 > 0; count++)
{
if (Known_Lamps[count].set == 0)
{
Known_Lamps[count].id = NewLamp[--StreakCount1];
Known_Lamps[count].clock = FrameCnt - 2;
}
}
for (count = 0; count < MAX_LAMP_STREAKS; count++)
{
Known_Lamps[count].set = 0;
NewLamp[count] = 0;
}
StreakCount1 = 0;
}
// [D] [T]
int damage_lamp(CELL_OBJECT *cop)
{
int old_damage;
int count;
DAMAGED_LAMP *dam;
count = 0;
dam = damaged_lamp;
do {
// [A] slow but works
if (dam->index == cop->pos.vx + cop->pos.vz)
{
old_damage = dam->damage;
dam->damage++;
if (old_damage < 3)
return ((old_damage + 1) < 3) ^ 1;
return 0;
}
dam++;
count++;
} while (count < MAX_DAMAGED_LAMPS);
// store new cell object
dam = &damaged_lamp[NextDamagedLamp];
dam->damage = 0;
dam->index = cop->pos.vx + cop->pos.vz; // copy
if (++NextDamagedLamp > MAX_DAMAGED_LAMPS)
NextDamagedLamp = 0;
return 0;
}
// [D] [T]
int damage_object(CELL_OBJECT *cop, VECTOR *velocity)
{
DAMAGED_OBJECT *dam;
PACKED_CELL_OBJECT *pcop;
dam = &damaged_object[NextDamagedPmeter];
SmashablesHit++;
if (NextDamagedPmeter < MAX_SMASHED_OBJECTS-1)
NextDamagedPmeter++;
else
NextDamagedPmeter = 0;
dam->active = 1;
dam->damage = 0;
dam->cop = *cop; // copy
dam->vx = cop->pos.vx;
dam->velocity.vx = velocity->vx >> 10;
dam->velocity.vz = velocity->vz >> 10;
pcop = pcoplist[cop->pad];
pcop->value = 0xffff;
pcop->pos.vy = 1;
if (dam->velocity.vx < 0)
dam->velocity.vy = velocity->vx;
else
dam->velocity.vy = -velocity->vx;
if (dam->velocity.vz < 0)
dam->velocity.vy += velocity->vz;
else
dam->velocity.vy -= velocity->vz;
dam->velocity.vy /= 2;
if ((rand() & 1) == 0)
dam->rot_speed = -dam->velocity.vy;
else
dam->rot_speed = dam->velocity.vy;
if (dam->velocity.vy < -67)
dam->velocity.vy = -67;
cop->pos.vx = 0xFD46FEC0;
return 0;
}
// [D] [T]
void ShowFlare(VECTOR* v1, CVECTOR* col, short size, int rotation)
{
POLY_FT4* poly;
SVECTOR vert[4];
SVECTOR direction;
MATRIX temp_matrix;
int z;
gte_SetTransVector(v1);
direction.vy = 0;
direction.vx = 0;
direction.vz = rotation;
RotMatrixXYZ(&temp_matrix, &direction);
gte_SetRotMatrix(&temp_matrix);
vert[0].vx = -size;
vert[0].vy = -size;
vert[0].vz = 0;
vert[1].vx = -size;
vert[1].vy = size;
vert[1].vz = 0;
vert[2].vx = size;
vert[2].vy = -size;
vert[2].vz = 0;
vert[3].vx = size;
vert[3].vy = size;
vert[3].vz = 0;
gte_ldv3(&vert[0], &vert[1], &vert[2]);
gte_rtpt();
poly = (POLY_FT4*)current->primptr;
poly->u0 = flare_texture.coords.u0;
poly->v0 = flare_texture.coords.v0;
poly->u1 = flare_texture.coords.u1;
poly->v1 = flare_texture.coords.v1;
poly->u2 = flare_texture.coords.u2;
poly->v2 = flare_texture.coords.v2 - 1;
poly->u3 = flare_texture.coords.u3;
poly->v3 = flare_texture.coords.v3 - 1;
setPolyFT4(poly);
setSemiTrans(poly, 1);
poly->r0 = col->r >> 1;
poly->g0 = col->g >> 1;
poly->b0 = col->b >> 1;
gte_stsz(&z);
if (z >> 3 > 39)
{
z = (z >> 3) + LightSortCorrect;
if (z < 1)
z = 1;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_ldv0(&vert[3]);
gte_rtps();
gte_stsxy(&poly->x3);
poly->tpage = flare_texture.tpageid | 0x20;
poly->clut = flare_texture.clutid;
addPrim(current->ot + z, poly);
current->primptr += sizeof(POLY_FT4);
}
}
// [D] [T]
void AddTrafficLight(CELL_OBJECT *cop, int x, int y, int z, int flag, int yang)
{
int tempfade;
int r;
int lDiffAnglesX;
int lDiffAnglesY;
int AbsX;
int AbsY;
CVECTOR a;
CVECTOR c;
VECTOR v1;
VECTOR v2;
r = yang & 0xfff;
v1.vy = (cop->pos.vy - camera_position.vy) + y;
v1.vx = (cop->pos.vx - camera_position.vx) + FIXEDH(rcossin_tbl[r * 2 + 1] * x + rcossin_tbl[r * 2] * z);
v1.vz = (cop->pos.vz - camera_position.vz) + FIXEDH(rcossin_tbl[r * 2 + 1] * z - rcossin_tbl[r * 2] * x);
a.cd = 0;
if (flag & 0x200)
{
a.r = 255;
a.g = 25;
a.b = 25;
}
else if (flag & 0x400)
{
a.r = 255;
a.g = 100;
a.b = 35;
}
else if (flag & 0x800)
{
a.r = 25;
a.g = 255;
a.b = 25;
}
lDiffAnglesX = ((camera_angle.vx + 2048) & 0xfff) - 2048;
AbsX = ABS(lDiffAnglesX);
lDiffAnglesY = ((-camera_angle.vy & 0xfffU) - yang + 2048 & 0xfff) - 2048;
AbsY = ABS(lDiffAnglesY);
c.r = a.r >> 3;
c.b = a.b >> 3;
c.g = a.g >> 3;
v2.vx = v1.vx;
v2.vz = v1.vz;
v2.vy = -camera_position.vy - MapHeight((VECTOR*)&cop->pos);
if (gNight)
ShowGroundLight(&v2, &c, 300);
if (AbsY < 1000)
{
if (AbsX + AbsY < 1000)
{
tempfade = 1000 - (AbsX + AbsY);
if (tempfade < 0)
tempfade = 0;
a.r = (a.r * tempfade) >> 10;
a.b = (a.b * tempfade) >> 10;
a.g = (a.g * tempfade) >> 10;
LightSortCorrect = -140;
LightIndex = find_lamp_streak(cop->pos.vx + cop->pos.vz + x + y); // [A] was pointer.
if (LightIndex < 0)
a.cd = 0;
else
a.cd = 0x20;
ShowLight(&v1, &a, 30, &light_texture);
a.r >>= 1;
a.b >>= 1;
a.g >>= 1;
if (gNight)
ShowFlare(&v1, &a, 150, lDiffAnglesX + lDiffAnglesY + v1.vx + v1.vz >> 3 & 0x1ffe);
DisplayLightReflections(&v2, &a, 50, &lightref_texture);
}
LightSortCorrect = -10;
}
}
// [D] [T]
void InitFXPos(VECTOR *vec, SVECTOR *svec, CAR_DATA *cp)
{
SVECTOR svectmp;
gte_SetRotMatrix(&cp->hd.drawCarMat);
gte_SetTransVector(vec);
gte_ldv0(svec);
gte_rtv0tr();
gte_stlvnl(vec);
}
int CarLightFadeBack = 0;
int CarLightFadeFront = 0;
// [D] [T]
void FindCarLightFade(MATRIX *carToCamera)
{
int zz;
zz = carToCamera->m[2][2] / 4;
CarLightFadeFront = zz - 124;
CarLightFadeBack = -124 - zz;
}
// [D] [T]
void ShowCarlight(SVECTOR *v1, CAR_DATA *cp, CVECTOR *col, short size, short flare_size, TEXTURE_DETAILS *texture,int flag)
{
int CarLightFade;
VECTOR v1t;
VECTOR v1l;
CVECTOR flareCol;
CarLightFade = 255;
if (flag != 0xFF)
{
if (flag & 1)
CarLightFade = CarLightFadeFront;
else
CarLightFade = CarLightFadeBack;
if (CarLightFade < 0)
return;
}
else
flag = 0;
flareCol.r = (col->r * CarLightFade) >> 10;
flareCol.b = (col->b * CarLightFade) >> 10;
flareCol.g = (col->g * CarLightFade) >> 10;
flareCol.cd = flag;
gte_SetRotMatrix(&cp->hd.drawCarMat);
v1l.vx = cp->hd.where.t[0] - camera_position.vx;
v1l.vz = cp->hd.where.t[2] - camera_position.vz;
v1l.vy = -camera_position.vy - cp->hd.where.t[1];
InitFXPos(&v1l, v1, cp);
if (wetness > 9)
{
v1t.vx = v1l.vx;
v1t.vz = v1l.vz;
v1t.vy = -camera_position.vy - MapHeight((VECTOR *)cp->hd.where.t);
DisplayLightReflections(&v1t, &flareCol, flare_size / 2, &lightref_texture);
}
col->cd = flag;
ShowLight(&v1l, &flareCol, size, texture);
flareCol.r /= 2;
flareCol.g /= 2;
flareCol.b /= 2;
ShowFlare(&v1l, &flareCol, flare_size, (v1->vx + v1->vz) / 4 + (cp->hd.direction - camera_angle.vy) * 2);
}
// [D] [T]
void ShowLight1(VECTOR *v1, CVECTOR *col, short size, TEXTURE_DETAILS *texture)
{
POLY_FT4* poly;
SVECTOR vert[4];
int z;
poly = (POLY_FT4*)current->primptr;
vert[0].vz = 0;
vert[1].vz = 0;
vert[2].vz = 0;
vert[3].vz = 0;
vert[0].vx = -size;
vert[0].vy = -size;
vert[1].vx = size;
vert[1].vy = -size;
vert[2].vx = -size;
vert[2].vy = size;
vert[3].vx = size;
vert[3].vy = size;
gte_ldv3(&vert[0], &vert[1], &vert[2]);
gte_rtpt();
poly->u0 = (texture->coords).u0;
poly->v0 = (texture->coords).v0;
poly->u1 = (texture->coords).u1;
poly->v1 = (texture->coords).v1;
poly->u2 = (texture->coords).u2;
poly->v2 = (texture->coords).v2;
poly->u3 = (texture->coords).u3;
poly->v3 = (texture->coords).v3;;
setPolyFT4(poly);
SetSemiTrans(poly, 1);
poly->r0 = col->r;
poly->g0 = col->g;
poly->b0 = col->b;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_stsz(&z);
if (z > 39)
{
gte_ldv0(&vert[3]);
gte_rtps();
poly->tpage = texture->tpageid | 0x20;
poly->clut = texture->clutid;
z = (z >> 3) + LightSortCorrect;
if (z < 0)
z = 0;
gte_stsxy(&poly->x3);
addPrim(current->ot + z, poly);
current->primptr += sizeof(POLY_FT4);
}
}
// [D] [T]
void ShowLight(VECTOR *v1, CVECTOR *col, short size, TEXTURE_DETAILS *texture)
{
int x, y;
POLY_FT3 *null;
POLY_G4 *trail;
POLY_FT4 *poly;
int i;
SVECTOR vert[4];
int z;
int index;
SXYPAIR* trails;
short* clock;
int tail_width;
// apply transform
Apply_Inv_CameraMatrix(v1);
gte_SetRotMatrix(&identity);
gte_SetTransVector(v1);
vert[0].vz = 0;
vert[1].vz = 0;
vert[2].vz = 0;
vert[3].vz = 0;
vert[0].vx = -size;
vert[0].vy = -size;
vert[1].vx = size;
vert[1].vy = -size;
vert[2].vx = -size;
vert[2].vy = size;
vert[3].vx = size;
vert[3].vy = size;
gte_ldv3(&vert[0], &vert[1], &vert[2]);
gte_rtpt();
gte_stsz(&z);
// discard if too close
if (z < 38)
return;
poly = (POLY_FT4 *)current->primptr;
setPolyFT4(poly);
setSemiTrans(poly, 1);
poly->u0 = texture->coords.u0;
poly->v0 = texture->coords.v0;
poly->u1 = texture->coords.u1;
poly->v1 = texture->coords.v1;
poly->u2 = texture->coords.u2;
poly->v2 = texture->coords.v2;
poly->u3 = texture->coords.u3;
poly->v3 = texture->coords.v3;
poly->r0 = col->r;
poly->g0 = col->g;
poly->b0 = col->b;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_ldv0(&vert[3]);
gte_rtps();
gte_stsxy(&poly->x3);
poly->tpage = texture->tpageid | 0x20;
poly->clut = texture->clutid;
z = (z >> 3) + LightSortCorrect;
if (z < 0)
z = 0;
if (z < 10000)
tail_width = (10000 - z) >> 0xd;
else
tail_width = 0;
addPrim(current->ot + z, poly);
current->primptr += sizeof(POLY_FT4);
if (CameraCnt <= 4 || NumPlayers > 1) // [A] don't draw trails in multiplayer
return;
if ((col->cd & 0x20) && gLightsOn)
{
trails = Known_Lamps[LightIndex].light_trails;
clock = &Known_Lamps[LightIndex].clock;
}
else
{
// get light index by flag
if (col->cd & 0x2)
index = 0;
else if (col->cd & 0x4)
index = 1;
else if (col->cd & 0x8)
index = 2;
else if (col->cd & 0x10)
index = 3;
else
index = -1;
if (index == -1)
return;
trails = car_data[gcar_num].ap.light_trails[index];
clock = &car_data[gcar_num].ap.old_clock[index];
}
#ifndef PSX
x = (poly->x0 + poly->x3) / 2.0f;
y = (poly->y0 + poly->y3) / 2.0f;
#else
x = (poly->x0 + poly->x3) / 2;
y = (poly->y0 + poly->y3) / 2;
#endif
// unified drawing both for car and lamps
if (CameraChanged == 0 && *clock == (FrameCnt & 0xffffU)-1)
{
int old_x, old_y;
old_x = trails[FrameCnt - 3U & 3].x;
old_y = trails[FrameCnt - 3U & 3].y;
trails[FrameCnt & 3].x = x;
trails[FrameCnt & 3].y = y;
if (size > 1 && ABS(old_x - x) + ABS(old_y - y) > 1)
{
int angle, width;
VERTTYPE dx, dy;
trail = (POLY_G4 *)current->primptr;
setPolyG4(trail);
setSemiTrans(trail, 1);
angle = -ratan2(old_x - x,old_y - y) & 0xfff;
width = ABS(poly->x0 - poly->x3);
#ifdef PSX
dx = rcossin_tbl[angle * 2 + 1] * width * 3;
dy = rcossin_tbl[angle * 2] * width * 3;
if (col->cd & 0x40)
{
dx >>= 0x10;
dy >>= 0x10;
}
else
{
dx >>= 0xf;
dy >>= 0xf;
}
trail->x0 = x + dx * tail_width;
trail->y0 = y + dy * tail_width;
trail->x1 = x - dx * tail_width;
trail->y1 = y - dy * tail_width;
trail->x2 = old_x + dx;
trail->y2 = old_y + dy;
trail->x3 = old_x - dx;
trail->y3 = old_y - dy;
#else
dx = rcossin_tbl[angle * 2 + 1];
dy = rcossin_tbl[angle * 2];
if (col->cd & 0x40)
{
dx = dx / 40000.0f; // [A] slightly bigger light trail
dy = dy / 40000.0f;
}
else
{
dx = dx / 32768.0f;
dy = dy / 32768.0f;
}
trail->x0 = x + dx * width * 3 * tail_width;
trail->y0 = y + dy * width * 3 * tail_width;
trail->x1 = x - dx * width * 3 * tail_width;
trail->y1 = y - dy * width * 3 * tail_width;
trail->x2 = old_x + dx * width * 3;
trail->y2 = old_y + dy * width * 3;
trail->x3 = old_x - dx * width * 3;
trail->y3 = old_y - dy * width * 3;
#endif
if (col->cd & 0x18)
{
trail->r0 = trail->r1 = col->r / 2;
trail->g0 = trail->g1 = col->g / 2;
trail->b0 = trail->b1 = col->b / 2;
}
else
{
trail->r0 = trail->r1 = col->r;
trail->g0 = trail->g1 = col->g;
trail->b0 = trail->b1 = col->b;
}
trail->r2 = trail->r3 = 0;
trail->g2 = trail->g3 = 0;
trail->b2 = trail->b3 = 0;
addPrim(current->ot + z, trail);
current->primptr += sizeof(POLY_G4);
null = (POLY_FT3 *)current->primptr;
setPolyFT3(null);
null->x0 = -1;
null->y0 = -1;
null->x1 = -1;
null->y1 = -1;
null->x2 = -1;
null->y2 = -1;
null->tpage = 0x20;
addPrim(current->ot + z, null);
current->primptr += sizeof(POLY_FT3);
}
}
else
{
for (i = 0; i < 4; i++)
{
trails[i].x = x;
trails[i].y = y;
}
}
*clock = FrameCnt;
}
// [D] [T]
void ShowGroundLight(VECTOR *v1, CVECTOR *col, short size)
{
POLY_FT4 *poly;
SVECTOR vert[4];
int z;
#ifndef PSX
// [A] limit drawing distance to avoid artifacts
if (ABS(v1->vx) > 32000 || ABS(v1->vz) > 32000)
return;
#endif
gte_SetRotMatrix(&inv_camera_matrix);
gte_SetTransVector(&dummy);
// [A] might be incorrect
vert[0].vx = v1->vx - size;
vert[0].vy = v1->vy;
vert[0].vz = v1->vz + size;
vert[1].vx = v1->vx + size;
vert[1].vy = v1->vy;
vert[1].vz = v1->vz + size;
vert[2].vx = v1->vx - size;
vert[2].vy = v1->vy;
vert[2].vz = v1->vz - size;
vert[3].vx = v1->vx + size;
vert[3].vy = v1->vy;
vert[3].vz = v1->vz - size;
gte_ldv3(&vert[0], &vert[1], &vert[2]);
gte_rtpt();
gte_stsz(&z);
if (z - 150 < 9851)
{
poly = (POLY_FT4 *)current->primptr;
setPolyFT4(poly);
setSemiTrans(poly, 1);
*(ushort*)&poly->u0 = *(ushort*)&light_texture.coords.u0;
*(ushort*)&poly->u1 = *(ushort*)&light_texture.coords.u1;
*(ushort*)&poly->u2 = *(ushort*)&light_texture.coords.u2;
*(ushort*)&poly->u3 = *(ushort*)&light_texture.coords.u3;
poly->tpage = light_texture.tpageid | 0x20;
poly->clut = light_texture.clutid;;
poly->r0 = col->r;
poly->g0 = col->g;
poly->b0 = col->b;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_ldv0(&vert[3]);
gte_rtps();
gte_stsxy(&poly->x3);
addPrim(current->ot + (z >> 3), poly);
current->primptr += sizeof(POLY_FT4);
}
}
// [D] [T]
void RoundShadow(VECTOR *v1, CVECTOR *col, short size)
{
POLY_FT4* poly;
SVECTOR vert[4];
int z;
gte_SetRotMatrix(&inv_camera_matrix);
gte_SetTransVector(&dummy);
vert[0].vz = 0;
vert[1].vz = 0;
vert[2].vz = 0;
vert[3].vz = 0;
vert[0].vx = v1->vx - size;
vert[0].vy = v1->vy;
vert[0].vz = size + v1->vz;
vert[1].vx = size + v1->vx;
vert[1].vy = v1->vy;
vert[1].vz = size + v1->vz;
vert[2].vx = v1->vx - size;
vert[2].vy = v1->vy;
vert[2].vz = v1->vz - size;
vert[3].vx = size + v1->vx;
vert[3].vy = v1->vy;
vert[3].vz = v1->vz - size;
gte_ldv3(&vert[0], &vert[1], &vert[2]);
gte_rtpt();
poly = (POLY_FT4*)current->primptr;
poly->u0 = light_texture.coords.u0;
poly->v0 = light_texture.coords.v0;
poly->u1 = light_texture.coords.u1;
poly->v1 = light_texture.coords.v1;
poly->u2 = light_texture.coords.u2;
poly->v2 = light_texture.coords.v2;
poly->u3 = light_texture.coords.u3;
poly->v3 = light_texture.coords.v3;
poly->tpage = light_texture.tpageid | 0x40;
poly->clut = light_texture.clutid;
setPolyFT4(poly);
setSemiTrans(poly, 1);
poly->r0 = col->r;
poly->g0 = col->g;
poly->b0 = col->b;
gte_stsz(&z);
if (z - 150 < 9851)
{
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_ldv0(&vert[3]);
gte_rtps();
gte_stsxy(&poly->x3);
addPrim(current->ot + (z >> 3), poly);
current->primptr += sizeof(POLY_FT4);
}
}
// [D] [T weird and unused]
void DisplayWater(SMOKE *smoke)
{
POLY_FT4* poly;
VECTOR v;
SVECTOR vert[4];
int size;
int z;
int z1;
int z2;
int z3;
int z4;
gte_SetRotMatrix(&inv_camera_matrix);
gte_SetTransVector(&dummy);
size = smoke->start_w;
vert[0].vx = (smoke->position.vx - size) - camera_position.vx;
vert[0].vy = 50 - camera_position.vy;
vert[0].vz = (smoke->position.vz + size) - camera_position.vz;
vert[1].vx = (smoke->position.vx + size) - camera_position.vx;
vert[1].vy = 50 - camera_position.vy;
vert[1].vz = (smoke->position.vz + size) - camera_position.vz;
vert[2].vx = (smoke->position.vx - size) - camera_position.vx;
vert[2].vy = 50 - camera_position.vy;
vert[2].vz = (smoke->position.vz - size) - camera_position.vz;
vert[3].vx = (smoke->position.vx + size) - camera_position.vx;
vert[3].vy = 50 - camera_position.vy;
vert[3].vz = (smoke->position.vz - size) - camera_position.vz;
poly = (POLY_FT4*)current->primptr;
gte_ldv3(&vert[0], &vert[1], &vert[2]);
gte_rtpt();
setPolyFT4(poly);
poly->r0 = NightAmbient;
poly->g0 = NightAmbient;
poly->b0 = NightAmbient;
poly->tpage = sea_texture.tpageid;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_stsz3(&z1, &z2, &z3);
gte_ldv0(&vert[3]);
gte_rtps();
gte_stsxy(&poly->x3);
poly->u0 = sea_texture.coords.u0;
poly->v0 = sea_texture.coords.v0;
poly->u1 = sea_texture.coords.u1;
poly->v1 = sea_texture.coords.v1;
poly->u2 = sea_texture.coords.u2;
poly->v2 = sea_texture.coords.v2;
poly->u3 = sea_texture.coords.u3;
poly->v3 = sea_texture.coords.v3;
poly->clut = sea_texture.clutid;
gte_stsz(&z4);
z = z1 + z2 + z3 + z4 >> 5;
if (z < 9)
z = 9;
addPrim(current->ot + z, poly);
current->primptr += sizeof(POLY_FT4);
}
// [D] [T]
void DisplaySpark(SMOKE *spark)
{
int colorind;
POLY_G3 *poly;
SVECTOR v[3];
SVECTOR TrailPos;
int z;
TrailPos.vx = spark->position.vx - camera_position.vx;
TrailPos.vy = spark->position.vy - camera_position.vy;
TrailPos.vz = spark->position.vz - camera_position.vz;
gte_SetRotMatrix(&inv_camera_matrix);
gte_SetTransVector(&dummy);
v[0].vx = TrailPos.vx;
v[0].vy = TrailPos.vy;
v[0].vz = TrailPos.vz;
v[1].vx = TrailPos.vx + 5;
v[1].vy = TrailPos.vy;
v[1].vz = TrailPos.vz + 5;
v[2].vx = spark->final_tail_pos.vx - camera_position.vx;
v[2].vy = spark->final_tail_pos.vy - camera_position.vy;
v[2].vz = spark->final_tail_pos.vz - camera_position.vz;
poly = (POLY_G3 *)current->primptr;
gte_ldv3(&v[0], &v[1], &v[2]);
gte_rtpt();
setPolyG3(poly);
if (spark->start_w == 2)
{
colorind = spark->drift.vy * 3 & 3;
if (gTimeOfDay == 1)
{
poly->r0 = grassColour[colorind][0];
poly->g0 = grassColour[colorind][1];
poly->b0 = grassColour[colorind][2];
poly->r1 = grassColour[colorind][0];
poly->g1 = grassColour[colorind][1];
poly->b1 = grassColour[colorind][2];
colorind = (spark->drift.vy + 2U) * 3 & 3;
poly->r2 = grassColour[colorind][0];
poly->g2 = grassColour[colorind][1];
poly->b2 = grassColour[colorind][2];
}
else
{
poly->r0 = 0;
poly->g0 = (spark->transparency >> 3);
poly->r1 = 0;
poly->b0 = (spark->transparency >> 4);
poly->g1 = (spark->transparency >> 3);
poly->r2 = 12;
poly->g2 = 4;
poly->b2 = 4;
poly->b1 = (spark->transparency >> 4);
}
}
else
{
poly->r0 = spark->transparency;
poly->g0 = spark->transparency;
poly->b0 = spark->transparency / 2;
poly->r1 = spark->transparency;
poly->g1 = spark->transparency;
poly->b1 = spark->transparency / 2;
poly->r2 = spark->transparency;
poly->g2 = 0;
poly->b2 = 0;
}
gte_stsz(&z);
if (z > 50)
{
if (z >> 3 < 9)
z = 72;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
addPrim(current->ot + (z >> 3), poly);
current->primptr += sizeof(POLY_G3);
}
}
int SmokeCnt = 0;
// [D] [T]
void GetSmokeDrift(VECTOR *Wind)
{
static int SinTabIndex1 = 10;
static int SinTabIndex2 = 0;
static int SinTabIndex3 = 5;
static int SinX = 0;
static int CosX = 0;
static int WindMagnitude = 0;
if (SmokeCnt != CameraCnt)
{
SmokeCnt = CameraCnt;
SinTabIndex1 = SinTabIndex1 + 3 & 0xfff;
SinTabIndex2 = SinTabIndex2 + 5 & 0xfff;
SinTabIndex3 = SinTabIndex3 + 7 & 0xfff;
SinX = rcossin_tbl[SinTabIndex1 * 2] + rcossin_tbl[SinTabIndex2 * 2];
CosX = rcossin_tbl[(SinTabIndex1 + 1024 & 0xfff) * 2] + rcossin_tbl[(SinTabIndex2 + 1024 & 0xfff) * 2];
WindMagnitude = rcossin_tbl[SinTabIndex3 * 2] >> 0xb;
}
Wind->vy = 0;
Wind->vx = FIXEDH(WindMagnitude * CosX);
Wind->vz = FIXEDH(-WindMagnitude * SinX);
}
// [D] [T]
void Setup_Debris(VECTOR *ipos, VECTOR *ispeed, int num_debris, int type)
{
int num;
int seed;
int col;
int i;
DEBRIS *mydebris;
col = type >> 0x10;
for (i = 0; i < num_debris; i++)
{
num = AllocateDebris();
if (num == -1)
return;
mydebris = &debris[num];
mydebris->position.vx = ipos->vx;
mydebris->position.vy = ipos->vy;
mydebris->position.vz = ipos->vz;
if ((type & 0xffffU) < 8)
{
seed = rand();
mydebris->step = seed;
mydebris->rgb.r = debris_colour[GameLevel][col].r;
mydebris->rgb.g = debris_colour[GameLevel][col].g;
mydebris->rgb.b = debris_colour[GameLevel][col].b;
if (gTimeOfDay == 3)
{
mydebris->rgb.r >>= 1;
mydebris->rgb.g >>= 1;
mydebris->rgb.b >>= 1;
}
mydebris->direction.vx = FIXED((ispeed->vx + ((seed & 0x7f) - 64) * num_debris) * 1024);
mydebris->direction.vy = -FIXED((seed & 0x7f00) * num_debris * 2);
mydebris->direction.vz = FIXED(ispeed->vz + ((rand() & 0x7fff) - 16384) * num_debris * 2);
}
else
{
mydebris->step = 2;
mydebris->rgb.b = 60;
mydebris->rgb.g = 60;
mydebris->rgb.r = 60;
mydebris->direction.vx = FIXED(ispeed->vx);
mydebris->direction.vy = -FIXED(ispeed->vy);
mydebris->direction.vz = FIXED(ispeed->vz);
}
mydebris->type = type & 7;
mydebris->life = 128;
mydebris->flags = 0x2;
mydebris->pos = i & 0x1f;
}
}
// [D] [T]
void Setup_Smoke(VECTOR *ipos, int start_w, int end_w, int SmokeType, int WheelSpeed, VECTOR *Drift, int Exhaust)
{
int num;
SMOKE *mysmoke;
num = AllocateSmoke();
if (num == -1)
return;
mysmoke = &smoke[num];
if (SmokeType == SMOKE_FIRE)
{
mysmoke->position.vx = ipos->vx;
mysmoke->position.vy = ipos->vy;
mysmoke->start_w = start_w;
mysmoke->final_w = end_w;
mysmoke->position.vz = ipos->vz;
mysmoke->step = end_w - start_w >> 7 << 2;
mysmoke->flags = 0x1000 | 0x4 | 0x2;
mysmoke->life = 20;
mysmoke->halflife = 10;
if (WheelSpeed > 200000)
mysmoke->transparency = (800000 - WheelSpeed >> 0xb);
else
mysmoke->transparency = 0xff;
mysmoke->t_step = end_w - start_w >> 2;
}
else if (SmokeType == SMOKE_BLACK)
{
if (Exhaust)
{
mysmoke->position.vx = ipos->vx + (rand() & 9);
mysmoke->position.vy = ipos->vy;
mysmoke->position.vz = ipos->vz + (rand() & 9);
mysmoke->flags = 0x2000 | 0x4 | 0x2;
mysmoke->transparency = 140;
mysmoke->t_step = 5;
mysmoke->step = 1;
}
else
{
mysmoke->position.vx = ipos->vx;
mysmoke->position.vy = ipos->vy;
mysmoke->position.vz = ipos->vz;
if (WheelSpeed > 200000)
mysmoke->transparency = (800000 - WheelSpeed >> 0xb);
else
mysmoke->transparency = 255;
mysmoke->t_step = end_w - start_w >> 5;
mysmoke->step = (end_w - start_w) / 128 * 4;
}
mysmoke->start_w = start_w;
mysmoke->final_w = end_w;
mysmoke->flags = 0x2000 | 0x4 | 0x2;
mysmoke->life = 40;
mysmoke->halflife = 20;
}
else if (SmokeType == SMOKE_WHITE || SmokeType == 5)
{
if (Exhaust)
{
mysmoke->position.vx = ipos->vx + (rand() & 7);
mysmoke->position.vy = ipos->vy;
mysmoke->position.vz = ipos->vz + (rand() & 7);
mysmoke->flags = 0x4000 | 0x4 | 0x2;
mysmoke->transparency = 55;
mysmoke->t_step = 2;
mysmoke->step = 1;
mysmoke->life = 24;
}
else
{
mysmoke->position.vx = ipos->vx + (rand() & 0x3f);
mysmoke->position.vy = ipos->vy;
mysmoke->position.vz = ipos->vz + (rand() & 0x3f);
mysmoke->flags = 0x10 | 0x4 | 0x2;
if (SmokeType == 5) // UNUSED
{
mysmoke->life = 32;
mysmoke->step = end_w >> 5 << 2;
mysmoke->t_step = end_w - start_w >> 5;
mysmoke->transparency = WheelSpeed;
}
else
{
mysmoke->life = 128;
mysmoke->step = (end_w - start_w) / 128 * 8;
mysmoke->t_step = (end_w - start_w >> 6);
mysmoke->transparency = 80;
}
}
mysmoke->start_w = start_w;
mysmoke->final_w = end_w;
mysmoke->halflife = 64;
}
else if (SmokeType == 6) // UNUSED
{
mysmoke->position.vx = ipos->vx;
mysmoke->position.vy = ipos->vy;
mysmoke->position.vz = ipos->vz;
mysmoke->flags = 0x40 | 0x4 | 0x2;
mysmoke->transparency = 160;
mysmoke->step = 20;
mysmoke->t_step = 5;
mysmoke->start_w = start_w;
mysmoke->final_w = end_w;
mysmoke->life = 78;
mysmoke->halflife = 32;
}
else
{
mysmoke->position.vx = ipos->vx + (rand() & 0x3f);
mysmoke->position.vy = ipos->vy;
mysmoke->flags = 0x20 | 0x4 | 0x2;
mysmoke->transparency = 60;
mysmoke->t_step = 5;
mysmoke->start_w = start_w;
mysmoke->final_w = end_w;
mysmoke->position.vz = ipos->vz + (rand() & 0x3f);
mysmoke->step = (end_w / 128) * 8;
mysmoke->life = 128;
mysmoke->halflife = 64;
}
if (Exhaust != 0)
{
mysmoke->drift.vx = Drift->vx;
mysmoke->drift.vy = Drift->vy;
mysmoke->drift.vz = Drift->vz;
mysmoke->drift_change.vx = 0;
mysmoke->drift_change.vy = 0;
mysmoke->drift_change.vz = 0;
}
else
{
mysmoke->drift.vx = 0;
mysmoke->drift.vy = 0;
mysmoke->drift.vz = 0;
if (mysmoke->life < 40 || SmokeType == 4)
{
mysmoke->drift_change.vx = 0;
mysmoke->drift_change.vy = 1;
mysmoke->drift_change.vz = 0;
}
else
{
mysmoke->drift_change.vx = Drift->vx;
mysmoke->drift_change.vy = Drift->vy;
mysmoke->drift_change.vz = Drift->vz;
}
}
}
// [D] [T]
void Setup_Sparks(VECTOR *ipos, VECTOR *ispeed, int num_sparks, char SparkType)
{
int num;
int seed;
int vz;
int vy;
int vx;
int i;
SMOKE *mysmoke;
if (pauseflag != 0 || 0 >= num_sparks)
return;
for (i = 0; i < num_sparks; i++)
{
num = AllocateSmoke();
if (num == -1)
return;
mysmoke = &smoke[num];
seed = rand();
mysmoke->position.vx = mysmoke->final_tail_pos.vx = ipos->vx;
mysmoke->position.vy = mysmoke->final_tail_pos.vy = ipos->vy;
mysmoke->position.vz = mysmoke->final_tail_pos.vz = ipos->vz;
mysmoke->pos = (i << 2);
mysmoke->step = seed & 0x3f;
mysmoke->drift.vx = 2;
mysmoke->flags = 0x8 | 0x2;
vx = ispeed->vx;
vy = ispeed->vy;
vz = ispeed->vz;
mysmoke->drift_change.vx = FIXED((vx - 16384 + (seed & 0x7f00)) * 4);
mysmoke->drift_change.vy = -FIXED((vy + (seed & 0x7f)) * 1024);
mysmoke->drift_change.vz = FIXED(vz - 64 + (rand() & 0x7f) >> 2);
if (SparkType == 1)
{
mysmoke->life = 10;
mysmoke->transparency = 200;
mysmoke->t_step = 2;
mysmoke->start_w = 0;
}
else if (SparkType == 2)
{
mysmoke->life = 10;
mysmoke->transparency = 0xff;
mysmoke->t_step = 10;
mysmoke->start_w = 2;
mysmoke->drift.vy = rand() & 3;
}
else
{
mysmoke->life = 40;
mysmoke->transparency = 0xff;
mysmoke->t_step = 10;
mysmoke->start_w = 1;
}
}
}
// [D] [T]
void DisplayDebris(DEBRIS *debris, char type)
{
int uVar3;
TRI_POINT* tv;
POLY_GT4 *poly1;
POLY_FT3 *poly;
SVECTOR v[4];
VECTOR debrisvec;
int z;
debrisvec.vx = debris->position.vx - camera_position.vx;
debrisvec.vy = debris->position.vy - camera_position.vy;
debrisvec.vz = debris->position.vz - camera_position.vz;
if (debrisvec.vx >= -10000 &&
debrisvec.vz >= -10000 &&
debrisvec.vx <= 10000 &&
debrisvec.vz <= 10000)
{
tv = debris_rot_table[debris->type & 7] + (debris->pos >> 3 & 0x1fU);
v[0].vx = tv->v0.vx + debrisvec.vx;
v[0].vy = tv->v0.vy + debrisvec.vy;
v[0].vz = tv->v0.vz + debrisvec.vz;
v[1].vx = tv->v1.vx + debrisvec.vx;
v[1].vy = tv->v1.vy + debrisvec.vy;
v[1].vz = tv->v1.vz + debrisvec.vz;
v[2].vx = tv->v2.vx + debrisvec.vx;
v[2].vy = tv->v2.vy + debrisvec.vy;
v[2].vz = tv->v2.vz + debrisvec.vz;
gte_ldv3(&v[0], &v[1], &v[2]);
gte_rtpt();
if (type - 1U < 2)
{
poly1 = (POLY_GT4 *)current->primptr;
gte_stsxy3(&poly1->x0, &poly1->x1, &poly1->x2);
gte_stsz(&z);
if (z > 223)
{
*(ushort*)&poly1->u0 = *(ushort*)&litter_texture.coords.u0;
*(ushort*)&poly1->u1 = *(ushort*)&litter_texture.coords.u1;
*(ushort*)&poly1->u2 = *(ushort*)&litter_texture.coords.u2;
*(ushort*)&poly1->u3 = *(ushort*)&litter_texture.coords.u3;
poly1->clut = litter_texture.clutid;
poly1->tpage = litter_texture.tpageid;
v[3].vx = debrisvec.vx - tv->v0.vx;
v[3].vy = debrisvec.vy - tv->v0.vy;
v[3].vz = debrisvec.vz - tv->v0.vz;
gte_ldv0(&v[3]);
gte_rtps();
gte_stsxy(&poly1->x3);
if (type == 2)
uVar3 = (debris->rgb.b + combointensity) * 0x10000 | (debris->rgb.g + combointensity) * 0x100 | 0x3c000000 | debris->rgb.r + combointensity;
else
uVar3 = debris->rgb.b << 0x10 | debris->rgb.g << 8 | 0x3c000000 | debris->rgb.r;
*(u_int *)&poly1->r0 = uVar3;
*(u_int *)&poly1->r2 = uVar3;
*(u_int *)&poly1->r1 = uVar3 + 0x202020;
*(u_int *)&poly1->r3 = uVar3 + 0x303030;
setPolyGT4(poly1);
addPrim(current->ot + (z >> 3), poly1);
current->primptr += sizeof(POLY_GT4);
}
}
else
{
poly = (POLY_FT3 *)current->primptr;
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_stsz(&z);
if (z > 223)
{
*(ushort*)&poly->u0 = *(ushort*)&debris_texture.coords.u0;
*(ushort*)&poly->u1 = *(ushort*)&debris_texture.coords.u1;
*(ushort*)&poly->u2 = *(ushort*)&debris_texture.coords.u2;
poly->r0 = debris->rgb.r;
poly->g0 = debris->rgb.g;
poly->b0 = debris->rgb.b;
poly->tpage = debris_texture.tpageid;
poly->clut = debris_texture.clutid;
setPolyFT3(poly);
addPrim(current->ot + (z >> 3), poly);
current->primptr += sizeof(POLY_FT3);
}
}
}
else
{
debris->life = 1;
}
}
// [D] [T]
void DisplaySmoke(SMOKE* smoke)
{
int Z;
int tmode;
POLY_FT4* poly;
VECTOR v;
SVECTOR smokemesh[4];
int smoke_z_offset;
smoke_z_offset = 0;
v.vx = smoke->position.vx - camera_position.vx;
v.vy = smoke->position.vy - camera_position.vy;
v.vz = smoke->position.vz - camera_position.vz;
if (ABS(v.vx) > 20480 || ABS(v.vz) > 20480)
return;
Apply_Inv_CameraMatrix(&v);
gte_SetTransVector(&v);
gte_SetRotMatrix(&identity);
smokemesh[0].vx = -smoke->start_w;
smokemesh[0].vy = -smoke->start_w;
smokemesh[0].vz = 0;
smokemesh[1].vx = smoke->start_w;
smokemesh[1].vy = -smoke->start_w;
smokemesh[1].vz = 0;
smokemesh[2].vx = -smoke->start_w;
smokemesh[2].vy = smoke->start_w;
smokemesh[2].vz = 0;
smokemesh[3].vx = smoke->start_w;
smokemesh[3].vy = smoke->start_w;
smokemesh[3].vz = 0;
poly = (POLY_FT4*)current->primptr;
gte_ldv3(&smokemesh[0], &smokemesh[1], &smokemesh[2]);
gte_rtpt();
tmode = 0x20;
if (smoke->flags & 0x4000)
{
poly->r0 = smoke->transparency;
poly->g0 = smoke->transparency;
poly->b0 = smoke->transparency;
}
else if (smoke->flags & 0x2000)
{
if (gNight)
{
poly->r0 = smoke->transparency / 2;
poly->g0 = smoke->transparency / 2;
poly->b0 = smoke->transparency / 2;
}
else
{
poly->r0 = smoke->transparency >> 2;
poly->g0 = smoke->transparency >> 2;
poly->b0 = smoke->transparency >> 2;
}
tmode = 0x40;
smoke_z_offset = 17;
}
else if (smoke->flags & 0x1000)
{
if ((smoke->transparency >> 3) + 50 & 0xff < 60)
poly->g0 = (smoke->transparency >> 3);
else
poly->g0 = smoke->transparency >> 2;
smoke_z_offset = 18;
poly->r0 = smoke->transparency;
poly->b0 = smoke->transparency >> 3;
}
else if (smoke->flags & 0x20)
{
poly->r0 = smoke->transparency >> 1;
poly->g0 = smoke->transparency;
poly->b0 = smoke->transparency + 10;
tmode = 0x40;
}
else if (smoke->flags & 0x40)
{
if (gNight == 0)
{
poly->r0 = smoke->transparency >> 2;
poly->g0 = smoke->transparency >> 2;
poly->b0 = smoke->transparency >> 2;
}
else
{
poly->r0 = smoke->transparency >> 3;
poly->g0 = smoke->transparency >> 3;
poly->b0 = smoke->transparency + 10 >> 3;
}
}
else
{
if (gNight == 0)
{
poly->r0 = smoke->transparency;
poly->g0 = smoke->transparency;
poly->b0 = smoke->transparency + 10;
}
else
{
poly->r0 = smoke->transparency / 2;
poly->g0 = smoke->transparency / 2;
poly->b0 = smoke->transparency + 10 >> 1;
}
smoke_z_offset = 25;
}
gte_stsxy3(&poly->x0, &poly->x1, &poly->x2);
gte_stsz(&Z);
gte_ldv0(&smokemesh[3]);
gte_rtps();
poly->u0 = smoke_texture.coords.u0;
poly->v0 = smoke_texture.coords.v0;
poly->u1 = smoke_texture.coords.u1;
poly->v1 = smoke_texture.coords.v1;
poly->u2 = smoke_texture.coords.u2;
poly->v2 = smoke_texture.coords.v2 - 4; // [A] ???
poly->u3 = smoke_texture.coords.u3;
poly->v3 = smoke_texture.coords.v3 - 4; // [A] ???
poly->tpage = smoke_texture.tpageid | tmode;
poly->clut = smoke_texture.clutid;
setPolyFT4(poly);
setSemiTrans(poly, 1);
if (Z >> 3 > 0)
{
int x, y;
smoke_z_offset = (Z >> 3) - smoke_z_offset;
if (smoke_z_offset < 9)
smoke_z_offset = 9;
gte_stsxy(&poly->x3);
addPrim(current->ot + smoke_z_offset, poly);
// reduce size?
if ((poly->x1 - poly->x0) / 2 > 100)
{
x = (poly->x0 + poly->x3) / 2;
y = (poly->y0 + poly->y3) / 2;
// FIXME: * 0x10000 is needed because clipping issue
poly->x0 = (y - 50) << 0x10;
poly->y0 = x - 50;
poly->x1 = (y - 50) << 0x10;
poly->y1 = x + 50;
poly->x2 = (y + 50) << 0x10;
poly->y2 = x - 50;
poly->x3 = (y + 50) << 0x10;
poly->y3 = x + 50;
}
current->primptr += sizeof(POLY_FT4);
}
}
int NoRainIndoors = 0;
// [D] [T]
void HandleDebris(void)
{
int Height;
SMOKE *sm;
DEBRIS *db;
LEAF *lf;
int i;
VECTOR Drift;
GetSmokeDrift(&Drift);
MoveHubcap();
SetRotMatrix(&inv_camera_matrix);
gte_SetTransVector(&dummy);
db = debris;
i = next_debris;
while (i > 0)
{
if (db->flags & 0x2)
{
DisplayDebris(db, 0);
if (pauseflag == 0)
{
if (--db->life == 0 || db->position.vy > 0)
{
db->flags = 0;
ReleaseDebris(db->num);
}
else
{
db->position.vx += db->direction.vx;
db->position.vy += db->direction.vy;
db->position.vz += db->direction.vz;
db->pos += db->step;
if (db->type == 3)
db->direction.vy += 1;
else
db->direction.vy += 6;
}
}
}
db++;
i--;
}
lf = leaf;
i = next_leaf;
// Move leaves
while (i > 0)
{
if (lf->flags & 0x2)
{
DisplayDebris((DEBRIS *)lf, lf->type);
if (pauseflag == 0)
{
if (lf->life == 1)
{
lf->flags = 0;
ReleaseLeaf(lf->num);
}
else
{
int sn1, sn2, cs1, cs2;
GetSmokeDrift(&Drift);
Height = -(lf->position.pad + 20);
// first we move debris
// SwirlLeaves basically changed direction vector
// in order to lift leaf from ground fast
if (lf->position.vy < Height)
{
lf->position.vx += lf->direction.vx + Drift.vx;
lf->position.vy += lf->direction.vy + Drift.vy;
lf->position.vz += lf->direction.vz + Drift.vz;
lf->pos += lf->step;
lf->pos &= 0xff;
}
else
{
lf->position.vy = Height;
}
lf->sin_index1 += lf->sin_addition1;
lf->sin_index2 += lf->sin_addition2;
lf->sin_index1 &= 0xfff;
lf->sin_index2 &= 0xfff;
sn1 = rcossin_tbl[lf->sin_index1 * 2];
sn2 = rcossin_tbl[lf->sin_index2 * 2];
cs1 = rcossin_tbl[lf->sin_index1 * 2 + 1];
cs2 = rcossin_tbl[lf->sin_index2 * 2 + 1];
// then we compute completely new direction
lf->direction.vy = ((sn1 + sn2) >> 0xb) + 4;
lf->direction.vx = ((sn1 + sn2) * 5 >> 0xb);
lf->direction.vz = ((cs1 + cs2) * 5 >> 0xb);
}
}
}
lf++;
i--;
}
for (i = 0; i < MAX_SMOKE; i++)
{
sm = &smoke[i];
if (sm->flags & 0x2)
{
if (sm->flags & 0x8)
{
DisplaySpark(sm); // yup, smoke particles are sparks too
}
else if (sm->flags & 0x4)
{
if (sm->flags & 0x8000)
DisplayWater(sm); // Really obsolete, water was only a thing in Driver 1
else
DisplaySmoke(sm);
}
}
if (sm->flags & 0x2 && pauseflag == 0)
{
if (sm->flags & 0x8000)
{
// OBSOLETE DRIVER 1 CODE
/*
ROUTE_DATA routeData;
ROADS_GetRouteData(sm->position.vx - sm->start_w, sm->position.vz - sm->start_w, &routeData);
ROADS_GetRouteData(sm->position.vx + sm->start_w, sm->position.vz + sm->start_w, &routeData);
if (sm->start_w < 800 && (modelpointers[routeData.type]->shape_flags & MODEL_FLAG_ALLEY))
sm->start_w += sm->step;
else*/
sm->start_w -= sm->step;
}
else if (sm->flags & 0x8)
{
sm->position.vx += sm->drift_change.vx;
sm->position.vy += sm->drift_change.vy;
sm->position.vz += sm->drift_change.vz;
sm->drift_change.vy += 6;
if (sm->drift.vx == 0)
{
sm->final_tail_pos.vx += sm->drift_change.vx;
sm->final_tail_pos.vy += sm->drift_change.vy - 12;
sm->final_tail_pos.vz += sm->drift_change.vz;
}
else
{
sm->drift.vx -= 1;
}
if (sm->position.vy > 0)
{
sm->flags = 0;
ReleaseSmoke(sm->num);
continue;
}
}
else
{
if (sm->start_w < 800)
sm->start_w += sm->step;
sm->position.vx += sm->drift.vx;
sm->position.vy += sm->drift.vy;
sm->position.vz += sm->drift.vz;
if (sm->halflife < sm->life)
{
sm->drift.vx -= sm->drift_change.vx;
sm->drift.vy -= sm->drift_change.vy;
sm->drift.vz -= sm->drift_change.vz;
}
}
if (sm->flags & 0x900C)
{
sm->transparency -= sm->t_step;
if (sm->transparency < 1)
{
sm->transparency = 0;
sm->life = 1;
}
if (--sm->life == 0)
{
sm->flags = 0;
ReleaseSmoke(sm->num);
}
}
}
}
if (pauseflag == 0)
{
main_cop_light_pos++;
main_cop_light_pos &= 7;
}
if (variable_weather)
{
static int weather_level = 0;
weather_level = rcossin_tbl[(CameraCnt & 0xfffU) * 2] + (int)*(short *)((int)rcossin_tbl + (CameraCnt & 0x3ffcU));
if (weather_level < 1)
gRainCount = -weather_level >> 8;
else
gRainCount = weather_level >> 8;
if (gRainCount > MAX_RAIN_DROPS)
gRainCount = MAX_RAIN_DROPS;
}
}
// [D] [T]
void add_haze(int top_col, int bot_col, short ot_pos)
{
TILE *polys;
if (top_col > 9 && FastForward == 0)
{
polys = (TILE *)current->primptr;
setTile(polys);
polys->r0 = top_col;
polys->g0 = top_col;
polys->b0 = top_col;
setSemiTrans(polys, 1);
#ifdef PSX
polys->x0 = 0;
polys->w = 320;
#else
polys->x0 = -500;
polys->w = 1200;
#endif
polys->y0 = 0;
polys->h = 256;
addPrim(current->ot + ot_pos, polys);
current->primptr += sizeof(TILE);
POLY_FT3* null = (POLY_FT3*)current->primptr;
setPolyFT3(null);
null->x0 = -1;
null->y0 = -1;
null->x1 = -1;
null->y1 = -1;
null->x2 = -1;
null->y2 = -1;
null->tpage = 0x20;
addPrim(current->ot + ot_pos, null);
current->primptr += sizeof(POLY_FT3);
}
}
// [D] [T]
void SetupRain(void)
{
gNextRainDrop = 0;
do {
gRainAlloc[gNextRainDrop] = gNextRainDrop;
gRain[gNextRainDrop].oldposition.pad = gNextRainDrop;
gNextRainDrop++;
} while (gNextRainDrop < MAX_RAIN_DROPS);
gNextRainDrop = 0;
}
// [D] [T]
int AllocateRainDrop(void)
{
if (gNextRainDrop < MAX_RAIN_DROPS)
return gRainAlloc[gNextRainDrop++];
return -1;
}
// [D] [T]
void ReleaseRainDrop(int RainIndex)
{
gNextRainDrop--;
gRainAlloc[gNextRainDrop] = RainIndex;
}
// [D] [T]
void DisplaySplashes(void)
{
static u_int rand;
int d1;
int d2;
VECTOR CamGnd;
VECTOR Gnd1;
VECTOR Gnd2;
VECTOR Position;
CVECTOR col = { 25, 25, 25 };
int ang;
int SplashNo, SplashFrac;
if (pauseflag != 0)
return;
if (gRainCount >> 2 > 30)
SplashNo = 30;
else
SplashNo = (gRainCount >> 2);
SplashFrac = FIXEDH(SplashNo * FrAng * 3);
gte_SetRotMatrix(&identity); // [A] norot
CamGnd.vx = camera_position.vx;
CamGnd.vz = camera_position.vz;
CamGnd.vy = -camera_position.vy - MapHeight(&CamGnd);
ang = FrAng - camera_angle.vy & 0xfff;
Gnd1.vx = rcossin_tbl[ang * 2] + camera_position.vx;
Gnd1.vz = rcossin_tbl[ang * 2 + 1] + camera_position.vz;
Gnd1.vx = Gnd1.vx - CamGnd.vx;
Gnd1.vy = -camera_position.vy - MapHeight(&Gnd1) - CamGnd.vy;
Gnd1.vz = Gnd1.vz - CamGnd.vz;
ang = -FrAng - camera_angle.vy & 0xfff;
Gnd2.vx = rcossin_tbl[ang * 2] + camera_position.vx;
Gnd2.vz = rcossin_tbl[ang * 2 + 1] + camera_position.vz;
Gnd2.vx = Gnd2.vx - CamGnd.vx;
Gnd2.vy = (-camera_position.vy - MapHeight(&Gnd2)) - CamGnd.vy;
Gnd2.vz = Gnd2.vz - CamGnd.vz;
while (--SplashFrac >= 0)
{
d2 = rand * 0x19660d + 0x3c6ef35f;
d1 = d2 >> 4 & 0xfff;
rand = d2 * 0x19660d + 0x3c6ef35f;
d2 = rand >> 0xe & 0xfff;
Position.vx = FIXEDH(Gnd1.vx * d1 + Gnd2.vx * d2);
Position.vy = FIXEDH(Gnd1.vy * d1 + Gnd2.vy * d2) + CamGnd.vy;
Position.vz = FIXEDH(Gnd1.vz * d1 + Gnd2.vz * d2);
ShowLight(&Position, &col, 12, &drop_texture);
}
}
#define RAIN_DROP_SPEED 30 // [A] was 20
// [D] [T]
void DrawRainDrops(void)
{
int z;
int Count;
POLY_GT3 *poly;
RAIN_TYPE *RainPtr;
int col;
int bright;
SVECTOR v;
VECTOR drift;
if (gNextRainDrop == 0)
return;
GetSmokeDrift(&drift);
bright = 70;
if (bright < 50)
bright = 50;
if (gNight != 0)
bright -= -15;
col = bright >> 1 | (bright >> 1) << 8;
col |= col | col << 0x10;
DisplaySplashes();
gte_SetRotMatrix(&inv_camera_matrix);
gte_SetTransVector(&dummy);
RainPtr = gRain;
Count = gNextRainDrop-1;
poly = (POLY_GT3 *)current->primptr;
while (Count > 0)
{
v.vx = RainPtr->position.vx - camera_position.vx;
v.vy = RainPtr->position.vy - camera_position.vy;
v.vz = RainPtr->position.vz - camera_position.vz;
if (pauseflag)
{
// [A] old position imitation
// works effectively when player not moving
gte_ldv0(&v);
gte_rtps();
gte_stsxy(&poly->x0);
v.vy += RAIN_DROP_SPEED;
v.vx -= drift.vx * 2;
v.vz -= drift.vz * 2;
}
else
{
RainPtr->position.vy += RAIN_DROP_SPEED;
RainPtr->position.vx -= drift.vx * 2;
RainPtr->position.vz -= drift.vz * 2;
*(u_int *)&poly->x0 = *(u_int *)&RainPtr->oldposition;
}
gte_ldv0(&v);
gte_rtps();
*(u_int *)&poly->r2 = col;
*(u_int *)&poly->r1 = col;
*(u_int *)&poly->r0 = 0;
setPolyGT3(poly);
setSemiTrans(poly, 1);
gte_stsxy(&poly->x2);
gte_stsz(&z);
if (z - 151U < 2000 &&
poly->x2 > -101 && poly->x2 < 421 &&
poly->y2 > -51 && poly->y2 < 257)
{
if (*(u_int *)&RainPtr->oldposition != 0)
{
poly->x1 = poly->x2 - ((z >> 10) - 1);
poly->x2 = poly->x2 + ((z >> 10) - 1);
poly->y1 = poly->y2;
*(u_int *)&RainPtr->oldposition = *(u_int *)&poly->x2;
poly->clut = light_texture.clutid;
poly->tpage = light_texture.tpageid | 0x20;
*(ushort *)&poly->u0 = *(ushort *)&light_texture.coords.u0;
*(ushort *)&poly->u1 = *(ushort *)&light_texture.coords.u1;
*(ushort *)&poly->u2 = *(ushort *)&light_texture.coords.u2;
addPrim(current->ot + (z >> 1), poly);
poly++;
}
else
*(u_int *)&RainPtr->oldposition = *(u_int *)&poly->x2;
}
else
{
if(pauseflag == 0)
ReleaseRainDrop(RainPtr->oldposition.pad);
}
RainPtr++;
Count--;
}
current->primptr = (char*)poly;
}
// [D] [T]
void AddRainDrops(void)
{
static u_int rand;
int first;
int RainIndex;
int tmp;
int i;
SVECTOR v;
ROUTE_DATA routeData;
int count;
RAIN_TYPE* rt;
count = gRainCount;
first = 1;
if (pauseflag != 0 || NoRainIndoors != 0)
return;
wetness += count / 6;
if (wetness > 7000)
wetness = 7000;
gte_SetRotMatrix(&camera_matrix);
gte_SetTransVector(&camera_position);
i = 0;
while (i < count)
{
i++;
RainIndex = AllocateRainDrop();
if (RainIndex < 0)
return;
tmp = rand * 0x19660d + 0x3c6ef35f;
v.vz = (tmp >> 0x14 & 0x1ffU) + 400;
tmp = tmp * 0x19660d + 0x3c6ef35f;
v.vy = -((tmp >> 0x14) & 0x1ff);
rand = tmp * 0x19660d + 0x3c6ef35f;
v.vx = ((rand >> 0x14) & 0x1ff) - 256;
if (v.vz > 512)
{
int depth;
depth = (v.vz >> 8) + 1;
v.vx *= depth;
v.vy *= depth;
}
gte_ldv0(&v);
gte_rtv0tr();
rt = &gRain[RainIndex];
rt->oldposition.vx = 0;
rt->oldposition.vy = 0;
rt->oldposition.vz = 0;
rt->oldposition.pad = RainIndex;
gte_stlvnl(&rt->position);
// OBSOLETE DRIVER 1 CODE
/*
if(first)
{
ROADS_GetRouteData(rt->position.vx, rt->position.vz, &routeData);
if (modelpointers[routeData.type]->flags2 & MODEL_FLAG_HASROOF)
break;
}
*/
first = 0;
}
}
int lightning = 0;
int LightningTimer = 10;
int ThunderTimer = 0;
static int ThunderDistance = 0;
// [D] [T]
void DoLightning(void)
{
if (pauseflag != 0)
return;
if (LightningTimer < -10)
LightningTimer = rand() & 0xff;
else
LightningTimer--;
if (LightningTimer < 0 && (rand() & 1) == 0)
{
RequestThunder();
if ((rand() & 1) == 0)
{
NightAmbient = NightAmbient << 1;
if (NightAmbient > 128)
NightAmbient = 128;
lightning = 2;
return;
}
add_haze(50, 0, 4222);
}
lightning = 0;
}
// [D] [T]
void InitThunder(void)
{
ThunderTimer = -1;
ThunderDistance = rand() % 5000;
}
// [D] [T]
void RequestThunder(void)
{
ThunderTimer = ThunderDistance >> 8;
if (ThunderTimer < 1)
ThunderTimer = 1;
}
// [D] [T]
void DoThunder(void)
{
if (pauseflag)
return;
ThunderDistance = (ThunderDistance + 40) - rand() % 80;
if (ThunderDistance < 250)
ThunderDistance = 250;
if (ThunderDistance > 5000)
ThunderDistance = 5000;
if (ThunderTimer > -1)
{
ThunderTimer--;
if(ThunderTimer == 0)
StartSound(-1, SOUND_BANK_SFX, 8, -ThunderDistance, (rand() % 2048) + 3072);
}
}
// [D] [T]
void DoWeather(int weather)
{
if (weather != 1)
return;
if(pauseflag == 0)
{
if (gEffectsTimer < 41)
{
if ((FrameCnt & 7U) == 0)
gEffectsTimer++;
}
else
{
AddRainDrops();
if ((FrameCnt & 7U) == 0)
gRainCount++;
if (gRainCount > 35)
gRainCount = 35;
}
}
DrawRainDrops();
}
// [D] [T]
int GetDebrisColour(CAR_DATA *cp)
{
int car_model;
car_model = MissionHeader->residentModels[cp->ap.model];
if (car_model == 0)
return 1;
if(car_model < 8)
return (car_model-1) * 6 + cp->ap.palette + 7;
return car_model - 6;
}