mirror of
https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-22 18:32:42 +01:00
738 lines
13 KiB
C
738 lines
13 KiB
C
#include "driver2.h"
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#include "glaunch.h"
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#include "system.h"
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#include "main.h"
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#include "E3stuff.h"
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#include "pad.h"
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#include "sound.h"
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#include "replays.h"
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#include "mission.h"
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#include "gamesnd.h"
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#include "camera.h"
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#include "cutrecorder.h"
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#include "fmvplay.h"
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#include "state.h"
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#include "xaplay.h"
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#include "cutrecorder.h"
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#include "Frontend/FEmain.h"
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struct MISSION_STEP
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{
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u_char flags : 3;
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u_char recap : 5;
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u_char data : 7;
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u_char disc : 1;
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};
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MISSION_STEP MissionLadder[68] =
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{
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{ 1, 0, 1, 0 },
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{ 1, 0, 2, 0 },
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{ 2, 0, 1, 0 },
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{ 2, 1, 2, 0 },
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{ 2, 1, 3, 0 },
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{ 1, 1, 3, 0 },
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{ 1, 1, 4, 0 },
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{ 2, 1, 4, 0 },
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{ 1, 2, 5, 0 },
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{ 2, 2, 5, 0 },
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{ 1, 3, 6, 0 },
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{ 2, 3, 6, 0 },
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{ 1, 4, 7, 0 },
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{ 2, 5, 7, 0 },
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{ 6, 5, 0, 0 },
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{ 2, 5, 9, 0 },
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{ 1, 5, 8, 0 },
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{ 1, 5, 9, 0 },
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{ 2, 6, 10, 0 },
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{ 1, 6, 10, 0 },
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{ 1, 6, 11, 0 },
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{ 2, 7, 11, 0 },
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{ 6, 7, 0, 0 },
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{ 2, 7, 13, 0 },
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{ 2, 7, 14, 0 },
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{ 1, 7, 12, 0 },
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{ 2, 8, 15, 0 },
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{ 2, 8, 16, 0 },
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{ 1, 8, 13, 0 },
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{ 2, 9, 17, 0 },
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{ 2, 9, 18, 0 },
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{ 1, 9, 14, 0 },
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{ 2, 10, 19, 0 },
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{ 1, 10, 15, 0 },
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{ 2, 11, 20, 0 },
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{ 1, 12, 16, 1 },
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{ 1, 12, 17, 1 },
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{ 2, 13, 21, 1 },
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{ 2, 13, 22, 1 },
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{ 2, 13, 23, 1 },
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{ 2, 13, 24, 1 },
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{ 1, 13, 18, 1 },
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{ 2, 14, 25, 1 },
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{ 2, 14, 26, 1 },
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{ 1, 14, 19, 1 },
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{ 2, 15, 27, 1 },
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{ 2, 15, 28, 1 },
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{ 2, 15, 29, 1 },
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{ 2, 15, 30, 1 },
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{ 1, 15, 20, 1 },
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{ 1, 15, 21, 1 },
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{ 2, 16, 31, 1 },
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{ 2, 16, 32, 1 },
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{ 2, 16, 33, 1 },
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{ 2, 16, 34, 1 },
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{ 1, 16, 22, 1 },
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{ 2, 17, 35, 1 },
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{ 6, 17, 0, 1 },
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{ 2, 17, 37, 1 },
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{ 1, 17, 23, 1 },
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{ 2, 18, 38, 1 },
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{ 2, 18, 39, 1 },
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{ 1, 18, 24, 1 },
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{ 2, 19, 40, 1 },
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{ 1, 19, 25, 1 },
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{ 1, 19, 26, 1 },
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{ 1, 19, 27, 1 },
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{ 4, 19, 28, 1 }
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};
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unsigned short RecapFrameLength[19] = {
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515, 764, 962, 1174, 1389, 1558, 1748,
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1806, 2048, 2253, 2458, 1072, 1360,
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1507, 1659, 2413, 2583, 2761, 2998
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};
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ACTIVE_CHEATS AvailableCheats = { 0 };
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ACTIVE_CHEATS ActiveCheats = { 0 };
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int gInFrontend = 0;
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int AttractMode = 0;
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int gLoadedReplay = 0;
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int gHaveStoredData = 0;
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int gLastChase = 0;
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int gChaseNumber = 0;
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int gRandomChase = 0;
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int gSubGameNumber = 0;
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int gMissionLadderPos = 0;
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int gFurthestMission = 0;
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int gWantNight = 0;
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int gOldVibrationMode;
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int gSurvivalCopSettingsBackup;
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ACTIVE_CHEATS gCheatsBackup;
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void RestoreGameVars()
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{
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_CutRec_Reset();
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gLoadedReplay = 0;
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gVibration = gOldVibrationMode;
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gCopDifficultyLevel = gSurvivalCopSettingsBackup;
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ActiveCheats = gCheatsBackup;
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}
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// [D] [T]
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void State_GameStart(void* param)
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{
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if (GameType != GAME_CONTINUEMISSION &&
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GameType != GAME_MISSION &&
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GameType != GAME_REPLAYMISSION)
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{
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SetPleaseWait(NULL);
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}
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DrawSync(0);
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VSync(0);
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FreeXM();
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SsSetSerialVol(0, 0, 0);
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gInFrontend = 0;
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AttractMode = 0;
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NewLevel = 1;
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gOldVibrationMode = gVibration;
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gSurvivalCopSettingsBackup = gCopDifficultyLevel;
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gCheatsBackup = ActiveCheats;
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switch (GameType)
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{
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case GAME_MISSION:
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RunMissionLadder(1);
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break;
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case GAME_TAKEADRIVE:
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if (NumPlayers == 1)
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gCurrentMissionNumber = 50;
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else
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gCurrentMissionNumber = 58;
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gCurrentMissionNumber += GameLevel * 2 + gWantNight + gSubGameNumber * 440;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_IDLEDEMO:
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if (LoadAttractReplay(gCurrentMissionNumber))
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{
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gVibration = 0;
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CurrentGameMode = GAMEMODE_DEMO;
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gLoadedReplay = 1;
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SetState(STATE_GAMELAUNCH);
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}
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break;
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case GAME_PURSUIT:
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gCurrentMissionNumber = 70 + GameLevel * 8 + gWantNight * 4 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_GETAWAY:
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gCurrentMissionNumber = 102 + GameLevel * 8 + gWantNight * 4 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_GATERACE:
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if (NumPlayers == 1)
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gCurrentMissionNumber = 134;
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else
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gCurrentMissionNumber = 164;
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gCurrentMissionNumber += GameLevel * 8 + gWantNight * 4 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_CHECKPOINT:
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if (NumPlayers == 1)
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gCurrentMissionNumber = 196;
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else
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gCurrentMissionNumber = 228;
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gCurrentMissionNumber += GameLevel * 8 + gWantNight * 4 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_TRAILBLAZER:
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gCurrentMissionNumber = GameLevel * 8 + 260 + gWantNight * 4 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_SURVIVAL:
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gCopDifficultyLevel = 2;
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if (NumPlayers == 1)
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gCurrentMissionNumber = 292;
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else
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gCurrentMissionNumber = 324;
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gCurrentMissionNumber += GameLevel * 8 + gWantNight * 4 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_REPLAYMISSION:
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GameType = GAME_MISSION;
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if (FindMissionLadderPos(gCurrentMissionNumber))
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RunMissionLadder(0);
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//GameType = GAME_REPLAYMISSION;
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break;
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case GAME_COPSANDROBBERS:
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gCurrentMissionNumber = 420 + GameLevel * 8 + gWantNight * 4 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_CAPTURETHEFLAG:
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gCurrentMissionNumber = 352 + GameLevel * 8 + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_SECRET:
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if (NumPlayers == 1)
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gCurrentMissionNumber = 480;
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else
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gCurrentMissionNumber = 484;
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gCurrentMissionNumber += gWantNight + gSubGameNumber;
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SetState(STATE_GAMELAUNCH);
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break;
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case GAME_CONTINUEMISSION:
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GameType = GAME_MISSION;
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RunMissionLadder(0);
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break;
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case GAME_LOADEDREPLAY:
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CurrentGameMode = GAMEMODE_DIRECTOR;
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gLoadedReplay = 1;
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GameType = StoredGameType;
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SetState(STATE_GAMELAUNCH);
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break;
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}
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}
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void State_InitFrontEnd(void* param)
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{
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if ((int)param == 2)
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{
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InitFrontend();
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InitFrontendDisplay();
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}
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else
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{
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ReInitFrontend((int)param == 0);
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}
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SetState(STATE_FRONTEND);
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}
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// [D] [T]
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void State_FMVPlay(void* param)
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{
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PlayFMV((int)param);
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SetState(STATE_INITFRONTEND, (void*)1);
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}
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// [D] [T]
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void ReInitFrontend(int returnToMain)
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{
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RECT16 rect;
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old_camera_change = 0;
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camera_change = 0;
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wantedCar[1] = -1;
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wantedCar[0] = -1;
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wantedWeather = -1;
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wantedTimeOfDay = -1;
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gHaveStoredData = 0;
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EnableDisplay();
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DrawSync(0);
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VSync(0);
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gInFrontend = 1;
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SetDispMask(0);
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StopDualShockMotors();
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FreeXM();
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SpuSetReverbVoice(0, SPU_ALLCH);
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UnPauseSound();
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LoadSoundBankDynamic((char*)0x0, 0, 0);
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LoadBankFromLump(1, 0);
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// load frontend
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LOAD_OVERLAY("FRONTEND.BIN", _overlay_buffer);
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// switch to state STATE_INITFRONTEND
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SetFEDrawMode();
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DrawSync(0);
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EnableDisplay();
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setRECT(&rect, 0, 0, 320, 512);
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ClearImage(&rect, 0, 0, 0);
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DrawSync(0);
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LoadFrontendScreens(1);
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ReInitScreens(returnToMain);
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DrawSync(0);
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VSync(0);
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ClearOTagR((u_long*)MPBuff[0][0].ot, OTSIZE);
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ClearOTagR((u_long*)MPBuff[0][1].ot, OTSIZE);
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SetDispMask(1);
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bRedrawFrontend = 1;
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}
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void State_MissionLadder(void* param)
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{
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int quit;
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int newgame;
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MISSION_STEP* CurrentStep;
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RENDER_ARGS RenderArgs;
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newgame = (int)param;
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quit = 0;
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RenderArgs.nRenders = 0;
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CurrentStep = &MissionLadder[gMissionLadderPos];
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if (newgame == 0 && CurrentStep->flags != 0)
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{
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RenderArgs.Args[0].render = 97;
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if (CurrentStep->recap > 11)
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RenderArgs.Args[0].render = 98;
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RenderArgs.Args[0].credits = 0;
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RenderArgs.Args[0].recap = RecapFrameLength[CurrentStep->recap - 1];
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RenderArgs.nRenders = 1;
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}
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do {
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CheckForCorrectDisc(CurrentStep->disc);
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if (RenderArgs.nRenders == 4)
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{
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SetPleaseWait(NULL);
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PlayRender(&RenderArgs);
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RenderArgs.nRenders = 0;
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SetPleaseWait(NULL);
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}
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if (CurrentStep->flags == 2)
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{
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if (RenderArgs.nRenders != 0)
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{
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SetPleaseWait(NULL);
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PlayRender(&RenderArgs);
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RenderArgs.nRenders = 0;
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}
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SetPleaseWait(NULL);
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gCurrentMissionNumber = CurrentStep->data;
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SetState(STATE_GAMELAUNCH);
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quit = 1;
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}
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else if (CurrentStep->flags == 1) // any render
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{
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RenderArgs.Args[RenderArgs.nRenders].render = CurrentStep->data;
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RenderArgs.Args[RenderArgs.nRenders].recap = 0;
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RenderArgs.Args[RenderArgs.nRenders].credits = 0;
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RenderArgs.nRenders++;
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}
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else if (CurrentStep->flags == 4) // ending
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{
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SetPleaseWait(NULL);
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RenderArgs.Args[RenderArgs.nRenders].render = CurrentStep->data;
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RenderArgs.Args[RenderArgs.nRenders].recap = 0;
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RenderArgs.Args[RenderArgs.nRenders].credits = 1;
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RenderArgs.nRenders++;
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PlayRender(&RenderArgs);
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SetPleaseWait(NULL);
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AvailableCheats.cheat5 = true;
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SetState(STATE_INITFRONTEND);
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quit = 1;
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}
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CurrentStep++;
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gMissionLadderPos = CurrentStep - MissionLadder;
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} while (!quit);
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}
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// [D] [T]
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void RunMissionLadder(int newgame)
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{
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if (newgame)
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gMissionLadderPos = 0;
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SetState(STATE_LADDER, (void*)newgame);
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}
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// [D] [T]
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void GetRandomChase(void)
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{
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int bump;
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// [A] debug
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if (gChaseNumber != 0)
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{
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gRandomChase = gChaseNumber;
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return;
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}
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if (gLoadedReplay == 0)
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{
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gRandomChase = VSync(-1) % 13 + 2;
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bump = 0;
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while (gRandomChase == gLastChase)
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{
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gRandomChase = (VSync(-1) + bump) % 13 + 2;
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bump++;
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}
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gLastChase = gRandomChase;
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}
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}
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// [D] [T]
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int FindPrevMissionFromLadderPos(int pos)
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{
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MISSION_STEP* step = &MissionLadder[pos];
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while (pos-- > 0)
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{
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if (step->flags == 2)
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{
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int mission = step->data;
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if (gFurthestMission < mission)
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gFurthestMission = mission;
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return 1;
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}
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step--;
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}
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return 0;
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}
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int gMissionCompletionState = 0;
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char NoPlayerControl = 0;
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// TODO: REPLAYS.C
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int quick_replay = 0;
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int AutoDirect = 0;
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int lead_car = 0;
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MISSION_DATA MissionStartData;
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MISSION_DATA MissionEndData;
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// [D] [T]
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void State_LaunchGame(void* param)
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{
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int quit;
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// STATE_GAMELAUNCH
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ResetGraph(1);
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SetVideoMode(video_mode);
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gMissionCompletionState = PAUSEMODE_GAMEOVER;
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gInvincibleCar = ActiveCheats.cheat3;
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gPlayerImmune = ActiveCheats.cheat4;
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quick_replay = 0;
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if (gLoadedReplay == 0)
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GetRandomChase();
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if (CurrentGameMode == GAMEMODE_DIRECTOR)
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{
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AttractMode = 0;
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NoPlayerControl = 1;
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}
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else if (CurrentGameMode == GAMEMODE_REPLAY)
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{
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AttractMode = 0;
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NoPlayerControl = 1;
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quick_replay = 1;
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}
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else if (CurrentGameMode == GAMEMODE_DEMO)
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{
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AttractMode = 1;
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NoPlayerControl = 1;
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}
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else
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{
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AttractMode = 0;
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NoPlayerControl = 0;
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}
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AutoDirect = 0;
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NewLevel = 1;
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// switch to STATE_GAMEINIT
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SetState(STATE_GAMEINIT);
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}
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// [A] state function
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void State_GameComplete(void* param)
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{
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GameStates nextState;
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int stateParam;
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RECT16 rect;
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if (NoPlayerControl == 0)
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{
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ReplayParameterPtr->RecordingEnd = CameraCnt;
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}
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StopPadVibration(0);
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StopPadVibration(1);
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StopAllChannels();
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FreeXM();
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if (XAPrepared())
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{
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StopXA();
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UnprepareXA();
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}
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// restart is default
|
|
nextState = STATE_GAMEINIT;
|
|
stateParam = 0;
|
|
|
|
switch (WantedGameMode)
|
|
{
|
|
case GAMEMODE_NORMAL:
|
|
case GAMEMODE_QUIT:
|
|
case GAMEMODE_DEMO:
|
|
{
|
|
FadeScreen(255);
|
|
nextState = STATE_INITFRONTEND;
|
|
break;
|
|
}
|
|
case GAMEMODE_RESTART:
|
|
{
|
|
FadeScreen(255);
|
|
|
|
NoPlayerControl = 0;
|
|
quick_replay = 0;
|
|
AutoDirect = 0;
|
|
WantedGameMode = GAMEMODE_NORMAL;
|
|
NewLevel = 0;
|
|
|
|
GetRandomChase();
|
|
|
|
break;
|
|
}
|
|
case GAMEMODE_REPLAY:
|
|
case GAMEMODE_DIRECTOR:
|
|
{
|
|
if (CurrentGameMode < GAMEMODE_NEXTMISSION)
|
|
FadeScreen(255);
|
|
|
|
NoPlayerControl = 1;
|
|
AutoDirect = (WantedGameMode == GAMEMODE_REPLAY);
|
|
quick_replay = (WantedGameMode == GAMEMODE_REPLAY);
|
|
NewLevel = 0;
|
|
break;
|
|
}
|
|
case GAMEMODE_NEXTMISSION:
|
|
{
|
|
MissionStartData = MissionEndData;
|
|
gHaveStoredData = 1;
|
|
|
|
FadeScreen(255);
|
|
|
|
if(GameType == GAME_MISSION)
|
|
{
|
|
nextState = STATE_LADDER;
|
|
stateParam = 2; // don't do recap
|
|
}
|
|
else
|
|
nextState = STATE_INITFRONTEND;
|
|
|
|
NoPlayerControl = 0;
|
|
quick_replay = 0;
|
|
AutoDirect = 0;
|
|
}
|
|
}
|
|
|
|
CurrentGameMode = WantedGameMode;
|
|
|
|
SetState(nextState, (void*)stateParam);
|
|
|
|
if(nextState == STATE_INITFRONTEND)
|
|
{
|
|
RestoreGameVars();
|
|
|
|
lead_car = 0;
|
|
NoPlayerControl = 0;
|
|
|
|
SetDispMask(0);
|
|
EnableDisplay();
|
|
|
|
setRECT(&rect, 0, 0, 512, 512);
|
|
|
|
ClearImage(&rect, 0, 0, 0);
|
|
|
|
DrawSync(0);
|
|
SetDispMask(1);
|
|
}
|
|
|
|
#ifndef PSX
|
|
// set to 60 FPS VSync
|
|
PsyX_SetSwapInterval(1);
|
|
PsyX_EnableSwapInterval(1);
|
|
#endif
|
|
}
|
|
|
|
// [D] [T]
|
|
int FindMissionLadderPos(int mission)
|
|
{
|
|
MISSION_STEP* step = MissionLadder;
|
|
int pos = 0;
|
|
bool end = false;
|
|
|
|
do {
|
|
switch (step->flags)
|
|
{
|
|
case 1:
|
|
case 6:
|
|
{
|
|
step++;
|
|
pos++;
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
if (step->data == mission)
|
|
{
|
|
if (pos > 0)
|
|
{
|
|
step--;
|
|
|
|
while (step->flags != 2)
|
|
{
|
|
if (--pos <= 0)
|
|
break;
|
|
|
|
step--;
|
|
}
|
|
}
|
|
|
|
gMissionLadderPos = pos;
|
|
return 1;
|
|
}
|
|
|
|
step++;
|
|
pos++;
|
|
break;
|
|
}
|
|
case 4:
|
|
// end of ladder
|
|
end = true;
|
|
break;
|
|
default:
|
|
// unhandled
|
|
return 0;
|
|
}
|
|
} while (!end);
|
|
|
|
return 0;
|
|
} |