REDRIVER2/src_rebuild/Game/C/mgeneric.c

262 lines
6.1 KiB
C

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