mirror of
https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-22 18:32:42 +01:00
262 lines
6.1 KiB
C
262 lines
6.1 KiB
C
#include "driver2.h"
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#include "mgeneric.h"
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#include "mission.h"
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#include "glaunch.h"
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#include "cars.h"
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#include "players.h"
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#include "felony.h"
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#include "replays.h"
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#include "system.h"
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// [D] [T]
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void StorePlayerPosition(SAVED_PLAYER_POS *data)
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{
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PLAYER* pl;
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CAR_DATA* cp;
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int slot;
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pl = &player[0];
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if (pl->playerType == 1 || Mission.PhantomCarId != -1)
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{
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// store previous player car?
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slot = Mission.PhantomCarId != -1 ? Mission.PhantomCarId : pl->playerCarId;
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cp = &car_data[slot];
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data->type = ((MissionHeader->residentModels[cp->ap.model] & 0xfff) << 4) | 1 | cp->ap.palette << 8;
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data->totaldamage = cp->totalDamage;
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data->felony = cp->felonyRating;
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data->damage[0] = cp->ap.damage[0];
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data->damage[1] = cp->ap.damage[1];
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data->damage[2] = cp->ap.damage[2];
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data->damage[3] = cp->ap.damage[3];
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data->damage[4] = cp->ap.damage[4];
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data->damage[5] = cp->ap.damage[5];
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data->direction = cp->hd.direction;
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data->vx = cp->hd.where.t[0];
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data->vy = cp->hd.where.t[1];
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data->vz = cp->hd.where.t[2];
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}
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else
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{
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data->type = 0;
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data->totaldamage = 0;
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data->felony = pedestrianFelony;
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data->damage[0] = 0;
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data->damage[1] = 0;
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data->damage[2] = 0;
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data->damage[3] = 0;
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data->damage[4] = 0;
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data->damage[5] = 0;
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data->direction = pl->dir;
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data->vx = pl->pos[0];
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data->vy = pl->pos[1];
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data->vz = pl->pos[2];
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}
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}
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// [D] [T]
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void RestorePlayerPosition(SAVED_PLAYER_POS *data)
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{
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if ((data->type & 0xf) == 1)
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{
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PlayerStartInfo[0]->type = 1;
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PlayerStartInfo[0]->model = (data->type >> 4) & 15;
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PlayerStartInfo[0]->palette = (data->type >> 8) & 15;
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}
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else
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PlayerStartInfo[0]->type = 2;
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if (gCurrentMissionNumber != 16)
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{
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PlayerStartInfo[0]->position.vx = data->vx;
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PlayerStartInfo[0]->position.vy = data->vy;
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PlayerStartInfo[0]->position.vz = data->vz;
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PlayerStartInfo[0]->rotation = data->direction & 0xfff;
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}
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PlayerStartInfo[0]->totaldamage = data->totaldamage;
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PlayerStartInfo[0]->damage[0] = data->damage[0];
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PlayerStartInfo[0]->damage[1] = data->damage[1];
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PlayerStartInfo[0]->damage[2] = data->damage[2];
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PlayerStartInfo[0]->damage[3] = data->damage[3];
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PlayerStartInfo[0]->damage[4] = data->damage[4];
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PlayerStartInfo[0]->damage[5] = data->damage[5];
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if (player[0].playerCarId < 0)
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pedestrianFelony = data->felony;
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else
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car_data[player[0].playerCarId].felonyRating = data->felony;
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}
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// [D] [T]
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void StoreCarPosition(MS_TARGET *target, SAVED_CAR_POS *data)
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{
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int slot;
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CAR_DATA* cp;
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slot = target->s.car.slot;
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if (slot == -1)
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return;
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//if (slot == player[0].playerCarId)
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// return;
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cp = &car_data[slot];
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data->model = MissionHeader->residentModels[cp->ap.model];
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data->palette = cp->ap.palette;
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data->totaldamage = cp->totalDamage;
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data->damage[0] = cp->ap.damage[0];
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data->damage[1] = cp->ap.damage[1];
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data->damage[2] = cp->ap.damage[2];
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data->damage[3] = cp->ap.damage[3];
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data->damage[4] = cp->ap.damage[4];
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data->damage[5] = cp->ap.damage[5];
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data->vx = cp->hd.where.t[0];
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data->vy = cp->hd.where.t[1];
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data->vz = cp->hd.where.t[2];
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data->direction = cp->hd.direction;
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data->active = 1;
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if (target->s.target_flags & TARGET_FLAG_CAR_SWAPPED)
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data->active |= 0x80;
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}
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// [D] [T]
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void RestoreCarPosition(SAVED_CAR_POS *data)
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{
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REPLAY_STREAM* stream;
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STREAM_SOURCE* playerStart;
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if(!data->active)
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return;
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stream = &ReplayStreams[numPlayersToCreate];
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stream->InitialPadRecordBuffer = (PADRECORD*)ReplayStart;
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stream->PadRecordBuffer = (PADRECORD*)ReplayStart;
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stream->PadRecordBufferEnd = (PADRECORD*)ReplayStart;
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stream->playbackrun = 0;
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stream->length = 0;
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PlayerStartInfo[numPlayersToCreate] = &stream->SourceType;
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if (data->active & 0x80)
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{
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memcpy((u_char*)PlayerStartInfo[numPlayersToCreate], (u_char*)PlayerStartInfo[0], sizeof(STREAM_SOURCE));
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// switch his car
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playerStart = PlayerStartInfo[numPlayersToCreate];
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playerStart->type = 3;
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playerStart->controlType = CONTROL_TYPE_CUTSCENE;
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// switch to first player
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playerStart = PlayerStartInfo[0];
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playerStart->type = 1;
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playerStart->model = data->model;
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playerStart->palette = data->palette;
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playerStart->position.vx = data->vx;
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playerStart->position.vy = data->vy;
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playerStart->position.vz = data->vz;
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playerStart->rotation = data->direction & 0xfff;
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playerStart->totaldamage = data->totaldamage;
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playerStart->damage[0] = data->damage[0];
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playerStart->damage[1] = data->damage[1];
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playerStart->damage[2] = data->damage[2];
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playerStart->damage[3] = data->damage[3];
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playerStart->damage[4] = data->damage[4];
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playerStart->damage[5] = data->damage[5];
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}
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else
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{
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playerStart = &stream->SourceType;
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playerStart->controlType = CONTROL_TYPE_CUTSCENE;
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playerStart->type = 1;
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playerStart->model = data->model;
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playerStart->palette = data->palette;
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playerStart->position.vy = data->vy;
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playerStart->position.vx = data->vx;
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playerStart->position.vz = data->vz;
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playerStart->rotation = data->direction & 0xfff;
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playerStart->totaldamage = data->totaldamage;
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playerStart->damage[0] = data->damage[0];
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playerStart->damage[1] = data->damage[1];
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playerStart->damage[2] = data->damage[2];
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playerStart->damage[3] = data->damage[3];
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playerStart->damage[4] = data->damage[4];
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playerStart->damage[5] = data->damage[5];
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}
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numPlayersToCreate++;
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}
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// [D] [T]
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void StoreEndData(void)
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{
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int numStored;
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MS_TARGET* target;
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int i;
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SAVED_CAR_POS* carpos;
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ClearMem((char*)&MissionEndData, sizeof(MissionEndData));
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if (gCurrentMissionNumber > 40)
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return;
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numStored = 0;
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StorePlayerPosition(&MissionEndData.PlayerPos);
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for(i = 0; i < MAX_MISSION_TARGETS && numStored < 6; i++)
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{
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target = &MissionTargets[i];
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carpos = &MissionEndData.CarPos[numStored];
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if (target->type == Target_Car &&
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(target->s.target_flags & TARGET_FLAG_CAR_SAVED) &&
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(target->s.target_flags & TARGET_FLAG_CAR_PINGED_IN))
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{
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StoreCarPosition(target, carpos);
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if(carpos->active)
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numStored++;
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}
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}
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}
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// [D] [T]
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void RestoreStartData(void)
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{
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SAVED_CAR_POS* data;
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int i;
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if (!gHaveStoredData)
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return;
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RestorePlayerPosition(&MissionStartData.PlayerPos);
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for (i = 0; i < 6; i++)
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{
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RestoreCarPosition(&MissionStartData.CarPos[i]);
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}
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}
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