REDRIVER2/src_rebuild/Game/C/objanim.c
2021-04-07 23:35:48 +06:00

716 lines
14 KiB
C

#include "driver2.h"
#include "objanim.h"
#include "map.h"
#include "models.h"
#include "texture.h"
#include "debris.h"
#include "civ_ai.h"
#include "main.h"
#include "mission.h"
#include "cars.h"
#include "players.h"
#include "cop_ai.h"
#include "felony.h"
#include "spool.h"
#include "system.h"
#include "pause.h"
#include "STRINGS.H"
CYCLE_OBJECT Lev0[2] =
{
{ "REDRVR", 0, 0, 6, 10, 2, 11, 15, 2 },
{ "NAVPIR34", 0, 0, 0, 6, 0, 7, 13, 0 }
};
CYCLE_OBJECT Lev1[] = {
{ "DOOR11", 0, 0, 1, 7, 2, 8, 14, 3 },
};
CYCLE_OBJECT Lev2[12] =
{
{ "DTSYN01", 0, 0, 0, 3, 0, 4, 14, 0 },
{ "DTSYN02", 0, 0, 0, 15, 0, -1, -1, 0 },
{ "F-MTSYN2", 0, 0, 0, 3, 0, 10, 14, 0 },
{ "DTSYN03", 0, 0, 0, 3, 0, -1, -1, 0 },
{ "SYN-CAS1", 0, 0, 0, 3, 0, 4, 14, 0 },
{ "SYNSLOT", 0, 0, 0, 3, 0, 4, 7, 0 },
{ "ENT1B", 0, 0, 0, 15, 0, -1, -1, 0 },
{ "FLAMINGO", 0, 0, 0, 3, 0, 9, 12, 0 },
{ "CYCLE-01", 0, 0, 0, 5, 1, 6, 11, 1 },
{ "CYCLE-02", 0, 0, 0, 3, 3, -1, -1, 0 },
{ "CYCLE-03", 0, 0, 0, 6, 7, 7, 13, 7 },
{ "CYCLE-04", 0, 0, 0, 6, 15, 7, 13, 15 }
};
CYCLE_OBJECT Lev3[] = {
{ "FWING11", 0, 0, 1, 7, 2, 8, 14, 3 }
};
CYCLE_OBJECT* Lev_CycleObjPtrs[] = {
Lev0,
Lev1,
Lev2,
Lev3
};
int Num_LevCycleObjs[] = { 2, 0, 12, 0 };
ANIMATED_OBJECT Lev0AnimObjects[9] =
{
{ 0, 0, "TLIGHT01", 0 },
{ 1, 0, "TLIGHT02", 0 },
{ 2, 0, "SLIGHT01", 1 },
{ 3, 0, "LOW_SLIGHT01", 1 },
{ 4, 0, "DLIGHT01", 1 },
{ 5, 0, "STRUT", 0 },
{ 6, 0, "NPLIGHT", 0 },
{ 7, 0, "TLIGHT01_LOW", 0 },
{ 8, 0, "TLIGHT02_LOW", 0 }
};
ANIMATED_OBJECT Lev1AnimObjects[5] =
{
{ 0, 0, "TLIGHT1", 0 },
{ 1, 0, "TLIGHT2", 0 },
{ 2, 0, "SLIGHT1", 1 },
{ 3, 0, "SLIGHT2", 1 },
{ 4, 0, "DLIGHT1", 1 }
};
ANIMATED_OBJECT Lev2AnimObjects[5] =
{
{ 0, 0, "TLIGHT01", 0 },
{ 1, 0, "TLIGHT02", 0 },
{ 2, 0, "SLIGHT01", 1 },
{ 3, 0, "DLIGHT01", 1 },
{ 4, 0, "SLIGHT02", 1 }
};
ANIMATED_OBJECT Lev3AnimObjects[4] =
{
{ 0, 0, "TLIGHT01", 0 },
{ 1, 0, "TLIGHT02", 0 },
{ 2, 0, "SLIGHT01", 0 },
{ 3, 0, "MLIGHT01", 0 }
};
ANIMATED_OBJECT* Level_AnimatingObjectPtrs[] = {
Lev0AnimObjects,
Lev1AnimObjects,
Lev2AnimObjects,
Lev3AnimObjects
};
int Level_NumAnimatedObjects[] = {
numberOf(Lev0AnimObjects),
numberOf(Lev1AnimObjects),
numberOf(Lev2AnimObjects),
numberOf(Lev3AnimObjects)
};
// sound ids for SOUND_BANK_SFX
SMASHABLE_OBJECT smashable[] =
{
{ 0, "", 1, 0, 800 }, // default
{ 0, "CONE_TASTIC", 1, 0, 1400 },
{ 0, "CONE1_TASTIC", 1, 0, 1400 },
{ 0, "CONE2_TASTIC", 1, 0, 1400 },
{ 0, "BOX_TASTIC", 0, -6000, 4096 },
{ 0, "BOX2_TASTIC", 0, -6000, 4096 },
{ 0, "BOX3_TASTIC", 0, -6000, 4096 },
{ 0, "BIN_TASTIC", 3, -6500, 3200 },
{ 0, "BARRIER_TASTIC", 3, -6500, 3200 },
{ 0, "BARRIER1_TASTIC", 3, -6500, 3200 },
{ 0, "BARREL_TASTIC", 2, -3300, 2400 },
{ 0, "BARREL1_TASTIC", 2, -3300, 2400 },
{ 0, "BARREL2_TASTIC", 2, -3300, 2400 },
{ 0, "TABLE_TASTIC", 3, -6500, 3200 },
{ 0, "BENCH_TASTIC", 3, -6500, 3200 },
{ 0, "CHAIR_TASTIC", 3, -6500, 3200 },
{ 0, "CHAIR1_TASTIC", 3, -6500, 3200 },
{ 0, "CHAIR2_TASTIC", 3, -6500, 3200 },
{ 0, "UMBRELLA_TASTIC", 3, -6500, 3200 },
{ 0, "UMBRELLA1_TASTIC", 3, -6500, 3200 },
{ 0, "PHONE_TASTIC", 2, -3300, 3600 },
{ 0, "PHONE1_TASTIC", 2, -3300, 3600 },
{ 0, "SIGN00_TASTIC", 3, -6500, 3200 },
{ 0, "NEWS_TASTIC", 3, -6500, 3200 },
{ 0, "PARKING_TASTIC", 2, -7500, 4096 },
{ 0, "DRINKS_TASTIC", 2, -3300, 3600 },
{ 0, "FENCE_TASTIC", 3, -6500, 3200 },
{ 0, "FENCE00_TASTIC", 3, -6500, 3200 },
{ 0, "FENCE01_TASTIC", 3, -6500, 3200 },
{ 0, "FENCE02_TASTIC", 3, -6500, 3200 },
{ 0, "FENCE03_TASTIC", 3, -6500, 3200 },
{ 0, "FENCE04_TASTIC", 3, -6500, 3200 },
{ 0, "CONE_TASTIC1", 1, 0, 800 },
{ 0, "CONE_TASTIC2", 1, 0, 800 },
{ 0, "CONE_TASTIC3", 1, 0, 800 },
{ 0, "CONE_TASTIC4", 1, 0, 800 },
{ 0, 0, 0, 0, 0 }
};
int num_anim_objects = 0;
int num_cycle_obj = 0;
TEXTURE_DETAILS cycle_tex[12];
DR_LOAD cyclecluts[12];
int cycle_phase = 0;
int cycle_timer = 0;
// [D] [T]
void InitCyclingPals(void)
{
int i;
num_cycle_obj = Num_LevCycleObjs[GameLevel];
CYCLE_OBJECT* cyc = Lev_CycleObjPtrs[GameLevel];
for (i = 0; i < num_cycle_obj; i++)
{
GetTextureDetails(cyc->name, &cycle_tex[i]);
cyc++;
}
cycle_phase = 0;
cycle_timer = 0;
}
// [D] [T]
void ColourCycle(void)
{
ushort temp;
ushort* bufaddr;
CYCLE_OBJECT* cyc;
int i;
RECT16 vram;
if (LoadingArea != 0)
{
cycle_phase = 0;
return;
}
if (pauseflag != 0 || gTimeOfDay != 3)
return;
vram.w = 16;
vram.h = 1;
cyc = Lev_CycleObjPtrs[GameLevel];
if (num_cycle_obj != 0)
{
i = 0;
while (i < num_cycle_obj)
{
bufaddr = (unsigned short*)cyclecluts[i].p;
if (tpageloaded[cycle_tex[i].texture_page] != 0)
{
if (cycle_phase == 0)
{
// initialize
temp = texture_cluts[cycle_tex[i].texture_page][cycle_tex[i].texture_number];
cyc->vx = vram.x = (temp & 0x3f) << 4;
cyc->vy = vram.y = (temp >> 6);
StoreImage(&vram, (u_long*)bufaddr);
}
else
{
if ((cycle_timer & cyc->speed1) == 0)
{
if (cyc->start1 != -1)
{
temp = bufaddr[cyc->start1];
memmove((u_char*)(bufaddr + cyc->start1), (u_char*)(bufaddr + cyc->start1 + 1), (cyc->stop1 - cyc->start1) << 1);
bufaddr[cyc->stop1] = temp;
}
}
if ((cycle_timer & cyc->speed2) == 0)
{
if (cyc->start2 != -1)
{
temp = bufaddr[cyc->start2];
memmove((u_char*)(bufaddr + cyc->start2), (u_char*)(bufaddr + cyc->start2 + 1), (cyc->stop2 - cyc->start2) << 1);
bufaddr[cyc->stop2] = temp;
}
}
vram.x = cyc->vx;
vram.y = cyc->vy;
SetDrawLoad(&cyclecluts[i], &vram);
addPrim(current->ot, &cyclecluts[i]);
}
}
cyc++;
i++;
}
if (cycle_phase != 0)
cycle_timer++;
cycle_phase = cycle_phase ^ 1;
}
}
// [D] [T]
void FindSmashableObjects(void)
{
SMASHABLE_OBJECT* sip;
sip = smashable;
while (sip->name != NULL)
{
sip->modelIdx = FindModelIdxWithName(sip->name);
sip++;
}
}
// [D] [T]
void InitAnimatingObjects(void)
{
ANIMATED_OBJECT* aop;
int loop;
MODEL* modelPtr;
num_anim_objects = Level_NumAnimatedObjects[GameLevel];
aop = Level_AnimatingObjectPtrs[GameLevel];
for (loop = 0; loop < num_anim_objects; loop++)
{
// My way
int model_idx = FindModelIdxWithName(aop->name);
if (model_idx != -1 && modelpointers[model_idx] != &dummyModel)
{
modelPtr = modelpointers[model_idx];
modelPtr->flags2 |= MODEL_FLAG_ANIMOBJ;
if (aop->LitPoly)
modelPtr->flags2 |= MODEL_FLAG_LAMP;
aop->model_num = model_idx;
// [A] store animated object number in normals pointer
// after all it was always unused
modelPtr->normals = loop;
if (modelPtr->instance_number != -1 &&
modelpointers[modelPtr->instance_number] != &dummyModel)
{
modelPtr = modelpointers[modelPtr->instance_number];
modelPtr->flags2 |= MODEL_FLAG_ANIMOBJ;
if (aop->LitPoly)
modelPtr->flags2 |= MODEL_FLAG_LAMP;
// [A] store animated object number in normals pointer
// after all it was always unused
modelPtr->normals = loop;
}
}
else
aop->model_num = -1;
aop++;
}
FindSmashableObjects();
InitCyclingPals();
}
// [D] [T]
void InitSpooledAnimObj(int model_number)
{
int i;
ANIMATED_OBJECT* aop;
MODEL* modelPtr;
if (model_number == -1)
return;
aop = Level_AnimatingObjectPtrs[GameLevel];
// Reflections way
for (i = 0; i < num_anim_objects; i++)
{
if (aop->model_num == model_number)
{
modelPtr = modelpointers[model_number];
modelPtr->flags2 |= MODEL_FLAG_ANIMOBJ;
if (aop->LitPoly)
modelPtr->flags2 |= MODEL_FLAG_LAMP;
// [A] store animated object number in normals pointer
// after all it was always unused
modelPtr->normals = i;
break;
}
aop++;
}
}
GARAGE_DOOR CurrentGarage;
// [D] [T]
void int_garage_door(void)
{
CurrentGarage.cop = NULL;
}
// [A] [T]
void DrawAllAnimatingObjects(CELL_OBJECT** objects, int num_animated)
{
ANIMATED_OBJECT* aop;
CELL_OBJECT* cop;
MODEL* model;
int i, j;
int type;
aop = Level_AnimatingObjectPtrs[GameLevel];
for (i = 0; i < num_animated; i++)
{
cop = objects[i];
type = cop->type;
model = modelpointers[type];
// [A] optimized
animate_object(cop, aop[model->normals].internal_id);
#if 0
type = model->instance_number == -1 ? type : model->instance_number;
for (j = 0; j < num_anim_objects; j++)
{
if (type == aop->model_num)
{
animate_object(cop, aop->internal_id);
aop -= j;
break;
}
aop++;
}
#endif
}
}
// [D] [T]
void animate_object(CELL_OBJECT* cop, int type)
{
char phase;
int yang;
yang = cop->yang * 64;
// [A] Rev 1.1 has less of those types
if (GameLevel == 0)
{
switch (type)
{
case 0:
case 7:
yang += 1024;
phase = junctionLightsPhase[yang + 128 >> 10 & 1];
if (phase == 1)
{
AddTrafficLight(cop, 0, -0x2c4, -0x2d, 0x200, yang);
}
else if (phase == 2)
{
AddTrafficLight(cop, 0, -0x284, -0x2d, 0x400, yang);
}
else if (phase == 3)
{
AddTrafficLight(cop, 0, -0x244, -0x2d, 0x800, yang);
}
break;
case 1:
case 8:
phase = junctionLightsPhase[yang + 128 >> 10 & 1];
if (phase == 1)
{
AddTrafficLight(cop, 0x196, -0x2c4, -0x2e, 0x200, yang);
}
else if (phase == 2)
{
AddTrafficLight(cop, 0x196, -0x292, -0x2e, 0x400, yang);
}
else if (phase == 3)
{
AddTrafficLight(cop, 0x196, -0x252, -0x2e, 0x800, yang);
}
break;
case 2:
case 3:
if (gLightsOn == 0)
break;
AddLightEffect(cop, 0x1ad, -0x4d2, 0, 0, 3);
break;
case 4:
if (gLightsOn == 0)
break;
AddLightEffect(cop, -0x1b0, -0x4d9, 0, 0, 3);
AddLightEffect(cop, 0x1b0, -0x4d9, 0, 0, 3);
break;
case 5:
if (gLightsOn == 0)
break;
AddLightEffect(cop, 0, -0x50, 0, 2, 2);
break;
case 6:
if (gLightsOn == 0)
break;
AddLightEffect(cop, 0xea, -0x47a, 0, 0, 3);
AddLightEffect(cop, -0xea, -0x47a, 0, 0, 3);
}
}
else if (GameLevel == 1)
{
switch (type)
{
case 0:
phase = junctionLightsPhase[yang + 128 >> 10 & 1];
if (phase == 2)
{
AddTrafficLight(cop, -0x1a1, -800, -0x1e, 0x400, yang);
}
else if (phase == 1)
{
AddTrafficLight(cop, -0x1ea, -800, -0x1e, 0x200, yang);
}
else if (phase == 3)
{
AddTrafficLight(cop, -0x157, -800, -0x1e, 0x800, yang);
}
break;
case 2:
if (gLightsOn == 0)
break;
AddSmallStreetLight(cop, 0xe6, -0x442, 0, 0);
break;
case 3:
if (gLightsOn == 0)
break;
AddLightEffect(cop, -0x265, -0x7d2, 0, 0, 3);
break;
case 4:
if (gLightsOn == 0)
break;
AddLightEffect(cop, -0x250, -2000, 0, 0, 3);
AddLightEffect(cop, 0x252, -2000, 0, 0, 3);
break;
}
}
else if (GameLevel == 2)
{
switch (type)
{
case 0:
phase = junctionLightsPhase[yang + 128 >> 10 & 1];
if (phase == 1)
{
AddTrafficLight(cop, -0x857, -0x458, -0x44, 0x200, yang);
AddTrafficLight(cop, -0x520, -0x421, -0x44, 0x200, yang);
AddTrafficLight(cop, -0x202, -0x400, -0x44, 0x200, yang);
}
else if (phase == 2)
{
AddTrafficLight(cop, -0x85c, -0x3fd, -0x41, 0x400, yang);
AddTrafficLight(cop, -0x51e, -0x3d4, -0x41, 0x400, yang);
AddTrafficLight(cop, -0x208, -0x3ab, -0x41, 0x400, yang);
}
else if (phase == 3)
{
AddTrafficLight(cop, -0x85a, -0x3a9, -0x3e, 0x800, yang);
AddTrafficLight(cop, -0x51d, -0x381, -0x3e, 0x800, yang);
AddTrafficLight(cop, -0x206, -0x353, -0x3e, 0x800, yang);
}
break;
case 1:
phase = junctionLightsPhase[yang + 128 >> 10 & 1];
if (phase == 1)
{
AddTrafficLight(cop, -4, -0x219, -0x29, 0x200, yang);
}
else if (phase == 2)
{
AddTrafficLight(cop, -4, -0x1d2, -0x29, 0x400, yang);
}
else if (phase == 3)
{
AddTrafficLight(cop, -4, -0x18b, -0x29, 0x800, yang);
}
break;
case 2:
if (gLightsOn == 0)
break;
AddLightEffect(cop, -0x348, -0x7b4, -0x3d, 0, 3);
break;
case 3:
if (gLightsOn == 0)
break;
AddLightEffect(cop, -0x361, -0x8c9, 0, 0, 3);
AddLightEffect(cop, 0x361, -0x8c9, 0, 0, 3);
break;
case 4:
if (gLightsOn == 0)
break;
if (cop->pos.vx - 137190U < 50687 && cop->pos.vz > 713372 && cop->pos.vz < 719516)
{
AddSmallStreetLight(cop, -0x26c, -0x65, 0, 0);
break;
}
AddLightEffect(cop, -0x26c, -0x652, 0, 0, 3);
break;
}
}
else if (GameLevel == 3)
{
switch (type)
{
case 0:
phase = junctionLightsPhase[yang + 128 >> 10 & 1];
if (phase == 1)
{
AddTrafficLight(cop, -0x2cf, -0x38a, -0x16, 0x200, yang);
}
else if (phase == 2)
{
AddTrafficLight(cop, -0x2cf, -0x345, -0x16, 0x400, yang);
}
else if (phase == 3)
{
AddTrafficLight(cop, -0x2cf, -0x2fa, -0x16, 0x800, yang);
}
break;
case 1:
phase = junctionLightsPhase[yang + 128 >> 10 & 1];
if (phase == 1)
{
AddTrafficLight(cop, 0, -0x28e, -0x15, 0x200, yang);
}
else if (phase == 2)
{
AddTrafficLight(cop, 0, -0x242, -0x15, 0x400, yang);
}
else if (phase == 3)
{
AddTrafficLight(cop, 0, -0x1fd, -0x15, 0x800, yang);
}
break;
case 2:
if (gLightsOn == 0)
break;
AddLightEffect(cop, -0x1f1, -0x59d, 0, 0, 3);
break;
case 3:
if (gLightsOn == 0)
break;
AddLightEffect(cop, 0, -0xaa7, 0, 0, 3);
break;
case 4:
if (gLightsOn == 0)
break;
AddSmallStreetLight(cop, 0, -0x492, 0, 1);
break;
}
}
}
// [D] [T]
void animate_garage_door(void)
{
short* felony;
int dz;
int dx;
if (CurrentGarage.cop == NULL)
return;
int playerCarId = player[0].playerCarId;
if (gCurrentMissionNumber != 53 && CopsCanSeePlayer)
{
if (playerCarId < 0)
felony = &pedestrianFelony;
else
felony = &car_data[playerCarId].felonyRating;
if (*felony > FELONY_MIN_VALUE)
{
CurrentGarage.cop->pos = CurrentGarage.old_pos;
CurrentGarage.cop = NULL;
return;
}
}
dx = ABS(CurrentGarage.old_pos.vx - car_data[playerCarId].hd.where.t[0]); // [A] bug fix
dz = ABS(CurrentGarage.old_pos.vz - car_data[playerCarId].hd.where.t[2]);
if (dx + dz > 6000 || gStopPadReads != 0)
{
if (CurrentGarage.pos.vy < CurrentGarage.old_pos.vy)
{
CurrentGarage.rotation -= 25;
CurrentGarage.pos.vy += 12;
}
}
else
{
if (dx + dz < 4000 && CurrentGarage.pos.vy > CurrentGarage.old_pos.vy - 400)
{
CurrentGarage.rotation += 25;
CurrentGarage.pos.vy -= 12;
}
}
}