mirror of
https://github.com/OpenDriver2/REDRIVER2.git
synced 2024-11-23 02:42:38 +01:00
732 lines
14 KiB
C
732 lines
14 KiB
C
#include "driver2.h"
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#include "objanim.h"
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#include "map.h"
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#include "models.h"
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#include "texture.h"
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#include "debris.h"
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#include "civ_ai.h"
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#include "main.h"
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#include "mission.h"
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#include "cars.h"
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#include "players.h"
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#include "cop_ai.h"
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#include "felony.h"
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#include "spool.h"
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#include "system.h"
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#include "pause.h"
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struct ANIMATED_OBJECT
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{
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int internal_id;
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int model_num;
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char* name;
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char LitPoly;
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};
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struct GARAGE_DOOR
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{
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CELL_OBJECT* cop;
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VECTOR_NOPAD old_pos;
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VECTOR_NOPAD pos;
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short rotation;
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char yang;
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};
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CYCLE_OBJECT Lev0[2] =
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{
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{ "REDRVR", 0, 0, 6, 10, 2, 11, 15, 2 },
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{ "NAVPIR34", 0, 0, 0, 6, 0, 7, 13, 0 }
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};
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CYCLE_OBJECT Lev1[] = {
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{ "DOOR11", 0, 0, 1, 7, 2, 8, 14, 3 },
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};
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CYCLE_OBJECT Lev2[12] =
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{
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{ "DTSYN01", 0, 0, 0, 3, 0, 4, 14, 0 },
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{ "DTSYN02", 0, 0, 0, 15, 0, -1, -1, 0 },
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{ "F-MTSYN2", 0, 0, 0, 3, 0, 10, 14, 0 },
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{ "DTSYN03", 0, 0, 0, 3, 0, -1, -1, 0 },
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{ "SYN-CAS1", 0, 0, 0, 3, 0, 4, 14, 0 },
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{ "SYNSLOT", 0, 0, 0, 3, 0, 4, 7, 0 },
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{ "ENT1B", 0, 0, 0, 15, 0, -1, -1, 0 },
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{ "FLAMINGO", 0, 0, 0, 3, 0, 9, 12, 0 },
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{ "CYCLE-01", 0, 0, 0, 5, 1, 6, 11, 1 },
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{ "CYCLE-02", 0, 0, 0, 3, 3, -1, -1, 0 },
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{ "CYCLE-03", 0, 0, 0, 6, 7, 7, 13, 7 },
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{ "CYCLE-04", 0, 0, 0, 6, 15, 7, 13, 15 }
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};
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CYCLE_OBJECT Lev3[] = {
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{ "FWING11", 0, 0, 1, 7, 2, 8, 14, 3 }
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};
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CYCLE_OBJECT* Lev_CycleObjPtrs[] = {
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Lev0,
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Lev1,
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Lev2,
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Lev3
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};
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int Num_LevCycleObjs[] = { 2, 0, 12, 0 };
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ANIMATED_OBJECT Lev0AnimObjects[9] =
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{
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{ 0, 0, "TLIGHT01", 0 },
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{ 1, 0, "TLIGHT02", 0 },
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{ 2, 0, "SLIGHT01", 1 },
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{ 3, 0, "LOW_SLIGHT01", 1 },
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{ 4, 0, "DLIGHT01", 1 },
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{ 5, 0, "STRUT", 0 },
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{ 6, 0, "NPLIGHT", 0 },
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{ 7, 0, "TLIGHT01_LOW", 0 },
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{ 8, 0, "TLIGHT02_LOW", 0 }
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};
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ANIMATED_OBJECT Lev1AnimObjects[5] =
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{
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{ 0, 0, "TLIGHT1", 0 },
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{ 1, 0, "TLIGHT2", 0 },
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{ 2, 0, "SLIGHT1", 1 },
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{ 3, 0, "SLIGHT2", 1 },
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{ 4, 0, "DLIGHT1", 1 }
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};
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ANIMATED_OBJECT Lev2AnimObjects[5] =
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{
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{ 0, 0, "TLIGHT01", 0 },
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{ 1, 0, "TLIGHT02", 0 },
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{ 2, 0, "SLIGHT01", 1 },
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{ 3, 0, "DLIGHT01", 1 },
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{ 4, 0, "SLIGHT02", 1 }
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};
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ANIMATED_OBJECT Lev3AnimObjects[4] =
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{
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{ 0, 0, "TLIGHT01", 0 },
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{ 1, 0, "TLIGHT02", 0 },
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{ 2, 0, "SLIGHT01", 0 },
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{ 3, 0, "MLIGHT01", 0 }
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};
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ANIMATED_OBJECT* Level_AnimatingObjectPtrs[] = {
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Lev0AnimObjects,
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Lev1AnimObjects,
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Lev2AnimObjects,
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Lev3AnimObjects
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};
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int Level_NumAnimatedObjects[] = {
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numberOf(Lev0AnimObjects),
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numberOf(Lev1AnimObjects),
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numberOf(Lev2AnimObjects),
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numberOf(Lev3AnimObjects)
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};
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// sound ids for SOUND_BANK_SFX
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SMASHABLE_OBJECT smashable[] =
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{
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{ 0, "", 1, 0, 800 }, // default
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{ 0, "CONE_TASTIC", 1, 0, 1400 },
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{ 0, "CONE1_TASTIC", 1, 0, 1400 },
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{ 0, "CONE2_TASTIC", 1, 0, 1400 },
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{ 0, "BOX_TASTIC", 0, -6000, 4096 },
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{ 0, "BOX2_TASTIC", 0, -6000, 4096 },
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{ 0, "BOX3_TASTIC", 0, -6000, 4096 },
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{ 0, "BIN_TASTIC", 3, -6500, 3200 },
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{ 0, "BARRIER_TASTIC", 3, -6500, 3200 },
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{ 0, "BARRIER1_TASTIC", 3, -6500, 3200 },
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{ 0, "BARREL_TASTIC", 2, -3300, 2400 },
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{ 0, "BARREL1_TASTIC", 2, -3300, 2400 },
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{ 0, "BARREL2_TASTIC", 2, -3300, 2400 },
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{ 0, "TABLE_TASTIC", 3, -6500, 3200 },
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{ 0, "BENCH_TASTIC", 3, -6500, 3200 },
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{ 0, "CHAIR_TASTIC", 3, -6500, 3200 },
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{ 0, "CHAIR1_TASTIC", 3, -6500, 3200 },
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{ 0, "CHAIR2_TASTIC", 3, -6500, 3200 },
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{ 0, "UMBRELLA_TASTIC", 3, -6500, 3200 },
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{ 0, "UMBRELLA1_TASTIC", 3, -6500, 3200 },
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{ 0, "PHONE_TASTIC", 2, -3300, 3600 },
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{ 0, "PHONE1_TASTIC", 2, -3300, 3600 },
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{ 0, "SIGN00_TASTIC", 3, -6500, 3200 },
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{ 0, "NEWS_TASTIC", 3, -6500, 3200 },
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{ 0, "PARKING_TASTIC", 2, -7500, 4096 },
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{ 0, "DRINKS_TASTIC", 2, -3300, 3600 },
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{ 0, "FENCE_TASTIC", 3, -6500, 3200 },
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{ 0, "FENCE00_TASTIC", 3, -6500, 3200 },
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{ 0, "FENCE01_TASTIC", 3, -6500, 3200 },
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{ 0, "FENCE02_TASTIC", 3, -6500, 3200 },
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{ 0, "FENCE03_TASTIC", 3, -6500, 3200 },
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{ 0, "FENCE04_TASTIC", 3, -6500, 3200 },
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{ 0, "CONE_TASTIC1", 1, 0, 800 },
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{ 0, "CONE_TASTIC2", 1, 0, 800 },
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{ 0, "CONE_TASTIC3", 1, 0, 800 },
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{ 0, "CONE_TASTIC4", 1, 0, 800 },
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{ 0, 0, 0, 0, 0 }
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};
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int num_anim_objects = 0;
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int num_cycle_obj = 0;
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TEXTURE_DETAILS cycle_tex[12];
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DR_LOAD cyclecluts[12];
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int cycle_phase = 0;
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int cycle_timer = 0;
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// [D] [T]
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void InitCyclingPals(void)
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{
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int i;
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// only enabled at Night
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if (gTimeOfDay != 3)
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{
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num_cycle_obj = 0;
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return;
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}
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num_cycle_obj = Num_LevCycleObjs[GameLevel];
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CYCLE_OBJECT* cyc = Lev_CycleObjPtrs[GameLevel];
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for (i = 0; i < num_cycle_obj; i++)
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{
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GetTextureDetails(cyc->name, &cycle_tex[i]);
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cyc++;
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}
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cycle_phase = 0;
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cycle_timer = 0;
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}
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// [D] [T]
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void ColourCycle(void)
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{
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ushort temp;
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ushort* bufaddr;
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CYCLE_OBJECT* cyc;
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int i;
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RECT16 vram;
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if (!num_cycle_obj)
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return;
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if (LoadingArea != 0)
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{
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cycle_phase = 0;
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return;
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}
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vram.w = 16;
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vram.h = 1;
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cyc = Lev_CycleObjPtrs[GameLevel];
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for (i = 0; i < num_cycle_obj; i++)
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{
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bufaddr = (u_short*)cyclecluts[i].p;
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if (tpageloaded[cycle_tex[i].texture_page] != 0)
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{
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if (cycle_phase == 0)
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{
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// initialize
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temp = texture_cluts[cycle_tex[i].texture_page][cycle_tex[i].texture_number];
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cyc->vx = vram.x = (temp & 0x3f) << 4;
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cyc->vy = vram.y = (temp >> 6);
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StoreImage(&vram, (u_long*)bufaddr);
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}
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else
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{
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if ((cycle_timer & cyc->speed1) == 0)
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{
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if (cyc->start1 != -1)
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{
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temp = bufaddr[cyc->start1];
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memmove((u_char*)(bufaddr + cyc->start1), (u_char*)(bufaddr + cyc->start1 + 1), (cyc->stop1 - cyc->start1) << 1);
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bufaddr[cyc->stop1] = temp;
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}
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}
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if ((cycle_timer & cyc->speed2) == 0)
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{
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if (cyc->start2 != -1)
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{
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temp = bufaddr[cyc->start2];
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memmove((u_char*)(bufaddr + cyc->start2), (u_char*)(bufaddr + cyc->start2 + 1), (cyc->stop2 - cyc->start2) << 1);
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bufaddr[cyc->stop2] = temp;
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}
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}
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vram.x = cyc->vx;
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vram.y = cyc->vy;
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SetDrawLoad(&cyclecluts[i], &vram);
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addPrim(current->ot, &cyclecluts[i]);
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}
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}
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cyc++;
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}
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if (cycle_phase != 0)
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cycle_timer++;
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cycle_phase ^= 1;
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}
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// [D] [T]
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void FindSmashableObjects(void)
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{
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SMASHABLE_OBJECT* sip;
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sip = smashable;
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while (sip->name != NULL)
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{
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sip->modelIdx = FindModelIdxWithName(sip->name);
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sip++;
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}
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}
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// [D] [T]
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void InitAnimatingObjects(void)
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{
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ANIMATED_OBJECT* aop;
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int loop;
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MODEL* modelPtr;
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num_anim_objects = Level_NumAnimatedObjects[GameLevel];
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aop = Level_AnimatingObjectPtrs[GameLevel];
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for (loop = 0; loop < num_anim_objects; loop++)
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{
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// My way
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int model_idx = FindModelIdxWithName(aop->name);
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if (model_idx != -1 && modelpointers[model_idx] != &dummyModel)
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{
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modelPtr = modelpointers[model_idx];
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modelPtr->flags2 |= MODEL_FLAG_ANIMOBJ;
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if (aop->LitPoly)
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modelPtr->flags2 |= MODEL_FLAG_LAMP;
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aop->model_num = model_idx;
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// [A] store animated object number in normals pointer
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// after all it was always unused
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modelPtr->normals = loop;
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if (modelPtr->instance_number != -1 &&
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modelpointers[modelPtr->instance_number] != &dummyModel)
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{
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modelPtr = modelpointers[modelPtr->instance_number];
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modelPtr->flags2 |= MODEL_FLAG_ANIMOBJ;
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if (aop->LitPoly)
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modelPtr->flags2 |= MODEL_FLAG_LAMP;
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// [A] store animated object number in normals pointer
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// after all it was always unused
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modelPtr->normals = loop;
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}
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}
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else
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aop->model_num = -1;
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aop++;
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}
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FindSmashableObjects();
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}
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// [D] [T]
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void InitSpooledAnimObj(int model_number)
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{
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int i;
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ANIMATED_OBJECT* aop;
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MODEL* modelPtr;
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if (model_number == -1)
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return;
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aop = Level_AnimatingObjectPtrs[GameLevel];
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// Reflections way
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for (i = 0; i < num_anim_objects; i++)
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{
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if (aop->model_num == model_number)
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{
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modelPtr = modelpointers[model_number];
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modelPtr->flags2 |= MODEL_FLAG_ANIMOBJ;
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if (aop->LitPoly)
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modelPtr->flags2 |= MODEL_FLAG_LAMP;
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// [A] store animated object number in normals pointer
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// after all it was always unused
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modelPtr->normals = i;
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break;
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}
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aop++;
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}
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}
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GARAGE_DOOR CurrentGarage;
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// [D] [T]
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void int_garage_door(void)
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{
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CurrentGarage.cop = NULL;
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}
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// [A] [T]
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void DrawAllAnimatingObjects(CELL_OBJECT** objects, int num_animated)
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{
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ANIMATED_OBJECT* aop;
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CELL_OBJECT* cop;
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MODEL* model;
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int i, j;
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int type;
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aop = Level_AnimatingObjectPtrs[GameLevel];
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for (i = 0; i < num_animated; i++)
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{
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cop = objects[i];
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type = cop->type;
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model = modelpointers[type];
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// [A] optimized
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animate_object(cop, aop[model->normals].internal_id);
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#if 0
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type = model->instance_number == -1 ? type : model->instance_number;
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for (j = 0; j < num_anim_objects; j++)
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{
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if (type == aop->model_num)
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{
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animate_object(cop, aop->internal_id);
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aop -= j;
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break;
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}
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aop++;
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}
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#endif
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}
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}
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// [D] [T]
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void animate_object(CELL_OBJECT* cop, int type)
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{
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char phase;
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int yang;
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yang = cop->yang * 64;
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// [A] Rev 1.1 has less of those types
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if (GameLevel == 0)
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{
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switch (type)
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{
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case 0:
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case 7:
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yang += 1024;
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phase = junctionLightsPhase[yang + 128 >> 10 & 1];
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if (phase == 1)
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{
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AddTrafficLight(cop, 0, -0x2c4, -0x2d, 0x200, yang);
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}
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else if (phase == 2)
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{
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AddTrafficLight(cop, 0, -0x284, -0x2d, 0x400, yang);
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}
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else if (phase == 3)
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{
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AddTrafficLight(cop, 0, -0x244, -0x2d, 0x800, yang);
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}
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break;
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case 1:
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case 8:
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phase = junctionLightsPhase[yang + 128 >> 10 & 1];
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if (phase == 1)
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{
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AddTrafficLight(cop, 0x196, -0x2c4, -0x2e, 0x200, yang);
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}
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else if (phase == 2)
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{
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AddTrafficLight(cop, 0x196, -0x292, -0x2e, 0x400, yang);
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}
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else if (phase == 3)
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{
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AddTrafficLight(cop, 0x196, -0x252, -0x2e, 0x800, yang);
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}
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break;
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case 2:
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case 3:
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if (gLightsOn == 0)
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break;
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AddLightEffect(cop, 0x1ad, -0x4d2, 0, 0, 3);
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break;
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case 4:
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if (gLightsOn == 0)
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break;
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AddLightEffect(cop, -0x1b0, -0x4d9, 0, 0, 3);
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AddLightEffect(cop, 0x1b0, -0x4d9, 0, 0, 3);
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break;
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case 5:
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if (gLightsOn == 0)
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break;
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AddLightEffect(cop, 0, -0x50, 0, 2, 2);
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break;
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case 6:
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if (gLightsOn == 0)
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break;
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AddLightEffect(cop, 0xea, -0x47a, 0, 0, 3);
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AddLightEffect(cop, -0xea, -0x47a, 0, 0, 3);
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}
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}
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else if (GameLevel == 1)
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{
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switch (type)
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{
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case 0:
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phase = junctionLightsPhase[yang + 128 >> 10 & 1];
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if (phase == 2)
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{
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AddTrafficLight(cop, -0x1a1, -800, -0x1e, 0x400, yang);
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}
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else if (phase == 1)
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{
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AddTrafficLight(cop, -0x1ea, -800, -0x1e, 0x200, yang);
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}
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else if (phase == 3)
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{
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AddTrafficLight(cop, -0x157, -800, -0x1e, 0x800, yang);
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}
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break;
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case 2:
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if (gLightsOn == 0)
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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_PURSUIT_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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|