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165 lines
3.7 KiB
C++
165 lines
3.7 KiB
C++
#include "common.h"
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#include "Bridge.h"
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#include "Pools.h"
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#include "ModelIndices.h"
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#include "PathFind.h"
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#include "Stats.h"
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//--MIAMI: file done
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CEntity *CBridge::pLiftRoad;
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CEntity *CBridge::pLiftPart;
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CEntity *CBridge::pWeight;
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int CBridge::State;
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int CBridge::OldState;
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float CBridge::DefaultZLiftPart;
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float CBridge::DefaultZLiftRoad;
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float CBridge::DefaultZLiftWeight;
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float CBridge::OldLift;
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uint32 CBridge::TimeOfBridgeBecomingOperational;
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void CBridge::Init()
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{
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#ifdef GTA_BRIDGE
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FindBridgeEntities();
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OldLift = -1.0f;
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if (pLiftPart && pWeight)
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{
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DefaultZLiftPart = pLiftPart->GetPosition().z;
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DefaultZLiftWeight = pWeight->GetPosition().z;
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if (pLiftRoad)
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DefaultZLiftRoad = pLiftRoad->GetPosition().z;
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ThePaths.SetLinksBridgeLights(-330.0, -230.0, -700.0, -588.0, true);
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}
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#endif
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}
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void CBridge::Update()
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{
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#ifdef GTA_BRIDGE
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if (!pLiftPart || !pWeight)
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return;
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OldState = State;
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float liftHeight;
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// Set bridge height and state
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if (CStats::CommercialPassed)
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{
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if (TimeOfBridgeBecomingOperational == 0)
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TimeOfBridgeBecomingOperational = CTimer::GetTimeInMilliseconds();
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// Time remaining for bridge to become operational
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// uint16, so after about a minute it overflows to 0 and the cycle repeats
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uint16 timeElapsed = CTimer::GetTimeInMilliseconds() - TimeOfBridgeBecomingOperational;
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// Calculate lift part height and bridge state
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if (timeElapsed < 10000)
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{
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State = STATE_LIFT_PART_MOVING_DOWN;
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liftHeight = 25.0f - timeElapsed / 10000.0f * 25.0f;
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}
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else if (timeElapsed < 40000)
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{
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liftHeight = 0.0f;
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State = STATE_LIFT_PART_IS_DOWN;
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}
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else if (timeElapsed < 50000)
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{
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liftHeight = 0.0f;
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State = STATE_LIFT_PART_ABOUT_TO_MOVE_UP;
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}
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else if (timeElapsed < 60000)
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{
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State = STATE_LIFT_PART_MOVING_UP;
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liftHeight = (timeElapsed - 50000) / 10000.0f * 25.0f;
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}
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else
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{
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liftHeight = 25.0f;
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State = STATE_LIFT_PART_IS_UP;
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}
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}
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else
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{
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liftHeight = 25.0f;
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TimeOfBridgeBecomingOperational = 0;
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State = STATE_BRIDGE_LOCKED;
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}
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// Move bridge part
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if (liftHeight != OldLift)
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{
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pLiftPart->GetMatrix().GetPosition().z = DefaultZLiftPart + liftHeight;
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pLiftPart->GetMatrix().UpdateRW();
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pLiftPart->UpdateRwFrame();
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if (pLiftRoad)
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{
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pLiftRoad->GetMatrix().GetPosition().z = DefaultZLiftRoad + liftHeight;
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pLiftRoad->GetMatrix().UpdateRW();
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pLiftRoad->UpdateRwFrame();
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}
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pWeight->GetMatrix().GetPosition().z = DefaultZLiftWeight - liftHeight;
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pWeight->GetMatrix().UpdateRW();
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pWeight->UpdateRwFrame();
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OldLift = liftHeight;
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}
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if (State == STATE_LIFT_PART_ABOUT_TO_MOVE_UP && OldState == STATE_LIFT_PART_IS_DOWN)
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ThePaths.SetLinksBridgeLights(-330.0, -230.0, -700.0, -588.0, true);
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else if (State == STATE_LIFT_PART_IS_DOWN && OldState == STATE_LIFT_PART_MOVING_DOWN)
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ThePaths.SetLinksBridgeLights(-330.0, -230.0, -700.0, -588.0, false);
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#endif
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}
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bool CBridge::ShouldLightsBeFlashing()
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{
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#ifdef GTA_BRIDGE
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return State != STATE_LIFT_PART_IS_DOWN;
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#else
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return false;
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#endif
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}
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void CBridge::FindBridgeEntities()
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{
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#ifdef GTA_BRIDGE
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pWeight = nil;
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pLiftRoad = nil;
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pLiftPart = nil;
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for (int i = CPools::GetBuildingPool()->GetSize()-1; i >= 0; i--) {
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CBuilding* entry = CPools::GetBuildingPool()->GetSlot(i);
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if (entry)
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{
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if (entry->GetModelIndex() == MI_BRIDGELIFT)
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pLiftPart = entry;
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else if (entry->GetModelIndex() == MI_BRIDGEROADSEGMENT)
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pLiftRoad = entry;
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else if (entry->GetModelIndex() == MI_BRIDGEWEIGHT)
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pWeight = entry;
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}
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}
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#endif
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}
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bool CBridge::ThisIsABridgeObjectMovingUp(int index)
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{
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#ifdef GTA_BRIDGE
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if (index != MI_BRIDGEROADSEGMENT && index != MI_BRIDGELIFT)
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return false;
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return State == STATE_LIFT_PART_ABOUT_TO_MOVE_UP || State == STATE_LIFT_PART_MOVING_UP;
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#else
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return false;
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#endif
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}
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