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re3/src/control/Bridge.cpp

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