KAZIK/src_graphics/city_alley.inc
Игорь Федосеев ca62db53e9 feat: implement native billiards, scratch tickets, first-person dice, and city wake scene
- Billiards: add native Russian Pyramid & American Eight-Ball pool with physics prediction, controls, and regression tests
- Scratch Tickets: add dedicated counter, mat presentation, elliptical coin scraping, 4 ticket types, and payout effects
- First-Person Dice: add native dice scene, hand anchor frames, throwing animation, and table perspective
- City Wake & Weather: add arrival cutscene, alley geometry, weather/rain effects, and lighter/rocker animation
- World Dressing: add hall paintings, furniture packs, hall lighting, and scene regression tests
- Build & Tooling: update build.bat for modern MSVC toolchain, update launcher hash, and refresh shipping binaries
2026-10-16 12:37:40 +03:00

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PHP

; Keep the cinematic's central walking strip clear; all fittings touch a wall
; or the floor and use the same per-pixel depth buffer as the dumpster geometry.
RenderCityAlley3D PROC
cmp cityDecorPack3D.pixels,0
je city_alley_done
; East wall: louvres, layered posters and a shallow junction cabinet.
invoke DrawCityVertical3D,0,FP_1*997/100,FP_1*111/5,FP_1*233/10,FP_1*5/4,FP_1*17/10,111
invoke DrawCityVertical3D,0,FP_1*997/100,FP_1*119/5,FP_1*124/5,FP_1*11/20,FP_1*27/20,112
invoke DrawCityBoxSides3D,FP_1*49/5,FP_1*199/20,FP_1*251/10,FP_1*128/5,FP_1*3/5,FP_1*7/5,114
invoke DrawCityHorizontal3D,FP_1*49/5,FP_1*199/20,FP_1*251/10,FP_1*128/5,FP_1*7/5,110
; West wall: service hatch and poster patch, mounted rather than billboards.
invoke DrawCityVertical3D,0,FP_1*803/100,FP_1*183/10,FP_1*381/20,0,FP_1*17/10,114
invoke DrawCityVertical3D,0,FP_1*803/100,FP_1*117/5,FP_1*121/5,FP_1*4/5,FP_1*17/10,112
; Drain pipes rise along masonry, with a short overhead connection.
invoke DrawCityBoxSides3D,FP_1*803/100,FP_1*811/100,FP_1*207/10,FP_1*104/5,0,FP_1*9/2,110
invoke DrawCityBoxSides3D,FP_1*989/100,FP_1*997/100,FP_1*259/10,26*FP_1,0,FP_1*11/2,110
invoke DrawCityBoxSides3D,8*FP_1,10*FP_1,FP_1*221/10,FP_1*222/10,FP_1*19/5,FP_1*39/10,110
; Stacked crates and a low pallet stay against the walls, never in our path.
invoke DrawCityBenchBlock3D,FP_1*803/100,FP_1*207/25,FP_1*201/10,FP_1*104/5,0,FP_HALF,113
invoke DrawCityBenchBlock3D,FP_1*804/100,FP_1*827/100,FP_1*203/10,FP_1*207/10,FP_HALF,FP_1*39/50,113
invoke DrawCityBenchBlock3D,FP_1*39/4,FP_1*497/50,FP_1*93/5,FP_1*191/10,0,FP_1*9/20,113
invoke DrawCityBenchBlock3D,FP_1*803/100,FP_1*413/50,FP_1*223/10,FP_1*231/10,0,FP_1*3/25,113
invoke DrawCityHorizontal3D,FP_1*167/20,FP_1*91/10,FP_1*213/10,FP_1*431/20,FP_1/200,111
city_alley_done:
ret
RenderCityAlley3D ENDP