re3-wiiu/src/core/ZoneCull.cpp

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#include "common.h"
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#include "Building.h"
#include "Treadable.h"
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#include "Train.h"
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#include "Pools.h"
#include "Timer.h"
#include "Camera.h"
#include "World.h"
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#include "FileMgr.h"
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#include "ZoneCull.h"
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#include "Zones.h"
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//--MIAMI: done
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int32 CCullZones::NumAttributeZones;
CAttributeZone CCullZones::aAttributeZones[NUMATTRIBZONES];
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int32 CCullZones::CurrentWantedLevelDrop_Player;
int32 CCullZones::CurrentFlags_Camera;
int32 CCullZones::CurrentFlags_Player;
bool CCullZones::bCurrentSubwayIsInvisible;
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bool CCullZones::bAtBeachForAudio;
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void
CCullZones::Init(void)
{
NumAttributeZones = 0;
CurrentWantedLevelDrop_Player = 0;
CurrentFlags_Camera = 0;
CurrentFlags_Player = 0;
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bCurrentSubwayIsInvisible = false;
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}
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void
CCullZones::Update(void)
{
bool invisible;
switch(CTimer::GetFrameCounter() & 7){
case 0:
case 4:
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UpdateAtBeachForAudio();
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break;
case 2:
/* Update camera attributes */
CurrentFlags_Camera = FindAttributesForCoors(TheCamera.GetGameCamPosition(), nil);
invisible = (CurrentFlags_Camera & ATTRZONE_SUBWAYVISIBLE) == 0;
if(invisible != bCurrentSubwayIsInvisible){
MarkSubwayAsInvisible(!invisible);
bCurrentSubwayIsInvisible = invisible;
}
break;
case 6:
/* Update player attributes */
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CurrentFlags_Player = FindAttributesForCoors(FindPlayerCoors(),
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&CurrentWantedLevelDrop_Player);
break;
}
}
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// TODO? put somewhere else?
bool
IsPointWithinArbitraryArea(float px, float py, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)
{
if((px-x1)*(x2-x1) - (py-y1)*(y2-y1) < 0.0f) return false;
if((px-x2)*(x3-x2) - (py-y2)*(y3-y2) < 0.0f) return false;
if((px-x3)*(x4-x3) - (py-y3)*(y4-y3) < 0.0f) return false;
if((px-x4)*(x1-x4) - (py-y4)*(y1-y4) < 0.0f) return false;
return true;
}
void
CCullZones::UpdateAtBeachForAudio(void)
{
bAtBeachForAudio = IsPointWithinArbitraryArea(TheCamera.GetPosition().x, TheCamera.GetPosition().y,
400.0f, -1644.4f,
751.9f, 1267.8f,
971.9f, 1216.2f,
840.0f, -1744.0f);
}
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void
CCullZones::ForceCullZoneCoors(CVector coors)
{
}
int32
CCullZones::FindAttributesForCoors(CVector coors, int32 *wantedLevel)
{
int i;
int32 attribs;
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if (wantedLevel)
*wantedLevel = 0;
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attribs = 0;
for(i = 0; i < NumAttributeZones; i++)
if(coors.x >= aAttributeZones[i].minx && coors.x <= aAttributeZones[i].maxx &&
coors.y >= aAttributeZones[i].miny && coors.y <= aAttributeZones[i].maxy &&
coors.z >= aAttributeZones[i].minz && coors.z <= aAttributeZones[i].maxz){
attribs |= aAttributeZones[i].attributes;
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if(wantedLevel)
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*wantedLevel = Max(*wantedLevel, aAttributeZones[i].wantedLevel);
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}
return attribs;
}
CAttributeZone*
CCullZones::FindZoneWithStairsAttributeForPlayer(void)
{
int i;
CVector coors;
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coors = FindPlayerCoors();
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for(i = 0; i < NumAttributeZones; i++)
if(aAttributeZones[i].attributes & ATTRZONE_STAIRS &&
coors.x >= aAttributeZones[i].minx && coors.x <= aAttributeZones[i].maxx &&
coors.y >= aAttributeZones[i].miny && coors.y <= aAttributeZones[i].maxy &&
coors.z >= aAttributeZones[i].minz && coors.z <= aAttributeZones[i].maxz)
return &aAttributeZones[i];
return nil;
}
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void
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CCullZones::MarkSubwayAsInvisible(bool visible)
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{
int i, n;
CEntity *e;
CVehicle *v;
n = CPools::GetBuildingPool()->GetSize()-1;
for(i = n; i >= 0; i--){
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e = CPools::GetBuildingPool()->GetSlot(i);
if(e && e->bIsSubway)
e->bIsVisible = visible;
}
n = CPools::GetTreadablePool()->GetSize()-1;
for(i = n; i >= 0; i--){
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e = CPools::GetTreadablePool()->GetSlot(i);
if(e && e->bIsSubway)
e->bIsVisible = visible;
}
n = CPools::GetVehiclePool()->GetSize()-1;
for(i = n; i >= 0; i--){
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v = CPools::GetVehiclePool()->GetSlot(i);
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if(v && v->IsTrain() && ((CTrain*)v)->m_nTrackId != TRACK_ELTRAIN)
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v->bIsVisible = visible;
}
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}
void
CCullZones::AddCullZone(CVector const &position,
float minx, float maxx,
float miny, float maxy,
float minz, float maxz,
uint16 flag, int16 wantedLevel)
{
CAttributeZone *attrib;
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assert(NumAttributeZones < NUMATTRIBZONES);
attrib = &aAttributeZones[NumAttributeZones++];
attrib->minx = minx;
attrib->maxx = maxx;
attrib->miny = miny;
attrib->maxy = maxy;
attrib->minz = minz;
attrib->maxz = maxz;
attrib->attributes = flag;
attrib->wantedLevel = wantedLevel;
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}