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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 17:49:16 +01:00
Merge pull request #603 from Fire-Head/miami
Miami Water, Seagulls, Ships
This commit is contained in:
commit
ab7a21e017
@ -306,7 +306,7 @@ bool CGame::Initialise(const char* datFile)
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CWorld::Players[0].LoadPlayerSkin();
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TestModelIndices();
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LoadingScreen("Loading the Game", "Setup water", nil);
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CWaterLevel::Initialise("DATA\\WATER.DAT");
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WaterLevelInitialise("DATA\\WATER.DAT");
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TheConsole.Init();
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CDraw::SetFOV(120.0f);
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CDraw::ms_fLODDistance = 500.0f;
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@ -685,6 +685,13 @@ CGame::InitAfterFocusLoss()
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FrontEndMenuManager.m_bStartUpFrontEndRequested = true;
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}
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bool
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CGame::CanSeeWaterFromCurrArea(void)
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{
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return currArea == AREA_MAIN_MAP || currArea == AREA_MANSION
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|| currArea == AREA_HOTEL;
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}
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bool
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CGame::CanSeeOutSideFromCurrArea(void)
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{
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@ -62,6 +62,7 @@ public:
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static void InitAfterFocusLoss(void);
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static bool IsInInterior(void) { return currArea != AREA_MAIN_MAP; }
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static bool CanSeeWaterFromCurrArea(void);
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static bool CanSeeOutSideFromCurrArea(void);
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// NB: these do something on PS2
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@ -35,6 +35,7 @@
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#include "Streaming.h"
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#include "PathFind.h"
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#include "Wanted.h"
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#include "WaterLevel.h"
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#include "General.h"
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CPad Pads[MAX_PADS];
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@ -306,6 +307,21 @@ void PinkCarsCheat()
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gbBlackCars = false;
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gbPinkCars = true;
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}
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void NoSeaBedCheat(void)
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{
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CHud::SetHelpMessage(TheText.Get("CHEAT1"), true);
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CWaterLevel::m_bRenderSeaBed = !CWaterLevel::m_bRenderSeaBed;
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}
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void RenderWaterLayersCheat(void)
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{
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CHud::SetHelpMessage(TheText.Get("CHEAT1"), true);
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if ( ++CWaterLevel::m_nRenderWaterLayers > 5 )
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CWaterLevel::m_nRenderWaterLayers = 0;
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}
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//////////////////////////////////////////////////////////////////////////
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#ifdef KANGAROO_CHEAT
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@ -1051,6 +1067,16 @@ void CPad::AddToPCCheatString(char c)
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if (!_CHEATCMP("ODODRETSAMOTTNAWI"))
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AltDodoCheat();
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#endif
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#if !defined(PC_WATER) && defined(WATER_CHEATS)
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// SEABEDCHEAT
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if (!_CHEATCMP("TAEHCDEBAESON"))
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NoSeaBedCheat();
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// WATERLAYERSCHEAT
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if (!_CHEATCMP("TAEHCSREYALRETAW"))
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RenderWaterLayersCheat();
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#endif
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#undef _CHEATCMP
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}
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@ -10,6 +10,8 @@ enum eZoneAttribs
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ATTRZONE_NOTCULLZONE = 0x20,
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ATTRZONE_DOINEEDCOLLISION = 0x40,
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ATTRZONE_SUBWAYVISIBLE = 0x80,
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ATTRZONE_WATERFUDGE = 0x400,
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};
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struct CAttributeZone
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@ -53,6 +55,7 @@ public:
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static bool DoINeedToLoadCollision(void) { return (CurrentFlags_Player & ATTRZONE_DOINEEDCOLLISION) != 0; }
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static bool PlayerNoRain(void) { return (CurrentFlags_Player & ATTRZONE_NORAIN) != 0; }
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static bool CamNoRain(void) { return (CurrentFlags_Camera & ATTRZONE_NORAIN) != 0; }
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static bool WaterFudge(void) { return (CurrentFlags_Camera & ATTRZONE_WATERFUDGE) != 0; }
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static int32 GetWantedLevelDrop(void) { return CurrentWantedLevelDrop_Player; }
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//--MIAMI: TODO
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@ -205,6 +205,9 @@ enum Config {
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#define RELOADABLES // some debug menu options to reload TXD files
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#endif
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#define PC_WATER
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#define WATER_CHEATS
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// Particle
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#define PC_PARTICLE
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//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
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@ -821,7 +821,7 @@ RenderScene(void)
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CRenderer::RenderBoats();
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CRenderer::RenderFadingInUnderwaterEntities();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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// CWaterLevel::RenderTransparentWater();
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CWaterLevel::RenderTransparentWater();
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CRenderer::RenderFadingInEntities();
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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CWeather::RenderRainStreaks();
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@ -1008,6 +1008,9 @@ Idle(void *arg)
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#endif
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#ifdef TIMEBARS
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tbStartTimer(0, "CnstrRenderList");
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#endif
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#ifdef PC_WATER
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CWaterLevel::PreCalcWaterGeometry();
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#endif
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CRenderer::ConstructRenderList();
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#ifdef TIMEBARS
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@ -18000,8 +18000,9 @@ CPed::SetEnterCar_AllClear(CVehicle *car, uint32 doorNode, uint32 doorFlag)
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PedSetInCarCB(nil, this);
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bVehExitWillBeInstant = true;
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if (IsPlayer())
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CWaterLevel::AllocateBoatWakeArray();
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// TODO(Miami):
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//if (IsPlayer())
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// CWaterLevel::AllocateBoatWakeArray();
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} else {
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if (zDiff > 4.4f) {
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if (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)
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@ -18437,8 +18438,10 @@ CPed::SetExitBoat(CVehicle *boat)
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SetMoveState(PEDMOVE_STILL);
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m_vecMoveSpeed = boat->m_vecMoveSpeed;
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#endif
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// TODO(Miami):
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// Not there in VC.
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CWaterLevel::FreeBoatWakeArray();
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//CWaterLevel::FreeBoatWakeArray();
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}
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void
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@ -23,4 +23,7 @@ public:
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static void Init(void);
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static void AddOne(float x, float y, float z, float width, float length, float height, float angle);
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static void ProcessBeforeRendering(void);
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//TODO:
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static bool IsAABoxOccluded(CVector pos, float, float, float) { return false; }
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};
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File diff suppressed because it is too large
Load Diff
@ -2,8 +2,8 @@
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#define WATER_X_OFFSET (400.0f)
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#define WATER_BLOCK_SIZE LARGE_SECTOR_SIZE
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#define WATER_FINEBLOCK_SIZE HUGE_SECTOR_SIZE
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#define WATER_BLOCK_SECTORS MAX_LARGE_SECTORS
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#define WATER_FINEBLOCK_SECTORS MAX_SMALL_SECTORS
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#define WATER_Z_OFFSET (0.5f)
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#define MAX_SMALL_SECTORS 128
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@ -31,6 +31,14 @@
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#define WATER_SIGN_X(x) ( (x) - (WATER_WIDTH /2) )
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#define WATER_SIGN_Y(y) ( (y) - (WATER_HEIGHT/2) )
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// 64x64 Large blocks 64x64 each
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#define WATER_TO_BLOCK_X(x) ( WATER_UNSIGN_X(x) / WATER_BLOCK_SECTORS )
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#define WATER_TO_BLOCK_Y(x) ( WATER_UNSIGN_Y(x) / WATER_BLOCK_SECTORS )
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// 128x128 Small blocks 32x32 each
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#define WATER_TO_FINEBLOCK_X(x) ( WATER_UNSIGN_X(x) / WATER_FINEBLOCK_SECTORS )
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#define WATER_TO_FINEBLOCK_Y(x) ( WATER_UNSIGN_Y(x) / WATER_FINEBLOCK_SECTORS )
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// 32
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#define WATER_SMALL_X(x) ( WATER_UNSIGN_X(x) / MAX_SMALL_SECTORS )
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#define WATER_SMALL_Y(y) ( WATER_UNSIGN_Y(y) / MAX_SMALL_SECTORS )
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@ -63,39 +71,105 @@
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#define WATER_TO_EXTRAHUGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / EXTRAHUGE_SECTOR_SIZE )
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#define WATER_TO_EXTRAHUGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / EXTRAHUGE_SECTOR_SIZE )
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struct ColData
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{
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uint8 SurfaceType;
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uint8 PieceType;
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};
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#define MAX_BOAT_WAKES 8
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enum eBeachToy
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{
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BEACHTOY_0 = 0,
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BEACHTOY_BALL,
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BEACHTOY_2,
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BEACHTOY_3,
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BEACHTOY_4,
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BEACHTOY_LOUNGE = 5
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};
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extern RwRaster* gpWaterRaster;
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class CEntity;
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class CWaterLevel
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{
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public:
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static int32 ms_nNoOfWaterLevels;
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static float ms_aWaterZs[48];
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static CRect ms_aWaterRects[48];
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static uint8 aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
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static uint8 aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
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static uint8 aWaterBlockList[WATER_BLOCK_SECTORS][WATER_BLOCK_SECTORS]; // 64x64 Large blocks 64x64 each
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static uint8 aWaterFineBlockList[WATER_FINEBLOCK_SECTORS][WATER_FINEBLOCK_SECTORS]; // 128x128 Small blocks 32x32 each
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static bool WavesCalculatedThisFrame;
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static RpAtomic *ms_pWavyAtomic;
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static RpGeometry *apGeomArray[MAX_BOAT_WAKES];
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static int16 nGeomUsed;
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static bool RequireWavySector;
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static bool MaskCalculatedThisFrame;
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static CVector PreCalculatedMaskPosn;
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static bool m_bRenderSeaBed;
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static int32 m_nRenderWaterLayers;
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static RpAtomic *ms_pWavyAtomic;
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static RpAtomic *ms_pMaskAtomic;
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public:
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static void Initialise(Const char *pWaterDat);
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static void Shutdown();
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static void CreateWavyAtomic();
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static void DestroyWavyAtomic();
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static bool GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ);
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static bool GetWaterLevel(CVector coors, float *pfOutLevel, bool bDontCheckZ) { return GetWaterLevel(coors.x, coors.y, coors.z, pfOutLevel, bDontCheckZ); }
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static bool GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel);
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static float GetWaterWavesOnly(short x, short y); // unused
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static CVector GetWaterNormal(float fX, float fY);
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static void RenderWater();
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static void RenderOneFlatSmallWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatLargeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatHugeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneWavySector (float fX, float fY, float fZ, RwRGBA const &color, bool bUnk = false);
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static float CalcDistanceToWater(float fX, float fY);
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static void RenderAndEmptyRenderBuffer();
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static void AllocateBoatWakeArray();
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static void FreeBoatWakeArray();
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static void RenderTransparentWater(void);
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// unused
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static void RenderOneFlatSmallWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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// inlined
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static void RenderOneFlatLargeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatHugeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
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static void RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color);
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// inlined
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static void RenderOneWavySector (float fX, float fY, float fZ, RwRGBA const &color, bool bDontRender = false);
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// unused
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#ifdef PC_WATER
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static void RenderWavyMask(float fX, float fY, float fZ, float fSectorX, float fSectorY, float fCamPosX, float fCamPosY, float fCamDirX, float fCamDirY, RwRGBA const&color);
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#else
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static void RenderWavyMask(float fX, float fY, float fZ, float fSectorX, float fSectorY, int32 nCamDirX, int32 nCamDirY, RwRGBA const&color);
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#endif
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#ifdef PC_WATER
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static void PreCalcWaterGeometry(void);
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static bool PreCalcWavySector(RwRGBA const &color); //fucked up
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static bool PreCalcWavyMask(float fX, float fY, float fZ, float fSectorX, float fSectorY, float fCamPosX, float fCamPosY, float fCamDirX, float fCamDirY, RwRGBA const&color);
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#endif
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static void RenderBoatWakes(void);
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static void RenderWakeSegment(CVector2D &vecA, CVector2D &vecB, CVector2D &vecC, CVector2D &vecD, float &fSizeA, float &fSizeB, float &fAlphaA, float &fAlphaB, float &fWakeZ);
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// unused
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static void RenderOneSlopedUnderWaterPoly(float fX, float fY, float fZ, RwRGBA const&color); // UNUSED
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static void RenderOneFlatSmallWaterPolyBlended(float fX, float fY, float fZ, float fCamX, float fCamY, RwRGBA const &color, RwRGBA const &colorTrans, float fDrawDist);
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static float CalcDistanceToWater(float fX, float fY);
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static void RenderAndEmptyRenderBuffer();
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static bool GetGroundLevel(CVector const &vecPosn, float *pfOutLevel, ColData *pData, float fDistance);
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// unused
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static bool IsLocationOutOfWorldBounds_WS(CVector const &vecPosn, int nOffset);
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// unused
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static bool GetGroundLevel_WS(CVector const & vecPosn, float *pfOutLevel, ColData *pData, float fDistance);
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static bool GetWaterDepth(CVector const &vecPosn, float *pfDepth, float *pfLevelNoWaves, float *pfGroundLevel);
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static void RenderSeaBirds();
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static void RenderShipsOnHorizon();
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static void HandleSeaLifeForms();
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static void HandleBeachToysStuff(void);
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static CEntity *CreateBeachToy(CVector const &vec, eBeachToy beachtoy);
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};
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extern void WaterLevelInitialise(Const char *datFile);
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@ -27,12 +27,12 @@
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float fShapeLength = 0.4f;
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float fShapeTime = 0.05f;
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float fRangeMult = 0.75f; //0.6f; // 0.75f gta 3
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float fRangeMult = 0.6f;
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float fTimeMult;
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float MAX_WAKE_LENGTH = 50.0f;
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float MIN_WAKE_INTERVAL = 1.0f;
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float WAKE_LIFETIME = 400.0f;
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float CBoat::MAX_WAKE_LENGTH = 50.0f;
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float CBoat::MIN_WAKE_INTERVAL = 2.0f;
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float CBoat::WAKE_LIFETIME = 150.0f;
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CBoat *CBoat::apFrameWakeGeneratingBoats[4];
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@ -45,6 +45,10 @@ public:
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CVector2D m_avec2dWakePoints[32];
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float m_afWakePointLifeTime[32];
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static float MAX_WAKE_LENGTH;
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static float MIN_WAKE_INTERVAL;
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static float WAKE_LIFETIME;
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CBoat(int, uint8);
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virtual void SetModelIndex(uint32 id);
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@ -75,8 +79,4 @@ public:
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#endif
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static const uint32 nSaveStructSize;
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};
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extern float MAX_WAKE_LENGTH;
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extern float MIN_WAKE_INTERVAL;
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extern float WAKE_LIFETIME;
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};
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