mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-28 02:31:48 +01:00
150 lines
3.6 KiB
C++
150 lines
3.6 KiB
C++
#include "common.h"
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#include "Building.h"
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#include "Treadable.h"
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#include "Train.h"
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#include "Pools.h"
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#include "Timer.h"
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#include "Camera.h"
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#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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int32 CCullZones::NumAttributeZones;
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CAttributeZone CCullZones::aAttributeZones[NUMATTRIBZONES];
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int32 CCullZones::CurrentWantedLevelDrop_Player;
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int32 CCullZones::CurrentFlags_Camera;
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int32 CCullZones::CurrentFlags_Player;
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bool CCullZones::bCurrentSubwayIsInvisible;
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void
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CCullZones::Init(void)
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{
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NumAttributeZones = 0;
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CurrentWantedLevelDrop_Player = 0;
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CurrentFlags_Camera = 0;
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CurrentFlags_Player = 0;
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bCurrentSubwayIsInvisible = false;
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}
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void
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CCullZones::Update(void)
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{
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bool invisible;
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switch(CTimer::GetFrameCounter() & 7){
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case 0:
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case 4:
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break;
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case 2:
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/* Update camera attributes */
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CurrentFlags_Camera = FindAttributesForCoors(TheCamera.GetGameCamPosition(), nil);
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invisible = (CurrentFlags_Camera & ATTRZONE_SUBWAYVISIBLE) == 0;
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if(invisible != bCurrentSubwayIsInvisible){
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MarkSubwayAsInvisible(!invisible);
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bCurrentSubwayIsInvisible = invisible;
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}
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break;
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case 6:
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/* Update player attributes */
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CurrentFlags_Player = FindAttributesForCoors(FindPlayerCoors(),
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&CurrentWantedLevelDrop_Player);
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break;
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}
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}
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void
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CCullZones::ForceCullZoneCoors(CVector coors)
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{
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}
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int32
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CCullZones::FindAttributesForCoors(CVector coors, int32 *wantedLevel)
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{
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int i;
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int32 attribs;
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if (wantedLevel)
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*wantedLevel = 0;
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attribs = 0;
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for(i = 0; i < NumAttributeZones; i++)
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if(coors.x >= aAttributeZones[i].minx && coors.x <= aAttributeZones[i].maxx &&
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coors.y >= aAttributeZones[i].miny && coors.y <= aAttributeZones[i].maxy &&
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coors.z >= aAttributeZones[i].minz && coors.z <= aAttributeZones[i].maxz){
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attribs |= aAttributeZones[i].attributes;
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if(wantedLevel)
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*wantedLevel = Max(*wantedLevel, aAttributeZones[i].wantedLevel);
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}
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return attribs;
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}
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CAttributeZone*
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CCullZones::FindZoneWithStairsAttributeForPlayer(void)
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{
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int i;
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CVector coors;
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coors = FindPlayerCoors();
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for(i = 0; i < NumAttributeZones; i++)
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if(aAttributeZones[i].attributes & ATTRZONE_STAIRS &&
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coors.x >= aAttributeZones[i].minx && coors.x <= aAttributeZones[i].maxx &&
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coors.y >= aAttributeZones[i].miny && coors.y <= aAttributeZones[i].maxy &&
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coors.z >= aAttributeZones[i].minz && coors.z <= aAttributeZones[i].maxz)
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return &aAttributeZones[i];
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return nil;
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}
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void
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CCullZones::MarkSubwayAsInvisible(bool visible)
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{
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int i, n;
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CEntity *e;
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CVehicle *v;
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n = CPools::GetBuildingPool()->GetSize()-1;
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for(i = n; i >= 0; i--){
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e = CPools::GetBuildingPool()->GetSlot(i);
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if(e && e->bIsSubway)
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e->bIsVisible = visible;
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}
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n = CPools::GetTreadablePool()->GetSize()-1;
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for(i = n; i >= 0; i--){
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e = CPools::GetTreadablePool()->GetSlot(i);
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if(e && e->bIsSubway)
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e->bIsVisible = visible;
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}
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n = CPools::GetVehiclePool()->GetSize()-1;
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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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}
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}
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void
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CCullZones::AddCullZone(CVector const &position,
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float minx, float maxx,
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float miny, float maxy,
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float minz, float maxz,
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uint16 flag, int16 wantedLevel)
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{
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CAttributeZone *attrib;
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assert(NumAttributeZones < NUMATTRIBZONES);
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attrib = &aAttributeZones[NumAttributeZones++];
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attrib->minx = minx;
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attrib->maxx = maxx;
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attrib->miny = miny;
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attrib->maxy = maxy;
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attrib->minz = minz;
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attrib->maxz = maxz;
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attrib->attributes = flag;
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attrib->wantedLevel = wantedLevel;
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}
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