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-rw-r--r--src/core/common.h1
-rw-r--r--src/render/Particle.h4
-rw-r--r--src/render/RenderBuffer.cpp10
-rw-r--r--src/render/RenderBuffer.h8
-rw-r--r--src/render/WaterLevel.cpp1254
-rw-r--r--src/render/WaterLevel.h91
-rw-r--r--src/vehicles/Boat.cpp61
-rw-r--r--src/vehicles/Boat.h46
8 files changed, 1463 insertions, 12 deletions
diff --git a/src/core/common.h b/src/core/common.h
index e5702a2f..4b7bcb0a 100644
--- a/src/core/common.h
+++ b/src/core/common.h
@@ -139,6 +139,7 @@ inline float sq(float x) { return x*x; }
#define SQR(x) ((x) * (x))
#define PI M_PI
+#define TWOPI PI*2
#define DEGTORAD(x) ((x) * PI / 180.0f)
#define RADTODEG(x) ((x) * 180.0f / PI)
diff --git a/src/render/Particle.h b/src/render/Particle.h
index 25677569..eaacf2f5 100644
--- a/src/render/Particle.h
+++ b/src/render/Particle.h
@@ -6,13 +6,13 @@ class CEntity;
class CParticle
{
+public:
enum
{
RAND_TABLE_SIZE = 20,
SIN_COS_TABLE_SIZE = 1024
};
-
-public:
+
CVector m_vecPosition;
CVector m_vecVelocity;
CVector m_vecScreenPosition;
diff --git a/src/render/RenderBuffer.cpp b/src/render/RenderBuffer.cpp
index 9a1ed58d..1b91156e 100644
--- a/src/render/RenderBuffer.cpp
+++ b/src/render/RenderBuffer.cpp
@@ -5,7 +5,7 @@
int32 &TempBufferVerticesStored = *(int32*)0x8F5F78;
int32 &TempBufferIndicesStored = *(int32*)0x8F1A4C;
-RwIm3DVertex *TempVertexBuffer = (RwIm3DVertex*)0x862330;
+RwIm3DVertex *TempBufferRenderVertices = (RwIm3DVertex*)0x862330;
RwImVertexIndex *TempBufferRenderIndexList = (RwImVertexIndex*)0x846288;
int RenderBuffer::VerticesToBeStored;
@@ -21,12 +21,12 @@ RenderBuffer::ClearRenderBuffer(void)
void
RenderBuffer::StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart)
{
- if(TempBufferIndicesStored + numIndices >= 1024)
+ if(TempBufferIndicesStored + numIndices >= TEMPBUFFERINDEXSIZE)
RenderStuffInBuffer();
- if(TempBufferVerticesStored + numVertices >= 256)
+ if(TempBufferVerticesStored + numVertices >= TEMPBUFFERVERTSIZE)
RenderStuffInBuffer();
*indexStart = &TempBufferRenderIndexList[TempBufferIndicesStored];
- *vertexStart = &TempVertexBuffer[TempBufferVerticesStored];
+ *vertexStart = &TempBufferRenderVertices[TempBufferVerticesStored];
IndicesToBeStored = numIndices;
VerticesToBeStored = numVertices;
}
@@ -44,7 +44,7 @@ RenderBuffer::StopStoring(void)
void
RenderBuffer::RenderStuffInBuffer(void)
{
- if(TempBufferVerticesStored && RwIm3DTransform(TempVertexBuffer, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
+ if(TempBufferVerticesStored && RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
RwIm3DEnd();
}
diff --git a/src/render/RenderBuffer.h b/src/render/RenderBuffer.h
index 66baa2d0..28bfe157 100644
--- a/src/render/RenderBuffer.h
+++ b/src/render/RenderBuffer.h
@@ -8,3 +8,11 @@ public:
static void StopStoring(void);
static void RenderStuffInBuffer(void);
};
+
+#define TEMPBUFFERVERTSIZE 256
+#define TEMPBUFFERINDEXSIZE 1024
+
+extern int32 &TempBufferVerticesStored;
+extern int32 &TempBufferIndicesStored;
+extern RwIm3DVertex *TempBufferRenderVertices;
+extern RwImVertexIndex *TempBufferRenderIndexList; \ No newline at end of file
diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp
index 866847b3..d5138b28 100644
--- a/src/render/WaterLevel.cpp
+++ b/src/render/WaterLevel.cpp
@@ -1,5 +1,1255 @@
#include "common.h"
-#include "patcher.h"
+#include "FileMgr.h"
+#include "TxdStore.h"
+#include "Timer.h"
+#include "Weather.h"
+#include "Camera.h"
+#include "Vehicle.h"
+#include "Boat.h"
+#include "World.h"
+#include "General.h"
+#include "TimeCycle.h"
+#include "ZoneCull.h"
+#include "Clock.h"
+#include "Particle.h"
+#include "ParticleMgr.h"
+#include "RwHelper.h"
+#include "Streaming.h"
+#include "CdStream.h"
+#include "Pad.h"
+#include "RenderBuffer.h"
+#include <rpworld.h>
#include "WaterLevel.h"
+#include "patcher.h"
+
+float TEXTURE_ADDU;
+float TEXTURE_ADDV;
+
+int32 CWaterLevel::ms_nNoOfWaterLevels;
+float CWaterLevel::ms_aWaterZs[48];
+CRect CWaterLevel::ms_aWaterRects[48];
+uint8 CWaterLevel::aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
+uint8 CWaterLevel::aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
+bool CWaterLevel::WavesCalculatedThisFrame;
+RpAtomic *CWaterLevel::ms_pWavyAtomic;
+RpGeometry *CWaterLevel::apGeomArray[8];
+int16 CWaterLevel::nGeomUsed;
+
+//RwTexture *gpWaterTex;
+//RwRaster *gpWaterRaster;
+
+RwTexture *&gpWaterTex = *(RwTexture **)0x64D070;
+RwRaster *&gpWaterRaster = *(RwRaster **)0x8F5FD4;
+
+
+const float fAdd1 = 180.0f;
+const float fAdd2 = 80.0f;
+const float fRedMult = 0.6f;
+const float fGreenMult = 1.0f;
+const float fBlueMult = 1.4f;
+
+
+
+void
+CWaterLevel::Initialise(char *pWaterDat)
+{
+ ms_nNoOfWaterLevels = 0;
+
+ int32 hFile = -1;
+
+ do
+ {
+ hFile = CFileMgr::OpenFile("DATA\\waterpro.dat", "rb");
+ }
+ while ( hFile < 0 );
+
+ if ( hFile > 0 )
+ {
+ if ( hFile >= 0 )
+ {
+ CFileMgr::Read(hFile, (char *)&ms_nNoOfWaterLevels, sizeof(ms_nNoOfWaterLevels));
+ CFileMgr::Read(hFile, (char *)ms_aWaterZs, sizeof(ms_aWaterZs));
+ CFileMgr::Read(hFile, (char *)ms_aWaterRects, sizeof(ms_aWaterRects));
+ CFileMgr::Read(hFile, (char *)aWaterBlockList, sizeof(aWaterBlockList));
+ CFileMgr::Read(hFile, (char *)aWaterFineBlockList, sizeof(aWaterFineBlockList));
+ }
+
+ CFileMgr::CloseFile(hFile);
+ }
+
+ CTxdStore::PushCurrentTxd();
+
+ int32 slot = CTxdStore::FindTxdSlot("particle");
+ CTxdStore::SetCurrentTxd(slot);
+
+ if ( gpWaterTex == NULL )
+ gpWaterTex = RwTextureRead("water_old", NULL);
+ gpWaterRaster = RwTextureGetRaster(gpWaterTex);
+
+ CTxdStore::PopCurrentTxd();
+
+ CreateWavyAtomic();
+ FreeBoatWakeArray();
+
+ printf("Done Initing waterlevels\n");
+}
+
+void
+CWaterLevel::Shutdown()
+{
+ FreeBoatWakeArray();
+ DestroyWavyAtomic();
+
+ if ( gpWaterTex != NULL )
+ {
+ RwTextureDestroy(gpWaterTex);
+ gpWaterTex = NULL;
+ }
+}
+
+void
+CWaterLevel::CreateWavyAtomic()
+{
+ RpGeometry *wavyGeometry;
+ RpMaterial *wavyMaterial;
+ RpTriangle *wavyTriangles;
+ RpMorphTarget *wavyMorphTarget;
+ RwSphere boundingSphere;
+ RwV3d *wavyVert;
+
+ RwFrame *wavyFrame;
+
+ {
+ wavyGeometry = RpGeometryCreate(9*9, 8*8*2, rpGEOMETRYTRISTRIP
+ |rpGEOMETRYTEXTURED
+ |rpGEOMETRYPRELIT
+ |rpGEOMETRYMODULATEMATERIALCOLOR);
+
+ ASSERT(wavyGeometry != NULL);
+
+ }
+
+ {
+ wavyMaterial = RpMaterialCreate();
+
+ ASSERT(wavyMaterial != NULL);
+ ASSERT(gpWaterTex != NULL);
+
+ RpMaterialSetTexture(wavyMaterial, gpWaterTex);
+ }
+
+ {
+ wavyTriangles = RpGeometryGetTriangles(wavyGeometry);
+
+ ASSERT(wavyTriangles != NULL);
+ /*
+ [B] [C]
+ ***********
+ * * *
+ * * *
+ * * *
+ * * *
+ ***********
+ [A] [D]
+ */
+
+ for ( int32 i = 0; i < 8; i++ )
+ {
+ for ( int32 j = 0; j < 8; j++ )
+ {
+ RpGeometryTriangleSetVertexIndices(wavyGeometry,
+ &wavyTriangles[2 * 8*i + 2*j + 0], /*A*/9*i+j+0, /*B*/9*i+j+1, /*C*/9*i+j+9+1);
+
+ RpGeometryTriangleSetVertexIndices(wavyGeometry,
+ &wavyTriangles[2 * 8*i + 2*j + 1], /*A*/9*i+j+0, /*C*/9*i+j+9+1, /*D*/9*i+j+9 );
+
+ RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 0], wavyMaterial);
+ RpGeometryTriangleSetMaterial(wavyGeometry, &wavyTriangles[2 * 8*i + 2*j + 1], wavyMaterial);
+ }
+ }
+ }
+
+
+ {
+ wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0);
+ wavyVert = RpMorphTargetGetVertices(wavyMorphTarget);
+
+ ASSERT(wavyMorphTarget != NULL);
+ ASSERT(wavyVert != NULL);
+
+ for ( int32 i = 0; i < 9; i++ )
+ {
+ for ( int32 j = 0; j < 9; j++ )
+ {
+ wavyVert[9*i+j].x = (float)i * 4.0f;
+ wavyVert[9*i+j].y = (float)j * 4.0f;
+ wavyVert[9*i+j].z = 0.0f;
+ }
+ }
+
+ RpMorphTargetCalcBoundingSphere(wavyMorphTarget, &boundingSphere);
+ RpMorphTargetSetBoundingSphere(wavyMorphTarget, &boundingSphere);
+ RpGeometryUnlock(wavyGeometry);
+ }
+
+
+ {
+ wavyFrame = RwFrameCreate();
+ ASSERT( wavyFrame != NULL );
+
+ ms_pWavyAtomic = RpAtomicCreate();
+ ASSERT( ms_pWavyAtomic != NULL );
+
+ RpAtomicSetGeometry(ms_pWavyAtomic, wavyGeometry, 0);
+ RpAtomicSetFrame(ms_pWavyAtomic, wavyFrame);
+ RpMaterialDestroy(wavyMaterial);
+ RpGeometryDestroy(wavyGeometry);
+ }
+}
+
+void
+CWaterLevel::DestroyWavyAtomic()
+{
+ RwFrame *frame;
+
+ frame = RpAtomicGetFrame(ms_pWavyAtomic);
+
+ RpAtomicDestroy(ms_pWavyAtomic);
+
+ RwFrameDestroy(frame);
+}
+
+bool
+CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ)
+{
+ int32 x = WATER_HUGE_X(fX);
+ int32 y = WATER_HUGE_Y(fY);
+
+ ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
+ ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE );
+
+ uint8 nBlock = aWaterFineBlockList[x][y];
+
+ if ( nBlock == 128 )
+ return false;
+
+ ASSERT( pfOutLevel != NULL );
+ *pfOutLevel = ms_aWaterZs[nBlock];
+
+ float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
+
+ float fWave = sin
+ (
+ /*( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC
+ (float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) )
+ * (TWOPI / MAX_HUGE_SECTORS ) + fAngle
+ );
+
+ float fWindFactor = CWeather::Wind * 0.7f + 0.3f;
+
+ *pfOutLevel += fWave * fWindFactor;
+
+ if ( bDontCheckZ == false && (*pfOutLevel - fZ) > 3.0f )
+ {
+ *pfOutLevel = 0.0f;
+ return false;
+ }
+
+ return true;
+}
+
+bool
+CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel)
+{
+ int32 x = WATER_HUGE_X(fX);
+ int32 y = WATER_HUGE_Y(fY);
+
+ ASSERT( x >= 0 && x < HUGE_SECTOR_SIZE );
+ ASSERT( y >= 0 && y < HUGE_SECTOR_SIZE );
+
+ uint8 nBlock = aWaterFineBlockList[x][y];
+
+ if ( nBlock == 128 )
+ return false;
+
+ ASSERT( pfOutLevel != NULL );
+ *pfOutLevel = ms_aWaterZs[nBlock];
+
+ return true;
+}
+
+inline float
+_GetWaterDrawDist()
+{
+ // if z less then 15.0f return 1200.0f
+ if ( TheCamera.GetPosition().z < 15.0f )
+ return 1200.0f;
+
+ // if z greater then 60.0f return 2000.0f;
+ if ( TheCamera.GetPosition().z > 60.0f )
+ return 2000.0f;
+
+ return (TheCamera.GetPosition().z + -15.0f) * 800.0f / 45.0f + 1200.0f;
+}
+
+inline float
+_GetWavyDrawDist()
+{
+ if ( FindPlayerVehicle() && FindPlayerVehicle()->IsBoat() )
+ return 120.0f;
+ else
+ return 70.0f;
+}
+
+inline void
+_GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool *bUseCamEndX)
+{
+ if ( TheCamera.GetForward().z > -0.8f )
+ {
+ if ( fabsf(TheCamera.GetForward().x) > fabsf(TheCamera.GetForward().y) )
+ {
+ if ( TheCamera.GetForward().x > 0.0f )
+ *bUseCamStartX = true;
+ else
+ *bUseCamEndX = true;
+ }
+ else
+ {
+ if ( TheCamera.GetForward().y > 0.0f )
+ *bUseCamStartY = true;
+ else
+ *bUseCamEndY = true;
+ }
+ }
+}
+
+float
+SectorRadius(float fSize)
+{
+ return sqrtf(powf(fSize, 2) + powf(fSize, 2));
+}
+
+void
+CWaterLevel::RenderWater()
+{
+ bool bUseCamEndX = false;
+ bool bUseCamStartY = false;
+
+ bool bUseCamStartX = false;
+ bool bUseCamEndY = false;
+
+ float fWavySectorMaxRenderDist = _GetWavyDrawDist();
+ float fWavySectorMaxRenderDistSqr = SQR(fWavySectorMaxRenderDist);
+
+ _GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX);
+
+ float fHugeSectorMaxRenderDist = _GetWaterDrawDist();
+ float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist);
+
+ float windAddUV = CWeather::Wind * 0.0015f + 0.0005f;
+
+
+ if ( !CTimer::GetIsPaused() )
+ {
+ TEXTURE_ADDU += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
+ TEXTURE_ADDV += CGeneral::GetRandomNumberInRange(-0.0005f, 0.0005f) + windAddUV;
+ }
+
+ if ( TEXTURE_ADDU >= 1.0f )
+ TEXTURE_ADDU = 0.0f;
+ if ( TEXTURE_ADDV >= 1.0f )
+ TEXTURE_ADDV = 0.0f;
+
+ WavesCalculatedThisFrame = false;
+
+ RwRGBA color = { 0, 0, 0, 255 };
+
+ color.red = uint32((CTimeCycle::GetDirectionalRed() * 0.5f + CTimeCycle::GetAmbientRed() ) * 255.0f);
+ color.green = uint32((CTimeCycle::GetDirectionalGreen() * 0.5f + CTimeCycle::GetAmbientGreen()) * 255.0f);
+ color.blue = uint32((CTimeCycle::GetDirectionalBlue() * 0.5f + CTimeCycle::GetAmbientBlue() ) * 255.0f);
+
+ TempBufferVerticesStored = 0;
+ TempBufferIndicesStored = 0;
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster);
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
+
+ CVector2D camPos
+ (
+ TheCamera.GetPosition().x,
+ TheCamera.GetPosition().y
+ );
+
+ int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist);
+ int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist) + 1;
+ int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist);
+ int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1;
+
+ if ( bUseCamStartX )
+ nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x);
+ if ( bUseCamEndX )
+ nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x);
+ if ( bUseCamStartY )
+ nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
+ if ( bUseCamEndY )
+ nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
+
+ nStartX = clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
+ nEndX = clamp(nEndX, 0, MAX_HUGE_SECTORS - 1);
+ nStartY = clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
+ nEndY = clamp(nEndY, 0, MAX_HUGE_SECTORS - 1);
+
+ for ( int32 x = nStartX; x <= nEndX; x++ )
+ {
+ for ( int32 y = nStartY; y <= nEndY; y++ )
+ {
+ if ( !(aWaterBlockList[2*x+0][2*y+0] & 128)
+ || !(aWaterBlockList[2*x+1][2*y+0] & 128)
+ || !(aWaterBlockList[2*x+0][2*y+1] & 128)
+ || !(aWaterBlockList[2*x+1][2*y+1] & 128) )
+ {
+ float fX = WATER_FROM_HUGE_SECTOR_X(x);
+ float fY = WATER_FROM_HUGE_SECTOR_Y(y);
+
+ CVector2D vecHugeSectorCentre
+ (
+ fX + HUGE_SECTOR_SIZE/2,
+ fY + HUGE_SECTOR_SIZE/2
+ );
+
+ float fHugeSectorDistToCamSqr = (camPos - vecHugeSectorCentre).MagnitudeSqr();
+
+ if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
+ {
+ if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE),
+ &CMatrix(TheCamera.GetCameraMatrix())) )
+ {
+ if ( fHugeSectorDistToCamSqr >= SQR(500.0f) /*fHugeSectorNearDist*/ )
+ {
+ float fZ;
+
+ if ( !(aWaterBlockList[2*x+0][2*y+0] & 128) )
+ fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+0] ];
+
+ if ( !(aWaterBlockList[2*x+1][2*y+0] & 128) )
+ fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+0] ];
+
+ if ( !(aWaterBlockList[2*x+0][2*y+1] & 128) )
+ fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+1] ];
+
+ if ( !(aWaterBlockList[2*x+1][2*y+1] & 128) )
+ fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+1] ];
+
+ RenderOneFlatHugeWaterPoly(fX, fY, fZ, color);
+ }
+ else
+ {
+ for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ )
+ {
+ for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ )
+ {
+ if ( !(aWaterBlockList[x2][y2] & 128) )
+ {
+ float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2);
+ float fLargeY = WATER_FROM_LARGE_SECTOR_Y(y2);
+
+ CVector2D vecLargeSectorCentre
+ (
+ fLargeX + LARGE_SECTOR_SIZE/2,
+ fLargeY + LARGE_SECTOR_SIZE/2
+ );
+
+ float fLargeSectorDistToCamSqr = (camPos - vecLargeSectorCentre).MagnitudeSqr();
+
+ if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
+ {
+ if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), //90.879997f,
+ &CMatrix(TheCamera.GetCameraMatrix())) )
+ {
+ // Render four small(32x32) sectors, or one large(64x64).
+
+ //
+ // [N]
+ // ---------
+ // |0x1|1x1|
+ // [W] --------- [E]
+ // |0x0|1x0|
+ // ---------
+ // [S]
+ //
+
+ if ( fLargeSectorDistToCamSqr < SQR(176.0f) )
+ {
+ float fZ;
+
+ // WS
+ if ( !(aWaterFineBlockList[2*x2+0][2*y2+0] & 128) )
+ {
+ float fSmallX = fLargeX;
+ float fSmallY = fLargeY;
+
+ CVector2D vecSmallSectorCentre
+ (
+ fSmallX + SMALL_SECTOR_SIZE/2,
+ fSmallY + SMALL_SECTOR_SIZE/2
+ );
+
+ float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
+ fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+0] ];
+
+ if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
+ RenderOneWavySector(fSmallX, fSmallY, fZ, color);
+ else
+ RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
+ }
+
+ // SE
+ if ( !(aWaterFineBlockList[2*x2+1][2*y2+0] & 128) )
+ {
+ float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2);
+ float fSmallY = fLargeY;
+
+ CVector2D vecSmallSectorCentre
+ (
+ fSmallX + SMALL_SECTOR_SIZE/2,
+ fSmallY + SMALL_SECTOR_SIZE/2
+ );
+
+ float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
+ fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+0] ];
+
+ if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
+ RenderOneWavySector(fSmallX, fSmallY, fZ, color);
+ else
+ RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
+ }
+
+ // WN
+ if ( !(aWaterFineBlockList[2*x2+0][2*y2+1] & 128) )
+ {
+ float fSmallX = fLargeX;
+ float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2);
+
+ CVector2D vecSmallSectorCentre
+ (
+ fSmallX + SMALL_SECTOR_SIZE/2,
+ fSmallY + SMALL_SECTOR_SIZE/2
+ );
+
+ float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
+ fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+1] ];
+
+ if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
+ RenderOneWavySector(fSmallX, fSmallY, fZ, color);
+ else
+ RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
+ }
+
+ //NE
+ if ( !(aWaterFineBlockList[2*x2+1][2*y2+1] & 128) )
+ {
+ float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2);
+ float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2);
+
+ CVector2D vecSmallSectorCentre
+ (
+ fSmallX + SMALL_SECTOR_SIZE/2,
+ fSmallY + SMALL_SECTOR_SIZE/2
+ );
+
+ float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
+ fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+1] ];
+
+ if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
+ RenderOneWavySector(fSmallX, fSmallY, fZ, color);
+ else
+ RenderOneFlatSmallWaterPoly(fSmallX, fSmallY, fZ, color);
+ }
+ }
+ else
+ {
+ float fZ;
+
+ fZ = ms_aWaterZs[ aWaterBlockList[x2][y2] ];
+
+ RenderOneFlatLargeWaterPoly(fLargeX, fLargeY, fZ, color);
+ }
+ } // if ( TheCamera.IsSphereVisible
+ } // if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
+ } // if ( !(aWaterBlockList[x2][y2] & 128) )
+ } // for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ )
+ } // for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ )
+ //
+
+ }
+ }
+ }
+ }
+ }
+ }
+
+ /*
+ ----------- ---------------------- ----------------------
+ | [N] | | [ EndY ] | | [ top ] |
+ | | | | | |
+ |[W] [0] [E]| |[StartX] [] [ EndX ]| |[ left ] [] [ right]|
+ | | | | | |
+ | [S] | | [StartY] | | [bottom] |
+ ----------- ---------------------- ----------------------
+
+
+ [S] [StartY] [bottom]
+ [N] [EndY] [top]
+ [W] [StartX] [left]
+ [E] [EndX] [right]
+
+ [S] -> [N] && [W] -> [E]
+ bottom -> top && left -> right
+ */
+
+ if ( !bUseCamStartY )
+ {
+ for ( int32 x = 0; x < 26; x++ )
+ {
+ for ( int32 y = 0; y < 5; y++ )
+ {
+ float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
+ float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
+
+ CVector2D vecExtraHugeSectorCentre
+ (
+ fX + EXTRAHUGE_SECTOR_SIZE/2,
+ fY + EXTRAHUGE_SECTOR_SIZE/2
+ );
+
+ float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
+
+ if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
+ {
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
+ &CMatrix(TheCamera.GetCameraMatrix())) )
+ {
+ RenderOneFlatExtraHugeWaterPoly(
+ vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
+ vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
+ 0.0f,
+ color);
+ }
+ }
+ }
+ }
+ }
+
+ for ( int32 y = 5; y < 21; y++ )
+ {
+ for ( int32 x = 0; x < 5; x++ )
+ {
+ float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
+ float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
+ float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
+
+ if ( !bUseCamStartX )
+ {
+ CVector2D vecExtraHugeSectorCentre
+ (
+ fX + EXTRAHUGE_SECTOR_SIZE/2,
+ fY + EXTRAHUGE_SECTOR_SIZE/2
+ );
+
+ float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
+
+ if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
+ {
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
+ &CMatrix(TheCamera.GetCameraMatrix())) )
+ {
+ RenderOneFlatExtraHugeWaterPoly(
+ vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
+ vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
+ 0.0f,
+ color);
+ }
+ }
+ }
+
+ if ( !bUseCamEndX )
+ {
+ CVector2D vecExtraHugeSectorCentre
+ (
+ -(fX2 + EXTRAHUGE_SECTOR_SIZE/2),
+ fY + EXTRAHUGE_SECTOR_SIZE/2
+ );
+
+ float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
+
+ if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
+ {
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
+ &CMatrix(TheCamera.GetCameraMatrix())) )
+ {
+ RenderOneFlatExtraHugeWaterPoly(
+ vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
+ vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
+ 0.0f,
+ color);
+ }
+ }
+ }
+ }
+ }
+
+ RenderAndEmptyRenderBuffer();
+
+ CVector cur_pos = TheCamera.GetPosition();
+
+ if ( !CCullZones::CamNoRain()
+ && !CCullZones::PlayerNoRain()
+ && CWeather::NewWeatherType == WEATHER_SUNNY
+ && CClock::GetHours() > 6 && CClock::GetHours() < 20
+ && WavesCalculatedThisFrame)
+ {
+ static CVector prev_pos(0.0f, 0.0f, 0.0f);
+ static CVector prev_front(0.0f, 0.0f, 0.0f);
+ static int32 timecounter;
+
+ if ( fabs(prev_pos.x - cur_pos.x) + fabs(prev_pos.y - cur_pos.y) + fabs(prev_pos.z - cur_pos.z) > 1.5f )
+ {
+ prev_pos = cur_pos;
+ timecounter = CTimer::GetTimeInMilliseconds();
+ }
+ else if ( CTimer::GetTimeInMilliseconds() - timecounter > 5000 )
+ {
+ static int32 birdgenTime = 0;
+
+ if ( CTimer::GetTimeInMilliseconds() - birdgenTime > 1000 )
+ {
+ birdgenTime = CTimer::GetTimeInMilliseconds();
+
+ CVector vecPos = cur_pos;
+
+ float fAngle = CGeneral::GetRandomNumberInRange(90.0f, 150.0f);
+
+ int32 nSinCosIdx = CGeneral::GetRandomNumber() % CParticle::SIN_COS_TABLE_SIZE-1;
+
+ float fCos = CParticle::m_CosTable[nSinCosIdx];
+ float fSin = CParticle::m_SinTable[nSinCosIdx];
+
+ vecPos.x += (fCos - fSin) * fAngle;
+ vecPos.y += (fSin + fCos) * fAngle;
+ vecPos.z += CGeneral::GetRandomNumberInRange(10.0f, 30.0f);
+
+ CVector vecDir(CGeneral::GetRandomNumberInRange(-1.0f, 1.0f),
+ CGeneral::GetRandomNumberInRange(-1.0f, 1.0f),
+ 0.0f);
+
+ CParticle::AddParticle(PARTICLE_BIRD_FRONT, vecPos, vecDir);
+ }
+ }
+ }
+
+ DefinedState();
+}
+
+void
+CWaterLevel::RenderOneFlatSmallWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
+{
+ if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
+ RenderAndEmptyRenderBuffer();
+
+ int32 vidx = TempBufferVerticesStored;
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, color.alpha);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + SMALL_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 1.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, color.alpha);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + SMALL_SECTOR_SIZE, fY + SMALL_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 1.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 1.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, color.alpha);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + SMALL_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 1.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, color.alpha);
+
+
+ int32 iidx = TempBufferIndicesStored;
+
+ TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
+
+ TempBufferVerticesStored += 4;
+ TempBufferIndicesStored += 6;
+}
+
+void
+CWaterLevel::RenderOneFlatLargeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
+{
+ if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
+ RenderAndEmptyRenderBuffer();
+
+ int32 vidx = TempBufferVerticesStored;
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, color.alpha);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + LARGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 2.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, color.alpha);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + LARGE_SECTOR_SIZE, fY + LARGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 2.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 2.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, color.alpha);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + LARGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 2.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, color.alpha);
+
+
+ int32 iidx = TempBufferIndicesStored;
+
+ TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
+
+ TempBufferVerticesStored += 4;
+ TempBufferIndicesStored += 6;
+}
+
+void
+CWaterLevel::RenderOneFlatHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
+{
+ if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
+ RenderAndEmptyRenderBuffer();
+
+ int32 vidx = TempBufferVerticesStored;
+
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + HUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 4.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, 255);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 4.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 4.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + HUGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 4.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, 255);
+
+
+ int32 iidx = TempBufferIndicesStored;
+
+ TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
+
+ TempBufferVerticesStored += 4;
+ TempBufferIndicesStored += 6;
+}
+
+void
+CWaterLevel::RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
+{
+ if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
+ RenderAndEmptyRenderBuffer();
+
+ int32 vidx = TempBufferVerticesStored;
+
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 1], fX, fY + EXTRAHUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 8.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, 255);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 2], fX + EXTRAHUGE_SECTOR_SIZE, fY + EXTRAHUGE_SECTOR_SIZE, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 8.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 8.0f);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255);
+
+ RwIm3DVertexSetPos (&TempBufferRenderVertices[vidx + 3], fX + EXTRAHUGE_SECTOR_SIZE, fY, fZ - WATER_Z_OFFSET);
+ RwIm3DVertexSetU (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 8.0f);
+ RwIm3DVertexSetV (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
+ RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, 255);
+
+
+ int32 iidx = TempBufferIndicesStored;
+
+ TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
+ TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
+ TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
+ TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
+ TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
+
+ TempBufferVerticesStored += 4;
+ TempBufferIndicesStored += 6;
+}
+
+void
+CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &color, bool bUnk)
+{
+ float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
+
+ if ( !WavesCalculatedThisFrame )
+ {
+ nGeomUsed = 0;
+
+ WavesCalculatedThisFrame = true;
+
+ CBoat::FillBoatList();
+
+ ASSERT( ms_pWavyAtomic != NULL );
+
+ RpGeometry *geometry = RpAtomicGetGeometry(ms_pWavyAtomic);
+
+ ASSERT( geometry != NULL );
+
+ RwRGBA *wavyPreLights = RpGeometryGetPreLightColors(geometry);
+ RwTexCoords *wavyTexCoords = RpGeometryGetVertexTexCoords(geometry, rwTEXTURECOORDINATEINDEX0);
+ RwV3d *wavyVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(geometry, 0));
+
+ ASSERT( wavyPreLights != NULL );
+ ASSERT( wavyTexCoords != NULL );
+ ASSERT( wavyVertices != NULL );
+
+ RpGeometryLock(geometry, rpGEOMETRYLOCKVERTICES
+ | rpGEOMETRYLOCKPRELIGHT
+ | rpGEOMETRYLOCKTEXCOORDS);
+
+ for ( int32 i = 0; i < 9; i++ )
+ {
+ for ( int32 j = 0; j < 9; j++ )
+ {
+ wavyTexCoords[9*i+j].u = float(i) / 8 + TEXTURE_ADDV;
+ wavyTexCoords[9*i+j].v = float(j) / 8 + TEXTURE_ADDU;
+ RwRGBAAssign(&wavyPreLights[9*i+j], &color);
+
+ wavyVertices[9*i+j].z = ( CWeather::Wind * 0.7f + 0.3f )
+ * ( sinf(float(i + j) * DEGTORAD(45.0f) + fAngle) )
+ + ( CWeather::Wind * 0.2f * sinf(float(j - i) * PI + (2.0f * fAngle)) );
+ }
+ }
+
+ RpGeometryUnlock(geometry);
+ }
+
+ static CBoat *apBoatList[4] = { NULL };
+
+ if ( apGeomArray[0]
+ && nGeomUsed < MAX_BOAT_WAKES
+ && CBoat::IsSectorAffectedByWake(
+ CVector2D(fX + (SMALL_SECTOR_SIZE / 2), fY + (SMALL_SECTOR_SIZE / 2)),
+ SMALL_SECTOR_SIZE / 2,
+ apBoatList) )
+ {
+ float fWakeColor = fAdd1 - max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
+
+ RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
+ RpGeometry *geom = apGeomArray[nGeomUsed++];
+
+ ASSERT( wavyGeometry != NULL );
+ ASSERT( geom != NULL );
+
+ RpAtomic *atomic = RpAtomicCreate();
+ ASSERT( atomic != NULL );
+
+ RpAtomicSetGeometry(atomic, geom, 0);
+
+ RwFrame *frame = RwFrameCreate();
+ ASSERT( frame != NULL );
+
+ RwMatrixCopy(RwFrameGetMatrix(frame), RwFrameGetMatrix(RpAtomicGetFrame(ms_pWavyAtomic)));
+ RpAtomicSetFrame(atomic, frame);
+
+ RwTexCoords *geomTexCoords = RpGeometryGetVertexTexCoords(geom, rwTEXTURECOORDINATEINDEX0);
+ RwTexCoords *wavyTexCoord = RpGeometryGetVertexTexCoords(wavyGeometry, rwTEXTURECOORDINATEINDEX0);
+ RwRGBA *geomPreLights = RpGeometryGetPreLightColors(geom);
+ RwV3d *geomVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(geom, 0));
+ RwV3d *wavyVertices = RpMorphTargetGetVertices(RpGeometryGetMorphTarget(wavyGeometry, 0));
+
+ ASSERT( geomTexCoords != NULL );
+ ASSERT( wavyTexCoord != NULL );
+ ASSERT( geomPreLights != NULL );
+ ASSERT( geomVertices != NULL );
+ ASSERT( wavyVertices != NULL );
+
+ RpGeometryLock(geom, rpGEOMETRYLOCKVERTICES | rpGEOMETRYLOCKPRELIGHT | rpGEOMETRYLOCKTEXCOORDS);
+
+ for ( int32 i = 0; i < 9; i++ )
+ {
+ for ( int32 j = 0; j < 9; j++ )
+ {
+ geomTexCoords[9*i+j] = wavyTexCoord[9*i+j];
+
+ float fVertexX = (float)i * 4.0f + fX;
+ float fVertexY = (float)j * 4.0f + fY;
+
+ float fDistMult = 0.0f;
+
+ for ( int32 k = 0; k < 4; k++ )
+ {
+ if ( apBoatList[k] != NULL )
+ fDistMult += CBoat::IsVertexAffectedByWake(CVector(fVertexX, fVertexY, 0.0f), apBoatList[k]);
+ }
+
+ if ( fDistMult > 0.0f )
+ {
+ RwRGBA wakeColor;
+
+ RwRGBAAssign(&wakeColor, &color);
+
+ wakeColor.red = min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255);
+ wakeColor.green = min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255);
+ wakeColor.blue = min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255);
+
+ RwRGBAAssign(&geomPreLights[9*i+j], &wakeColor);
+
+ }
+ else
+ RwRGBAAssign(&geomPreLights[9*i+j], &color);
+
+
+ geomVertices[9*i+j].z = wavyVertices[9*i+j].z;
+ }
+ }
+
+ RpGeometryUnlock(geom);
+
+
+ RwV3d pos = {0.0f, 0.0f, 0.0f};
+
+ pos.x = fX;
+ pos.z = fZ;
+ pos.y = fY;
+
+ RwFrameTranslate(RpAtomicGetFrame(atomic), &pos, rwCOMBINEREPLACE);
+
+ RpAtomicRender(atomic);
+
+ RpAtomicDestroy(atomic);
+ RwFrameDestroy(frame);
+ }
+ else
+ {
+ RwV3d pos = { 0.0f, 0.0f, 0.0f };
+
+ pos.x = fX;
+ pos.y = fY;
+ pos.z = fZ;
+
+ ASSERT( ms_pWavyAtomic != NULL );
+
+ RwFrameTranslate(RpAtomicGetFrame(ms_pWavyAtomic), &pos, rwCOMBINEREPLACE);
+
+ RpAtomicRender(ms_pWavyAtomic);
+ }
+}
+
+float
+CWaterLevel::CalcDistanceToWater(float fX, float fY)
+{
+ const float fSectorMaxRenderDist = 75.0f;
+
+ int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist) - 1;
+ int32 nEndX = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist) + 1;
+ int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1;
+ int32 nEndY = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1;
+
+ nStartX = clamp(nStartX, 0, MAX_SMALL_SECTORS - 1);
+ nEndX = clamp(nEndX, 0, MAX_SMALL_SECTORS - 1);
+ nStartY = clamp(nStartY, 0, MAX_SMALL_SECTORS - 1);
+ nEndY = clamp(nEndY, 0, MAX_SMALL_SECTORS - 1);
+
+ float fDistSqr = 1.0e10f;
+
+ for ( int32 x = nStartX; x <= nEndX; x++ )
+ {
+ for ( int32 y = nStartY; y <= nEndY; y++ )
+ {
+ if ( !(aWaterFineBlockList[x][y] & 128) )
+ {
+ float fSectorX = WATER_FROM_SMALL_SECTOR_X(x);
+ float fSectorY = WATER_FROM_SMALL_SECTOR_Y(y);
+
+ CVector2D vecDist
+ (
+ fSectorX + SMALL_SECTOR_SIZE - fX,
+ fSectorY + SMALL_SECTOR_SIZE - fY
+ );
+
+ fDistSqr = min(vecDist.MagnitudeSqr(), fDistSqr);
+ }
+ }
+ }
+
+ return clamp(sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
+}
+
+void
+CWaterLevel::RenderAndEmptyRenderBuffer()
+{
+ if ( TempBufferVerticesStored )
+ {
+ LittleTest();
+
+ if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, NULL, rwIM3D_VERTEXUV) )
+ {
+ RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
+ RwIm3DEnd();
+ }
+ }
+
+ TempBufferIndicesStored = 0;
+ TempBufferVerticesStored = 0;
+}
+
+void
+CWaterLevel::AllocateBoatWakeArray()
+{
+ CStreaming::MakeSpaceFor(14 * CDSTREAM_SECTOR_SIZE);
+
+ ASSERT(ms_pWavyAtomic != NULL );
+
+ RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
+ RpMorphTarget *wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0);
+ RpMaterial *wavyMaterial = RpGeometryGetMaterial(wavyGeometry, 0);
+
+ ASSERT(wavyGeometry != NULL );
+ ASSERT(wavyMorphTarget != NULL );
+ ASSERT(wavyMaterial != NULL );
+
+ for ( int32 geom = 0; geom < MAX_BOAT_WAKES; geom++ )
+ {
+ if ( apGeomArray[geom] == NULL )
+ {
+ apGeomArray[geom] = RpGeometryCreate(9*9, 8*8*2, rpGEOMETRYTRISTRIP
+ | rpGEOMETRYPRELIT
+ | rpGEOMETRYMODULATEMATERIALCOLOR
+ | rpGEOMETRYTEXTURED);
+ ASSERT(apGeomArray[geom] != NULL);
+
+ RpTriangle *geomTriangles = RpGeometryGetTriangles(apGeomArray[geom]);
+
+ ASSERT( geomTriangles != NULL );
+
+ for ( int32 i = 0; i < 8; i++ )
+ {
+ for ( int32 j = 0; j < 8; j++ )
+ {
+
+ /*
+ [B] [C]
+ ***********
+ * * *
+ * * *
+ * * *
+ * * *
+ ***********
+ [A] [D]
+ */
+
+
+ RpGeometryTriangleSetVertexIndices(apGeomArray[geom],
+ &geomTriangles[2 * 8*i + 2*j + 0], /*A*/i*9+j+0, /*B*/i*9+j+1, /*C*/i*9+j+9+1);
+
+ RpGeometryTriangleSetVertexIndices(apGeomArray[geom],
+ &geomTriangles[2 * 8*i + 2*j + 1], /*A*/i*9+j+0, /*C*/i*9+j+9+1, /*D*/i*9+j+9 );
+
+ RpGeometryTriangleSetMaterial(apGeomArray[geom], &geomTriangles[2 * 8*i + 2*j + 0], wavyMaterial);
+
+ RpGeometryTriangleSetMaterial(apGeomArray[geom], &geomTriangles[2 * 8*i + 2*j + 1], wavyMaterial);
+ }
+ }
+
+ RpMorphTarget *geomMorphTarget = RpGeometryGetMorphTarget(apGeomArray[geom], 0);
+ RwV3d *geomVertices = RpMorphTargetGetVertices(geomMorphTarget);
+
+ ASSERT( geomMorphTarget != NULL );
+ ASSERT( geomVertices != NULL );
+
+ for ( int32 i = 0; i < 9; i++ )
+ {
+ for ( int32 j = 0; j < 9; j++ )
+ {
+ geomVertices[9*i+j].x = (float)i * 4.0f;
+ geomVertices[9*i+j].y = (float)j * 4.0f;
+ geomVertices[9*i+j].z = 0.0f;
+ }
+ }
+
+ RpMorphTargetSetBoundingSphere(geomMorphTarget, RpMorphTargetGetBoundingSphere(wavyMorphTarget));
+ RpGeometryUnlock(apGeomArray[geom]);
+ }
+ }
+}
+
+void
+CWaterLevel::FreeBoatWakeArray()
+{
+ for ( int32 i = 0; i < MAX_BOAT_WAKES; i++ )
+ {
+ if ( apGeomArray[i] != NULL )
+ {
+ RpGeometryDestroy(apGeomArray[i]);
+ apGeomArray[i] = NULL;
+ }
+ }
+
+ nGeomUsed = 0;
+}
-WRAPPER void CWaterLevel::RenderWater(void) { EAXJMP(0x5554E0); }
+STARTPATCHES
+ InjectHook(0x554EA0, &CWaterLevel::Initialise, PATCH_JUMP);
+ InjectHook(0x554FE0, &CWaterLevel::Shutdown, PATCH_JUMP);
+ InjectHook(0x555010, &CWaterLevel::CreateWavyAtomic, PATCH_JUMP);
+ InjectHook(0x5552A0, &CWaterLevel::DestroyWavyAtomic, PATCH_JUMP);
+ InjectHook(0x5552C0, &CWaterLevel::GetWaterLevel, PATCH_JUMP);
+ InjectHook(0x555440, &CWaterLevel::GetWaterLevelNoWaves, PATCH_JUMP);
+ InjectHook(0x5554E0, &CWaterLevel::RenderWater, PATCH_JUMP);
+ InjectHook(0x556C30, &CWaterLevel::RenderOneFlatSmallWaterPoly, PATCH_JUMP);
+ InjectHook(0x556E80, &CWaterLevel::RenderOneFlatLargeWaterPoly, PATCH_JUMP);
+ InjectHook(0x5570D0, &CWaterLevel::RenderOneFlatHugeWaterPoly, PATCH_JUMP);
+ InjectHook(0x557320, &CWaterLevel::RenderOneFlatExtraHugeWaterPoly, PATCH_JUMP);
+ InjectHook(0x557570, &CWaterLevel::RenderOneWavySector, PATCH_JUMP);
+ InjectHook(0x557C30, &CWaterLevel::CalcDistanceToWater, PATCH_JUMP);
+ InjectHook(0x557EA0, &CWaterLevel::RenderAndEmptyRenderBuffer, PATCH_JUMP);
+ InjectHook(0x557F00, &CWaterLevel::AllocateBoatWakeArray, PATCH_JUMP);
+ InjectHook(0x5581C0, &CWaterLevel::FreeBoatWakeArray, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/render/WaterLevel.h b/src/render/WaterLevel.h
index 70a2ba97..b8ec7a4d 100644
--- a/src/render/WaterLevel.h
+++ b/src/render/WaterLevel.h
@@ -1,7 +1,96 @@
#pragma once
+#define WATER_BLOCK_SIZE LARGE_SECTOR_SIZE
+#define WATER_FINEBLOCK_SIZE HUGE_SECTOR_SIZE
+#define WATER_Z_OFFSET (1.5f)
+
+#define MAX_SMALL_SECTORS 128
+#define MAX_LARGE_SECTORS 64
+#define MAX_HUGE_SECTORS 32
+#define MAX_EXTRAHUGE_SECTORS 16
+
+#define SMALL_SECTOR_SIZE 32
+#define LARGE_SECTOR_SIZE 64
+#define HUGE_SECTOR_SIZE 128
+#define EXTRAHUGE_SECTOR_SIZE 256
+
+#define WATER_START_X -2048.0f
+#define WATER_END_X 2048.0f
+
+#define WATER_START_Y -2048.0f
+#define WATER_END_Y 2048.0f
+
+#define WATER_WIDTH ((WATER_END_X - WATER_START_X))
+#define WATER_HEIGHT ((WATER_END_Y - WATER_START_Y))
+
+
+#define WATER_UNSIGN_X(x) ( (x) + (WATER_WIDTH /2) )
+#define WATER_UNSIGN_Y(y) ( (y) + (WATER_HEIGHT/2) )
+#define WATER_SIGN_X(x) ( (x) - (WATER_WIDTH /2) )
+#define WATER_SIGN_Y(y) ( (y) - (WATER_HEIGHT/2) )
+
+// 32
+#define WATER_SMALL_X(x) ( WATER_UNSIGN_X(x) / MAX_SMALL_SECTORS )
+#define WATER_SMALL_Y(y) ( WATER_UNSIGN_Y(y) / MAX_SMALL_SECTORS )
+#define WATER_FROM_SMALL_SECTOR_X(x) ( ((x) - (MAX_SMALL_SECTORS/2) ) * SMALL_SECTOR_SIZE )
+#define WATER_FROM_SMALL_SECTOR_Y(y) ( ((y) - (MAX_SMALL_SECTORS/2) ) * SMALL_SECTOR_SIZE )
+#define WATER_TO_SMALL_SECTOR_X(x) ( WATER_UNSIGN_X(x) / SMALL_SECTOR_SIZE )
+#define WATER_TO_SMALL_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / SMALL_SECTOR_SIZE )
+
+// 64
+#define WATER_LARGE_X(x) ( WATER_UNSIGN_X(x) / MAX_LARGE_SECTORS )
+#define WATER_LARGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_LARGE_SECTORS )
+#define WATER_FROM_LARGE_SECTOR_X(x) ( ((x) - (MAX_LARGE_SECTORS/2) ) * LARGE_SECTOR_SIZE )
+#define WATER_FROM_LARGE_SECTOR_Y(y) ( ((y) - (MAX_LARGE_SECTORS/2) ) * LARGE_SECTOR_SIZE )
+#define WATER_TO_LARGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / LARGE_SECTOR_SIZE )
+#define WATER_TO_LARGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / LARGE_SECTOR_SIZE )
+
+// 128
+#define WATER_HUGE_X(x) ( WATER_UNSIGN_X(x) / MAX_HUGE_SECTORS )
+#define WATER_HUGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_HUGE_SECTORS )
+#define WATER_FROM_HUGE_SECTOR_X(x) ( ((x) - (MAX_HUGE_SECTORS/2) ) * HUGE_SECTOR_SIZE )
+#define WATER_FROM_HUGE_SECTOR_Y(y) ( ((y) - (MAX_HUGE_SECTORS/2) ) * HUGE_SECTOR_SIZE )
+#define WATER_TO_HUGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / HUGE_SECTOR_SIZE )
+#define WATER_TO_HUGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / HUGE_SECTOR_SIZE )
+
+// 256
+#define WATER_EXTRAHUGE_X(x) ( WATER_UNSIGN_X(x) / MAX_EXTRAHUGE_SECTORS )
+#define WATER_EXTRAHUGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_EXTRAHUGE_SECTORS )
+#define WATER_FROM_EXTRAHUGE_SECTOR_X(x) ( ((x) - (MAX_EXTRAHUGE_SECTORS/2)) * EXTRAHUGE_SECTOR_SIZE )
+#define WATER_FROM_EXTRAHUGE_SECTOR_Y(y) ( ((y) - (MAX_EXTRAHUGE_SECTORS/2)) * EXTRAHUGE_SECTOR_SIZE )
+#define WATER_TO_EXTRAHUGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / EXTRAHUGE_SECTOR_SIZE )
+#define WATER_TO_EXTRAHUGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / EXTRAHUGE_SECTOR_SIZE )
+
+
+#define MAX_BOAT_WAKES 8
+
class CWaterLevel
{
+ static int32 ms_nNoOfWaterLevels;
+ static float ms_aWaterZs[48];
+ static CRect ms_aWaterRects[48];
+ static uint8 aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
+ static uint8 aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
+ static bool WavesCalculatedThisFrame;
+ static RpAtomic *ms_pWavyAtomic;
+ static RpGeometry *apGeomArray[MAX_BOAT_WAKES];
+ static int16 nGeomUsed;
+
public:
- static void RenderWater(void);
+ static void Initialise(char *pWaterDat);
+ static void Shutdown();
+ static void CreateWavyAtomic();
+ static void DestroyWavyAtomic();
+ static bool GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ);
+ static bool GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel);
+ static void RenderWater();
+ static void RenderOneFlatSmallWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
+ static void RenderOneFlatLargeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
+ static void RenderOneFlatHugeWaterPoly (float fX, float fY, float fZ, RwRGBA const &color);
+ static void RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color);
+ static void RenderOneWavySector (float fX, float fY, float fZ, RwRGBA const &color, bool bUnk = false);
+ static float CalcDistanceToWater(float fX, float fY);
+ static void RenderAndEmptyRenderBuffer();
+ static void AllocateBoatWakeArray();
+ static void FreeBoatWakeArray();
};
diff --git a/src/vehicles/Boat.cpp b/src/vehicles/Boat.cpp
index e46d7247..53a912b3 100644
--- a/src/vehicles/Boat.cpp
+++ b/src/vehicles/Boat.cpp
@@ -2,6 +2,17 @@
#include "patcher.h"
#include "Boat.h"
+float &fShapeLength = *(float*)0x600E78;
+float &fShapeTime = *(float*)0x600E7C;
+float &fRangeMult = *(float*)0x600E80; //0.6f; // 0.75f gta 3
+float &fTimeMult = *(float*)0xA0FCF4;
+
+float MAX_WAKE_LENGTH = 50.0f;
+float MIN_WAKE_INTERVAL = 1.0f;
+float WAKE_LIFETIME = 400.0f;
+
+CBoat * (&CBoat::apFrameWakeGeneratingBoats)[4] = *(CBoat * (*)[4])*(uintptr*)0x8620E0;
+
CBoat::CBoat(int mi, uint8 owner)
{
ctor(mi, owner);
@@ -9,6 +20,56 @@ CBoat::CBoat(int mi, uint8 owner)
WRAPPER CBoat* CBoat::ctor(int, uint8) { EAXJMP(0x53E3E0); }
+bool CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats)
+{
+ uint8 numVerts = 0;
+
+ if ( apFrameWakeGeneratingBoats[0] == NULL )
+ return false;
+
+ for ( int32 i = 0; i < 4; i++ )
+ {
+ CBoat *pBoat = apFrameWakeGeneratingBoats[i];
+ if ( !pBoat )
+ break;
+
+ for ( int j = 0; j < pBoat->m_nNumWakePoints; j++ )
+ {
+ float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
+
+ if ( fabs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
+ && fabs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
+ {
+ apBoats[numVerts] = pBoat;
+ numVerts = 1; // += ?
+ break;
+ }
+ }
+ }
+
+ return numVerts != 0;
+}
+
+float CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
+{
+ for ( int i = 0; i < pBoat->m_nNumWakePoints; i++ )
+ {
+ float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
+
+ float fX = pBoat->m_avec2dWakePoints[i].x - vecVertex.x;
+ float fY = pBoat->m_avec2dWakePoints[i].y - vecVertex.y;
+
+ float fDist = fY * fY + fX * fX;
+
+ if ( fDist < SQR(fMaxDist) )
+ return 1.0f - min(fRangeMult * sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
+ }
+
+ return 0.0f;
+}
+
+WRAPPER void CBoat::FillBoatList(void) { EAXJMP(0x542250); }
+
class CBoat_ : public CBoat
{
public:
diff --git a/src/vehicles/Boat.h b/src/vehicles/Boat.h
index 6d365395..52f3530c 100644
--- a/src/vehicles/Boat.h
+++ b/src/vehicles/Boat.h
@@ -6,11 +6,53 @@ class CBoat : public CVehicle
{
public:
// 0x288
- uint8 stuff1[57];
+ float field_288;
+ float field_28C;
+ float field_290;
+ float field_294;
+ float field_298;
+ float field_29C;
+ float field_2A0;
+ float field_2A4;
+ float m_fMovingHiRotation;
+ int32 _unk0;
+ RwFrame *m_aBoatNodes[4];
+ uint8 m_nBoatFlags;
bool m_bIsAnchored;
- uint8 stuff[450];
+ char _pad0[2];
+ float field_2C4;
+ int32 _unk1;
+ float field_2CC;
+ CEntity *field_2D0;
+ bool _unk2;
+ char _pad1[3];
+ float m_fAccelerate;
+ float m_fBrake;
+ float m_fSteeringLeftRight;
+ uint8 m_nPadID;
+ char _pad2[3];
+ int32 _unk3;
+ float m_fTurnForceZ;
+ CVector m_vecMoveForce;
+ float field_2FC;
+ uint16 field_300;
+ uint16 m_nNumWakePoints;
+ CVector2D m_avec2dWakePoints[32];
+ float m_afWakePointLifeTime[32];
CBoat(int, uint8);
CBoat* ctor(int, uint8);
+ void dtor() { this->CBoat::~CBoat(); };
+
+ static CBoat *(&apFrameWakeGeneratingBoats)[4];
+
+ static bool IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats);
+ static float IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat);
+ static void FillBoatList(void);
+
};
static_assert(sizeof(CBoat) == 0x484, "CBoat: error");
+
+extern float MAX_WAKE_LENGTH;
+extern float MIN_WAKE_INTERVAL;
+extern float WAKE_LIFETIME; \ No newline at end of file