100 lines
5.0 KiB
C++
100 lines
5.0 KiB
C++
#pragma once
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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_Z_OFFSET (1.5f)
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#define MAX_SMALL_SECTORS 128
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#define MAX_LARGE_SECTORS 64
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#define MAX_HUGE_SECTORS 32
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#define MAX_EXTRAHUGE_SECTORS 16
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#define SMALL_SECTOR_SIZE 32
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#define LARGE_SECTOR_SIZE 64
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#define HUGE_SECTOR_SIZE 128
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#define EXTRAHUGE_SECTOR_SIZE 256
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#define WATER_START_X -2048.0f
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#define WATER_END_X 2048.0f
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#define WATER_START_Y -2048.0f
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#define WATER_END_Y 2048.0f
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#define WATER_WIDTH ((WATER_END_X - WATER_START_X))
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#define WATER_HEIGHT ((WATER_END_Y - WATER_START_Y))
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#define WATER_UNSIGN_X(x) ( (x) + (WATER_WIDTH /2) )
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#define WATER_UNSIGN_Y(y) ( (y) + (WATER_HEIGHT/2) )
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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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// 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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#define WATER_FROM_SMALL_SECTOR_X(x) ( ((x) - (MAX_SMALL_SECTORS/2) ) * SMALL_SECTOR_SIZE )
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#define WATER_FROM_SMALL_SECTOR_Y(y) ( ((y) - (MAX_SMALL_SECTORS/2) ) * SMALL_SECTOR_SIZE )
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#define WATER_TO_SMALL_SECTOR_X(x) ( WATER_UNSIGN_X(x) / SMALL_SECTOR_SIZE )
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#define WATER_TO_SMALL_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / SMALL_SECTOR_SIZE )
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// 64
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#define WATER_LARGE_X(x) ( WATER_UNSIGN_X(x) / MAX_LARGE_SECTORS )
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#define WATER_LARGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_LARGE_SECTORS )
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#define WATER_FROM_LARGE_SECTOR_X(x) ( ((x) - (MAX_LARGE_SECTORS/2) ) * LARGE_SECTOR_SIZE )
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#define WATER_FROM_LARGE_SECTOR_Y(y) ( ((y) - (MAX_LARGE_SECTORS/2) ) * LARGE_SECTOR_SIZE )
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#define WATER_TO_LARGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / LARGE_SECTOR_SIZE )
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#define WATER_TO_LARGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / LARGE_SECTOR_SIZE )
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// 128
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#define WATER_HUGE_X(x) ( WATER_UNSIGN_X(x) / MAX_HUGE_SECTORS )
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#define WATER_HUGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_HUGE_SECTORS )
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#define WATER_FROM_HUGE_SECTOR_X(x) ( ((x) - (MAX_HUGE_SECTORS/2) ) * HUGE_SECTOR_SIZE )
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#define WATER_FROM_HUGE_SECTOR_Y(y) ( ((y) - (MAX_HUGE_SECTORS/2) ) * HUGE_SECTOR_SIZE )
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#define WATER_TO_HUGE_SECTOR_X(x) ( WATER_UNSIGN_X(x) / HUGE_SECTOR_SIZE )
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#define WATER_TO_HUGE_SECTOR_Y(y) ( WATER_UNSIGN_Y(y) / HUGE_SECTOR_SIZE )
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// 256
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#define WATER_EXTRAHUGE_X(x) ( WATER_UNSIGN_X(x) / MAX_EXTRAHUGE_SECTORS )
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#define WATER_EXTRAHUGE_Y(y) ( WATER_UNSIGN_Y(y) / MAX_EXTRAHUGE_SECTORS )
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#define WATER_FROM_EXTRAHUGE_SECTOR_X(x) ( ((x) - (MAX_EXTRAHUGE_SECTORS/2)) * EXTRAHUGE_SECTOR_SIZE )
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#define WATER_FROM_EXTRAHUGE_SECTOR_Y(y) ( ((y) - (MAX_EXTRAHUGE_SECTORS/2)) * EXTRAHUGE_SECTOR_SIZE )
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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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#define MAX_BOAT_WAKES 8
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extern RwRaster* gpWaterRaster;
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class CWaterLevel
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{
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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 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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public:
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static void Initialise(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 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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};
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