re3/src/render/WaterCannon.cpp

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#include "common.h"
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#include "WaterCannon.h"
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#include "Vector.h"
#include "General.h"
#include "main.h"
#include "Timer.h"
#include "Pools.h"
#include "Ped.h"
#include "AnimManager.h"
#include "Fire.h"
#include "WaterLevel.h"
#include "Camera.h"
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#define WATERCANNONVERTS 4
#define WATERCANNONINDEXES 12
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RwIm3DVertex WaterCannonVertices[WATERCANNONVERTS];
RwImVertexIndex WaterCannonIndexList[WATERCANNONINDEXES];
CWaterCannon CWaterCannons::aCannons[NUM_WATERCANNONS];
void CWaterCannon::Init(void)
{
m_nId = 0;
m_nCur = 0;
m_nTimeCreated = CTimer::GetTimeInMilliseconds();
for ( int32 i = 0; i < NUM_SEGMENTPOINTS; i++ )
m_abUsed[i] = false;
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RwIm3DVertexSetU(&WaterCannonVertices[0], 0.0f);
RwIm3DVertexSetV(&WaterCannonVertices[0], 0.0f);
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RwIm3DVertexSetU(&WaterCannonVertices[1], 1.0f);
RwIm3DVertexSetV(&WaterCannonVertices[1], 0.0f);
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RwIm3DVertexSetU(&WaterCannonVertices[2], 0.0f);
RwIm3DVertexSetV(&WaterCannonVertices[2], 0.0f);
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RwIm3DVertexSetU(&WaterCannonVertices[3], 1.0f);
RwIm3DVertexSetV(&WaterCannonVertices[3], 0.0f);
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WaterCannonIndexList[0] = 0;
WaterCannonIndexList[1] = 1;
WaterCannonIndexList[2] = 2;
WaterCannonIndexList[3] = 1;
WaterCannonIndexList[4] = 3;
WaterCannonIndexList[5] = 2;
WaterCannonIndexList[6] = 0;
WaterCannonIndexList[7] = 2;
WaterCannonIndexList[8] = 1;
WaterCannonIndexList[9] = 1;
WaterCannonIndexList[10] = 2;
WaterCannonIndexList[11] = 3;
}
void CWaterCannon::Update_OncePerFrame(int16 index)
{
ASSERT(index < NUM_WATERCANNONS);
if (CTimer::GetTimeInMilliseconds() > m_nTimeCreated + WATERCANNON_LIFETIME )
{
m_nCur = (m_nCur + 1) % -NUM_SEGMENTPOINTS;
m_abUsed[m_nCur] = false;
}
for ( int32 i = 0; i < NUM_SEGMENTPOINTS; i++ )
{
if ( m_abUsed[i] )
{
m_avecVelocity[i].z += -WATERCANNON_GRAVITY * CTimer::GetTimeStep();
m_avecPos[i] += m_avecVelocity[i] * CTimer::GetTimeStep();
}
}
int32 extinguishingPoint = CGeneral::GetRandomNumber() & (NUM_SEGMENTPOINTS - 1);
if ( m_abUsed[extinguishingPoint] )
gFireManager.ExtinguishPoint(m_avecPos[extinguishingPoint], 3.0f);
if ( ((index + CTimer::GetFrameCounter()) & 3) == 0 )
PushPeds();
// free if unused
int32 i = 0;
while ( 1 )
{
if ( m_abUsed[i] )
break;
if ( ++i >= NUM_SEGMENTPOINTS )
{
m_nId = 0;
return;
}
}
}
void CWaterCannon::Update_NewInput(CVector *pos, CVector *dir)
{
ASSERT(pos != NULL);
ASSERT(dir != NULL);
m_avecPos[m_nCur] = *pos;
m_avecVelocity[m_nCur] = *dir;
m_abUsed[m_nCur] = true;
}
void CWaterCannon::Render(void)
{
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster);
float v = float(CGeneral::GetRandomNumber() & 255) / 256;
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RwIm3DVertexSetV(&WaterCannonVertices[0], v);
RwIm3DVertexSetV(&WaterCannonVertices[1], v);
RwIm3DVertexSetV(&WaterCannonVertices[2], v);
RwIm3DVertexSetV(&WaterCannonVertices[3], v);
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int16 pointA = m_nCur % -NUM_SEGMENTPOINTS;
int16 pointB = pointA - 1;
if ( (pointA - 1) < 0 )
pointB += NUM_SEGMENTPOINTS;
bool bInit = false;
CVector norm;
for ( int32 i = 0; i < NUM_SEGMENTPOINTS - 1; i++ )
{
if ( m_abUsed[pointA] && m_abUsed[pointB] )
{
if ( !bInit )
{
CVector cp = CrossProduct(m_avecPos[pointB] - m_avecPos[pointA], TheCamera.GetForward());
norm = cp * (0.05f / cp.Magnitude());
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bInit = true;
}
float dist = float(i*i*i) / 300.0f + 1.0f;
float brightness = float(i) / NUM_SEGMENTPOINTS;
int32 color = (int32)((1.0f - brightness*brightness) * 255.0f);
CVector offset = dist * norm;
RwIm3DVertexSetRGBA(&WaterCannonVertices[0], color, color, color, color);
RwIm3DVertexSetPos (&WaterCannonVertices[0], m_avecPos[pointA].x - offset.x, m_avecPos[pointA].y - offset.y, m_avecPos[pointA].z - offset.z);
RwIm3DVertexSetRGBA(&WaterCannonVertices[1], color, color, color, color);
RwIm3DVertexSetPos (&WaterCannonVertices[1], m_avecPos[pointA].x + offset.x, m_avecPos[pointA].y + offset.y, m_avecPos[pointA].z + offset.z);
RwIm3DVertexSetRGBA(&WaterCannonVertices[2], color, color, color, color);
RwIm3DVertexSetPos (&WaterCannonVertices[2], m_avecPos[pointB].x - offset.x, m_avecPos[pointB].y - offset.y, m_avecPos[pointB].z - offset.z);
RwIm3DVertexSetRGBA(&WaterCannonVertices[3], color, color, color, color);
RwIm3DVertexSetPos (&WaterCannonVertices[3], m_avecPos[pointB].x + offset.x, m_avecPos[pointB].y + offset.y, m_avecPos[pointB].z + offset.z);
LittleTest();
if ( RwIm3DTransform(WaterCannonVertices, WATERCANNONVERTS, NULL, rwIM3D_VERTEXUV) )
{
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, WaterCannonIndexList, WATERCANNONINDEXES);
RwIm3DEnd();
}
}
pointA = pointB--;
if ( pointB < 0 )
pointB += NUM_SEGMENTPOINTS;
}
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
}
void CWaterCannon::PushPeds(void)
{
float minx = 10000.0f;
float maxx = -10000.0f;
float miny = 10000.0f;
float maxy = -10000.0f;
float minz = 10000.0f;
float maxz = -10000.0f;
for ( int32 i = 0; i < NUM_SEGMENTPOINTS; i++ )
{
if ( m_abUsed[i] )
{
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minx = Min(minx, m_avecPos[i].x);
maxx = Max(maxx, m_avecPos[i].x);
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miny = Min(miny, m_avecPos[i].y);
maxy = Max(maxy, m_avecPos[i].y);
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minz = Min(minz, m_avecPos[i].z);
maxz = Max(maxz, m_avecPos[i].z);
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}
}
for ( int32 i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--)
{
CPed *ped = CPools::GetPedPool()->GetSlot(i);
if ( ped )
{
if ( ped->GetPosition().x > minx && ped->GetPosition().x < maxx
&& ped->GetPosition().y > miny && ped->GetPosition().y < maxy
&& ped->GetPosition().z > minz && ped->GetPosition().z < maxz )
{
for ( int32 j = 0; j < NUM_SEGMENTPOINTS; j++ )
{
if ( m_abUsed[j] )
{
CVector dist = m_avecPos[j] - ped->GetPosition();
if ( dist.MagnitudeSqr() < 5.0f )
{
int32 localDir = ped->GetLocalDirection(CVector2D(1.0f, 0.0f));
ped->bIsStanding = false;
ped->ApplyMoveForce(0.0f, 0.0f, 2.0f * CTimer::GetTimeStep());
ped->m_vecMoveSpeed.x = (0.6f * m_avecVelocity[j].x + ped->m_vecMoveSpeed.x) * 0.5f;
ped->m_vecMoveSpeed.y = (0.6f * m_avecVelocity[j].y + ped->m_vecMoveSpeed.y) * 0.5f;
ped->SetFall(2000, AnimationId(ANIM_KO_SKID_FRONT + localDir), 0);
CFire *fire = ped->m_pFire;
if ( fire )
fire->Extinguish();
j = NUM_SEGMENTPOINTS;
}
}
}
}
}
}
}
void CWaterCannons::Init(void)
{
for ( int32 i = 0; i < NUM_WATERCANNONS; i++ )
aCannons[i].Init();
}
void CWaterCannons::UpdateOne(uint32 id, CVector *pos, CVector *dir)
{
ASSERT(pos != NULL);
ASSERT(dir != NULL);
// find the one by id
{
int32 n = 0;
while ( n < NUM_WATERCANNONS && id != aCannons[n].m_nId )
n++;
if ( n < NUM_WATERCANNONS )
{
aCannons[n].Update_NewInput(pos, dir);
return;
}
}
// if no luck then find a free one
{
int32 n = 0;
while ( n < NUM_WATERCANNONS && 0 != aCannons[n].m_nId )
n++;
if ( n < NUM_WATERCANNONS )
{
aCannons[n].Init();
aCannons[n].m_nId = id;
aCannons[n].Update_NewInput(pos, dir);
return;
}
}
}
void CWaterCannons::Update(void)
{
for ( int32 i = 0; i < NUM_WATERCANNONS; i++ )
{
if ( aCannons[i].m_nId != 0 )
aCannons[i].Update_OncePerFrame(i);
}
}
void CWaterCannons::Render(void)
{
for ( int32 i = 0; i < NUM_WATERCANNONS; i++ )
{
if ( aCannons[i].m_nId != 0 )
aCannons[i].Render();
}
}