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https://github.com/GTAmodding/re3.git
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implemented CRubbish
This commit is contained in:
parent
f192d7052e
commit
2100bdd529
3 changed files with 454 additions and 8 deletions
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@ -56,7 +56,6 @@ CPools - save/loading
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CRecordDataForChase
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CRecordDataForGame
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CRoadBlocks
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CRubbish
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CSceneEdit
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CSkidmarks
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CSpecialFX
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@ -1,10 +1,420 @@
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#include "common.h"
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#include "main.h"
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#include "patcher.h"
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#include "General.h"
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#include "Timer.h"
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#include "Weather.h"
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#include "Camera.h"
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#include "World.h"
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#include "Vehicle.h"
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#include "ZoneCull.h"
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#include "TxdStore.h"
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#include "RenderBuffer.h"
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#include "Rubbish.h"
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WRAPPER void CRubbish::Render(void) { EAXJMP(0x512190); }
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WRAPPER void CRubbish::StirUp(CVehicle *veh) { EAXJMP(0x512690); }
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WRAPPER void CRubbish::Update(void) { EAXJMP(0x511B90); }
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WRAPPER void CRubbish::SetVisibility(bool) { EAXJMP(0x512AA0); }
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WRAPPER void CRubbish::Init(void) { EAXJMP(0x511940); }
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WRAPPER void CRubbish::Shutdown(void) { EAXJMP(0x511B50); }
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#define RUBBISH_MAX_DIST (18.0f)
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#define RUBBISH_FADE_DIST (16.5f)
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RwTexture *gpRubbishTexture[4];
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RwImVertexIndex RubbishIndexList[6];
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RwImVertexIndex RubbishIndexList2[6]; // unused
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RwIm3DVertex RubbishVertices[4];
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bool CRubbish::bRubbishInvisible;
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int CRubbish::RubbishVisibility;
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COneSheet CRubbish::aSheets[NUM_RUBBISH_SHEETS];
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COneSheet CRubbish::StartEmptyList;
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COneSheet CRubbish::EndEmptyList;
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COneSheet CRubbish::StartStaticsList;
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COneSheet CRubbish::EndStaticsList;
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COneSheet CRubbish::StartMoversList;
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COneSheet CRubbish::EndMoversList;
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void
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COneSheet::AddToList(COneSheet *list)
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{
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this->m_next = list->m_next;
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this->m_prev = list;
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list->m_next = this;
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this->m_next->m_prev = this;
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}
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void
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COneSheet::RemoveFromList(void)
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{
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m_next->m_prev = m_prev;
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m_prev->m_next = m_next;
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}
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void
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CRubbish::Render(void)
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{
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int type;
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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for(type = 0; type < 4; type++){
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRubbishTexture[type]));
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TempBufferIndicesStored = 0;
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TempBufferVerticesStored = 0;
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COneSheet *sheet;
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for(sheet = &aSheets[type*NUM_RUBBISH_SHEETS / 4];
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sheet < &aSheets[(type+1)*NUM_RUBBISH_SHEETS / 4];
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sheet++){
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if(sheet->m_state == 0)
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continue;
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uint32 alpha = 128;
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CVector pos;
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if(sheet->m_state == 1){
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pos = sheet->m_basePos;
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if(!sheet->m_isVisible)
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alpha = 0;
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}else{
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pos = sheet->m_animatedPos;
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// Not fully visible during animation, calculate current alpha
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if(!sheet->m_isVisible || !sheet->m_targetIsVisible){
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float t = (float)(CTimer::GetTimeInMilliseconds() - sheet->m_moveStart)/sheet->m_moveDuration;
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float f1 = sheet->m_isVisible ? 1.0f-t : 0.0f;
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float f2 = sheet->m_targetIsVisible ? t : 0.0f;
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alpha = 128 * (f1+f2);
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}
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}
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float camDist = (pos - TheCamera.GetPosition()).Magnitude2D();
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if(camDist < RUBBISH_MAX_DIST){
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if(camDist >= RUBBISH_FADE_DIST)
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alpha -= alpha*(camDist-RUBBISH_FADE_DIST)/(RUBBISH_MAX_DIST-RUBBISH_FADE_DIST);
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alpha = (RubbishVisibility*alpha)/256;
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float vx = Sin(sheet->m_angle) * 0.4f;
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float vy = Cos(sheet->m_angle) * 0.4f;
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int v = TempBufferVerticesStored;
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+0], pos.x + vx, pos.y + vy, pos.z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+0], 255, 255, 255, alpha);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+1], pos.x - vy, pos.y + vx, pos.z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+1], 255, 255, 255, alpha);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+2], pos.x + vy, pos.y - vx, pos.z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+2], 255, 255, 255, alpha);
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RwIm3DVertexSetPos(&TempBufferRenderVertices[v+3], pos.x - vx, pos.y - vy, pos.z);
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RwIm3DVertexSetRGBA(&TempBufferRenderVertices[v+3], 255, 255, 255, alpha);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+0], 0.0f);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+0], 0.0f);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+1], 1.0f);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+1], 0.0f);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+2], 0.0f);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+2], 1.0f);
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RwIm3DVertexSetU(&TempBufferRenderVertices[v+3], 1.0f);
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RwIm3DVertexSetV(&TempBufferRenderVertices[v+3], 1.0f);
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int i = TempBufferIndicesStored;
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TempBufferRenderIndexList[i+0] = RubbishIndexList[0] + TempBufferVerticesStored;
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TempBufferRenderIndexList[i+1] = RubbishIndexList[1] + TempBufferVerticesStored;
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TempBufferRenderIndexList[i+2] = RubbishIndexList[2] + TempBufferVerticesStored;
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TempBufferRenderIndexList[i+3] = RubbishIndexList[3] + TempBufferVerticesStored;
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TempBufferRenderIndexList[i+4] = RubbishIndexList[4] + TempBufferVerticesStored;
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TempBufferRenderIndexList[i+5] = RubbishIndexList[5] + TempBufferVerticesStored;
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TempBufferVerticesStored += 4;
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TempBufferIndicesStored += 6;
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}
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}
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if(TempBufferIndicesStored != 0){
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LittleTest();
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if(RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, rwIM3D_VERTEXUV)){
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
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RwIm3DEnd();
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}
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}
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}
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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}
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void
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CRubbish::StirUp(CVehicle *veh)
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{
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if((CTimer::GetFrameCounter() ^ (veh->m_randomSeed&3)) == 0)
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return;
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if(Abs(veh->GetPosition().x - TheCamera.GetPosition().x) < 20.0f &&
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Abs(veh->GetPosition().y - TheCamera.GetPosition().y) < 20.0f)
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if(Abs(veh->GetMoveSpeed().x) > 0.05f || Abs(veh->GetMoveSpeed().y) > 0.05f){
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float speed = veh->GetMoveSpeed().Magnitude2D();
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if(speed > 0.05f){
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bool movingForward = DotProduct2D(veh->GetMoveSpeed(), veh->GetForward()) > 0.0f;
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COneSheet *sheet = StartStaticsList.m_next;
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CVector2D size = veh->GetColModel()->boundingBox.max;
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// Check all static sheets
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while(sheet != &EndStaticsList){
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COneSheet *next = sheet->m_next;
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CVector2D carToSheet = sheet->m_basePos - veh->GetPosition();
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float distFwd = DotProduct2D(carToSheet, veh->GetForward());
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// sheet has to be a bit behind car
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if(movingForward && distFwd < -0.5f*size.y && distFwd > -1.5f*size.y ||
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!movingForward && distFwd > 0.5f*size.y && distFwd < 1.5f*size.y){
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float distSide = Abs(DotProduct2D(carToSheet, veh->GetRight()));
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if(distSide < 1.5*size.x){
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// Check with higher speed for sheet directly behind car
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float speedToCheck = distSide < size.x ? speed : speed*0.5f;
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if(speedToCheck > 0.05f){
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sheet->m_state = 2;
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if(speedToCheck > 0.15f)
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sheet->m_animationType = 2;
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else
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sheet->m_animationType = 1;
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sheet->m_moveDuration = 2000;
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sheet->m_xDist = veh->GetMoveSpeed().x;
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sheet->m_yDist = veh->GetMoveSpeed().y;
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float dist = Sqrt(SQR(sheet->m_xDist)+SQR(sheet->m_yDist));
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sheet->m_xDist *= 25.0f*speed/dist;
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sheet->m_yDist *= 25.0f*speed/dist;
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sheet->m_animHeight = 3.0f*speed;
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sheet->m_moveStart = CTimer::GetTimeInMilliseconds();
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float tx = sheet->m_basePos.x + sheet->m_xDist;
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float ty = sheet->m_basePos.y + sheet->m_yDist;
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float tz = sheet->m_basePos.z + 3.0f;
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sheet->m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, nil) + 0.1f;
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sheet->RemoveFromList();
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sheet->AddToList(&StartMoversList);
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}
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}
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}
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sheet = next;
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}
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}
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}
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}
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static float aAnimations[3][34] = {
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{ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f },
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// Normal move
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{ 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.86f, 0.9f, 0.93f, 0.95f, 0.96f, 0.97f, 0.98f, 0.99f, 1.0f, // XY movemnt
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0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 }, // Z movement
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// Stirred up by fast vehicle
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{ 0.0f, 0.05f, 0.12f, 0.25f, 0.42f, 0.57f, 0.68f, 0.8f, 0.95f, 1.1f, 1.15f, 1.18f, 1.15f, 1.1f, 1.05f, 1.03f, 1.0f,
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0.15f, 0.35f, 0.6f, 0.9f, 1.2f, 1.25f, 1.3f, 1.2f, 1.1f, 0.95f, 0.8f, 0.6f, 0.45f, 0.3f, 0.2f, 0.1f, 0 }
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};
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void
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CRubbish::Update(void)
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{
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bool foundGround;
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// FRAMETIME
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if(bRubbishInvisible)
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RubbishVisibility = max(RubbishVisibility-5, 0);
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else
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RubbishVisibility = min(RubbishVisibility+5, 255);
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// Spawn a new sheet
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COneSheet *sheet = StartEmptyList.m_next;
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if(sheet != &EndEmptyList){
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float spawnDist;
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float spawnAngle;
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spawnDist = (CGeneral::GetRandomNumber()&0xFF)/256.0f + RUBBISH_MAX_DIST;
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uint8 r = CGeneral::GetRandomNumber();
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if(r&1)
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spawnAngle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f;
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else
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spawnAngle = (r-128)/160.0f + TheCamera.Orientation;
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sheet->m_basePos.x = TheCamera.GetPosition().x + spawnDist*Sin(spawnAngle);
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sheet->m_basePos.y = TheCamera.GetPosition().y + spawnDist*Cos(spawnAngle);
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sheet->m_basePos.z = CWorld::FindGroundZFor3DCoord(sheet->m_basePos.x, sheet->m_basePos.y, TheCamera.GetPosition().z, &foundGround) + 0.1f;
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if(foundGround){
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// Found ground, so add to statics list
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sheet->m_angle = (CGeneral::GetRandomNumber()&0xFF)/256.0f * 6.28f;
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sheet->m_state = 1;
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if(CCullZones::FindAttributesForCoors(sheet->m_basePos, nil) & ATTRZONE_NORAIN)
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sheet->m_isVisible = false;
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else
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sheet->m_isVisible = true;
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sheet->RemoveFromList();
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sheet->AddToList(&StartStaticsList);
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}
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}
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// Process animation
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sheet = StartMoversList.m_next;
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while(sheet != &EndMoversList){
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uint32 currentTime = CTimer::GetTimeInMilliseconds() - sheet->m_moveStart;
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if(currentTime < sheet->m_moveDuration){
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// Animation
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int step = 16 * currentTime / sheet->m_moveDuration; // 16 steps in animation
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int stepTime = sheet->m_moveDuration/16; // time in each step
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float s = (float)(currentTime - stepTime*step) / stepTime; // position on step
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float t = (float)currentTime / sheet->m_moveDuration; // position on total animation
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// factors for xy and z-movment
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float fxy = aAnimations[sheet->m_animationType][step]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1]*s;
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float fz = aAnimations[sheet->m_animationType][step+17]*(1.0f-s) + aAnimations[sheet->m_animationType][step+1+17]*s;
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sheet->m_animatedPos.x = sheet->m_basePos.x + fxy*sheet->m_xDist;
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sheet->m_animatedPos.y = sheet->m_basePos.y + fxy*sheet->m_yDist;
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sheet->m_animatedPos.z = (1.0f-t)*sheet->m_basePos.z + t*sheet->m_targetZ + fz*sheet->m_animHeight;
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sheet->m_angle += CTimer::GetTimeStep()*0.04f;
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if(sheet->m_angle > 6.28f)
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sheet->m_angle -= 6.28f;
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sheet = sheet->m_next;
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}else{
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// End of animation, back into statics list
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sheet->m_basePos.x += sheet->m_xDist;
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sheet->m_basePos.y += sheet->m_yDist;
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sheet->m_basePos.z = sheet->m_targetZ;
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sheet->m_state = 1;
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sheet->m_isVisible = sheet->m_targetIsVisible;
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COneSheet *next = sheet->m_next;
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sheet->RemoveFromList();
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sheet->AddToList(&StartStaticsList);
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sheet = next;
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}
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}
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// Stir up a sheet by wind
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// FRAMETIME
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int freq;
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if(CWeather::Wind < 0.1f)
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freq = 31;
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else if(CWeather::Wind < 0.4f)
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freq = 7;
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else if(CWeather::Wind < 0.7f)
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freq = 1;
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else
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freq = 0;
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if((CTimer::GetFrameCounter() & freq) == 0){
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// Pick a random sheet and set animation state if static
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int i = CGeneral::GetRandomNumber() % NUM_RUBBISH_SHEETS;
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if(aSheets[i].m_state == 1){
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aSheets[i].m_moveStart = CTimer::GetTimeInMilliseconds();
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aSheets[i].m_moveDuration = CWeather::Wind*1500.0f + 1000.0f;
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aSheets[i].m_animHeight = 0.2f;
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aSheets[i].m_xDist = 3.0f*CWeather::Wind;
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aSheets[i].m_yDist = 3.0f*CWeather::Wind;
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// Check if target position is ok
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float tx = aSheets[i].m_basePos.x + aSheets[i].m_xDist;
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float ty = aSheets[i].m_basePos.y + aSheets[i].m_yDist;
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float tz = aSheets[i].m_basePos.z + 3.0f;
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aSheets[i].m_targetZ = CWorld::FindGroundZFor3DCoord(tx, ty, tz, &foundGround) + 0.1f;
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if(CCullZones::FindAttributesForCoors(CVector(tx, ty, aSheets[i].m_targetZ), nil) & ATTRZONE_NORAIN)
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aSheets[i].m_targetIsVisible = false;
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else
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aSheets[i].m_targetIsVisible = true;
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if(foundGround){
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// start animation
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aSheets[i].m_state = 2;
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aSheets[i].m_animationType = 1;
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aSheets[i].RemoveFromList();
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aSheets[i].AddToList(&StartMoversList);
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}
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}
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}
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// Remove sheets that are too far away
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int i = (CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4))*4;
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int last = ((CTimer::GetFrameCounter()%(NUM_RUBBISH_SHEETS/4)) + 1)*4;
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for(; i < last; i++){
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if(aSheets[i].m_state == 1 &&
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(aSheets[i].m_basePos - TheCamera.GetPosition()).MagnitudeSqr2D() > SQR(RUBBISH_MAX_DIST+1.0f)){
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aSheets[i].m_state = 0;
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aSheets[i].RemoveFromList();
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aSheets[i].AddToList(&StartEmptyList);
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}
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}
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}
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void
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CRubbish::SetVisibility(bool visible)
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{
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bRubbishInvisible = !visible;
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}
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void
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CRubbish::Init(void)
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{
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int i;
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for(i = 0; i < NUM_RUBBISH_SHEETS; i++){
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aSheets[i].m_state = 0;
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if(i < NUM_RUBBISH_SHEETS-1)
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aSheets[i].m_next = &aSheets[i+1];
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else
|
||||
aSheets[i].m_next = &EndEmptyList;
|
||||
if(i > 0)
|
||||
aSheets[i].m_prev = &aSheets[i-1];
|
||||
else
|
||||
aSheets[i].m_prev = &StartEmptyList;
|
||||
}
|
||||
|
||||
StartEmptyList.m_next = &aSheets[0];
|
||||
StartEmptyList.m_prev = nil;
|
||||
EndEmptyList.m_next = nil;
|
||||
EndEmptyList.m_prev = &aSheets[NUM_RUBBISH_SHEETS-1];
|
||||
|
||||
StartStaticsList.m_next = &EndStaticsList;
|
||||
StartStaticsList.m_prev = nil;
|
||||
EndStaticsList.m_next = nil;
|
||||
EndStaticsList.m_prev = &StartStaticsList;
|
||||
|
||||
StartMoversList.m_next = &EndMoversList;
|
||||
StartMoversList.m_prev = nil;
|
||||
EndMoversList.m_next = nil;
|
||||
EndMoversList.m_prev = &StartMoversList;
|
||||
|
||||
// unused
|
||||
RwIm3DVertexSetU(&RubbishVertices[0], 0.0f);
|
||||
RwIm3DVertexSetV(&RubbishVertices[0], 0.0f);
|
||||
RwIm3DVertexSetU(&RubbishVertices[1], 1.0f);
|
||||
RwIm3DVertexSetV(&RubbishVertices[1], 0.0f);
|
||||
RwIm3DVertexSetU(&RubbishVertices[2], 0.0f);
|
||||
RwIm3DVertexSetV(&RubbishVertices[2], 1.0f);
|
||||
RwIm3DVertexSetU(&RubbishVertices[3], 1.0f);
|
||||
RwIm3DVertexSetV(&RubbishVertices[3], 1.0f);
|
||||
|
||||
// unused
|
||||
RubbishIndexList2[0] = 0;
|
||||
RubbishIndexList2[1] = 2;
|
||||
RubbishIndexList2[2] = 1;
|
||||
RubbishIndexList2[3] = 1;
|
||||
RubbishIndexList2[4] = 2;
|
||||
RubbishIndexList2[5] = 3;
|
||||
|
||||
RubbishIndexList[0] = 0;
|
||||
RubbishIndexList[1] = 1;
|
||||
RubbishIndexList[2] = 2;
|
||||
RubbishIndexList[3] = 1;
|
||||
RubbishIndexList[4] = 3;
|
||||
RubbishIndexList[5] = 2;
|
||||
|
||||
CTxdStore::PushCurrentTxd();
|
||||
int slot = CTxdStore::FindTxdSlot("particle");
|
||||
CTxdStore::SetCurrentTxd(slot);
|
||||
gpRubbishTexture[0] = RwTextureRead("gameleaf01_64", nil);
|
||||
gpRubbishTexture[1] = RwTextureRead("gameleaf02_64", nil);
|
||||
gpRubbishTexture[2] = RwTextureRead("newspaper01_64", nil);
|
||||
gpRubbishTexture[3] = RwTextureRead("newspaper02_64", nil);
|
||||
CTxdStore::PopCurrentTxd();
|
||||
RubbishVisibility = 255;
|
||||
bRubbishInvisible = false;
|
||||
}
|
||||
|
||||
void
|
||||
CRubbish::Shutdown(void)
|
||||
{
|
||||
RwTextureDestroy(gpRubbishTexture[0]);
|
||||
RwTextureDestroy(gpRubbishTexture[1]);
|
||||
RwTextureDestroy(gpRubbishTexture[2]);
|
||||
RwTextureDestroy(gpRubbishTexture[3]);
|
||||
}
|
||||
|
|
|
@ -2,13 +2,50 @@
|
|||
|
||||
class CVehicle;
|
||||
|
||||
enum {
|
||||
// NB: not all values are allowed, check the code
|
||||
NUM_RUBBISH_SHEETS = 64
|
||||
};
|
||||
|
||||
class COneSheet
|
||||
{
|
||||
public:
|
||||
CVector m_basePos;
|
||||
CVector m_animatedPos;
|
||||
float m_targetZ;
|
||||
int8 m_state;
|
||||
int8 m_animationType;
|
||||
uint32 m_moveStart;
|
||||
uint32 m_moveDuration;
|
||||
float m_animHeight;
|
||||
float m_xDist;
|
||||
float m_yDist;
|
||||
float m_angle;
|
||||
bool m_isVisible;
|
||||
bool m_targetIsVisible;
|
||||
COneSheet *m_next;
|
||||
COneSheet *m_prev;
|
||||
|
||||
void AddToList(COneSheet *list);
|
||||
void RemoveFromList(void);
|
||||
};
|
||||
|
||||
class CRubbish
|
||||
{
|
||||
static bool bRubbishInvisible;
|
||||
static int RubbishVisibility;
|
||||
static COneSheet aSheets[NUM_RUBBISH_SHEETS];
|
||||
static COneSheet StartEmptyList;
|
||||
static COneSheet EndEmptyList;
|
||||
static COneSheet StartStaticsList;
|
||||
static COneSheet EndStaticsList;
|
||||
static COneSheet StartMoversList;
|
||||
static COneSheet EndMoversList;
|
||||
public:
|
||||
static void Render(void);
|
||||
static void StirUp(CVehicle *veh); // CAutomobile on PS2
|
||||
static void Update(void);
|
||||
static void SetVisibility(bool);
|
||||
static void SetVisibility(bool visible);
|
||||
static void Init(void);
|
||||
static void Shutdown(void);
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue