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https://github.com/GTAmodding/re3.git
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174 lines
4.3 KiB
C++
174 lines
4.3 KiB
C++
#include "common.h"
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#include "Building.h"
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#include "Treadable.h"
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#include "Train.h"
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#include "Pools.h"
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#include "Timer.h"
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#include "Camera.h"
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#include "World.h"
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#include "FileMgr.h"
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#include "ZoneCull.h"
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#include "Zones.h"
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//--MIAMI: done
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int32 CCullZones::NumAttributeZones;
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CAttributeZone CCullZones::aAttributeZones[NUMATTRIBZONES];
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int32 CCullZones::CurrentWantedLevelDrop_Player;
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int32 CCullZones::CurrentFlags_Camera;
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int32 CCullZones::CurrentFlags_Player;
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bool CCullZones::bCurrentSubwayIsInvisible;
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bool CCullZones::bAtBeachForAudio;
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void
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CCullZones::Init(void)
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{
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NumAttributeZones = 0;
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CurrentWantedLevelDrop_Player = 0;
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CurrentFlags_Camera = 0;
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CurrentFlags_Player = 0;
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bCurrentSubwayIsInvisible = false;
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}
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void
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CCullZones::Update(void)
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{
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bool invisible;
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switch(CTimer::GetFrameCounter() & 7){
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case 0:
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case 4:
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UpdateAtBeachForAudio();
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break;
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case 2:
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/* Update camera attributes */
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CurrentFlags_Camera = FindAttributesForCoors(TheCamera.GetGameCamPosition(), nil);
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invisible = (CurrentFlags_Camera & ATTRZONE_SUBWAYVISIBLE) == 0;
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if(invisible != bCurrentSubwayIsInvisible){
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MarkSubwayAsInvisible(!invisible);
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bCurrentSubwayIsInvisible = invisible;
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}
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break;
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case 6:
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/* Update player attributes */
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CurrentFlags_Player = FindAttributesForCoors(FindPlayerCoors(),
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&CurrentWantedLevelDrop_Player);
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break;
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}
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}
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// TODO? put somewhere else?
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bool
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IsPointWithinArbitraryArea(float px, float py, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)
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{
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if((px-x1)*(x2-x1) - (py-y1)*(y2-y1) < 0.0f) return false;
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if((px-x2)*(x3-x2) - (py-y2)*(y3-y2) < 0.0f) return false;
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if((px-x3)*(x4-x3) - (py-y3)*(y4-y3) < 0.0f) return false;
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if((px-x4)*(x1-x4) - (py-y4)*(y1-y4) < 0.0f) return false;
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return true;
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}
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void
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CCullZones::UpdateAtBeachForAudio(void)
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{
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bAtBeachForAudio = IsPointWithinArbitraryArea(TheCamera.GetPosition().x, TheCamera.GetPosition().y,
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400.0f, -1644.4f,
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751.9f, 1267.8f,
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971.9f, 1216.2f,
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840.0f, -1744.0f);
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}
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void
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CCullZones::ForceCullZoneCoors(CVector coors)
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{
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}
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int32
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CCullZones::FindAttributesForCoors(CVector coors, int32 *wantedLevel)
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{
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int i;
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int32 attribs;
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if (wantedLevel)
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*wantedLevel = 0;
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attribs = 0;
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for(i = 0; i < NumAttributeZones; i++)
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if(coors.x >= aAttributeZones[i].minx && coors.x <= aAttributeZones[i].maxx &&
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coors.y >= aAttributeZones[i].miny && coors.y <= aAttributeZones[i].maxy &&
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coors.z >= aAttributeZones[i].minz && coors.z <= aAttributeZones[i].maxz){
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attribs |= aAttributeZones[i].attributes;
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if(wantedLevel)
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*wantedLevel = Max(*wantedLevel, aAttributeZones[i].wantedLevel);
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}
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return attribs;
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}
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CAttributeZone*
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CCullZones::FindZoneWithStairsAttributeForPlayer(void)
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{
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int i;
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CVector coors;
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coors = FindPlayerCoors();
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for(i = 0; i < NumAttributeZones; i++)
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if(aAttributeZones[i].attributes & ATTRZONE_STAIRS &&
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coors.x >= aAttributeZones[i].minx && coors.x <= aAttributeZones[i].maxx &&
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coors.y >= aAttributeZones[i].miny && coors.y <= aAttributeZones[i].maxy &&
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coors.z >= aAttributeZones[i].minz && coors.z <= aAttributeZones[i].maxz)
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return &aAttributeZones[i];
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return nil;
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}
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void
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CCullZones::MarkSubwayAsInvisible(bool visible)
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{
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int i, n;
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CEntity *e;
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CVehicle *v;
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n = CPools::GetBuildingPool()->GetSize()-1;
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for(i = n; i >= 0; i--){
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e = CPools::GetBuildingPool()->GetSlot(i);
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if(e && e->bIsSubway)
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e->bIsVisible = visible;
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}
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n = CPools::GetTreadablePool()->GetSize()-1;
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for(i = n; i >= 0; i--){
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e = CPools::GetTreadablePool()->GetSlot(i);
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if(e && e->bIsSubway)
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e->bIsVisible = visible;
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}
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n = CPools::GetVehiclePool()->GetSize()-1;
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for(i = n; i >= 0; i--){
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v = CPools::GetVehiclePool()->GetSlot(i);
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if(v && v->IsTrain() && ((CTrain*)v)->m_nTrackId != TRACK_ELTRAIN)
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v->bIsVisible = visible;
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}
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}
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void
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CCullZones::AddCullZone(CVector const &position,
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float minx, float maxx,
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float miny, float maxy,
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float minz, float maxz,
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uint16 flag, int16 wantedLevel)
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{
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CAttributeZone *attrib;
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assert(NumAttributeZones < NUMATTRIBZONES);
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attrib = &aAttributeZones[NumAttributeZones++];
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attrib->minx = minx;
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attrib->maxx = maxx;
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attrib->miny = miny;
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attrib->maxy = maxy;
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attrib->minz = minz;
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attrib->maxz = maxz;
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attrib->attributes = flag;
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attrib->wantedLevel = wantedLevel;
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}
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