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156 lines
3.6 KiB
C++
156 lines
3.6 KiB
C++
#include "world/CWorld.hpp"
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#include "gx/Gx.hpp"
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#include "gx/Shader.hpp"
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#include "model/Model2.hpp"
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#include "world/Map.hpp"
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#include "world/Weather.hpp"
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#include <storm/Memory.hpp>
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uint32_t CWorld::s_curTimeMs;
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float CWorld::s_curTimeSec;
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uint32_t CWorld::s_enables;
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uint32_t CWorld::s_enables2;
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uint32_t CWorld::s_gameTimeFixed;
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float CWorld::s_gameTimeSec;
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uint32_t CWorld::s_tickTimeFixed;
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uint32_t CWorld::s_tickTimeMs;
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float CWorld::s_tickTimeSec;
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Weather* CWorld::s_weather;
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HWORLDOBJECT CWorld::AddObject(CM2Model* model, void* handler, void* handlerParam, uint64_t param64, uint32_t param32, uint32_t objFlags) {
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auto entity = CMap::AllocEntity(objFlags & 0x8 ? true : false);
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entity->m_model = model;
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entity->m_param64 = param64;
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entity->m_param32 = param32;
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// TODO
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entity->m_dirLightScale = 1.0f;
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entity->m_dirLightScaleTarget = 1.0f;
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// TODO
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entity->m_type |= CMapBaseObj::Type_200;
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// TODO
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entity->m_flags = 0x0;
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if (objFlags & 0x20) {
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entity->m_flags = 0x20000;
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}
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// TODO
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return reinterpret_cast<HWORLDOBJECT>(entity);
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}
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uint32_t CWorld::GetCurTimeMs() {
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return CWorld::s_curTimeMs;
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}
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float CWorld::GetCurTimeSec() {
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return CWorld::s_curTimeSec;
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}
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uint32_t CWorld::GetFixedPrecisionTime(float timeSec) {
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return static_cast<uint32_t>(timeSec * 1024.0f);
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}
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uint32_t CWorld::GetGameTimeFixed() {
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return CWorld::s_gameTimeFixed;
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}
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float CWorld::GetGameTimeSec() {
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return CWorld::s_gameTimeSec;
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}
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uint32_t CWorld::GetTickTimeFixed() {
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return CWorld::s_tickTimeFixed;
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}
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uint32_t CWorld::GetTickTimeMs() {
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return CWorld::s_tickTimeMs;
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}
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float CWorld::GetTickTimeSec() {
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return CWorld::s_tickTimeSec;
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}
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void CWorld::Initialize() {
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CWorld::s_enables |=
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Enables::Enable_1
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| Enables::Enable_2
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| Enables::Enable_10
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| Enables::Enable_Culling
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| Enables::Enable_Shadow
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| Enables::Enable_100
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| Enables::Enable_200
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| Enables::Enable_800
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| Enables::Enable_4000
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| Enables::Enable_DetailDoodads
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| Enables::Enable_1000000
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| Enables::Enable_Particulates
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| Enables::Enable_LowDetail;
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CWorld::s_gameTimeFixed = 0;
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CWorld::s_gameTimeSec = 0.0f;
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// TODO
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if (GxCaps().m_shaderTargets[GxSh_Pixel] > GxShPS_none) {
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CWorld::s_enables |= Enables::Enable_PixelShader;
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}
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if (GxCaps().m_shaderTargets[GxSh_Vertex] > GxShVS_none) {
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CWorld::s_enables2 |= Enables2::Enable_VertexShader;
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}
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// TODO
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uint32_t m2Flags = M2GetCacheFlags();
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CShaderEffect::InitShaderSystem(
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(m2Flags & 0x8) != 0,
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(CWorld::s_enables2 & Enables2::Enable_HwPcf) != 0
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);
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// TODO
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CMap::Initialize();
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// TODO
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CWorld::s_weather = STORM_NEW(Weather);
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// TODO
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}
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void CWorld::LoadMap(const char* mapName, const C3Vector& position, int32_t zoneID) {
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// TODO
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CMap::Load(mapName, zoneID);
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// TODO
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}
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int32_t CWorld::OnTick(const EVENT_DATA_TICK* data, void* param) {
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CWorld::SetUpdateTime(data->tickTimeSec, data->curTimeMs);
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return 1;
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}
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void CWorld::SetUpdateTime(float tickTimeSec, uint32_t curTimeMs) {
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auto tickTimeFixed = CWorld::GetFixedPrecisionTime(tickTimeSec);
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CWorld::s_curTimeMs = curTimeMs;
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CWorld::s_curTimeSec = static_cast<float>(curTimeMs) * 0.001f;
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CWorld::s_gameTimeFixed += tickTimeFixed;
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CWorld::s_gameTimeSec += tickTimeSec;
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CWorld::s_tickTimeFixed = tickTimeFixed;
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CWorld::s_tickTimeMs = static_cast<uint32_t>(tickTimeSec * 1000.0f);
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CWorld::s_tickTimeSec = tickTimeSec;
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}
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