#include "Contents/Ground/GroundWaterState.h" #include "Render/Textures/TextureCache.h" #include "Resource/World/GroundResource.h" #include "Utility/Math/ScalarConversion.h" #include #include // INLINED GroundWaterState::GroundWaterState() : level(0.0f), animation(3), pitch(50), phase(2), type(0), height(1.0f), columns(1), rows(1), partitioned(false) { } // OFFSET: 0x00AC3320 // FUNCTION: fn_17600 void GroundWaterState::Set(float newLevel, int newType, int newAnimation, int newPitch, int newPhase, float newHeight) { this->animation = newAnimation; this->pitch = newPitch; this->level = newLevel; this->height = newHeight; this->phase = newPhase % 360; this->type = newType; } // OFFSET: 0x00AC30D0 // FUNCTION: fn_17599 bool GroundWaterState::Import(const CGndRes& resource, TextureCache& textures) { if (resource.major == 1 && resource.minor >= 8) { this->columns = resource.waterWidth; this->rows = resource.waterHeight; this->levels = resource.waterHeights; this->surfaces.resize(resource.water.size()); for (std::size_t index = 0; index < resource.water.size(); ++index) { const GroundWaterParameters& parameters = resource.water[index].parameters; this->surfaces[index] = {parameters.level, parameters.type, parameters.height, parameters.speed, parameters.pitch, parameters.animation, 0, 0.0f, nullptr}; } this->animation = resource.waterDefault.animation; this->pitch = TruncateToInt(resource.waterDefault.pitch); this->phase = TruncateToInt(resource.waterDefault.speed) % 360; this->type = resource.waterDefault.type; this->height = resource.waterDefault.height; } else { this->surfaces.push_back( {this->level, this->type, this->height, static_cast(this->phase), static_cast(this->pitch), this->animation, 0, 0.0f, nullptr} ); this->levels.push_back(this->level); } this->Update(textures); this->partitioned = this->levels.size() > 1; return this->partitioned; } // OFFSET: 0x00AC1390 // FUNCTION: fn_17580 float GroundWaterState::Level(int width, int height, int column, int row) const { const int cellWidth = width / this->columns; const int cellHeight = height / this->rows; const int x = std::min(column / cellWidth, this->columns - 1); const int z = std::min(row / cellHeight, this->rows - 1); const unsigned index = static_cast(x) + static_cast(z) * static_cast(this->columns); return index < this->levels.size() ? this->levels[index] : 0.0f; } // OFFSET: 0x00AC1430 // FUNCTION: fn_17581 void GroundWaterState::Update(TextureCache& textures) { // STATIC: 0x01159248 constexpr char format[] = "\xBF\xF6\xC5\xCD\\water%d%02d.jpg"; char name[32]{}; for (GroundWaterSurface& surface : this->surfaces) { ++surface.frame; const int end = surface.animation * 32; if (end <= surface.frame) { surface.frame = 0; } const int image = (surface.frame / surface.animation) % 32; _snprintf_s(name, sizeof(name), _TRUNCATE, format, surface.type, image); surface.texture = textures.Load(name, 0, false, true, false); const float phase = surface.speed + surface.phase; surface.phase = phase; if (phase > 180.0f) { surface.phase = phase - 360.0f; } } }