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-rw-r--r--src/render/WaterLevel.cpp118
1 files changed, 59 insertions, 59 deletions
diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp
index ef5c4c58..49fc3a22 100644
--- a/src/render/WaterLevel.cpp
+++ b/src/render/WaterLevel.cpp
@@ -31,8 +31,8 @@ float TEXTURE_ADDV;
int32 CWaterLevel::ms_nNoOfWaterLevels;
float CWaterLevel::ms_aWaterZs[48];
CRect CWaterLevel::ms_aWaterRects[48];
-int8 CWaterLevel::aWaterBlockList[WATER_BLOCK_SIZE][WATER_BLOCK_SIZE];
-int8 CWaterLevel::aWaterFineBlockList[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
+int8 CWaterLevel::aWaterBlockList[MAX_LARGE_SECTORS][MAX_LARGE_SECTORS];
+int8 CWaterLevel::aWaterFineBlockList[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS];
bool CWaterLevel::WavesCalculatedThisFrame;
RpAtomic *CWaterLevel::ms_pWavyAtomic;
RpGeometry *CWaterLevel::apGeomArray[8];
@@ -54,7 +54,6 @@ const float fGreenMult = 1.0f;
const float fBlueMult = 1.4f;
-
void
CWaterLevel::Initialise(Const char *pWaterDat)
{
@@ -100,14 +99,15 @@ CWaterLevel::Initialise(Const char *pWaterDat)
CFileMgr::CloseFile(hFile);
- for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
+ for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
{
- for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
+ for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
{
aWaterFineBlockList[x][y] = NO_WATER;
}
}
+ // rasterize water rects read from file
for (int32 i = 0; i < ms_nNoOfWaterLevels; i++)
{
int32 l = WATER_HUGE_X(ms_aWaterRects[i].left);
@@ -115,13 +115,13 @@ CWaterLevel::Initialise(Const char *pWaterDat)
int32 t = WATER_HUGE_Y(ms_aWaterRects[i].top);
int32 b = WATER_HUGE_Y(ms_aWaterRects[i].bottom) + 1.0f;
- // originally this writes *god* knows where everywhere in game memory ...
- // even in debug it manages to reach some textures so librw crashes with a ptr being 0x15151515 ....
#ifdef FIX_BUGS
- l = clamp(l, 0, WATER_FINEBLOCK_SIZE - 1);
- r = clamp(r, 0, WATER_FINEBLOCK_SIZE - 1);
- t = clamp(t, 0, WATER_FINEBLOCK_SIZE - 1);
- b = clamp(b, 0, WATER_FINEBLOCK_SIZE - 1);
+ // water.dat has rects that go out of bounds
+ // which causes memory corruption
+ l = clamp(l, 0, MAX_SMALL_SECTORS - 1);
+ r = clamp(r, 0, MAX_SMALL_SECTORS - 1);
+ t = clamp(t, 0, MAX_SMALL_SECTORS - 1);
+ b = clamp(b, 0, MAX_SMALL_SECTORS - 1);
#endif
for (int32 x = l; x <= r; x++)
@@ -133,46 +133,46 @@ CWaterLevel::Initialise(Const char *pWaterDat)
}
}
- for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
+ // remove tiles that are obscured by land
+ for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
{
- int32 worldX = WATER_START_X + x * SMALL_SECTOR_WIDTH;
+ float worldX = WATER_START_X + x * SMALL_SECTOR_SIZE;
- for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
+ for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
{
- if (aWaterBlockList[x][y] >= 0)
+ if (aWaterFineBlockList[x][y] >= 0)
{
- int32 worldY = WATER_START_Y + y * SMALL_SECTOR_WIDTH;
+ float worldY = WATER_START_Y + y * SMALL_SECTOR_SIZE;
int32 i;
for (i = 0; i <= 8; i++)
{
for (int32 j = 0; j <= 8; j++)
{
- CVector worldPos = CVector(worldX + i * (SMALL_SECTOR_WIDTH / 8), worldY + j * (SMALL_SECTOR_WIDTH / 8), ms_aWaterZs[aWaterFineBlockList[x][y]]);
+ CVector worldPos = CVector(worldX + i * (SMALL_SECTOR_SIZE / 8), worldY + j * (SMALL_SECTOR_SIZE / 8), ms_aWaterZs[aWaterFineBlockList[x][y]]);
- if ((worldPos.x > WORLD_MIN_X && worldPos.x < WORLD_MAX_X) && (worldPos.y > WORLD_MIN_Y && worldPos.y < WORLD_MAX_Y))
- {
- if (WaterLevelAccordingToRectangles(worldPos.x, worldPos.y) && !TestVisibilityForFineWaterBlocks(worldPos))
- {
- i = 1000;
- break;
- }
- }
- }
+ if ((worldPos.x > WORLD_MIN_X && worldPos.x < WORLD_MAX_X) && (worldPos.y > WORLD_MIN_Y && worldPos.y < WORLD_MAX_Y) &&
+ (!WaterLevelAccordingToRectangles(worldPos.x, worldPos.y) || TestVisibilityForFineWaterBlocks(worldPos)))
+ continue;
- if (i == 1000) break;
+ // at least one point in the tile wasn't blocked, so don't remove water
+ i = 1000;
+ break;
+ }
}
- if (i < 1000) aWaterFineBlockList[x][y] = NO_WATER;
+ if (i < 1000)
+ aWaterFineBlockList[x][y] = NO_WATER;
}
}
}
RemoveIsolatedWater();
- for (int32 x = 0; x < WATER_BLOCK_SIZE; x++)
+ // calculate coarse tiles from fine tiles
+ for (int32 x = 0; x < MAX_LARGE_SECTORS; x++)
{
- for (int32 y = 0; y < WATER_BLOCK_SIZE; y++)
+ for (int32 y = 0; y < MAX_LARGE_SECTORS; y++)
{
if (aWaterFineBlockList[x * 2][y * 2] >= 0)
{
@@ -445,11 +445,11 @@ CWaterLevel::TestVisibilityForFineWaterBlocks(const CVector &worldPos)
void
CWaterLevel::RemoveIsolatedWater()
{
- bool (*isConnected)[WATER_FINEBLOCK_SIZE] = new bool[WATER_FINEBLOCK_SIZE][WATER_FINEBLOCK_SIZE];
+ bool (*isConnected)[MAX_SMALL_SECTORS] = new bool[MAX_SMALL_SECTORS][MAX_SMALL_SECTORS];
- for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
+ for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
{
- for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
+ for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
{
isConnected[x][y] = false;
}
@@ -462,35 +462,35 @@ CWaterLevel::RemoveIsolatedWater()
{
keepGoing = false;
- for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
+ for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
{
- for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
+ for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
{
- if (aWaterBlockList[x][y] >= 0 && !isConnected[x][y])
+ if (aWaterFineBlockList[x][y] < 0 || isConnected[x][y])
+ continue;
+
+ if (x > 0 && isConnected[x - 1][y])
{
- if (x > 0 && isConnected[x - 1][y])
- {
- isConnected[x][y] = true;
- keepGoing = true;
- }
+ isConnected[x][y] = true;
+ keepGoing = true;
+ }
- if (y > 0 && isConnected[x][y - 1])
- {
- isConnected[x][y] = true;
- keepGoing = true;
- }
+ if (y > 0 && isConnected[x][y - 1])
+ {
+ isConnected[x][y] = true;
+ keepGoing = true;
+ }
- if (x + 1 < WATER_FINEBLOCK_SIZE && isConnected[x + 1][y])
- {
- isConnected[x][y] = true;
- keepGoing = true;
- }
+ if (x + 1 < MAX_SMALL_SECTORS && isConnected[x + 1][y])
+ {
+ isConnected[x][y] = true;
+ keepGoing = true;
+ }
- if (y + 1 < WATER_FINEBLOCK_SIZE && isConnected[x][y + 1])
- {
- isConnected[x][y] = true;
- keepGoing = true;
- }
+ if (y + 1 < MAX_SMALL_SECTORS && isConnected[x][y + 1])
+ {
+ isConnected[x][y] = true;
+ keepGoing = true;
}
}
}
@@ -499,11 +499,11 @@ CWaterLevel::RemoveIsolatedWater()
int32 numRemoved = 0;
- for (int32 x = 0; x < WATER_FINEBLOCK_SIZE; x++)
+ for (int32 x = 0; x < MAX_SMALL_SECTORS; x++)
{
- for (int32 y = 0; y < WATER_FINEBLOCK_SIZE; y++)
+ for (int32 y = 0; y < MAX_SMALL_SECTORS; y++)
{
- if (aWaterBlockList[x][y] >= 0 && !isConnected[x][y] && ms_aWaterZs[aWaterFineBlockList[x][y]] != 0.0f)
+ if (aWaterFineBlockList[x][y] >= 0 && !isConnected[x][y] && ms_aWaterZs[aWaterFineBlockList[x][y]] == 0.0f)
{
numRemoved++;
aWaterFineBlockList[x][y] = NO_WATER;