Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
634 lines
15 KiB
C++
634 lines
15 KiB
C++
//
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// CWater
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//
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#include <d3dx8.h>
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#include "CWater.h"
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#define WATER_SHIFT 6
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#define WATER_SIZE (1 << WATER_SHIFT)
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#define WATER_AREA (WATER_SIZE * WATER_SIZE)
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#define WATER_MASK (WATER_SIZE - 1)
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#define WATER_SPHERE_HEIGHT 20.0f
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#define WATER_SPHERE_RADIUS2 (35.0f * 35.0f)
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#define WATER_INDEX(x, y) \
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((x) | ((y) << WATER_SHIFT))
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#define WATER_INDEX_WRAP(x, y) \
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(((x) & WATER_MASK) | (((y) & WATER_MASK) << WATER_SHIFT))
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#if defined(_X86) && !defined(_WIN64)
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inline int f2i(float flt)
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{
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volatile int n;
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__asm
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{
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fld flt
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fistp n
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}
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return n;
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}
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#else
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inline int f2i(float flt)
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{
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return (int) flt;
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////
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// Types /////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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#pragma pack(1)
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typedef struct WATER_VERTEX
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{
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D3DXVECTOR3 m_vecPos;
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D3DXVECTOR3 m_vecNormal;
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D3DCOLOR m_dwDiffuse;
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D3DXVECTOR2 m_vecTex;
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} WATER_VERTEX;
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#define WATER_FVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0))
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typedef struct CAUSTICS_VERTEX
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{
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D3DXVECTOR3 m_vecPos;
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D3DCOLOR m_dwDiffuse;
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} CAUSTICS_VERTEX;
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#define CAUSTICS_FVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
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#pragma pack()
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//////////////////////////////////////////////////////////////////////////////
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// CWater implementation /////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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CWater::CWater()
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{
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m_fDepth = 0.0f;
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m_fScaleTex = 1.0f;
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m_uIndices = 0;
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m_uVertices = 0;
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m_pRefract = NULL;
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m_pSurface = NULL;
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m_pDevice = NULL;
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m_pibIndices = NULL;
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m_pvbVertices = NULL;
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m_pvbCaustics = NULL;
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}
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CWater::~CWater()
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{
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if(m_pSurface)
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delete [] m_pSurface;
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}
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HRESULT
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CWater::Initialize(float fSize, float fDepth)
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{
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m_fSize = fSize;
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m_fDepth = fDepth;
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m_fScaleTex = 1.0f / fSize;
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// Calculate number of vertices and indices
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m_uVertices = WATER_AREA;
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m_uIndices = m_uVertices * 2;
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// Create refraction table
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static WATER_REFRACT Refract[512];
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if(!m_pRefract)
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{
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m_pRefract = &Refract[256];
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for(UINT u = 0; u < 256; u++)
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{
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float fCos0 = (float) u / (float) 256.0f;
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float f0 = acosf(fCos0);
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float fSin0 = sinf(f0);
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float fSin1 = fSin0 / 1.333f; // water
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float f1 = asinf(fSin1);
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float fCos1 = cosf(f1);
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m_pRefract[u].fRefract = fSin0 / fSin1 * fCos1 - fCos0;
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m_pRefract[u].fRefractNorm = - fSin1 / fSin0;
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m_pRefract[u].dwDiffuse = ((((0xff - u)*(0xff - u)*(0xff - u)) << 8) & 0xff000000);
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Refract[u] = Refract[256];
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}
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}
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// Create maps
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if(!m_pSurface)
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{
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if(!(m_pSurface = new WATER_SURFACE[WATER_AREA]))
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return E_OUTOFMEMORY;
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memset(m_pSurface, 0x00, WATER_AREA * sizeof(WATER_SURFACE));
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}
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return S_OK;
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}
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HRESULT
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CWater::OnCreateDevice(IDirect3DDevice8 *pDevice)
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{
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m_pDevice = pDevice;
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return S_OK;
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}
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HRESULT
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CWater::OnResetDevice()
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{
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HRESULT hr;
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// Create indices
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if(!m_pibIndices)
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{
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WORD *pwIndices;
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if(FAILED(hr = m_pDevice->CreateIndexBuffer(m_uIndices * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pibIndices)))
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return hr;
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if(FAILED(hr = m_pibIndices->Lock(0, m_uIndices * sizeof(WORD), (BYTE**) &pwIndices, 0)))
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return hr;
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// Fill in indicies
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UINT uX = 0, uZ = 0;
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WORD *pwIndex = pwIndices;
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for(UINT uSize = WATER_SIZE; uSize != 0; uSize -= 2)
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{
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UINT u;
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// Top
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for(u = 0; u < uSize; u++)
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{
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*pwIndex++ = uX + uZ * WATER_SIZE;
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*pwIndex++ = uX + uZ * WATER_SIZE + WATER_SIZE;
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uX++;
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}
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uX--;
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uZ++;
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// Right
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for(u = 1; u < uSize; u++)
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{
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*pwIndex++ = uX + uZ * WATER_SIZE;
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*pwIndex++ = uX + uZ * WATER_SIZE - 1;
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uZ++;
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}
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uZ--;
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uX--;
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// Bottom
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for(u = 1; u < uSize; u++)
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{
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*pwIndex++ = uX + uZ * WATER_SIZE;
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*pwIndex++ = uX + uZ * WATER_SIZE - WATER_SIZE;
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uX--;
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}
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uX++;
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uZ--;
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// Left
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for(u = 2; u < uSize; u++)
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{
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*pwIndex++ = uX + uZ * WATER_SIZE;
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*pwIndex++ = uX + uZ * WATER_SIZE + 1;
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uZ--;
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}
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uZ++;
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uX++;
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}
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for(pwIndex = pwIndices; pwIndex < pwIndices + m_uIndices; pwIndex++)
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{
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if(*pwIndex >= m_uVertices)
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*pwIndex = 0;
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}
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m_pibIndices->Unlock();
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}
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// Create vertices
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if(!m_pvbVertices)
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{
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if(FAILED(hr = m_pDevice->CreateVertexBuffer(m_uVertices * sizeof(WATER_VERTEX),
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D3DUSAGE_DYNAMIC, WATER_FVF, D3DPOOL_DEFAULT, &m_pvbVertices)))
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{
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return hr;
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}
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}
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// Create caustics
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if(!m_pvbCaustics)
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{
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if(FAILED(hr = m_pDevice->CreateVertexBuffer(m_uVertices * sizeof(CAUSTICS_VERTEX),
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D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, CAUSTICS_FVF, D3DPOOL_DEFAULT, &m_pvbCaustics)))
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{
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return hr;
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}
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}
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return S_OK;
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}
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HRESULT
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CWater::OnLostDevice()
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{
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if(m_pibIndices)
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{
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m_pibIndices->Release();
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m_pibIndices = NULL;
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}
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if(m_pvbVertices)
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{
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m_pvbVertices->Release();
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m_pvbVertices = NULL;
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}
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if(m_pvbCaustics)
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{
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m_pvbCaustics->Release();
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m_pvbCaustics = NULL;
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}
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return S_OK;
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}
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HRESULT
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CWater::OnDestroyDevice()
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{
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m_pDevice = NULL;
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return S_OK;
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}
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HRESULT
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CWater::Drop()
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{
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UINT uX = rand();
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UINT uY = rand();
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m_pSurface[WATER_INDEX_WRAP(uX, uY)].fVelocity -= 0.25f;
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m_pSurface[WATER_INDEX_WRAP(uX - 1, uY)].fVelocity -= 0.125f;
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m_pSurface[WATER_INDEX_WRAP(uX + 1, uY)].fVelocity -= 0.125f;
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m_pSurface[WATER_INDEX_WRAP(uX, uY - 1)].fVelocity -= 0.125f;
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m_pSurface[WATER_INDEX_WRAP(uX, uY + 1)].fVelocity -= 0.125f;
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m_pSurface[WATER_INDEX_WRAP(uX - 1, uY - 1)].fVelocity -= 0.0625f;
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m_pSurface[WATER_INDEX_WRAP(uX + 1, uY + 1)].fVelocity -= 0.0625f;
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m_pSurface[WATER_INDEX_WRAP(uX + 1, uY - 1)].fVelocity -= 0.0625f;
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m_pSurface[WATER_INDEX_WRAP(uX - 1, uY + 1)].fVelocity -= 0.0625f;
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return S_OK;
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}
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HRESULT
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CWater::Update(D3DXVECTOR3 &vecPos, D3DXVECTOR3 &vecLight, BOOL bCalcCaustics)
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{
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HRESULT hr;
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UINT uXN, uX, uXP, uY, uYN, uY0, uYP;
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// Compute desired height
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m_fAvgHeight = 0.0f;
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WATER_SURFACE *pSurface = m_pSurface;
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uYN = WATER_AREA - WATER_SIZE;
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uY0 = 0;
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uYP = WATER_SIZE;
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do
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{
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uXN = WATER_SIZE - 1;
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uX = 0;
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uXP = 1;
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do
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{
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// Bowl
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float fX = (float) uX - (WATER_SIZE >> 1);
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float fZ = (float) (uY0 >> WATER_SHIFT) - (WATER_SIZE >> 1);
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float fDesire;
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if((fX * fX + fZ * fZ) < (WATER_SPHERE_RADIUS2 - WATER_SPHERE_HEIGHT * WATER_SPHERE_HEIGHT))
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{
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fDesire =
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(m_pSurface[uXN + uYN].fHeight +
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m_pSurface[uXP + uYN].fHeight +
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m_pSurface[uXN + uYP].fHeight +
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m_pSurface[uXP + uYP].fHeight) * (1.0f / 12.0f)
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+
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(m_pSurface[uX + uYN].fHeight +
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m_pSurface[uXN + uY0].fHeight +
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m_pSurface[uXP + uY0].fHeight +
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m_pSurface[uX + uYP].fHeight) * (2.0f / 12.0f);
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}
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else
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{
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fDesire = 0.0f;
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pSurface->fHeight = 0.0f;
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pSurface->fVelocity = 0.0f;
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}
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// Update velocity
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if(pSurface->fVelocity > 0.01f || pSurface->fVelocity < -0.01f)
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pSurface->fVelocity *= 0.99f;
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pSurface->fVelocity += 0.25f * (fDesire - pSurface->fHeight);
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m_fAvgHeight += pSurface->fHeight + pSurface->fVelocity;
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pSurface++;
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uXN = uX;
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uX = uXP;
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uXP = (uXP + 1) & WATER_MASK;
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}
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while(uX);
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uYN = uY0;
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uY0 = uYP;
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uYP = (uYP + WATER_SIZE) & (WATER_MASK << WATER_SHIFT);
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}
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while(uY0);
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m_fAvgHeight /= (float) m_uVertices;
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// Calculate surface normals
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WATER_VERTEX *pVertices, *pVertex, *pVertexLim;
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D3DXVECTOR3 vec;
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D3DXVECTOR3 vecP, vecN;
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if(FAILED(hr = m_pvbVertices->Lock(0, m_uVertices * sizeof(WATER_VERTEX), (BYTE **) &pVertices, 0)))
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return hr;
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pVertex = pVertices;
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pVertexLim = pVertex + m_uVertices;
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pSurface = m_pSurface;
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float fInc = m_fSize / (float) (WATER_SIZE - 1);
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float fZ = m_fSize * -0.5f;
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uYN = WATER_AREA - WATER_SIZE;
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uY0 = 0;
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uYP = WATER_SIZE;
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do
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{
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float fX = m_fSize * -0.5f;
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uXN = WATER_SIZE - 1;
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uX = 0;
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uXP = 1;
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do
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{
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// Update position and normal
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vecP.x = fX;
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vecP.y = pSurface->fHeight = pSurface->fHeight + pSurface->fVelocity - m_fAvgHeight;
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vecP.z = fZ;
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float f;
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f = m_pSurface[uXN + uYN].fHeight - m_pSurface[uXP + uYP].fHeight; vecN.x = vecN.z = f;
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f = m_pSurface[uX + uYN].fHeight - m_pSurface[uX + uYP].fHeight; vecN.z += f;
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f = m_pSurface[uXP + uYN].fHeight - m_pSurface[uXN + uYP].fHeight; vecN.x -= f; vecN.z += f;
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f = m_pSurface[uXN + uY0].fHeight - m_pSurface[uXP + uY0].fHeight; vecN.x += f;
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vecN.y = 1.0f;
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D3DXVec3Normalize(&vecN, &vecN);
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pSurface++;
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// Update texture coords and diffuse based upon refraction
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D3DXVec3Subtract(&vec, &vecPos, &vecP);
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D3DXVec3Normalize(&vec, &vec);
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WATER_REFRACT *pRefract;
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pRefract = m_pRefract + f2i(D3DXVec3Dot(&vec, &vecN) * 255.0f);
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pVertex->m_vecPos = vecP;
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pVertex->m_vecNormal = vecN;
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pVertex->m_dwDiffuse = pRefract->dwDiffuse;
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// Bowl
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D3DXVECTOR3 vecD;
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vecD = (vecN * pRefract->fRefract + vec) * pRefract->fRefractNorm;
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vecP.y -= WATER_SPHERE_HEIGHT;
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float fC = D3DXVec3Dot(&vecP, &vecP) - WATER_SPHERE_RADIUS2;
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if(fC < 0.0f)
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{
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float fB = D3DXVec3Dot(&vecD, &vecP) * 2.0f;
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float fD = fB * fB - 4.0f * fC;
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float fScale = (-fB + sqrtf(fD)) * 0.5f;
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pVertex->m_vecTex.x = (vecD.x * fScale + vecP.x) * m_fScaleTex + 0.5f;
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pVertex->m_vecTex.y = (vecD.z * fScale + vecP.z) * m_fScaleTex + 0.5f;
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}
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else
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{
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pVertex->m_vecTex.x = vecP.x * m_fScaleTex + 0.5f;
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pVertex->m_vecTex.y = vecP.z * m_fScaleTex + 0.5f;
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}
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pVertex++;
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fX += fInc;
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uXN = uX;
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uX = uXP;
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uXP = (uXP + 1) & WATER_MASK;
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}
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while(uX);
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fZ += fInc;
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uYN = uY0;
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uY0 = uYP;
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uYP = (uYP + WATER_SIZE) & (WATER_MASK << WATER_SHIFT);
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}
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while(uY0);
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// Calculate caustics
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if(bCalcCaustics)
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{
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CAUSTICS_VERTEX *pCaustics, *pCaustic;
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if(FAILED(hr = m_pvbCaustics->Lock(0, m_uVertices * sizeof(CAUSTICS_VERTEX), (BYTE **) &pCaustics, 0)))
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return hr;
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#define TABLE_SIZE 8
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static DWORD Table[TABLE_SIZE];
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if(!Table[0])
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{
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for(UINT u = 0; u < TABLE_SIZE; u++)
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Table[u] = (0x40 / (u + 1)) * 0x00010101;
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}
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pVertex = pVertices;
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pCaustic = pCaustics;
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for(uY = 0; uY < WATER_SIZE; uY++)
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{
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for(uX = 0; uX < WATER_SIZE; uX++)
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{
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WATER_REFRACT *pRefract;
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pRefract = m_pRefract + f2i(pVertex->m_vecNormal.y * 255.0f);
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// Bowl
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D3DXVECTOR3 vecD, vecP;
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vecD = (pVertex->m_vecNormal * pRefract->fRefract + vecLight) * pRefract->fRefractNorm;
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vecP = pVertex->m_vecPos;
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vecP.y -= WATER_SPHERE_HEIGHT;
|
|
|
|
float fC = D3DXVec3Dot(&vecP, &vecP) - WATER_SPHERE_RADIUS2;
|
|
|
|
if(fC < 0.0f)
|
|
{
|
|
float fB = D3DXVec3Dot(&vecD, &vecP) * 2.0f;
|
|
float fD = fB * fB - 4.0f * fC;
|
|
float fScale = (-fB + sqrtf(fD)) * 0.5f;
|
|
|
|
pCaustic->m_vecPos.x = vecD.x * fScale + vecP.x;
|
|
pCaustic->m_vecPos.y = 0.0f;
|
|
pCaustic->m_vecPos.z = vecD.z * fScale + vecP.z;
|
|
}
|
|
else
|
|
{
|
|
pCaustic->m_vecPos.x = vecP.x;
|
|
pCaustic->m_vecPos.y = 0.0f;
|
|
pCaustic->m_vecPos.z = vecP.z;
|
|
}
|
|
|
|
|
|
if(uX && uY)
|
|
{
|
|
float fArea;
|
|
fArea = (pCaustic[-WATER_SIZE - 1].m_vecPos.x - pCaustic->m_vecPos.x) *
|
|
(pCaustic[-WATER_SIZE ].m_vecPos.z - pCaustic->m_vecPos.z) -
|
|
(pCaustic[-WATER_SIZE - 1].m_vecPos.z - pCaustic->m_vecPos.z) *
|
|
(pCaustic[-WATER_SIZE ].m_vecPos.x - pCaustic->m_vecPos.x);
|
|
|
|
if(fArea < 0.0f)
|
|
fArea = -fArea;
|
|
|
|
UINT u = f2i(fArea * fArea * 4.0f);
|
|
pCaustic->m_dwDiffuse = u < TABLE_SIZE ? Table[u] : 0;
|
|
}
|
|
|
|
pCaustic++;
|
|
pVertex++;
|
|
}
|
|
|
|
pCaustic[-WATER_SIZE].m_dwDiffuse = pCaustic[-1].m_dwDiffuse;
|
|
}
|
|
|
|
|
|
for(uX = 0; uX < WATER_SIZE; uX++)
|
|
{
|
|
pCaustics[uX].m_dwDiffuse = pCaustics[uX + (WATER_AREA - WATER_SIZE)].m_dwDiffuse;
|
|
}
|
|
|
|
m_pvbCaustics->Unlock();
|
|
}
|
|
|
|
|
|
m_pvbVertices->Unlock();
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
HRESULT
|
|
CWater::DrawCaustics()
|
|
{
|
|
HRESULT hr;
|
|
|
|
if(FAILED(hr = m_pDevice->SetVertexShader(CAUSTICS_FVF)))
|
|
return hr;
|
|
|
|
if(FAILED(hr = m_pDevice->SetStreamSource(0, m_pvbCaustics, sizeof(CAUSTICS_VERTEX))))
|
|
return hr;
|
|
|
|
if(FAILED(hr = m_pDevice->SetIndices(m_pibIndices, 0)))
|
|
return hr;
|
|
|
|
if(FAILED(hr = m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_uVertices, 0, m_uIndices -2)))
|
|
return hr;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT
|
|
CWater::DrawSurface()
|
|
{
|
|
HRESULT hr;
|
|
|
|
if(FAILED(hr = m_pDevice->SetStreamSource(0, m_pvbVertices, sizeof(WATER_VERTEX))))
|
|
return hr;
|
|
|
|
if(FAILED(hr = m_pDevice->SetIndices(m_pibIndices, 0)))
|
|
return hr;
|
|
|
|
if(FAILED(hr = m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, m_uVertices, 0, m_uIndices -2)))
|
|
return hr;
|
|
|
|
return S_OK;
|
|
}
|
|
|