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Merge branch 'upstream/master'

This commit is contained in:
withmorten 2020-11-15 22:08:40 +01:00
commit 0669df763c
54 changed files with 2384 additions and 2108 deletions

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@ -231,6 +231,7 @@ project "re3"
files { addSrcFiles("src/audio") }
files { addSrcFiles("src/audio/eax") }
files { addSrcFiles("src/audio/oal") }
files { addSrcFiles("src/collision") }
files { addSrcFiles("src/control") }
files { addSrcFiles("src/core") }
files { addSrcFiles("src/entities") }
@ -253,6 +254,7 @@ project "re3"
includedirs { "src/audio" }
includedirs { "src/audio/eax" }
includedirs { "src/audio/oal" }
includedirs { "src/collision" }
includedirs { "src/control" }
includedirs { "src/core" }
includedirs { "src/entities" }

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@ -13,6 +13,7 @@ MACRO(HEADER_DIRECTORIES return_list)
FILE(GLOB_RECURSE new_list *.cpp)
SET(dir_list "animation"
"audio"
"collision"
"control"
"core"
"entities"

File diff suppressed because it is too large Load diff

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@ -332,7 +332,7 @@ public:
int8 GetMissionScriptPoliceAudioPlayingStatus() const;
uint8 GetNum3DProvidersAvailable() const;
int32 GetPedCommentSfx(CPed *ped, int32 sound);
void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const;
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const;
float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
cTransmission *transmission, float velocityChange);
float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
@ -362,29 +362,29 @@ public:
void PreTerminateGameSpecificShutdown();
/// processX - main logic of adding new sounds
void ProcessActiveQueues();
bool ProcessAirBrakes(cVehicleParams *params);
bool ProcessAirBrakes(cVehicleParams& params);
void ProcessAirportScriptObject(uint8 sound);
bool ProcessBoatEngine(cVehicleParams *params);
bool ProcessBoatMovingOverWater(cVehicleParams *params);
bool ProcessBoatEngine(cVehicleParams& params);
bool ProcessBoatMovingOverWater(cVehicleParams& params);
void ProcessBridge();
void ProcessBridgeMotor();
void ProcessBridgeOneShots();
void ProcessBridgeWarning();
bool ProcessCarBombTick(cVehicleParams *params);
void ProcessCesna(cVehicleParams *params);
bool ProcessCarBombTick(cVehicleParams& params);
void ProcessCesna(cVehicleParams& params);
void ProcessCinemaScriptObject(uint8 sound);
void ProcessCrane();
void ProcessDocksScriptObject(uint8 sound);
bool ProcessEngineDamage(cVehicleParams *params);
bool ProcessEngineDamage(cVehicleParams& params);
void ProcessEntity(int32 sound);
void ProcessExplosions(int32 explosion);
void ProcessFireHydrant();
void ProcessFires(int32 entity);
void ProcessFrontEnd();
void ProcessGarages();
bool ProcessHelicopter(cVehicleParams *params);
bool ProcessHelicopter(cVehicleParams& params);
void ProcessHomeScriptObject(uint8 sound);
void ProcessJumbo(cVehicleParams *);
void ProcessJumbo(cVehicleParams& params);
void ProcessJumboAccel(CPlane *plane);
void ProcessJumboDecel(CPlane *plane);
void ProcessJumboFlying();
@ -394,37 +394,37 @@ public:
void ProcessLaunderetteScriptObject(uint8 sound);
void ProcessLoopingScriptObject(uint8 sound);
void ProcessMissionAudio();
void ProcessModelCarEngine(cVehicleParams *params);
void ProcessModelCarEngine(cVehicleParams& params);
void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped);
void ProcessPedHeadphones(cPedParams *params);
void ProcessPedOneShots(cPedParams *params);
void ProcessPhysical(int32 id);
void ProcessPlane(cVehicleParams *params);
void ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *automobile);
void ProcessPlane(cVehicleParams& params);
void ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *automobile);
void ProcessPoliceCellBeatingScriptObject(uint8 sound);
void ProcessPornCinema(uint8 sound);
void ProcessProjectiles();
void ProcessRainOnVehicle(cVehicleParams *params);
void ProcessRainOnVehicle(cVehicleParams& params);
void ProcessReverb() const;
bool ProcessReverseGear(cVehicleParams *params);
bool ProcessReverseGear(cVehicleParams& params);
void ProcessSawMillScriptObject(uint8 sound);
void ProcessScriptObject(int32 id);
void ProcessShopScriptObject(uint8 sound);
void ProcessSpecial();
bool ProcessTrainNoise(cVehicleParams *params);
bool ProcessTrainNoise(cVehicleParams& params);
void ProcessVehicle(CVehicle *vehicle);
bool ProcessVehicleDoors(cVehicleParams *params);
void ProcessVehicleEngine(cVehicleParams *params);
void ProcessVehicleHorn(cVehicleParams *params);
void ProcessVehicleOneShots(cVehicleParams *params);
bool ProcessVehicleReverseWarning(cVehicleParams *params);
bool ProcessVehicleRoadNoise(cVehicleParams *params);
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
bool ProcessVehicleSkidding(cVehicleParams *params);
bool ProcessVehicleDoors(cVehicleParams& params);
void ProcessVehicleEngine(cVehicleParams& params);
void ProcessVehicleHorn(cVehicleParams& params);
void ProcessVehicleOneShots(cVehicleParams& params);
bool ProcessVehicleReverseWarning(cVehicleParams& params);
bool ProcessVehicleRoadNoise(cVehicleParams& params);
bool ProcessVehicleSirenOrAlarm(cVehicleParams& params);
bool ProcessVehicleSkidding(cVehicleParams& params);
void ProcessWaterCannon(int32);
void ProcessWeather(int32 id);
bool ProcessWetRoadNoise(cVehicleParams *params);
bool ProcessWetRoadNoise(cVehicleParams& params);
void ProcessWorkShopScriptObject(uint8 sound);
int32 RandomDisplacement(uint32 seed) const;

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@ -161,7 +161,7 @@ cMusicManager::DisplayRadioStationName()
CFont::SetPropOn();
CFont::SetFontStyle(FONT_HEADING);
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
CFont::SetCentreSize(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
CFont::SetColor(CRGBA(0, 0, 0, 255));
CFont::PrintString(SCREEN_WIDTH / 2 + SCREEN_SCALE_X(2.0f), SCREEN_SCALE_Y(22.0f) + SCREEN_SCALE_Y(2.0f), pCurrentStation);

21
src/collision/ColBox.cpp Normal file
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@ -0,0 +1,21 @@
#include "common.h"
#include "ColBox.h"
void
CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
{
this->min = min;
this->max = max;
this->surface = surf;
this->piece = piece;
}
CColBox&
CColBox::operator=(const CColBox& other)
{
min = other.min;
max = other.max;
surface = other.surface;
piece = other.piece;
return *this;
}

16
src/collision/ColBox.h Normal file
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@ -0,0 +1,16 @@
#pragma once
#include "SurfaceTable.h"
struct CColBox
{
CVector min;
CVector max;
uint8 surface;
uint8 piece;
void Set(const CVector &min, const CVector &max, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0);
CVector GetSize(void) { return max - min; }
CColBox& operator=(const CColBox &other);
};

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@ -0,0 +1,9 @@
#include "common.h"
#include "ColLine.h"
void
CColLine::Set(const CVector &p0, const CVector &p1)
{
this->p0 = p0;
this->p1 = p1;
}

14
src/collision/ColLine.h Normal file
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@ -0,0 +1,14 @@
#pragma once
struct CColLine
{
// NB: this has to be compatible with two CVuVectors
CVector p0;
int pad0;
CVector p1;
int pad1;
CColLine(void) { };
CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
void Set(const CVector &p0, const CVector &p1);
};

184
src/collision/ColModel.cpp Normal file
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@ -0,0 +1,184 @@
#include "common.h"
#include "ColModel.h"
#include "Game.h"
CColModel::CColModel(void)
{
numSpheres = 0;
spheres = nil;
numLines = 0;
lines = nil;
numBoxes = 0;
boxes = nil;
numTriangles = 0;
vertices = nil;
triangles = nil;
trianglePlanes = nil;
level = CGame::currLevel;
ownsCollisionVolumes = true;
}
CColModel::~CColModel(void)
{
RemoveCollisionVolumes();
RemoveTrianglePlanes();
}
void
CColModel::RemoveCollisionVolumes(void)
{
if(ownsCollisionVolumes){
RwFree(spheres);
RwFree(lines);
RwFree(boxes);
RwFree(vertices);
RwFree(triangles);
}
numSpheres = 0;
numLines = 0;
numBoxes = 0;
numTriangles = 0;
spheres = nil;
lines = nil;
boxes = nil;
vertices = nil;
triangles = nil;
}
void
CColModel::CalculateTrianglePlanes(void)
{
// HACK: allocate space for one more element to stuff the link pointer into
trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
for(int i = 0; i < numTriangles; i++)
trianglePlanes[i].Set(vertices, triangles[i]);
}
void
CColModel::RemoveTrianglePlanes(void)
{
RwFree(trianglePlanes);
trianglePlanes = nil;
}
void
CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
{
assert(trianglePlanes);
*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
}
CLink<CColModel*>*
CColModel::GetLinkPtr(void)
{
assert(trianglePlanes);
return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
}
void
CColModel::GetTrianglePoint(CVector &v, int i) const
{
v = vertices[i].Get();
}
CColModel&
CColModel::operator=(const CColModel &other)
{
int i;
int numVerts;
boundingSphere = other.boundingSphere;
boundingBox = other.boundingBox;
// copy spheres
if(other.numSpheres){
if(numSpheres != other.numSpheres){
numSpheres = other.numSpheres;
if(spheres)
RwFree(spheres);
spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
}
for(i = 0; i < numSpheres; i++)
spheres[i] = other.spheres[i];
}else{
numSpheres = 0;
if(spheres)
RwFree(spheres);
spheres = nil;
}
// copy lines
if(other.numLines){
if(numLines != other.numLines){
numLines = other.numLines;
if(lines)
RwFree(lines);
lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
}
for(i = 0; i < numLines; i++)
lines[i] = other.lines[i];
}else{
numLines = 0;
if(lines)
RwFree(lines);
lines = nil;
}
// copy boxes
if(other.numBoxes){
if(numBoxes != other.numBoxes){
numBoxes = other.numBoxes;
if(boxes)
RwFree(boxes);
boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
}
for(i = 0; i < numBoxes; i++)
boxes[i] = other.boxes[i];
}else{
numBoxes = 0;
if(boxes)
RwFree(boxes);
boxes = nil;
}
// copy mesh
if(other.numTriangles){
// copy vertices
numVerts = 0;
for(i = 0; i < other.numTriangles; i++){
if(other.triangles[i].a > numVerts)
numVerts = other.triangles[i].a;
if(other.triangles[i].b > numVerts)
numVerts = other.triangles[i].b;
if(other.triangles[i].c > numVerts)
numVerts = other.triangles[i].c;
}
numVerts++;
if(vertices)
RwFree(vertices);
if(numVerts){
vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
for(i = 0; i < numVerts; i++)
vertices[i] = other.vertices[i];
}
// copy triangles
if(numTriangles != other.numTriangles){
numTriangles = other.numTriangles;
if(triangles)
RwFree(triangles);
triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
}
for(i = 0; i < numTriangles; i++)
triangles[i] = other.triangles[i];
}else{
numTriangles = 0;
if(triangles)
RwFree(triangles);
triangles = nil;
if(vertices)
RwFree(vertices);
vertices = nil;
}
return *this;
}

37
src/collision/ColModel.h Normal file
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@ -0,0 +1,37 @@
#pragma once
#include "templates.h"
#include "ColBox.h"
#include "ColSphere.h"
#include "ColLine.h"
#include "ColPoint.h"
#include "ColTriangle.h"
struct CColModel
{
CColSphere boundingSphere;
CColBox boundingBox;
int16 numSpheres;
int16 numLines;
int16 numBoxes;
int16 numTriangles;
int32 level;
bool ownsCollisionVolumes; // missing on PS2
CColSphere *spheres;
CColLine *lines;
CColBox *boxes;
CompressedVector *vertices;
CColTriangle *triangles;
CColTrianglePlane *trianglePlanes;
CColModel(void);
~CColModel(void);
void RemoveCollisionVolumes(void);
void CalculateTrianglePlanes(void);
void RemoveTrianglePlanes(void);
CLink<CColModel*> *GetLinkPtr(void);
void SetLinkPtr(CLink<CColModel*>*);
void GetTrianglePoint(CVector &v, int i) const;
CColModel& operator=(const CColModel& other);
};

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@ -0,0 +1,16 @@
#include "common.h"
#include "ColPoint.h"
CColPoint&
CColPoint::operator=(const CColPoint &other)
{
point = other.point;
normal = other.normal;
surfaceA = other.surfaceA;
pieceA = other.pieceA;
surfaceB = other.surfaceB;
pieceB = other.pieceB;
// no depth?
return *this;
}

34
src/collision/ColPoint.h Normal file
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@ -0,0 +1,34 @@
#pragma once
struct CColPoint
{
CVector point;
int pad1;
// the surface normal on the surface of point
CVector normal;
int pad2;
uint8 surfaceA;
uint8 pieceA;
uint8 surfaceB;
uint8 pieceB;
float depth;
const CVector &GetNormal() { return normal; }
float GetDepth() { return depth; }
void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->depth = depth;
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
CColPoint &operator=(const CColPoint &other);
};

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@ -0,0 +1,11 @@
#include "common.h"
#include "ColSphere.h"
void
CColSphere::Set(float radius, const CVector &center, uint8 surf, uint8 piece)
{
this->radius = radius;
this->center = center;
this->surface = surf;
this->piece = piece;
}

13
src/collision/ColSphere.h Normal file
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@ -0,0 +1,13 @@
#pragma once
#include "SurfaceTable.h"
struct CColSphere
{
// NB: this has to be compatible with a CVuVector
CVector center;
float radius;
uint8 surface;
uint8 piece;
void Set(float radius, const CVector &center, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0);
};

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@ -0,0 +1,41 @@
#include "common.h"
#include "ColTriangle.h"
void
CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
{
this->a = a;
this->b = b;
this->c = c;
this->surface = surf;
}
#ifdef VU_COLLISION
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
CVector norm = CrossProduct(vc-va, vb-va);
norm.Normalise();
float d = DotProduct(norm, va);
normal.x = norm.x*4096.0f;
normal.y = norm.y*4096.0f;
normal.z = norm.z*4096.0f;
dist = d*128.0f;
}
#else
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
normal = CrossProduct(vc-va, vb-va);
normal.Normalise();
dist = DotProduct(normal, va);
CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
// find out largest component and its direction
if(an.x > an.y && an.x > an.z)
dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
else if(an.y > an.z)
dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
else
dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
}
#endif

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@ -0,0 +1,68 @@
#pragma once
#include "CompressedVector.h"
enum Direction {
DIR_X_POS,
DIR_X_NEG,
DIR_Y_POS,
DIR_Y_NEG,
DIR_Z_POS,
DIR_Z_NEG,
};
struct CColTriangle
{
uint16 a;
uint16 b;
uint16 c;
uint8 surface;
void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
};
struct CColTrianglePlane
{
#ifdef VU_COLLISION
CompressedVector normal;
int16 dist;
void Set(const CVector &va, const CVector &vb, const CVector &vc);
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
#ifdef GTA_PS2
void Unpack(uint128 &qword) const {
__asm__ volatile (
"lh $8, 0(%1)\n"
"lh $9, 2(%1)\n"
"lh $10, 4(%1)\n"
"lh $11, 6(%1)\n"
"pextlw $10, $8\n"
"pextlw $11, $9\n"
"pextlw $2, $11, $10\n"
"sq $2, %0\n"
: "=m" (qword)
: "r" (this)
: "$8", "$9", "$10", "$11", "$2"
);
}
#else
void Unpack(int32 *qword) const {
qword[0] = normal.x;
qword[1] = normal.y;
qword[2] = normal.z;
qword[3] = dist;
}
#endif
#else
CVector normal;
float dist;
uint8 dir;
void Set(const CVector &va, const CVector &vb, const CVector &vc);
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
void GetNormal(CVector &n) const { n = normal; }
float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
#endif
};

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@ -23,303 +23,8 @@
#include "Collision.h"
#include "Frontend.h"
// TODO: where do these go?
#ifdef VU_COLLISION
struct VuTriangle
{
// Compressed int16 but unpacked
#ifdef GTA_PS2
uint128 v0;
uint128 v1;
uint128 v2;
uint128 plane;
#else
int32 v0[4];
int32 v1[4];
int32 v2[4];
int32 plane[4];
#endif
};
#ifndef GTA_PS2
static int16 vi01;
static CVuVector vf01;
static CVuVector vf02;
static CVuVector vf03;
CVuVector
DistanceBetweenSphereAndLine(const CVuVector &center, const CVuVector &p0, const CVuVector &line)
{
// center VF12
// p0 VF14
// line VF15
CVuVector ret; // VF16
CVuVector p1 = p0+line;
CVuVector dist0 = center - p0; // VF20
CVuVector dist1 = center - p1; // VF25
float lenSq = line.MagnitudeSqr(); // VF21
float distSq0 = dist0.MagnitudeSqr(); // VF22
float distSq1 = dist1.MagnitudeSqr();
float dot = DotProduct(dist0, line); // VF23
if(dot < 0.0f){
// not above line, closest to p0
ret = p0;
ret.w = distSq0;
return ret;
}
float t = dot/lenSq; // param of nearest point on infinite line
if(t > 1.0f){
// not above line, closest to p1
ret = p1;
ret.w = distSq1;
return ret;
}
// closest to line
ret = p0 + line*t;
ret.w = (ret - center).MagnitudeSqr();
return ret;
}
inline int SignFlags(const CVector &v)
{
int f = 0;
if(v.x < 0.0f) f |= 1;
if(v.y < 0.0f) f |= 2;
if(v.z < 0.0f) f |= 4;
return f;
}
#endif
extern "C" void
LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
const CVuVector &plane)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf13, 0x0(%1)\n"
"lqc2 vf14, 0x0(%2)\n"
"lqc2 vf15, 0x0(%3)\n"
"lqc2 vf16, 0x0(%4)\n"
"lqc2 vf17, 0x0(%5)\n"
"vcallms Vu0LineToTriangleCollisionStart\n"
".set reorder\n"
:
: "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
);
#else
float dot0 = DotProduct(plane, p0);
float dot1 = DotProduct(plane, p1);
float dist0 = plane.w - dot0;
float dist1 = plane.w - dot1;
// if points are on the same side, no collision
if(dist0 * dist1 > 0.0f){
vi01 = 0;
return;
}
CVuVector diff = p1 - p0;
float t = dist0/(dot1 - dot0);
CVuVector p = p0 + diff*t;
p.w = 0.0f;
vf01 = p;
vf03.x = t;
// Check if point is inside
CVector cross1 = CrossProduct(p-v0, v1-v0);
CVector cross2 = CrossProduct(p-v1, v2-v1);
CVector cross3 = CrossProduct(p-v2, v0-v2);
// Only check relevant directions
int flagmask = 0;
if(Abs(plane.x) > 0.5f) flagmask |= 1;
if(Abs(plane.y) > 0.5f) flagmask |= 2;
if(Abs(plane.z) > 0.5f) flagmask |= 4;
int flags1 = SignFlags(cross1) & flagmask;
int flags2 = SignFlags(cross2) & flagmask;
int flags3 = SignFlags(cross3) & flagmask;
// inside if on the same side of all edges
if(flags1 != flags2 || flags1 != flags3){
vi01 = 0;
return;
}
vi01 = 1;
vf02 = plane;
return;
#endif
}
extern "C" void
LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf13, 0x0(%1)\n"
"lqc2 vf14, 0x0(%2)\n"
"lqc2 vf15, 0x10(%2)\n"
"lqc2 vf16, 0x20(%2)\n"
"lqc2 vf17, 0x30(%2)\n"
"vcallms Vu0LineToTriangleCollisionCompressedStart\n"
".set reorder\n"
:
: "r" (&p0), "r" (&p1), "r" (&tri)
);
#else
CVuVector v0, v1, v2, plane;
v0.x = tri.v0[0]/128.0f;
v0.y = tri.v0[1]/128.0f;
v0.z = tri.v0[2]/128.0f;
v0.w = tri.v0[3]/128.0f;
v1.x = tri.v1[0]/128.0f;
v1.y = tri.v1[1]/128.0f;
v1.z = tri.v1[2]/128.0f;
v1.w = tri.v1[3]/128.0f;
v2.x = tri.v2[0]/128.0f;
v2.y = tri.v2[1]/128.0f;
v2.z = tri.v2[2]/128.0f;
v2.w = tri.v2[3]/128.0f;
plane.x = tri.plane[0]/4096.0f;
plane.y = tri.plane[1]/4096.0f;
plane.z = tri.plane[2]/4096.0f;
plane.w = tri.plane[3]/128.0f;
LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
#endif
}
extern "C" void
SphereToTriangleCollision(const CVuVector &sph,
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
const CVuVector &plane)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf14, 0x0(%1)\n"
"lqc2 vf15, 0x0(%2)\n"
"lqc2 vf16, 0x0(%3)\n"
"lqc2 vf17, 0x0(%4)\n"
"vcallms Vu0SphereToTriangleCollisionStart\n"
".set reorder\n"
:
: "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
);
#else
float planedist = DotProduct(plane, sph) - plane.w; // VF02
if(Abs(planedist) > sph.w){
vi01 = 0;
return;
}
// point on plane
CVuVector p = sph - planedist*plane;
p.w = 0.0f;
vf01 = p;
planedist = Abs(planedist);
// edges
CVuVector v01 = v1 - v0;
CVuVector v12 = v2 - v1;
CVuVector v20 = v0 - v2;
// VU code calculates normal again for some weird reason...
// Check sides of point
CVector cross1 = CrossProduct(p-v0, v01);
CVector cross2 = CrossProduct(p-v1, v12);
CVector cross3 = CrossProduct(p-v2, v20);
// Only check relevant directions
int flagmask = 0;
if(Abs(plane.x) > 0.1f) flagmask |= 1;
if(Abs(plane.y) > 0.1f) flagmask |= 2;
if(Abs(plane.z) > 0.1f) flagmask |= 4;
int nflags = SignFlags(plane) & flagmask;
int flags1 = SignFlags(cross1) & flagmask;
int flags2 = SignFlags(cross2) & flagmask;
int flags3 = SignFlags(cross3) & flagmask;
int testcase = 0;
CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
if(flags1 == nflags){
closest += v2;
testcase++;
}
if(flags2 == nflags){
closest += v0;
testcase++;
}
if(flags3 == nflags){
closest += v1;
testcase++;
}
if(testcase == 3){
// inside triangle - dist to plane already checked
vf02 = plane;
vf02.w = vf03.x = planedist;
vi01 = 1;
}else if(testcase == 1){
// outside two sides - closest to point opposide inside edge
vf01 = closest;
vf02 = sph - closest;
float distSq = vf02.MagnitudeSqr();
vi01 = sph.w*sph.w > distSq;
vf03.x = Sqrt(distSq);
vf02 *= 1.0f/vf03.x;
}else{
// inside two sides - closest to third edge
if(flags1 != nflags)
closest = DistanceBetweenSphereAndLine(sph, v0, v01);
else if(flags2 != nflags)
closest = DistanceBetweenSphereAndLine(sph, v1, v12);
else
closest = DistanceBetweenSphereAndLine(sph, v2, v20);
vi01 = sph.w*sph.w > closest.w;
vf01 = closest;
vf02 = sph - closest;
vf03.x = Sqrt(closest.w);
vf02 *= 1.0f/vf03.x;
}
#endif
}
extern "C" void
SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf14, 0x0(%1)\n"
"lqc2 vf15, 0x10(%1)\n"
"lqc2 vf16, 0x20(%1)\n"
"lqc2 vf17, 0x30(%1)\n"
"vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
".set reorder\n"
:
: "r" (&sph), "r" (&tri)
);
#else
CVuVector v0, v1, v2, plane;
v0.x = tri.v0[0]/128.0f;
v0.y = tri.v0[1]/128.0f;
v0.z = tri.v0[2]/128.0f;
v0.w = tri.v0[3]/128.0f;
v1.x = tri.v1[0]/128.0f;
v1.y = tri.v1[1]/128.0f;
v1.z = tri.v1[2]/128.0f;
v1.w = tri.v1[3]/128.0f;
v2.x = tri.v2[0]/128.0f;
v2.y = tri.v2[1]/128.0f;
v2.z = tri.v2[2]/128.0f;
v2.w = tri.v2[3]/128.0f;
plane.x = tri.plane[0]/4096.0f;
plane.y = tri.plane[1]/4096.0f;
plane.z = tri.plane[2]/4096.0f;
plane.w = tri.plane[3]/128.0f;
SphereToTriangleCollision(sph, v0, v1, v2, plane);
#endif
}
#include "VuCollision.h"
inline int
GetVUresult(void)
@ -362,17 +67,6 @@ GetVUresult(CVuVector &point, CVuVector &normal, float &dist)
#endif
enum Direction
{
DIR_X_POS,
DIR_X_NEG,
DIR_Y_POS,
DIR_Y_NEG,
DIR_Z_POS,
DIR_Z_NEG,
};
eLevelName CCollision::ms_collisionInMemory;
CLinkList<CColModel*> CCollision::ms_colModelCache;
@ -2412,11 +2106,12 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
assert(modelA.numLines <= MAXNUMLINES);
// From model A space to model B space
Invert(matrixB, matAB);
matAB = Invert(matrixB, matAB);
matAB *= matrixA;
CColSphere bsphereAB; // bounding sphere of A in B space
bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center);
bsphereAB.radius = modelA.boundingSphere.radius;
bsphereAB.center = matAB * modelA.boundingSphere.center;
if(!TestSphereBox(bsphereAB, modelB.boundingBox))
return 0;
// B to A space
@ -2449,7 +2144,8 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
int numBoxesB = 0;
int numTrianglesB = 0;
for(i = 0; i < modelB.numSpheres; i++){
s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center);
s.radius = modelB.spheres[i].radius;
s.center = matBA * modelB.spheres[i].center;
if(TestSphereBox(s, modelA.boundingBox))
aSphereIndicesB[numSpheresB++] = i;
}
@ -3037,254 +2733,4 @@ CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel,
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
}
/*
* ColModel code
*/
void
CColSphere::Set(float radius, const CVector &center, uint8 surf, uint8 piece)
{
this->radius = radius;
this->center = center;
this->surface = surf;
this->piece = piece;
}
void
CColBox::Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece)
{
this->min = min;
this->max = max;
this->surface = surf;
this->piece = piece;
}
void
CColLine::Set(const CVector &p0, const CVector &p1)
{
this->p0 = p0;
this->p1 = p1;
}
void
CColTriangle::Set(const CompressedVector *, int a, int b, int c, uint8 surf, uint8 piece)
{
this->a = a;
this->b = b;
this->c = c;
this->surface = surf;
}
#ifdef VU_COLLISION
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
CVector norm = CrossProduct(vc-va, vb-va);
norm.Normalise();
float d = DotProduct(norm, va);
normal.x = norm.x*4096.0f;
normal.y = norm.y*4096.0f;
normal.z = norm.z*4096.0f;
dist = d*128.0f;
}
#else
void
CColTrianglePlane::Set(const CVector &va, const CVector &vb, const CVector &vc)
{
normal = CrossProduct(vc-va, vb-va);
normal.Normalise();
dist = DotProduct(normal, va);
CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
// find out largest component and its direction
if(an.x > an.y && an.x > an.z)
dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;
else if(an.y > an.z)
dir = normal.y < 0.0f ? DIR_Y_NEG : DIR_Y_POS;
else
dir = normal.z < 0.0f ? DIR_Z_NEG : DIR_Z_POS;
}
#endif
CColModel::CColModel(void)
{
numSpheres = 0;
spheres = nil;
numLines = 0;
lines = nil;
numBoxes = 0;
boxes = nil;
numTriangles = 0;
vertices = nil;
triangles = nil;
trianglePlanes = nil;
level = CGame::currLevel;
ownsCollisionVolumes = true;
}
CColModel::~CColModel(void)
{
RemoveCollisionVolumes();
RemoveTrianglePlanes();
}
void
CColModel::RemoveCollisionVolumes(void)
{
if(ownsCollisionVolumes){
RwFree(spheres);
RwFree(lines);
RwFree(boxes);
RwFree(vertices);
RwFree(triangles);
}
numSpheres = 0;
numLines = 0;
numBoxes = 0;
numTriangles = 0;
spheres = nil;
lines = nil;
boxes = nil;
vertices = nil;
triangles = nil;
}
void
CColModel::CalculateTrianglePlanes(void)
{
// HACK: allocate space for one more element to stuff the link pointer into
trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
for(int i = 0; i < numTriangles; i++)
trianglePlanes[i].Set(vertices, triangles[i]);
}
void
CColModel::RemoveTrianglePlanes(void)
{
RwFree(trianglePlanes);
trianglePlanes = nil;
}
void
CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
{
assert(trianglePlanes);
*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
}
CLink<CColModel*>*
CColModel::GetLinkPtr(void)
{
assert(trianglePlanes);
return *(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]);
}
void
CColModel::GetTrianglePoint(CVector &v, int i) const
{
v = vertices[i].Get();
}
CColModel&
CColModel::operator=(const CColModel &other)
{
int i;
int numVerts;
boundingSphere = other.boundingSphere;
boundingBox = other.boundingBox;
// copy spheres
if(other.numSpheres){
if(numSpheres != other.numSpheres){
numSpheres = other.numSpheres;
if(spheres)
RwFree(spheres);
spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
}
for(i = 0; i < numSpheres; i++)
spheres[i] = other.spheres[i];
}else{
numSpheres = 0;
if(spheres)
RwFree(spheres);
spheres = nil;
}
// copy lines
if(other.numLines){
if(numLines != other.numLines){
numLines = other.numLines;
if(lines)
RwFree(lines);
lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
}
for(i = 0; i < numLines; i++)
lines[i] = other.lines[i];
}else{
numLines = 0;
if(lines)
RwFree(lines);
lines = nil;
}
// copy boxes
if(other.numBoxes){
if(numBoxes != other.numBoxes){
numBoxes = other.numBoxes;
if(boxes)
RwFree(boxes);
boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
}
for(i = 0; i < numBoxes; i++)
boxes[i] = other.boxes[i];
}else{
numBoxes = 0;
if(boxes)
RwFree(boxes);
boxes = nil;
}
// copy mesh
if(other.numTriangles){
// copy vertices
numVerts = 0;
for(i = 0; i < other.numTriangles; i++){
if(other.triangles[i].a > numVerts)
numVerts = other.triangles[i].a;
if(other.triangles[i].b > numVerts)
numVerts = other.triangles[i].b;
if(other.triangles[i].c > numVerts)
numVerts = other.triangles[i].c;
}
numVerts++;
if(vertices)
RwFree(vertices);
if(numVerts){
vertices = (CompressedVector*)RwMalloc(numVerts*sizeof(CompressedVector));
for(i = 0; i < numVerts; i++)
vertices[i] = other.vertices[i];
}
// copy triangles
if(numTriangles != other.numTriangles){
numTriangles = other.numTriangles;
if(triangles)
RwFree(triangles);
triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
}
for(i = 0; i < numTriangles; i++)
triangles[i] = other.triangles[i];
}else{
numTriangles = 0;
if(triangles)
RwFree(triangles);
triangles = nil;
if(vertices)
RwFree(vertices);
vertices = nil;
}
return *this;
}
}

70
src/collision/Collision.h Normal file
View file

@ -0,0 +1,70 @@
#pragma once
#include "ColModel.h"
#include "Game.h" // for eLevelName
#ifdef VU_COLLISION
#include "VuVector.h"
#endif
struct CStoredCollPoly
{
#ifdef VU_COLLISION
CVuVector verts[3];
#else
CVector verts[3];
#endif
bool valid;
};
// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
#define MAX_COLLISION_POINTS 64
#else
#define MAX_COLLISION_POINTS 32
#endif
class CCollision
{
public:
static eLevelName ms_collisionInMemory;
static CLinkList<CColModel*> ms_colModelCache;
#ifdef NO_ISLAND_LOADING
static bool bAlreadyLoaded;
#endif
static void Init(void);
static void Shutdown(void);
static void Update(void);
static void LoadCollisionWhenINeedIt(bool changeLevel);
static void SortOutCollisionAfterLoad(void);
static void LoadCollisionScreen(eLevelName level);
static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
static void CalculateTrianglePlanes(CColModel *model);
// all these return true if there's a collision
static bool TestSphereSphere(const CColSphere &s1, const CColSphere &s2);
static bool TestSphereBox(const CColSphere &sph, const CColBox &box);
static bool TestLineBox(const CColLine &line, const CColBox &box);
static bool TestVerticalLineBox(const CColLine &line, const CColBox &box);
static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough);
static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist);
static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly);
static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
};

View file

@ -0,0 +1,36 @@
#pragma once
struct CompressedVector
{
#ifdef COMPRESSED_COL_VECTORS
int16 x, y, z;
CVector Get(void) const { return CVector(x, y, z)/128.0f; };
void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
#ifdef GTA_PS2
void Unpack(uint128 &qword) const {
__asm__ volatile (
"lh $8, 0(%1)\n"
"lh $9, 2(%1)\n"
"lh $10, 4(%1)\n"
"pextlw $10, $8\n"
"pextlw $2, $9, $10\n"
"sq $2, %0\n"
: "=m" (qword)
: "r" (this)
: "$8", "$9", "$10", "$2"
);
}
#else
void Unpack(int32 *qword) const {
qword[0] = x;
qword[1] = y;
qword[2] = z;
qword[3] = 0; // junk
}
#endif
#else
float x, y, z;
CVector Get(void) const { return CVector(x, y, z); };
void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
#endif
};

View file

@ -1,7 +1,6 @@
#include "common.h"
#include "TempColModels.h"
#include "SurfaceTable.h"
CColModel CTempColModels::ms_colModelPed1;
CColModel CTempColModels::ms_colModelPed2;
@ -45,13 +44,13 @@ CTempColModels::Initialise(void)
int i;
ms_colModelBBox.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelBBox.boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f), SURFACE_DEFAULT, 0);
ms_colModelBBox.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelBBox.boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f));
ms_colModelBBox.level = LEVEL_GENERIC;
for (i = 0; i < ARRAY_SIZE(ms_colModelCutObj); i++) {
ms_colModelCutObj[i].boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelCutObj[i].boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f), SURFACE_DEFAULT, 0);
ms_colModelCutObj[i].boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelCutObj[i].boundingBox.Set(CVector(-2.0f, -2.0f, -2.0f), CVector(2.0f, 2.0f, 2.0f));
ms_colModelCutObj[i].level = LEVEL_GENERIC;
}
@ -73,8 +72,8 @@ CTempColModels::Initialise(void)
s_aPedSpheres[i].piece = 0;
}
ms_colModelPed1.boundingSphere.Set(1.25f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelPed1.boundingBox.Set(CVector(-0.35f, -0.35f, -1.0f), CVector(0.35f, 0.35f, 0.9f), SURFACE_DEFAULT, 0);
ms_colModelPed1.boundingSphere.Set(1.25f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPed1.boundingBox.Set(CVector(-0.35f, -0.35f, -1.0f), CVector(0.35f, 0.35f, 0.9f));
SET_COLMODEL_SPHERES(ms_colModelPed1, s_aPedSpheres);
// Ped 2 Spheres
@ -92,8 +91,8 @@ CTempColModels::Initialise(void)
s_aPed2Spheres[i].piece = 0;
}
ms_colModelPed2.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelPed2.boundingBox.Set(CVector(-0.7f, -0.7f, -1.2f), CVector(0.7f, 0.7f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelPed2.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPed2.boundingBox.Set(CVector(-0.7f, -0.7f, -1.2f), CVector(0.7f, 0.7f, 0.0f));
SET_COLMODEL_SPHERES(ms_colModelPed2, s_aPed2Spheres);
@ -118,8 +117,8 @@ CTempColModels::Initialise(void)
s_aPedGSpheres[2].piece = 0;
s_aPedGSpheres[3].piece = 6;
ms_colModelPedGroundHit.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelPedGroundHit.boundingBox.Set(CVector(-0.4f, -1.0f, -1.25f), CVector(0.4f, 1.2f, -0.5f), SURFACE_DEFAULT, 0);
ms_colModelPedGroundHit.boundingSphere.Set(2.0f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPedGroundHit.boundingBox.Set(CVector(-0.4f, -1.0f, -1.25f), CVector(0.4f, 1.2f, -0.5f));
SET_COLMODEL_SPHERES(ms_colModelPedGroundHit, s_aPedGSpheres);
@ -142,8 +141,8 @@ CTempColModels::Initialise(void)
s_aDoorSpheres[i].piece = 0;
}
ms_colModelDoor1.boundingSphere.Set(1.5f, CVector(0.0f, -0.6f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelDoor1.boundingBox.Set(CVector(-0.3f, 0.0f, -0.6f), CVector(0.3f, -1.2f, 0.6f), SURFACE_DEFAULT, 0);
ms_colModelDoor1.boundingSphere.Set(1.5f, CVector(0.0f, -0.6f, 0.0f));
ms_colModelDoor1.boundingBox.Set(CVector(-0.3f, 0.0f, -0.6f), CVector(0.3f, -1.2f, 0.6f));
SET_COLMODEL_SPHERES(ms_colModelDoor1, s_aDoorSpheres);
@ -162,8 +161,8 @@ CTempColModels::Initialise(void)
s_aBumperSpheres[i].piece = 0;
}
ms_colModelBumper1.boundingSphere.Set(2.2f, CVector(0.0f, -0.6f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelBumper1.boundingBox.Set(CVector(-1.2f, -0.3f, -0.2f), CVector(1.2f, 0.3f, 0.2f), SURFACE_DEFAULT, 0);
ms_colModelBumper1.boundingSphere.Set(2.2f, CVector(0.0f, -0.6f, 0.0f));
ms_colModelBumper1.boundingBox.Set(CVector(-1.2f, -0.3f, -0.2f), CVector(1.2f, 0.3f, 0.2f));
SET_COLMODEL_SPHERES(ms_colModelBumper1, s_aBumperSpheres);
@ -182,8 +181,8 @@ CTempColModels::Initialise(void)
s_aPanelSpheres[i].piece = 0;
}
ms_colModelPanel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelPanel1.boundingBox.Set(CVector(-0.3f, -0.6f, -0.15f), CVector(0.3f, 0.6f, 0.15f), SURFACE_DEFAULT, 0);
ms_colModelPanel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelPanel1.boundingBox.Set(CVector(-0.3f, -0.6f, -0.15f), CVector(0.3f, 0.6f, 0.15f));
SET_COLMODEL_SPHERES(ms_colModelPanel1, s_aPanelSpheres);
@ -202,8 +201,8 @@ CTempColModels::Initialise(void)
s_aBonnetSpheres[i].piece = 0;
}
ms_colModelBonnet1.boundingSphere.Set(1.7f, CVector(0.0f, 0.5f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelBonnet1.boundingBox.Set(CVector(-0.7f, -0.2f, -0.3f), CVector(0.7f, 1.2f, 0.3f), SURFACE_DEFAULT, 0);
ms_colModelBonnet1.boundingSphere.Set(1.7f, CVector(0.0f, 0.5f, 0.0f));
ms_colModelBonnet1.boundingBox.Set(CVector(-0.7f, -0.2f, -0.3f), CVector(0.7f, 1.2f, 0.3f));
SET_COLMODEL_SPHERES(ms_colModelBonnet1, s_aBonnetSpheres);
@ -222,8 +221,8 @@ CTempColModels::Initialise(void)
s_aBootSpheres[i].piece = 0;
}
ms_colModelBoot1.boundingSphere.Set(1.4f, CVector(0.0f, -0.4f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelBoot1.boundingBox.Set(CVector(-0.7f, -0.9f, -0.3f), CVector(0.7f, 0.2f, 0.3f), SURFACE_DEFAULT, 0);
ms_colModelBoot1.boundingSphere.Set(1.4f, CVector(0.0f, -0.4f, 0.0f));
ms_colModelBoot1.boundingBox.Set(CVector(-0.7f, -0.9f, -0.3f), CVector(0.7f, 0.2f, 0.3f));
SET_COLMODEL_SPHERES(ms_colModelBoot1, s_aBootSpheres);
@ -244,8 +243,8 @@ CTempColModels::Initialise(void)
s_aWheelSpheres[i].piece = 0;
}
ms_colModelWheel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelWheel1.boundingBox.Set(CVector(-0.7f, -0.4f, -0.4f), CVector(0.7f, 0.4f, 0.4f), SURFACE_DEFAULT, 0);
ms_colModelWheel1.boundingSphere.Set(1.4f, CVector(0.0f, 0.0f, 0.0f));
ms_colModelWheel1.boundingBox.Set(CVector(-0.7f, -0.4f, -0.4f), CVector(0.7f, 0.4f, 0.4f));
SET_COLMODEL_SPHERES(ms_colModelWheel1, s_aWheelSpheres);
@ -266,8 +265,8 @@ CTempColModels::Initialise(void)
s_aBodyPartSpheres1[i].piece = 0;
}
ms_colModelBodyPart1.boundingSphere.Set(0.7f, CVector(0.4f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelBodyPart1.boundingBox.Set(CVector(-0.3f, -0.3f, -0.3f), CVector(1.1f, 0.3f, 0.3f), SURFACE_DEFAULT, 0);
ms_colModelBodyPart1.boundingSphere.Set(0.7f, CVector(0.4f, 0.0f, 0.0f));
ms_colModelBodyPart1.boundingBox.Set(CVector(-0.3f, -0.3f, -0.3f), CVector(1.1f, 0.3f, 0.3f));
SET_COLMODEL_SPHERES(ms_colModelBodyPart1, s_aBodyPartSpheres1);
@ -288,8 +287,8 @@ CTempColModels::Initialise(void)
s_aBodyPartSpheres2[i].piece = 0;
}
ms_colModelBodyPart2.boundingSphere.Set(0.5f, CVector(0.25f, 0.0f, 0.0f), SURFACE_DEFAULT, 0);
ms_colModelBodyPart2.boundingBox.Set(CVector(-0.2f, -0.2f, -0.2f), CVector(0.7f, 0.2f, 0.2f), SURFACE_DEFAULT, 0);
ms_colModelBodyPart2.boundingSphere.Set(0.5f, CVector(0.25f, 0.0f, 0.0f));
ms_colModelBodyPart2.boundingBox.Set(CVector(-0.2f, -0.2f, -0.2f), CVector(0.7f, 0.2f, 0.2f));
SET_COLMODEL_SPHERES(ms_colModelBodyPart2, s_aBodyPartSpheres2);

View file

@ -0,0 +1,282 @@
#include "common.h"
#ifdef VU_COLLISION
#include "VuVector.h"
#include "VuCollision.h"
#ifndef GTA_PS2
int16 vi01;
CVuVector vf01;
CVuVector vf02;
CVuVector vf03;
CVuVector
DistanceBetweenSphereAndLine(const CVuVector &center, const CVuVector &p0, const CVuVector &line)
{
// center VF12
// p0 VF14
// line VF15
CVuVector ret; // VF16
CVuVector p1 = p0+line;
CVuVector dist0 = center - p0; // VF20
CVuVector dist1 = center - p1; // VF25
float lenSq = line.MagnitudeSqr(); // VF21
float distSq0 = dist0.MagnitudeSqr(); // VF22
float distSq1 = dist1.MagnitudeSqr();
float dot = DotProduct(dist0, line); // VF23
if(dot < 0.0f){
// not above line, closest to p0
ret = p0;
ret.w = distSq0;
return ret;
}
float t = dot/lenSq; // param of nearest point on infinite line
if(t > 1.0f){
// not above line, closest to p1
ret = p1;
ret.w = distSq1;
return ret;
}
// closest to line
ret = p0 + line*t;
ret.w = (ret - center).MagnitudeSqr();
return ret;
}
inline int SignFlags(const CVector &v)
{
int f = 0;
if(v.x < 0.0f) f |= 1;
if(v.y < 0.0f) f |= 2;
if(v.z < 0.0f) f |= 4;
return f;
}
#endif
extern "C" void
LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1,
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
const CVuVector &plane)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf13, 0x0(%1)\n"
"lqc2 vf14, 0x0(%2)\n"
"lqc2 vf15, 0x0(%3)\n"
"lqc2 vf16, 0x0(%4)\n"
"lqc2 vf17, 0x0(%5)\n"
"vcallms Vu0LineToTriangleCollisionStart\n"
".set reorder\n"
:
: "r" (&p0), "r" (&p1), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
);
#else
float dot0 = DotProduct(plane, p0);
float dot1 = DotProduct(plane, p1);
float dist0 = plane.w - dot0;
float dist1 = plane.w - dot1;
// if points are on the same side, no collision
if(dist0 * dist1 > 0.0f){
vi01 = 0;
return;
}
CVuVector diff = p1 - p0;
float t = dist0/(dot1 - dot0);
CVuVector p = p0 + diff*t;
p.w = 0.0f;
vf01 = p;
vf03.x = t;
// Check if point is inside
CVector cross1 = CrossProduct(p-v0, v1-v0);
CVector cross2 = CrossProduct(p-v1, v2-v1);
CVector cross3 = CrossProduct(p-v2, v0-v2);
// Only check relevant directions
int flagmask = 0;
if(Abs(plane.x) > 0.5f) flagmask |= 1;
if(Abs(plane.y) > 0.5f) flagmask |= 2;
if(Abs(plane.z) > 0.5f) flagmask |= 4;
int flags1 = SignFlags(cross1) & flagmask;
int flags2 = SignFlags(cross2) & flagmask;
int flags3 = SignFlags(cross3) & flagmask;
// inside if on the same side of all edges
if(flags1 != flags2 || flags1 != flags3){
vi01 = 0;
return;
}
vi01 = 1;
vf02 = plane;
return;
#endif
}
extern "C" void
LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf13, 0x0(%1)\n"
"lqc2 vf14, 0x0(%2)\n"
"lqc2 vf15, 0x10(%2)\n"
"lqc2 vf16, 0x20(%2)\n"
"lqc2 vf17, 0x30(%2)\n"
"vcallms Vu0LineToTriangleCollisionCompressedStart\n"
".set reorder\n"
:
: "r" (&p0), "r" (&p1), "r" (&tri)
);
#else
CVuVector v0, v1, v2, plane;
v0.x = tri.v0[0]/128.0f;
v0.y = tri.v0[1]/128.0f;
v0.z = tri.v0[2]/128.0f;
v0.w = tri.v0[3]/128.0f;
v1.x = tri.v1[0]/128.0f;
v1.y = tri.v1[1]/128.0f;
v1.z = tri.v1[2]/128.0f;
v1.w = tri.v1[3]/128.0f;
v2.x = tri.v2[0]/128.0f;
v2.y = tri.v2[1]/128.0f;
v2.z = tri.v2[2]/128.0f;
v2.w = tri.v2[3]/128.0f;
plane.x = tri.plane[0]/4096.0f;
plane.y = tri.plane[1]/4096.0f;
plane.z = tri.plane[2]/4096.0f;
plane.w = tri.plane[3]/128.0f;
LineToTriangleCollision(p0, p1, v0, v1, v2, plane);
#endif
}
extern "C" void
SphereToTriangleCollision(const CVuVector &sph,
const CVuVector &v0, const CVuVector &v1, const CVuVector &v2,
const CVuVector &plane)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf14, 0x0(%1)\n"
"lqc2 vf15, 0x0(%2)\n"
"lqc2 vf16, 0x0(%3)\n"
"lqc2 vf17, 0x0(%4)\n"
"vcallms Vu0SphereToTriangleCollisionStart\n"
".set reorder\n"
:
: "r" (&sph), "r" (&v0), "r" (&v1), "r" (&v2), "r" (&plane)
);
#else
float planedist = DotProduct(plane, sph) - plane.w; // VF02
if(Abs(planedist) > sph.w){
vi01 = 0;
return;
}
// point on plane
CVuVector p = sph - planedist*plane;
p.w = 0.0f;
vf01 = p;
planedist = Abs(planedist);
// edges
CVuVector v01 = v1 - v0;
CVuVector v12 = v2 - v1;
CVuVector v20 = v0 - v2;
// VU code calculates normal again for some weird reason...
// Check sides of point
CVector cross1 = CrossProduct(p-v0, v01);
CVector cross2 = CrossProduct(p-v1, v12);
CVector cross3 = CrossProduct(p-v2, v20);
// Only check relevant directions
int flagmask = 0;
if(Abs(plane.x) > 0.1f) flagmask |= 1;
if(Abs(plane.y) > 0.1f) flagmask |= 2;
if(Abs(plane.z) > 0.1f) flagmask |= 4;
int nflags = SignFlags(plane) & flagmask;
int flags1 = SignFlags(cross1) & flagmask;
int flags2 = SignFlags(cross2) & flagmask;
int flags3 = SignFlags(cross3) & flagmask;
int testcase = 0;
CVuVector closest(0.0f, 0.0f, 0.0f); // VF04
if(flags1 == nflags){
closest += v2;
testcase++;
}
if(flags2 == nflags){
closest += v0;
testcase++;
}
if(flags3 == nflags){
closest += v1;
testcase++;
}
if(testcase == 3){
// inside triangle - dist to plane already checked
vf02 = plane;
vf02.w = vf03.x = planedist;
vi01 = 1;
}else if(testcase == 1){
// outside two sides - closest to point opposide inside edge
vf01 = closest;
vf02 = sph - closest;
float distSq = vf02.MagnitudeSqr();
vi01 = sph.w*sph.w > distSq;
vf03.x = Sqrt(distSq);
vf02 *= 1.0f/vf03.x;
}else{
// inside two sides - closest to third edge
if(flags1 != nflags)
closest = DistanceBetweenSphereAndLine(sph, v0, v01);
else if(flags2 != nflags)
closest = DistanceBetweenSphereAndLine(sph, v1, v12);
else
closest = DistanceBetweenSphereAndLine(sph, v2, v20);
vi01 = sph.w*sph.w > closest.w;
vf01 = closest;
vf02 = sph - closest;
vf03.x = Sqrt(closest.w);
vf02 *= 1.0f/vf03.x;
}
#endif
}
extern "C" void
SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri)
{
#ifdef GTA_PS2
__asm__ volatile (
".set noreorder\n"
"lqc2 vf12, 0x0(%0)\n"
"lqc2 vf14, 0x0(%1)\n"
"lqc2 vf15, 0x10(%1)\n"
"lqc2 vf16, 0x20(%1)\n"
"lqc2 vf17, 0x30(%1)\n"
"vcallms Vu0SphereToTriangleCollisionCompressedStart\n"
".set reorder\n"
:
: "r" (&sph), "r" (&tri)
);
#else
CVuVector v0, v1, v2, plane;
v0.x = tri.v0[0]/128.0f;
v0.y = tri.v0[1]/128.0f;
v0.z = tri.v0[2]/128.0f;
v0.w = tri.v0[3]/128.0f;
v1.x = tri.v1[0]/128.0f;
v1.y = tri.v1[1]/128.0f;
v1.z = tri.v1[2]/128.0f;
v1.w = tri.v1[3]/128.0f;
v2.x = tri.v2[0]/128.0f;
v2.y = tri.v2[1]/128.0f;
v2.z = tri.v2[2]/128.0f;
v2.w = tri.v2[3]/128.0f;
plane.x = tri.plane[0]/4096.0f;
plane.y = tri.plane[1]/4096.0f;
plane.z = tri.plane[2]/4096.0f;
plane.w = tri.plane[3]/128.0f;
SphereToTriangleCollision(sph, v0, v1, v2, plane);
#endif
}
#endif

View file

@ -0,0 +1,32 @@
#pragma once
struct VuTriangle
{
// Compressed int16 but unpacked
#ifdef GTA_PS2
uint128 v0;
uint128 v1;
uint128 v2;
uint128 plane;
#else
int32 v0[4];
int32 v1[4];
int32 v2[4];
int32 plane[4];
#endif
};
#ifndef GTA_PS2
extern int16 vi01;
extern CVuVector vf01;
extern CVuVector vf02;
extern CVuVector vf03;
#endif
extern "C" {
void LineToTriangleCollision(const CVuVector &p0, const CVuVector &p1, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
void LineToTriangleCollisionCompressed(const CVuVector &p0, const CVuVector &p1, VuTriangle &tri);
void SphereToTriangleCollision(const CVuVector &sph, const CVuVector &v0, const CVuVector &v1, const CVuVector &v2, const CVuVector &plane);
void SphereToTriangleCollisionCompressed(const CVuVector &sph, VuTriangle &tri);
}

View file

@ -242,8 +242,15 @@ CdStreamRead(int32 channel, void *buffer, uint32 offset, uint32 size)
else
return STREAM_SUCCESS;
}
#ifdef BIG_IMG
LARGE_INTEGER liDistanceToMove;
liDistanceToMove.QuadPart = _GET_OFFSET(offset);
liDistanceToMove.QuadPart *= CDSTREAM_SECTOR_SIZE;
SetFilePointerEx(hImage, liDistanceToMove, nil, FILE_BEGIN);
#else
SetFilePointer(hImage, _GET_OFFSET(offset) * CDSTREAM_SECTOR_SIZE, nil, FILE_BEGIN);
#endif
DWORD NumberOfBytesRead;

View file

@ -429,7 +429,7 @@ void *CdStreamThread(void *param)
ASSERT(pChannel->hFile >= 0);
ASSERT(pChannel->pBuffer != nil );
lseek(pChannel->hFile, pChannel->nSectorOffset * CDSTREAM_SECTOR_SIZE, SEEK_SET);
lseek(pChannel->hFile, (size_t)pChannel->nSectorOffset * (size_t)CDSTREAM_SECTOR_SIZE, SEEK_SET);
if (read(pChannel->hFile, pChannel->pBuffer, pChannel->nSectorsToRead * CDSTREAM_SECTOR_SIZE) == -1) {
// pChannel->nSectorsToRead == 0 at this point means we wanted to flush channel
// STREAM_WAITING is a little hack to make CStreaming not process this data

View file

@ -1,254 +0,0 @@
#pragma once
#include "templates.h"
#include "Game.h" // for eLevelName
#ifdef VU_COLLISION
#include "VuVector.h"
#endif
// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
#define MAX_COLLISION_POINTS 64
#else
#define MAX_COLLISION_POINTS 32
#endif
struct CompressedVector
{
#ifdef COMPRESSED_COL_VECTORS
int16 x, y, z;
CVector Get(void) const { return CVector(x, y, z)/128.0f; };
void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
#ifdef GTA_PS2
void Unpack(uint128 &qword) const {
__asm__ volatile (
"lh $8, 0(%1)\n"
"lh $9, 2(%1)\n"
"lh $10, 4(%1)\n"
"pextlw $10, $8\n"
"pextlw $2, $9, $10\n"
"sq $2, %0\n"
: "=m" (qword)
: "r" (this)
: "$8", "$9", "$10", "$2"
);
}
#else
void Unpack(int32 *qword) const {
qword[0] = x;
qword[1] = y;
qword[2] = z;
qword[3] = 0; // junk
}
#endif
#else
float x, y, z;
CVector Get(void) const { return CVector(x, y, z); };
void Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; };
#endif
};
struct CColSphere
{
// NB: this has to be compatible with a CVuVector
CVector center;
float radius;
uint8 surface;
uint8 piece;
void Set(float radius, const CVector &center, uint8 surf, uint8 piece);
void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
};
struct CColBox
{
CVector min;
CVector max;
uint8 surface;
uint8 piece;
void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
CVector GetSize(void) { return max - min; }
};
struct CColLine
{
// NB: this has to be compatible with two CVuVectors
CVector p0;
int pad0;
CVector p1;
int pad1;
CColLine(void) { };
CColLine(const CVector &p0, const CVector &p1) { this->p0 = p0; this->p1 = p1; };
void Set(const CVector &p0, const CVector &p1);
};
struct CColTriangle
{
uint16 a;
uint16 b;
uint16 c;
uint8 surface;
void Set(const CompressedVector *v, int a, int b, int c, uint8 surf, uint8 piece);
};
struct CColTrianglePlane
{
#ifdef VU_COLLISION
CompressedVector normal;
int16 dist;
void Set(const CVector &va, const CVector &vb, const CVector &vc);
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
#ifdef GTA_PS2
void Unpack(uint128 &qword) const {
__asm__ volatile (
"lh $8, 0(%1)\n"
"lh $9, 2(%1)\n"
"lh $10, 4(%1)\n"
"lh $11, 6(%1)\n"
"pextlw $10, $8\n"
"pextlw $11, $9\n"
"pextlw $2, $11, $10\n"
"sq $2, %0\n"
: "=m" (qword)
: "r" (this)
: "$8", "$9", "$10", "$11", "$2"
);
}
#else
void Unpack(int32 *qword) const {
qword[0] = normal.x;
qword[1] = normal.y;
qword[2] = normal.z;
qword[3] = dist;
}
#endif
#else
CVector normal;
float dist;
uint8 dir;
void Set(const CVector &va, const CVector &vb, const CVector &vc);
void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
void GetNormal(CVector &n) const { n = normal; }
float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
#endif
};
struct CColPoint
{
CVector point;
int pad1;
// the surface normal on the surface of point
CVector normal;
int pad2;
uint8 surfaceA;
uint8 pieceA;
uint8 surfaceB;
uint8 pieceB;
float depth;
void Set(float depth, uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->depth = depth;
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
void Set(uint8 surfA, uint8 pieceA, uint8 surfB, uint8 pieceB) {
this->surfaceA = surfA;
this->pieceA = pieceA;
this->surfaceB = surfB;
this->pieceB = pieceB;
}
};
struct CStoredCollPoly
{
#ifdef VU_COLLISION
CVuVector verts[3];
#else
CVector verts[3];
#endif
bool valid;
};
struct CColModel
{
CColSphere boundingSphere;
CColBox boundingBox;
int16 numSpheres;
int16 numLines;
int16 numBoxes;
int16 numTriangles;
int32 level;
bool ownsCollisionVolumes; // missing on PS2
CColSphere *spheres;
CColLine *lines;
CColBox *boxes;
CompressedVector *vertices;
CColTriangle *triangles;
CColTrianglePlane *trianglePlanes;
CColModel(void);
~CColModel(void);
void RemoveCollisionVolumes(void);
void CalculateTrianglePlanes(void);
void RemoveTrianglePlanes(void);
CLink<CColModel*> *GetLinkPtr(void);
void SetLinkPtr(CLink<CColModel*>*);
void GetTrianglePoint(CVector &v, int i) const;
CColModel& operator=(const CColModel& other);
};
class CCollision
{
public:
static eLevelName ms_collisionInMemory;
static CLinkList<CColModel*> ms_colModelCache;
#ifdef NO_ISLAND_LOADING
static bool bAlreadyLoaded;
#endif
static void Init(void);
static void Shutdown(void);
static void Update(void);
static void LoadCollisionWhenINeedIt(bool changeLevel);
static void SortOutCollisionAfterLoad(void);
static void LoadCollisionScreen(eLevelName level);
static void DrawColModel(const CMatrix &mat, const CColModel &colModel);
static void DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id);
static void CalculateTrianglePlanes(CColModel *model);
// all these return true if there's a collision
static bool TestSphereSphere(const CColSphere &s1, const CColSphere &s2);
static bool TestSphereBox(const CColSphere &sph, const CColBox &box);
static bool TestLineBox(const CColLine &line, const CColBox &box);
static bool TestVerticalLineBox(const CColLine &line, const CColBox &box);
static bool TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
static bool TestSphereTriangle(const CColSphere &sphere, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough);
static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
static bool ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist);
static bool ProcessVerticalLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist, CStoredCollPoly *poly);
static bool ProcessLineTriangle(const CColLine &line , const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist);
static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
static bool ProcessSphereTriangle(const CColSphere &sph, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly);
static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);
static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point);
static float DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest);
};

View file

@ -2500,10 +2500,11 @@ int32 CControllerConfigManager::GetNumOfSettingsForAction(e_ControllerAction act
nil, /* SHOW_MOUSE_POINTER_TOGGLE */ \
}}
const char *XboxButtons_noIcons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("Y", "B", "A", "X", "LB", "LT", "LS", "RB", "RT", "RS", "BACK");
#ifdef BUTTON_ICONS
const char *XboxButtons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("~T~", "~O~", "~X~", "~Q~", "~K~", "~M~", "~A~", "~J~", "~V~", "~C~", "BACK");
#else
const char *XboxButtons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("Y", "B", "A", "X", "LB", "LT", "LS", "RB", "RT", "RS", "BACK");
#endif
@ -2524,12 +2525,12 @@ const char *XboxButtons[][MAX_CONTROLLERACTIONS] = CONTROLLER_BUTTONS("Y", "B",
#define PS2_SQUARE "SQUARE"
#endif
const char *PlayStationButtons_noIcons[][MAX_CONTROLLERACTIONS] =
CONTROLLER_BUTTONS(PS2_TRIANGLE, PS2_CIRCLE, PS2_CROSS, PS2_SQUARE, "L1", "L2", "L3", "R1", "R2", "R3", "SELECT");
#ifdef BUTTON_ICONS
const char *PlayStationButtons[][MAX_CONTROLLERACTIONS] =
CONTROLLER_BUTTONS(PS2_TRIANGLE, PS2_CIRCLE, PS2_CROSS, PS2_SQUARE, "~K~", "~M~", "~A~", "~J~", "~V~", "~C~", "SELECT");
#else
const char *PlayStationButtons[][MAX_CONTROLLERACTIONS] =
CONTROLLER_BUTTONS(PS2_TRIANGLE, PS2_CIRCLE, PS2_CROSS, PS2_SQUARE, "L1", "L2", "L3", "R1", "R2", "R3", "SELECT");
#endif
#undef PS2_TRIANGLE
@ -2547,7 +2548,11 @@ void CControllerConfigManager::GetWideStringOfCommandKeys(uint16 action, wchar *
wchar wstr[16];
// TODO: INI and/or menu setting for Xbox/PS switch
const char *(*Buttons)[MAX_CONTROLLERACTIONS] = XboxButtons;
#ifdef BUTTON_ICONS
const char *(*Buttons)[MAX_CONTROLLERACTIONS] = CFont::ButtonsSlot != -1 ? XboxButtons : XboxButtons_noIcons;
#else
const char *(*Buttons)[MAX_CONTROLLERACTIONS] = XboxButtons_noIcons;
#endif
assert(Buttons[CPad::GetPad(0)->Mode][action] != nil); // we cannot use these
AsciiToUnicode(Buttons[CPad::GetPad(0)->Mode][action], wstr);

View file

@ -332,6 +332,16 @@ CFileLoader::FindRelatedModelInfoCB(RpAtomic *atomic, void *data)
return atomic;
}
#ifdef LIBRW
void
InitClump(RpClump *clump)
{
RpClumpForAllAtomics(clump, ConvertPlatformAtomic, nil);
}
#else
#define InitClump(clump)
#endif
void
CFileLoader::LoadModelFile(const char *filename)
{
@ -343,6 +353,7 @@ CFileLoader::LoadModelFile(const char *filename)
if(RwStreamFindChunk(stream, rwID_CLUMP, nil, nil)){
clump = RpClumpStreamRead(stream);
if(clump){
InitClump(clump);
RpClumpForAllAtomics(clump, FindRelatedModelInfoCB, clump);
RpClumpDestroy(clump);
}
@ -368,6 +379,7 @@ CFileLoader::LoadClumpFile(const char *filename)
GetNameAndLOD(nodename, name, &n);
mi = (CClumpModelInfo*)CModelInfo::GetModelInfo(name, nil);
if(mi){
InitClump(clump);
assert(mi->IsClump());
mi->SetClump(clump);
}else
@ -393,6 +405,7 @@ CFileLoader::LoadClumpFile(RwStream *stream, uint32 id)
if (mi->GetModelType() == MITYPE_PED && id != 0 && RwStreamFindChunk(stream, rwID_CLUMP, nil, nil)) {
// Read LOD ped
clump = RpClumpStreamRead(stream);
InitClump(clump);
if(clump){
((CPedModelInfo*)mi)->SetLowDetailClump(clump);
RpClumpDestroy(clump);
@ -423,6 +436,7 @@ CFileLoader::FinishLoadClumpFile(RwStream *stream, uint32 id)
clump = RpClumpGtaStreamRead2(stream);
if(clump){
InitClump(clump);
mi = (CClumpModelInfo*)CModelInfo::GetModelInfo(id);
mi->SetClump(clump);
return true;
@ -443,6 +457,7 @@ CFileLoader::LoadAtomicFile(RwStream *stream, uint32 id)
clump = RpClumpStreamRead(stream);
if(clump == nil)
return false;
InitClump(clump);
gpRelatedModelInfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(id);
RpClumpForAllAtomics(clump, SetRelatedModelInfoCB, clump);
RpClumpDestroy(clump);
@ -806,6 +821,8 @@ CFileLoader::LoadAtomicFile2Return(const char *filename)
stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, filename);
if(RwStreamFindChunk(stream, rwID_CLUMP, nil, nil))
clump = RpClumpStreamRead(stream);
if(clump)
InitClump(clump);
RwStreamClose(stream, nil);
return clump;
}

File diff suppressed because it is too large Load diff

View file

@ -18,7 +18,6 @@
#define MENU_X_MARGIN 40.0f
#define MENUACTION_POS_Y 60.0f
#define MENUACTION_WIDTH 38.0f
#define MENUACTION_SCALE_MULT 0.9f
#define MENURADIO_ICON_SCALE 60.0f
@ -235,11 +234,11 @@ enum eMenuScreen
MENUPAGE_KEYBOARD_CONTROLS = 55,
MENUPAGE_MOUSE_CONTROLS = 56,
MENUPAGE_MISSION_RETRY = 57,
#ifdef MENU_MAP
MENUPAGE_MAP = 58,
#endif
#ifdef CUSTOM_FRONTEND_OPTIONS
#ifdef MENU_MAP
MENUPAGE_MAP,
#endif
#ifdef GRAPHICS_MENU_OPTIONS
MENUPAGE_GRAPHICS_SETTINGS,
#else
@ -380,9 +379,6 @@ enum eMenuAction
// MENUACTION_MIPMAPS,
// MENUACTION_TEXTURE_FILTERING,
//#endif
//#ifdef NO_ISLAND_LOADING
// MENUACTION_ISLANDLOADING,
//#endif
};
enum eCheckHover
@ -718,7 +714,6 @@ public:
ISLAND_LOADING_HIGH
};
static int8 m_DisplayIslandLoading;
static int8 m_PrefsIslandLoading;
#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
@ -786,6 +781,7 @@ public:
void PageUpList(bool);
void PageDownList(bool);
int8 GetPreviousPageOption();
void ProcessList(bool &goBack, bool &optionSelected);
};
#ifndef IMPROVED_VIDEOMODE

View file

@ -203,20 +203,6 @@ static const char* FrontendFilenames[][2] =
{"fe_radio9", "" },
};
#ifdef CUTSCENE_BORDERS_SWITCH
bool CMenuManager::m_PrefsCutsceneBorders = true;
#endif
#ifdef MULTISAMPLING
int8 CMenuManager::m_nPrefsMSAALevel = 0;
int8 CMenuManager::m_nDisplayMSAALevel = 0;
#endif
#ifdef NO_ISLAND_LOADING
int8 CMenuManager::m_DisplayIslandLoading = ISLAND_LOADING_LOW;
int8 CMenuManager::m_PrefsIslandLoading = ISLAND_LOADING_LOW;
#endif
int32 CMenuManager::m_PrefsSfxVolume = 102;
int32 CMenuManager::m_PrefsMusicVolume = 102;
int32 CMenuManager::m_PrefsBrightness = 256;

View file

@ -160,31 +160,9 @@ public:
static int32 m_PrefsLanguage;
static CONTRCONFIG m_PrefsControllerConfig;
static bool m_PrefsUseVibration;
#ifdef NO_ISLAND_LOADING
enum
{
ISLAND_LOADING_LOW = 0,
ISLAND_LOADING_MEDIUM,
ISLAND_LOADING_HIGH
};
static int8 m_DisplayIslandLoading;
static int8 m_PrefsIslandLoading;
#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
#define ISLAND_LOADING_ISNT(p) if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_##p)
#else
#define ISLAND_LOADING_IS(p)
#define ISLAND_LOADING_ISNT(p)
#endif
#ifdef CUTSCENE_BORDERS_SWITCH
static bool m_PrefsCutsceneBorders;
#endif
#ifdef MULTISAMPLING
static int8 m_nPrefsMSAALevel;
static int8 m_nDisplayMSAALevel;
#endif
#ifdef GTA_PC
bool m_bQuitGameNoCD;

View file

@ -128,7 +128,7 @@ void MessageScreen(char *msg)
CFont::SetFontStyle(FONT_BANK);
CFont::SetBackgroundOff();
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f // unused
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f
CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(450.0f)); // 450.0f
@ -734,10 +734,10 @@ void CGame::InitialiseWhenRestarting(void)
//CFont::SetFontStyle(?);
CFont::SetBackgroundOff();
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // 480.0f // unused
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(160.0f)); // 480.0f
CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(480.0f)); // 480.0f
CFont::SetCentreSize(SCREEN_SCALE_X(480.0f));
CFont::SetJustifyOff();
CFont::SetColor(CRGBA(255, 255, 255, 255));
CFont::SetBackGroundOnlyTextOff();

View file

@ -392,6 +392,9 @@ CMenuScreen aScreens[MENUPAGES] = {
{ "FET_PAU", 1, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
MENUACTION_RESUME, "FEM_RES", SAVESLOT_NONE, MENUPAGE_NONE,
MENUACTION_CHANGEMENU, "FEN_STA", SAVESLOT_NONE, MENUPAGE_NEW_GAME,
#ifdef MENU_MAP
MENUACTION_CHANGEMENU, "FEG_MAP", SAVESLOT_NONE, MENUPAGE_MAP,
#endif
MENUACTION_CHANGEMENU, "FEP_STA", SAVESLOT_NONE, MENUPAGE_STATS,
MENUACTION_CHANGEMENU, "FEP_BRI", SAVESLOT_NONE, MENUPAGE_BRIEFS,
MENUACTION_CHANGEMENU, "FET_OPT", SAVESLOT_NONE, MENUPAGE_OPTIONS,
@ -436,6 +439,14 @@ CMenuScreen aScreens[MENUPAGES] = {
},
#endif
#ifdef MENU_MAP
// MENUPAGE_MAP
{ "FEG_MAP", 1, MENUPAGE_NONE, MENUPAGE_NONE, 2, 2,
MENUACTION_UNK110, "", SAVESLOT_NONE, MENUPAGE_NONE, // to prevent cross/enter to go back
MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
},
#endif
// MENUPAGE_UNK
{ "", 0, MENUPAGE_NONE, MENUPAGE_NONE, 0, 0,

View file

@ -11,6 +11,10 @@
#include "custompipes.h"
#include "RwHelper.h"
#include "Text.h"
#include "Streaming.h"
#include "FileLoader.h"
#include "Collision.h"
#include "ModelInfo.h"
// Menu screens array is at the bottom of the file.
@ -48,6 +52,12 @@
#define DUALPASS_SELECTOR
#endif
#ifdef NO_ISLAND_LOADING
#define ISLAND_LOADING_SELECTOR MENUACTION_CFO_SELECT, "FEM_ISL", { new CCFOSelect((int8*)&CMenuManager::m_PrefsIslandLoading, "IslandLoading", islandLoadingOpts, ARRAY_SIZE(islandLoadingOpts), true, IslandLoadingAfterChange) },
#else
#define ISLAND_LOADING_SELECTOR
#endif
#ifdef EXTENDED_COLOURFILTER
#define POSTFX_SELECTORS \
MENUACTION_CFO_SELECT, "FED_CLF", { new CCFOSelect((int8*)&CPostFX::EffectSwitch, "ColourFilter", filterNames, ARRAY_SIZE(filterNames), false, nil) }, \
@ -80,6 +90,18 @@ void RestoreDefGraphics(int8 action) {
#ifdef MULTISAMPLING
FrontEndMenuManager.m_nPrefsMSAALevel = FrontEndMenuManager.m_nDisplayMSAALevel = 0;
#endif
#ifdef NO_ISLAND_LOADING
if (!FrontEndMenuManager.m_bGameNotLoaded) {
FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
CCollision::bAlreadyLoaded = false;
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
} else
FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
#endif
#ifdef GRAPHICS_MENU_OPTIONS // otherwise Frontend will handle those
CMenuManager::m_PrefsFrameLimiter = true;
CMenuManager::m_PrefsVsyncDisp = true;
@ -120,6 +142,47 @@ void RestoreDefDisplay(int8 action) {
#endif
}
#ifdef NO_ISLAND_LOADING
const char *islandLoadingOpts[] = { "FEM_LOW", "FEM_MED", "FEM_HIG" };
void IslandLoadingAfterChange(int8 before, int8 after) {
if (!FrontEndMenuManager.m_bGameNotLoaded) {
if (after > FrontEndMenuManager.ISLAND_LOADING_LOW) {
FrontEndMenuManager.m_PrefsIslandLoading = before; // calls below needs previous mode :shrug:
if (after == FrontEndMenuManager.ISLAND_LOADING_HIGH)
CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
if (before == FrontEndMenuManager.ISLAND_LOADING_LOW) {
if (CGame::currLevel != LEVEL_INDUSTRIAL)
CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
if (CGame::currLevel != LEVEL_COMMERCIAL)
CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
if (CGame::currLevel != LEVEL_SUBURBAN)
CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
CCollision::bAlreadyLoaded = true;
FrontEndMenuManager.m_PrefsIslandLoading = after;
CStreaming::RequestBigBuildings(CGame::currLevel);
} else if (before == FrontEndMenuManager.ISLAND_LOADING_HIGH) {
FrontEndMenuManager.m_PrefsIslandLoading = after;
CStreaming::RequestIslands(CGame::currLevel);
} else
FrontEndMenuManager.m_PrefsIslandLoading = after;
} else { // low
CCollision::bAlreadyLoaded = false;
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
CStreaming::RequestIslands(CGame::currLevel);
}
CStreaming::LoadAllRequestedModels(true);
}
FrontEndMenuManager.SetHelperText(0);
}
#endif
#ifdef MORE_LANGUAGES
void LangPolSelect(int8 action)
{
@ -761,6 +824,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
#ifdef EXTENDED_PIPELINES
PIPELINES_SELECTOR
#endif
ISLAND_LOADING_SELECTOR
DUALPASS_SELECTOR
MENUACTION_CFO_DYNAMIC, "FET_DEF", { new CCFODynamic(nil, nil, nil, RestoreDefGraphics) },
MENUACTION_CHANGEMENU, "FEDS_TB", { nil, SAVESLOT_NONE, MENUPAGE_NONE },
@ -770,6 +834,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
{ "FET_ADV", MENUPAGE_OPTIONS, MENUPAGE_OPTIONS,
new CCustomScreenLayout({MENUSPRITE_MAINMENU, 50, 0, 20, FONT_HEADING, FESCREEN_LEFT_ALIGN, true, MEDIUMTEXT_X_SCALE, MEDIUMTEXT_Y_SCALE}), nil,
ISLAND_LOADING_SELECTOR
DUALPASS_SELECTOR
CUTSCENE_BORDERS_TOGGLE
FREE_CAM_TOGGLE

View file

@ -2610,7 +2610,7 @@ void CPad::PrintErrorMessage(void)
CFont::SetScale(0.85f, 1.0f);
CFont::SetJustifyOff();
CFont::SetBackgroundOff();
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 20));
CFont::SetCentreSize(SCREEN_SCALE_X(SCREEN_WIDTH - 20));
CFont::SetCentreOn();
CFont::SetPropOn();
CFont::SetColor(CRGBA(255, 255, 200, 200));
@ -2627,7 +2627,7 @@ void CPad::PrintErrorMessage(void)
CFont::SetScale(0.85f, 1.0f);
CFont::SetJustifyOff();
CFont::SetBackgroundOff();
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 20));
CFont::SetCentreSize(SCREEN_SCALE_X(SCREEN_WIDTH - 20));
CFont::SetCentreOn();
CFont::SetPropOn();
CFont::SetColor(CRGBA(255, 255, 200, 200));

View file

@ -390,6 +390,7 @@ CStreaming::LoadCdDirectory(const char *dirname, int n)
assert(sizeof(direntry) == 32);
while(CFileMgr::Read(fd, (char*)&direntry, sizeof(direntry))){
dot = strchr(direntry.name, '.');
assert(dot);
if(dot) *dot = '\0';
if(direntry.size > (uint32)ms_streamingBufferSize)
ms_streamingBufferSize = direntry.size;
@ -741,7 +742,9 @@ CStreaming::RequestBigBuildings(eLevelName level)
b = CPools::GetBuildingPool()->GetSlot(i);
if(b && b->bIsBIGBuilding
#ifdef NO_ISLAND_LOADING
&& ((CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) || (b->m_level == level))
&& (((CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) && (b != pIslandLODindustEntity) && (b != pIslandLODcomIndEntity) &&
(b != pIslandLODcomSubEntity) && (b != pIslandLODsubIndEntity) && (b != pIslandLODsubComEntity)
) || (b->m_level == level))
#else
&& b->m_level == level
#endif

View file

@ -212,10 +212,10 @@ enum Config {
# define TIMEBARS // print debug timers
#endif
#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
#define FIX_BUGS // fixes bugs that we've came across during reversing
#define MORE_LANGUAGES // Add more translations to the game
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
#define LOAD_INI_SETTINGS
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
// Rendering/display
//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
@ -227,19 +227,11 @@ enum Config {
#define PS2_ALPHA_TEST // emulate ps2 alpha test
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
//#define USE_TEXTURE_POOL
#define CUTSCENE_BORDERS_SWITCH
#ifdef LIBRW
//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
#endif
#define MULTISAMPLING // adds MSAA option
#ifdef LIBRW
// these are not supported with librw yet
# undef MULTISAMPLING
#endif
// Particle
//#define PC_PARTICLE
@ -278,7 +270,13 @@ enum Config {
//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
# define CUSTOM_FRONTEND_OPTIONS
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
# ifdef CUSTOM_FRONTEND_OPTIONS
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
# define CUTSCENE_BORDERS_SWITCH
# define MULTISAMPLING // adds MSAA option
# endif
#endif
// Script
@ -327,6 +325,8 @@ enum Config {
#endif
//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
// IMG
#define BIG_IMG // allows to read larger img files
//#define SQUEEZE_PERFORMANCE
#ifdef SQUEEZE_PERFORMANCE
@ -335,3 +335,8 @@ enum Config {
#define PC_PARTICLE
#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
#endif
#ifdef LIBRW
// these are not supported with librw yet
# undef MULTISAMPLING
#endif

View file

@ -89,7 +89,11 @@ RwRGBA gColourTop;
bool gameAlreadyInitialised;
float NumberOfChunksLoaded;
#ifdef GTA_PS2
#define TOTALNUMCHUNKS 48.0f
#else
#define TOTALNUMCHUNKS 73.0f
#endif
bool g_SlowMode = false;
char version_name[64];
@ -625,20 +629,20 @@ LoadingIslandScreen(const char *levelName)
CFont::SetScale(1.5f, 1.5f);
CFont::SetPropOn();
CFont::SetRightJustifyOn();
CFont::SetRightJustifyWrap(150.0f);
CFont::SetRightJustifyWrap(SCREEN_SCALE_X(150.0f));
CFont::SetFontStyle(FONT_HEADING);
sprintf(str, "WELCOME TO");
AsciiToUnicode(str, wstr);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
CFont::SetDropShadowPosition(3);
CFont::SetColor(CRGBA(243, 237, 71, 255));
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f));
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
TextCopy(wstr, name);
TheText.UpperCase(wstr);
CFont::SetColor(CRGBA(243, 237, 71, 255));
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
CFont::PrintString(SCREEN_WIDTH-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.2f));
CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(20.0f), SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
@ -852,7 +856,7 @@ DisplayGameDebugText()
CFont::SetRightJustifyOff();
CFont::SetJustifyOff();
CFont::SetBackGroundOnlyTextOff();
CFont::SetWrapx(SCREEN_WIDTH);
CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
CFont::SetFontStyle(FONT_HEADING);
CFont::SetColor(CRGBA(0, 0, 0, 255));

View file

@ -86,7 +86,8 @@ CustomFrontendOptionsPopulate(void)
linb::ini cfg;
int CheckAndReadIniInt(const char *cat, const char *key, int original)
{
const char *value = (cfg.get(cat, key, "").c_str());
std::string strval = cfg.get(cat, key, "");
const char *value = strval.c_str();
if (value && value[0] != '\0')
return atoi(value);
@ -95,13 +96,34 @@ int CheckAndReadIniInt(const char *cat, const char *key, int original)
float CheckAndReadIniFloat(const char *cat, const char *key, float original)
{
const char *value = (cfg.get(cat, key, "").c_str());
std::string strval = cfg.get(cat, key, "");
const char *value = strval.c_str();
if (value && value[0] != '\0')
return atof(value);
return original;
}
void CheckAndSaveIniInt(const char *cat, const char *key, int val, bool &changed)
{
char temp[10];
if (atoi(cfg.get(cat, key, "xxx").c_str()) != val) { // if .ini doesn't have our key, compare with xxx and forcefully add it
changed = true;
sprintf(temp, "%u", val);
cfg.set(cat, key, temp);
}
}
void CheckAndSaveIniFloat(const char *cat, const char *key, float val, bool &changed)
{
char temp[10];
if (atof(cfg.get(cat, key, "xxx").c_str()) != val) { // if .ini doesn't have our key, compare with xxx and forcefully add it
changed = true;
sprintf(temp, "%f", val);
cfg.set(cat, key, temp);
}
}
void LoadINISettings()
{
cfg.load_file("re3.ini");
@ -156,11 +178,6 @@ void LoadINISettings()
}
#endif
#ifdef NO_ISLAND_LOADING
CMenuManager::m_PrefsIslandLoading = CheckAndReadIniInt("FrontendOptions", "NoIslandLoading", CMenuManager::m_PrefsIslandLoading);
CMenuManager::m_DisplayIslandLoading = CMenuManager::m_PrefsIslandLoading;
#endif
#ifdef EXTENDED_COLOURFILTER
CPostFX::Intensity = CheckAndReadIniFloat("CustomPipesValues", "PostFXIntensity", CPostFX::Intensity);
#endif
@ -192,21 +209,22 @@ void SaveINISettings()
break;
if (option.m_Action < MENUACTION_NOTHING && option.m_CFO->save) {
if (atoi(cfg.get("FrontendOptions", option.m_CFO->save, "xxx").c_str()) != *option.m_CFO->value) { // if .ini doesn't have that key compare with xxx, so we can add it
changed = true;
sprintf(temp, "%u", *option.m_CFO->value);
cfg.set("FrontendOptions", option.m_CFO->save, temp);
}
// Beware: CFO only supports saving uint8 right now
CheckAndSaveIniInt("FrontendOptions", option.m_CFO->save, *option.m_CFO->value, changed);
}
}
}
#endif
#ifdef NO_ISLAND_LOADING
if (atoi(cfg.get("FrontendOptions", "NoIslandLoading", "xxx").c_str()) != CMenuManager::m_PrefsIslandLoading) {
changed = true;
sprintf(temp, "%u", CMenuManager::m_PrefsIslandLoading);
cfg.set("FrontendOptions", "NoIslandLoading", temp);
}
#ifdef EXTENDED_COLOURFILTER
CheckAndSaveIniFloat("CustomPipesValues", "PostFXIntensity", CPostFX::Intensity, changed);
#endif
#ifdef EXTENDED_PIPELINES
CheckAndSaveIniFloat("CustomPipesValues", "NeoVehicleShininess", CustomPipes::VehicleShininess, changed);
CheckAndSaveIniFloat("CustomPipesValues", "NeoVehicleSpecularity", CustomPipes::VehicleSpecularity, changed);
CheckAndSaveIniFloat("CustomPipesValues", "RimlightMult", CustomPipes::RimlightMult, changed);
CheckAndSaveIniFloat("CustomPipesValues", "LightmapMult", CustomPipes::LightmapMult, changed);
CheckAndSaveIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult, changed);
#endif
if (changed)

View file

@ -572,7 +572,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
if(!A->bInfiniteMass)
A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA);
return true;
}
}else if(!B->bInfiniteMass)
@ -624,7 +624,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}else{
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
CVector f = colpoint.normal * impulseA;
CVector f = colpoint.GetNormal() * impulseA;
if(A->IsVehicle() && colpoint.normal.z < 0.7f)
f.z *= 0.3f;
if(!A->bInfiniteMass){
@ -1146,43 +1146,43 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
mostColliding = 0;
for(j = 1; j < numCollisions; j++)
if(colpoints[j].depth > colpoints[mostColliding].depth)
if (colpoints[j].GetDepth() > colpoints[mostColliding].GetDepth())
mostColliding = j;
if(CWorld::bSecondShift)
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.5f / numCollisions;
else
for(j = 0; j < numCollisions; j++)
shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
shift += colpoints[j].GetNormal() * colpoints[j].GetDepth() * 1.2f / numCollisions;
if(A->IsVehicle() && B->IsVehicle()){
CVector dir = A->GetPosition() - B->GetPosition();
dir.Normalise();
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
dir.z = Min(0.0f, Min(A->GetForward().z, A->GetRight().z));
shift += dir * colpoints[mostColliding].depth * 0.5f;
shift += dir * colpoints[mostColliding].GetDepth() * 0.5f;
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
CVector dir = colpoints[mostColliding].normal;
CVector dir = colpoints[mostColliding].GetNormal();
float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
shift += dir * colpoints[mostColliding].depth / (1.0f - f);
shift += dir * colpoints[mostColliding].GetDepth() / (1.0f - f);
boat = B;
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
CVector dir = colpoints[mostColliding].normal * -1.0f;
CVector dir = colpoints[mostColliding].GetNormal() * -1.0f;
float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f));
B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f));
// BUG? how can that ever happen? A is a Ped
if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints);
}else{
if(CWorld::bSecondShift)
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.4f;
else
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
shift += colpoints[mostColliding].GetNormal() * colpoints[mostColliding].GetDepth() * 0.2f;
}
doShift = true;

View file

@ -294,32 +294,12 @@ RwTextureAddressMode RwTextureGetAddressingV(const RwTexture *texture);
// TODO
void _rwD3D8TexDictionaryEnableRasterFormatConversion(bool enable) { }
static rw::Raster*
ConvertTexRaster(rw::Raster *ras)
{
using namespace rw;
if(ras->platform == rw::platform)
return ras;
// compatible platforms
if(ras->platform == PLATFORM_D3D8 && rw::platform == PLATFORM_D3D9 ||
ras->platform == PLATFORM_D3D9 && rw::platform == PLATFORM_D3D8)
return ras;
Image *img = ras->toImage();
ras->destroy();
img->unpalettize();
ras = Raster::createFromImage(img);
img->destroy();
return ras;
}
// hack for reading native textures
RwBool rwNativeTextureHackRead(RwStream *stream, RwTexture **tex, RwInt32 size)
{
*tex = Texture::streamReadNative(stream);
#ifdef LIBRW
(*tex)->raster = ConvertTexRaster((*tex)->raster);
(*tex)->raster = rw::Raster::convertTexToCurrentPlatform((*tex)->raster);
#endif
return *tex != nil;
}
@ -796,6 +776,9 @@ RwBool RpWorldPluginAttach(void) {
registerNativeDataPlugin();
registerAtomicRightsPlugin();
registerMaterialRightsPlugin();
// not sure if this goes here
rw::xbox::registerVertexFormatPlugin();
return true;
}

View file

@ -12,6 +12,10 @@
#include "CutsceneHead.h"
#include "CdStream.h"
#ifdef GTA_PS2_STUFF
// this is a total hack to switch between PC and PS2 code
static bool lastLoadedSKA;
#endif
CCutsceneHead::CCutsceneHead(CObject *obj)
{
@ -87,6 +91,10 @@ CCutsceneHead::ProcessControl(void)
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
atm = GetFirstAtomic((RpClump*)m_rwObject);
hier = RpSkinAtomicGetHAnimHierarchy(atm);
#ifdef GTA_PS2_STUFF
// PS2 only plays anims in cutscene, PC always plays anims
if(!lastLoadedSKA || CCutsceneMgr::IsRunning())
#endif
RpHAnimHierarchyAddAnimTime(hier, CTimer::GetTimeStepNonClipped()/50.0f);
}
@ -168,6 +176,10 @@ CCutsceneHead::PlayAnimation(const char *animName)
uint32 offset, size;
RwStream *stream;
#ifdef GTA_PS2_STUFF
lastLoadedSKA = false;
#endif
assert(RwObjectGetType(m_rwObject) == rpCLUMP);
atm = GetFirstAtomic((RpClump*)m_rwObject);
hier = RpSkinAtomicGetHAnimHierarchy(atm);
@ -191,4 +203,29 @@ CCutsceneHead::PlayAnimation(const char *animName)
RwStreamClose(stream, nil);
}
#ifdef GTA_PS2_STUFF
#ifdef LIBRW
else{
sprintf(gString, "%s.ska", animName);
if(CCutsceneMgr::ms_pCutsceneDir->FindItem(gString, offset, size)){
stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "ANIM\\CUTS.IMG");
assert(stream);
CStreaming::MakeSpaceFor(size * CDSTREAM_SECTOR_SIZE);
CStreaming::ImGonnaUseStreamingMemory();
RwStreamSkip(stream, offset*2048);
anim = rw::Animation::streamReadLegacy(stream);
RpHAnimHierarchySetCurrentAnim(hier, anim);
CStreaming::IHaveUsedStreamingMemory();
RwStreamClose(stream, nil);
lastLoadedSKA = true;
}
}
#endif
#endif
}

View file

@ -3,6 +3,9 @@
#include "Sprite2d.h"
#include "TxdStore.h"
#include "Font.h"
#ifdef BUTTON_ICONS
#include "FileMgr.h"
#endif
void
AsciiToUnicode(const char *src, wchar *dst)
@ -227,6 +230,7 @@ wchar foreign_table[128] = {
#ifdef BUTTON_ICONS
CSprite2d CFont::ButtonSprite[MAX_BUTTON_ICONS];
int CFont::PS2Symbol = BUTTON_NONE;
int CFont::ButtonsSlot = -1;
#endif // BUTTON_ICONS
void
@ -275,8 +279,8 @@ CFont::Initialise(void)
SetColor(CRGBA(0xFF, 0xFF, 0xFF, 0));
SetJustifyOff();
SetCentreOff();
SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
SetCentreSize(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
SetWrapx(SCREEN_WIDTH);
SetCentreSize(SCREEN_WIDTH);
SetBackgroundOff();
SetBackgroundColor(CRGBA(0x80, 0x80, 0x80, 0x80));
SetBackGroundOnlyTextOff();
@ -288,28 +292,31 @@ CFont::Initialise(void)
CTxdStore::PopCurrentTxd();
#ifdef BUTTON_ICONS
slot = CTxdStore::AddTxdSlot("buttons");
CTxdStore::LoadTxd(slot, "MODELS/X360BTNS.TXD");
CTxdStore::AddRef(slot);
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(slot);
if (int file = CFileMgr::OpenFile("MODELS/X360BTNS.TXD")) {
CFileMgr::CloseFile(file);
ButtonsSlot = CTxdStore::AddTxdSlot("buttons");
CTxdStore::LoadTxd(ButtonsSlot, "MODELS/X360BTNS.TXD");
CTxdStore::AddRef(ButtonsSlot);
CTxdStore::PushCurrentTxd();
CTxdStore::SetCurrentTxd(ButtonsSlot);
#if 0 // unused
ButtonSprite[BUTTON_UP].SetTexture("up");
ButtonSprite[BUTTON_DOWN].SetTexture("down");
ButtonSprite[BUTTON_LEFT].SetTexture("left");
ButtonSprite[BUTTON_RIGHT].SetTexture("right");
ButtonSprite[BUTTON_UP].SetTexture("up");
ButtonSprite[BUTTON_DOWN].SetTexture("down");
ButtonSprite[BUTTON_LEFT].SetTexture("left");
ButtonSprite[BUTTON_RIGHT].SetTexture("right");
#endif
ButtonSprite[BUTTON_CROSS].SetTexture("cross");
ButtonSprite[BUTTON_CIRCLE].SetTexture("circle");
ButtonSprite[BUTTON_SQUARE].SetTexture("square");
ButtonSprite[BUTTON_TRIANGLE].SetTexture("triangle");
ButtonSprite[BUTTON_L1].SetTexture("l1");
ButtonSprite[BUTTON_L2].SetTexture("l2");
ButtonSprite[BUTTON_L3].SetTexture("l3");
ButtonSprite[BUTTON_R1].SetTexture("r1");
ButtonSprite[BUTTON_R2].SetTexture("r2");
ButtonSprite[BUTTON_R3].SetTexture("r3");
CTxdStore::PopCurrentTxd();
ButtonSprite[BUTTON_CROSS].SetTexture("cross");
ButtonSprite[BUTTON_CIRCLE].SetTexture("circle");
ButtonSprite[BUTTON_SQUARE].SetTexture("square");
ButtonSprite[BUTTON_TRIANGLE].SetTexture("triangle");
ButtonSprite[BUTTON_L1].SetTexture("l1");
ButtonSprite[BUTTON_L2].SetTexture("l2");
ButtonSprite[BUTTON_L3].SetTexture("l3");
ButtonSprite[BUTTON_R1].SetTexture("r1");
ButtonSprite[BUTTON_R2].SetTexture("r2");
ButtonSprite[BUTTON_R3].SetTexture("r3");
CTxdStore::PopCurrentTxd();
}
#endif // BUTTON_ICONS
}
@ -360,9 +367,11 @@ void
CFont::Shutdown(void)
{
#ifdef BUTTON_ICONS
for (int i = 0; i < MAX_BUTTON_ICONS; i++)
ButtonSprite[i].Delete();
CTxdStore::RemoveTxdSlot(CTxdStore::FindTxdSlot("buttons"));
if (ButtonsSlot != -1) {
for (int i = 0; i < MAX_BUTTON_ICONS; i++)
ButtonSprite[i].Delete();
CTxdStore::RemoveTxdSlot(ButtonsSlot);
}
#endif
Sprite[0].Delete();
Sprite[1].Delete();
@ -692,7 +701,14 @@ CFont::GetNumberLines(float xstart, float ystart, wchar *s)
y = ystart;
while(*s){
#ifdef FIX_BUGS
float f = Details.centre ? Details.centreSize :
Details.rightJustify ? xstart - Details.rightJustifyWrap :
Details.wrapX;
#else
float f = (Details.centre ? Details.centreSize : Details.wrapX);
#endif
#ifdef MORE_LANGUAGES
if (IsJapaneseFont())
f -= SCREEN_SCALE_X(21.0f * 2.0f);
@ -772,8 +788,15 @@ CFont::GetTextRect(CRect *rect, float xstart, float ystart, wchar *s)
x = xstart;
y = ystart;
#ifdef FIX_BUGS
float xEnd = Details.centre ? Details.centreSize :
Details.rightJustify ? xstart - Details.rightJustifyWrap :
Details.wrapX;
#else
float xEnd = (Details.centre ? Details.centreSize : Details.wrapX);
#endif
while(*s){
if(x + GetStringWidth(s) > (Details.centre ? Details.centreSize : Details.wrapX)){
if(x + GetStringWidth(s) > xEnd){
// reached end of line
if(x > maxlength)
maxlength = x;

View file

@ -103,6 +103,7 @@ public:
static CFontDetails Details;
#ifdef BUTTON_ICONS
static int32 ButtonsSlot;
static CSprite2d ButtonSprite[MAX_BUTTON_ICONS];
static int PS2Symbol;

View file

@ -336,7 +336,7 @@ void CHud::Draw()
CFont::SetScale(SCREEN_SCALE_X(0.4f), SCREEN_SCALE_Y(0.6f));
CFont::SetJustifyOff();
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
CFont::SetCentreSize(SCREEN_WIDTH);
CFont::SetPropOn();
CFont::SetFontStyle(FONT_BANK);
@ -740,7 +740,7 @@ void CHud::Draw()
CFont::SetRightJustifyWrap(0.0f);
CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING));
CFont::SetColor(CRGBA(244, 20, 20, 255));
CFont::SetWrapx(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH));
CFont::SetPropOff();
CFont::SetBackGroundOnlyTextOn();
@ -869,7 +869,7 @@ void CHud::Draw()
else
CFont::SetCentreOff();
CFont::SetWrapx(SCREEN_SCALE_X(CTheScripts::IntroTextLines[i].m_fWrapX));
CFont::SetWrapx(SCALE_AND_CENTER_X(CTheScripts::IntroTextLines[i].m_fWrapX));
CFont::SetCentreSize(SCREEN_SCALE_X(CTheScripts::IntroTextLines[i].m_fCenterSize));
if (CTheScripts::IntroTextLines[i].m_bBackground)
@ -931,9 +931,9 @@ void CHud::Draw()
CFont::SetPropOn();
CFont::SetFontStyle(FONT_LOCALE(FONT_BANK));
float offsetX = SCREEN_SCALE_X(40.0f) + SCREEN_SCALE_X(8.0f);
float center = SCREEN_SCALE_FROM_RIGHT(50.0f) - SCREEN_SCALE_X(8.0f) - offsetX;
CFont::SetCentreSize(center);
float radarBulge = SCREEN_SCALE_X(40.0f) + SCREEN_SCALE_X(8.0f);
float rectWidth = SCREEN_WIDTH - SCREEN_SCALE_X(50.0f) - SCREEN_SCALE_X(8.0f) - radarBulge;
CFont::SetCentreSize(rectWidth);
const int16 shadow = 1;
CFont::SetDropShadowPosition(shadow);
@ -941,7 +941,7 @@ void CHud::Draw()
CFont::SetColor(CRGBA(235, 235, 235, 255));
// I'm not sure shadow substaction was intentional here, might be a leftover if CFont::PrintString was used for a shadow draw call
CFont::PrintString(center / 2.0f + offsetX - SCREEN_SCALE_X(shadow), SCREEN_SCALE_Y(4.0f) + SCREEN_SCALE_FROM_BOTTOM(68.0f) - SCREEN_SCALE_Y(shadow), m_Message);
CFont::PrintString(rectWidth / 2.0f + radarBulge - SCREEN_SCALE_X(shadow), SCREEN_SCALE_Y(4.0f) + SCREEN_SCALE_FROM_BOTTOM(68.0f) - SCREEN_SCALE_Y(shadow), m_Message);
CFont::SetDropShadowPosition(0);
}
@ -957,7 +957,7 @@ void CHud::Draw()
CFont::SetScale(SCREEN_SCALE_X(1.8f), SCREEN_SCALE_Y(1.8f));
CFont::SetPropOn();
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(590.0f));
CFont::SetCentreSize(SCREEN_SCALE_X(615.0f));
CFont::SetFontStyle(FONT_HEADING);
// Appearently sliding text in here was abandoned very early, since this text is centered now.
@ -1166,7 +1166,7 @@ void CHud::DrawAfterFade()
else
CFont::SetCentreOff();
CFont::SetWrapx(SCREEN_SCALE_X(line.m_fWrapX));
CFont::SetWrapx(SCALE_AND_CENTER_X(line.m_fWrapX));
CFont::SetCentreSize(SCREEN_SCALE_X(line.m_fCenterSize));
if (line.m_bBackground)
CFont::SetBackgroundOn();
@ -1318,7 +1318,7 @@ void CHud::DrawAfterFade()
CFont::SetScale(SCREEN_SCALE_X(1.04f), SCREEN_SCALE_Y(1.6f));
CFont::SetPropOn();
CFont::SetRightJustifyWrap(SCREEN_SCALE_X(-500.0f));
CFont::SetRightJustifyWrap(SCREEN_SCALE_FROM_RIGHT(DEFAULT_SCREEN_WIDTH + 500.0f));
CFont::SetRightJustifyOn();
CFont::SetFontStyle(FONT_HEADING);
if (BigMessageX[1] >= SCREEN_SCALE_FROM_RIGHT(20.0f)) {

View file

@ -1058,7 +1058,7 @@ CMoneyMessage::Render()
CFont::SetScale(fScaleX, fScaleY); // maybe use SCREEN_SCALE_X and SCREEN_SCALE_Y here?
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH));
CFont::SetCentreSize(SCREEN_WIDTH);
CFont::SetJustifyOff();
CFont::SetColor(CRGBA(m_Colour.r, m_Colour.g, m_Colour.b, (255.0f - 255.0f * fLifeTime) * m_fOpacity));
CFont::SetBackGroundOnlyTextOff();

View file

@ -649,6 +649,83 @@ WRAPPER void _TexturePoolsInitialise() { EAXJMP(0x598B10); }
WRAPPER void _TexturePoolsShutdown() { EAXJMP(0x598B30); }
#endif
#ifdef LIBRW
#include <rpmatfx.h>
#include "VehicleModelInfo.h"
int32
findPlatform(rw::Atomic *a)
{
rw::Geometry *g = a->geometry;
if(g->instData)
return g->instData->platform;
return 0;
}
// in CVehicleModelInfo in VC
static RpMaterial*
GetMatFXEffectMaterialCB(RpMaterial *material, void *data)
{
if(RpMatFXMaterialGetEffects(material) == rpMATFXEFFECTNULL)
return material;
*(int*)data = RpMatFXMaterialGetEffects(material);
return nil;
}
// Game doesn't read atomic extensions so we never get any other than the default pipe,
// but we need it for uninstancing
void
attachPipe(rw::Atomic *atomic)
{
if(RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic)))
atomic->pipeline = rw::skinGlobals.pipelines[rw::platform];
else{
int fx = rpMATFXEFFECTNULL;
RpGeometryForAllMaterials(RpAtomicGetGeometry(atomic), GetMatFXEffectMaterialCB, &fx);
if(fx != rpMATFXEFFECTNULL)
RpMatFXAtomicEnableEffects(atomic);
}
}
// Attach pipes for the platform we have native data for so we can uninstance
void
switchPipes(rw::Atomic *a, int32 platform)
{
if(a->pipeline && a->pipeline->platform != platform){
uint32 plgid = a->pipeline->pluginID;
switch(plgid){
// assume default pipe won't be attached explicitly
case rw::ID_SKIN:
a->pipeline = rw::skinGlobals.pipelines[platform];
break;
case rw::ID_MATFX:
a->pipeline = rw::matFXGlobals.pipelines[platform];
break;
}
}
}
RpAtomic*
ConvertPlatformAtomic(RpAtomic *atomic, void *data)
{
int32 driver = rw::platform;
int32 platform = findPlatform(atomic);
if(platform != 0 && platform != driver){
attachPipe(atomic); // kludge
rw::ObjPipeline *origPipe = atomic->pipeline;
rw::platform = platform;
switchPipes(atomic, rw::platform);
if(atomic->geometry->flags & rw::Geometry::NATIVE)
atomic->uninstance();
// no ADC in this game
//rw::ps2::unconvertADC(atomic->geometry);
rw::platform = driver;
atomic->pipeline = origPipe;
}
return atomic;
}
#endif
#if defined(FIX_BUGS) && defined(GTA_PC)
RwUInt32 saved_alphafunc, saved_alpharef;

View file

@ -56,6 +56,8 @@ RwCamera *CameraCreate(RwInt32 width,
void _TexturePoolsInitialise();
void _TexturePoolsShutdown();
RpAtomic *ConvertPlatformAtomic(RpAtomic *atomic, void *data);
#if defined(FIX_BUGS) && defined (GTA_PC)
void SetAlphaTest(RwUInt32 alpharef);
void RestoreAlphaTest();

2
vendor/librw vendored

@ -1 +1 @@
Subproject commit 8c00f787cb8f53781c4335ecbc9d28fb9c664ba7
Subproject commit 7e80d45cdb6663f97d89ed443198ce6e37c4435e