Fix build without FIX_BUGS, divide to 0 fixes

This commit is contained in:
erorcun 2021-01-13 14:22:31 +03:00
parent 4097c20bdd
commit 57201187de
6 changed files with 53 additions and 13 deletions

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@ -226,11 +226,15 @@ enum Config {
# define TIMEBARS // print debug timers # define TIMEBARS // print debug timers
#endif #endif
#define FIX_BUGS // fixes bugs that we've came across during reversing #define FIX_BUGS // fixes bugs that we've came across during reversing. You can undefine this only on release builds.
#define MORE_LANGUAGES // Add more translations to the game #define MORE_LANGUAGES // Add more translations to the game
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible #define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS #define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
#if defined(__LP64__) || defined(_WIN64)
#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
#endif
// Just debug menu entries // Just debug menu entries
#ifdef DEBUGMENU #ifdef DEBUGMENU
#define MISSION_SWITCHER // from debug menu #define MISSION_SWITCHER // from debug menu

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@ -783,9 +783,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(B->GetStatus() == STATUS_PLAYER) if(B->GetStatus() == STATUS_PLAYER)
pointposB *= 0.8f; pointposB *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){ if(CWorld::bNoMoreCollisionTorque){
// BUG: the game actually uses A here, but this can't be right #ifdef FIX_BUGS
B->ApplyFrictionMoveForce(fB*-0.3f); B->ApplyFrictionMoveForce(fB*-0.3f);
B->ApplyFrictionTurnForce(fB*-0.3f, pointposB); B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
#else
A->ApplyFrictionMoveForce(fB*-0.3f);
A->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
#endif
} }
} }
if(!A->bInfiniteMass){ if(!A->bInfiniteMass){
@ -881,7 +885,13 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass); speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
if(fOtherSpeedA > speedSum){ if(fOtherSpeedA > speedSum){
impulseA = (speedSum - fOtherSpeedA) * A->m_fMass; impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
@ -911,7 +921,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
float massB = B->GetMass(pointposB, frictionDir); float massB = B->GetMass(pointposB, frictionDir);
speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass); speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
if(fOtherSpeedA > speedSum){ if(fOtherSpeedA > speedSum){
@ -939,7 +954,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
float massA = A->GetMass(pointposA, frictionDir); float massA = A->GetMass(pointposA, frictionDir);
speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA); speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
if(fOtherSpeedA > speedSum){ if(fOtherSpeedA > speedSum){
@ -967,7 +987,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
fOtherSpeedA = vOtherSpeedA.Magnitude(); fOtherSpeedA = vOtherSpeedA.Magnitude();
fOtherSpeedB = vOtherSpeedB.Magnitude(); fOtherSpeedB = vOtherSpeedB.Magnitude();
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeedA;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA); frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
#endif
float massA = A->GetMass(pointposA, frictionDir); float massA = A->GetMass(pointposA, frictionDir);
float massB = B->GetMass(pointposB, frictionDir); float massB = B->GetMass(pointposB, frictionDir);
speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA); speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
@ -1004,7 +1029,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
fOtherSpeed = vOtherSpeed.Magnitude(); fOtherSpeed = vOtherSpeed.Magnitude();
if(fOtherSpeed > 0.0f){ if(fOtherSpeed > 0.0f){
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeed;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed); frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
#endif
// not really impulse but speed // not really impulse but speed
// maybe use ApplyFrictionMoveForce instead? // maybe use ApplyFrictionMoveForce instead?
fImpulse = -fOtherSpeed; fImpulse = -fOtherSpeed;
@ -1022,7 +1052,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
fOtherSpeed = vOtherSpeed.Magnitude(); fOtherSpeed = vOtherSpeed.Magnitude();
if(fOtherSpeed > 0.0f){ if(fOtherSpeed > 0.0f){
#ifdef FIX_BUGS // division by 0
frictionDir = vOtherSpeed;
frictionDir.Normalise();
#else
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed); frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
#endif
fImpulse = -fOtherSpeed * m_fMass; fImpulse = -fOtherSpeed * m_fMass;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5; impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
if(fImpulse < -impulseLimit) fImpulse = -impulseLimit; if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;

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@ -93,7 +93,7 @@ MemoryMgrFree(void *ptr)
void * void *
RwMallocAlign(RwUInt32 size, RwUInt32 align) RwMallocAlign(RwUInt32 size, RwUInt32 align)
{ {
#ifdef FIX_BUGS #if defined (FIX_BUGS) || defined(FIX_BUGS_64)
uintptr ptralign = align-1; uintptr ptralign = align-1;
void *mem = (void *)MemoryMgrMalloc(size + sizeof(uintptr) + ptralign); void *mem = (void *)MemoryMgrMalloc(size + sizeof(uintptr) + ptralign);

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@ -291,7 +291,8 @@ SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable)
parent = stack[sp--]; parent = stack[sp--];
else else
parent = i; parent = i;
assert(parent >= 0 && parent < numBones);
//assert(parent >= 0 && parent < numBones);
} }
} }
@ -299,7 +300,7 @@ RpHAnimAnimation*
HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier) HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
{ {
int i; int i;
#ifdef FIX_BUGS #if defined FIX_BUGS || defined LIBRW
int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
#else #else
int numNodes = hier->numNodes; int numNodes = hier->numNodes;
@ -313,7 +314,7 @@ HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
frame->q.real = 1.0f; frame->q.real = 1.0f;
frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f; frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
frame->t.x = frame->t.y = frame->t.z = 0.0f; frame->t.x = frame->t.y = frame->t.z = 0.0f;
#ifdef FIX_BUGS #if defined FIX_BUGS || defined LIBRW
// times are subtracted and divided giving NaNs // times are subtracted and divided giving NaNs
// so they can't both be 0 // so they can't both be 0
frame->time = i/hier->numNodes; frame->time = i/hier->numNodes;
@ -401,7 +402,7 @@ CameraSize(RwCamera * camera, RwRect * rect,
RwRaster *zRaster; RwRaster *zRaster;
// BUG: game just changes camera raster's sizes, but this is a hack // BUG: game just changes camera raster's sizes, but this is a hack
#ifdef FIX_BUGS #if defined FIX_BUGS || defined LIBRW
/* /*
* Destroy rasters... * Destroy rasters...
*/ */

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@ -97,7 +97,7 @@ CText::Unload(void)
wchar* wchar*
CText::Get(const char *key) CText::Get(const char *key)
{ {
#ifdef FIX_BUGS #if defined (FIX_BUGS) || defined(FIX_BUGS_64)
return keyArray.Search(key, data.chars); return keyArray.Search(key, data.chars);
#else #else
return keyArray.Search(key); return keyArray.Search(key);
@ -201,7 +201,7 @@ CKeyArray::Unload(void)
void void
CKeyArray::Update(wchar *chars) CKeyArray::Update(wchar *chars)
{ {
#ifndef FIX_BUGS #if !defined(FIX_BUGS) && !defined(FIX_BUGS_64)
int i; int i;
for(i = 0; i < numEntries; i++) for(i = 0; i < numEntries; i++)
entries[i].value = (wchar*)((uint8*)chars + (uintptr)entries[i].value); entries[i].value = (wchar*)((uint8*)chars + (uintptr)entries[i].value);
@ -229,7 +229,7 @@ CKeyArray::BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 hi
} }
wchar* wchar*
#ifdef FIX_BUGS #if defined (FIX_BUGS) || defined(FIX_BUGS_64)
CKeyArray::Search(const char *key, wchar *data) CKeyArray::Search(const char *key, wchar *data)
#else #else
CKeyArray::Search(const char *key) CKeyArray::Search(const char *key)
@ -239,7 +239,7 @@ CKeyArray::Search(const char *key)
char errstr[25]; char errstr[25];
int i; int i;
#ifdef FIX_BUGS #if defined (FIX_BUGS) || defined(FIX_BUGS_64)
found = BinarySearch(key, entries, 0, numEntries-1); found = BinarySearch(key, entries, 0, numEntries-1);
if(found) if(found)
return (wchar*)((uint8*)data + found->valueOffset); return (wchar*)((uint8*)data + found->valueOffset);

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@ -7,7 +7,7 @@ void TextCopy(wchar *dst, const wchar *src);
struct CKeyEntry struct CKeyEntry
{ {
#ifdef FIX_BUGS #if defined(FIX_BUGS) || defined(FIX_BUGS_64)
uint32 valueOffset; uint32 valueOffset;
#else #else
wchar *value; wchar *value;
@ -30,7 +30,7 @@ public:
void Unload(void); void Unload(void);
void Update(wchar *chars); void Update(wchar *chars);
CKeyEntry *BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 high); CKeyEntry *BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 high);
#ifdef FIX_BUGS #if defined (FIX_BUGS) || defined(FIX_BUGS_64)
wchar *Search(const char *key, wchar *data); wchar *Search(const char *key, wchar *data);
#else #else
wchar *Search(const char *key); wchar *Search(const char *key);