From ec69a0e57d4c507e3749c0a3f47c3bdc362c7ae7 Mon Sep 17 00:00:00 2001 From: Roman Masanin <36927roma@gmail.com> Date: Sat, 17 Oct 2020 21:38:02 +0300 Subject: fix audio bug and some refractoring --- src/audio/AudioLogic.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 174bd5fa..1b147425 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -813,7 +813,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params) int32 emittingVol; uint32 freq; - float modificator; + float multiplier; int sampleFreq; float velocity; @@ -836,9 +836,9 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params) freq = 6050 * emittingVol / 30 + 16000; } else { m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; - modificator = m_sQueueSample.m_fDistance / 190.f; + multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); - freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4); + freq = (sampleFreq * multiplier) + ((3 * sampleFreq) / 4); } m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; @@ -866,7 +866,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params) float relativeVelocity; int32 emittingVol; - float modificator; + float multiplier; int freq; float velChange; @@ -886,9 +886,9 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; - modificator = m_sQueueSample.m_fDistance / 6.f; + multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); - m_sQueueSample.m_nFrequency = freq + freq * modificator; + m_sQueueSample.m_nFrequency = freq + freq * multiplier; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); @@ -6488,15 +6488,15 @@ cAudioManager::ProcessFires(int32) void cAudioManager::ProcessWaterCannon(int32) { - const float SOUND_INTENSITY = 900.0f; + const float SOUND_INTENSITY = 30.0f; for (int32 i = 0; i < NUM_WATERCANNONS; i++) { if (CWaterCannons::aCannons[i].m_nId) { m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur]; float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SOUND_INTENSITY) { + if (distSquared < SQR(SOUND_INTENSITY)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; -- cgit v1.2.3 From f5f9b8b79f3803335838cfa7789a07319d0fcc13 Mon Sep 17 00:00:00 2001 From: Roman Masanin <36927roma@gmail.com> Date: Sat, 17 Oct 2020 21:53:13 +0300 Subject: mark original bugs --- src/audio/AudioLogic.cpp | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 1b147425..5d72f099 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -886,7 +886,11 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; +#ifdef FIX_BUGS multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; +#else + multiplier = (m_sQueueSample.m_fDistance / 3.0f) * 0.5f; +#endif freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); m_sQueueSample.m_nFrequency = freq + freq * multiplier; m_sQueueSample.m_nLoopCount = 0; @@ -6496,9 +6500,17 @@ cAudioManager::ProcessWaterCannon(int32) float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(SOUND_INTENSITY)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); +#ifdef FIX_BUGS m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance); +#else + m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); +#endif if (m_sQueueSample.m_nVolume != 0) { +#ifdef FIX_BUGS m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; +#else + m_sQueueSample.m_fSoundIntensity = SQR(SOUND_INTENSITY); +#endif m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 15591; -- cgit v1.2.3 From fad0a9507d4a4eb63fc5a658c2886fe07f7dadee Mon Sep 17 00:00:00 2001 From: Roman Masanin <36927roma@gmail.com> Date: Sun, 1 Nov 2020 23:48:03 +0300 Subject: some "optimizations". same like I did in VC --- src/audio/AudioLogic.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 3fc9334f..1e8a8194 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -1930,7 +1930,6 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE; break; case NEW_DOOR: - default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; break; case TRUCK_DOOR: @@ -1939,9 +1938,12 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case BUS_DOOR: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break; + default: + m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; + break; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22; + m_sQueueSample.m_nCounter = event + 22; //originaly used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i], which is same m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -1975,7 +1977,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10; + m_sQueueSample.m_nCounter = event + 10; //also used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; -- cgit v1.2.3 From f442793d201bd905c38c4861c564ba2896b8cd88 Mon Sep 17 00:00:00 2001 From: Filip Gawin Date: Tue, 3 Nov 2020 18:00:10 +0100 Subject: Allow to handle larger files via 64bit variables --- src/core/CdStream.cpp | 9 ++++++++- src/core/CdStreamPosix.cpp | 2 +- src/core/config.h | 2 ++ 3 files changed, 11 insertions(+), 2 deletions(-) diff --git a/src/core/CdStream.cpp b/src/core/CdStream.cpp index c11fb72a..1d39aa52 100644 --- a/src/core/CdStream.cpp +++ b/src/core/CdStream.cpp @@ -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; diff --git a/src/core/CdStreamPosix.cpp b/src/core/CdStreamPosix.cpp index 5c8d1b16..35a90a74 100644 --- a/src/core/CdStreamPosix.cpp +++ b/src/core/CdStreamPosix.cpp @@ -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 diff --git a/src/core/config.h b/src/core/config.h index bdc5cd54..48e616bd 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -326,6 +326,8 @@ 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 -- cgit v1.2.3 From 3b81eaa2d74b6f820f2651b6e468588b514ea5c9 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 7 Nov 2020 12:59:53 +0200 Subject: Fix cAudioManager::GetPhrase --- src/audio/AudioLogic.cpp | 796 +++++++++++++++++++++++------------------------ src/audio/AudioManager.h | 2 +- 2 files changed, 399 insertions(+), 399 deletions(-) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 3fc9334f..6bfe3cde 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -3992,15 +3992,15 @@ cAudioManager::GetPedCommentSfx(CPed *ped, int32 sound) } void -cAudioManager::GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const +cAudioManager::GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const { - *phrase = sample + m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] % maxOffset; + phrase = sample + m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] % maxOffset; // check if the same sfx like last time, if yes, then try use next one, // if exceeded range, then choose first available sample - if (*phrase == *prevPhrase && ++*phrase >= sample + maxOffset) - *phrase = sample; - *prevPhrase = *phrase; + if (phrase == prevPhrase && ++phrase >= sample + maxOffset) + phrase = sample; + prevPhrase = phrase; } #pragma region PED_COMMENTS @@ -4013,13 +4013,13 @@ cAudioManager::GetPlayerTalkSfx(int16 sound) switch (sound) { case SOUND_PED_DAMAGE: - GetPhrase(&sfx, &lastSfx, SFX_CLAUDE_HIGH_DAMAGE_GRUNT_1, 11); + GetPhrase(sfx, lastSfx, SFX_CLAUDE_HIGH_DAMAGE_GRUNT_1, 11); break; case SOUND_PED_HIT: - GetPhrase(&sfx, &lastSfx, SFX_CLAUDE_LOW_DAMAGE_GRUNT_1, 10); + GetPhrase(sfx, lastSfx, SFX_CLAUDE_LOW_DAMAGE_GRUNT_1, 10); break; case SOUND_PED_LAND: - GetPhrase(&sfx, &lastSfx, SFX_CLAUDE_HIT_GROUND_GRUNT_1, 6); + GetPhrase(sfx, lastSfx, SFX_CLAUDE_HIT_GROUND_GRUNT_1, 6); break; default: sfx = NO_SAMPLE; @@ -4037,13 +4037,13 @@ cAudioManager::GetCopTalkSfx(int16 sound) switch (sound) { case SOUND_PED_ARREST_COP: - GetPhrase(&sfx, &lastSfx, SFX_COP_VOICE_1_ARREST_1, 6); + GetPhrase(sfx, lastSfx, SFX_COP_VOICE_1_ARREST_1, 6); break; case SOUND_PED_PURSUIT_COP: pedState = FindPlayerPed()->m_nPedState; if (pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE) return NO_SAMPLE; - GetPhrase(&sfx, &lastSfx, SFX_COP_VOICE_1_CHASE_1, 7); + GetPhrase(sfx, lastSfx, SFX_COP_VOICE_1_CHASE_1, 7); break; default: return GetGenericMaleTalkSfx(sound); @@ -4061,13 +4061,13 @@ cAudioManager::GetSwatTalkSfx(int16 sound) switch (sound) { case SOUND_PED_ARREST_SWAT: - GetPhrase(&sfx, &lastSfx, SFX_SWAT_VOICE_1_CHASE_1, 6); + GetPhrase(sfx, lastSfx, SFX_SWAT_VOICE_1_CHASE_1, 6); break; case SOUND_PED_PURSUIT_SWAT: pedState = FindPlayerPed()->m_nPedState; if (pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE) return NO_SAMPLE; - GetPhrase(&sfx, &lastSfx, SFX_SWAT_VOICE_1_CHASE_1, 6); + GetPhrase(sfx, lastSfx, SFX_SWAT_VOICE_1_CHASE_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -4085,13 +4085,13 @@ cAudioManager::GetFBITalkSfx(int16 sound) switch (sound) { case SOUND_PED_ARREST_FBI: - GetPhrase(&sfx, &lastSfx, SFX_FBI_VOICE_1_CHASE_1, 6); + GetPhrase(sfx, lastSfx, SFX_FBI_VOICE_1_CHASE_1, 6); break; case SOUND_PED_PURSUIT_FBI: pedState = FindPlayerPed()->m_nPedState; if (pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE) return NO_SAMPLE; - GetPhrase(&sfx, &lastSfx, SFX_FBI_VOICE_1_CHASE_1, 6); + GetPhrase(sfx, lastSfx, SFX_FBI_VOICE_1_CHASE_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -4111,7 +4111,7 @@ cAudioManager::GetArmyTalkSfx(int16 sound) case SOUND_PED_PURSUIT_ARMY: pedState = FindPlayerPed()->m_nPedState; if(pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE) return NO_SAMPLE; - GetPhrase(&sfx, &lastSfx, SFX_ARMY_VOICE_1_CHASE_1, 15); + GetPhrase(sfx, lastSfx, SFX_ARMY_VOICE_1_CHASE_1, 15); break; default: return GetGenericMaleTalkSfx(sound); } @@ -4127,19 +4127,19 @@ cAudioManager::GetMedicTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_GUN_PANIC_1, 5); + GetPhrase(sfx, lastSfx, SFX_MEDIC_VOICE_1_GUN_PANIC_1, 5); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_CARJACKED_1, 5); + GetPhrase(sfx, lastSfx, SFX_MEDIC_VOICE_1_CARJACKED_1, 5); break; case SOUND_PED_HEALING: - GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_AT_VICTIM_1, 12); + GetPhrase(sfx, lastSfx, SFX_MEDIC_VOICE_1_AT_VICTIM_1, 12); break; case SOUND_PED_LEAVE_VEHICLE: - GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_GET_OUT_VAN_CHAT_1, 9); + GetPhrase(sfx, lastSfx, SFX_MEDIC_VOICE_1_GET_OUT_VAN_CHAT_1, 9); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_RUN_FROM_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_MEDIC_VOICE_1_RUN_FROM_FIGHT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -4161,28 +4161,28 @@ cAudioManager::GetNormalMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_GUN_PANIC_1, 7); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_GUN_PANIC_1, 7); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_CARJACKED_1, 7); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_CARJACKED_1, 7); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_DODGE_1, 9); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_DODGE_1, 9); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_RUN_FROM_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_RUN_FROM_FIGHT_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_DRIVER_ABUSE_1, 12); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_DRIVER_ABUSE_1, 12); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_EYING_1, 8); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_EYING_1, 8); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_SHOCKED_1, 10); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_SHOCKED_1, 10); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_CHAT_1, 25); + GetPhrase(sfx, lastSfx, SFX_NORMAL_MALE_CHAT_1, 25); break; default: return GetGenericMaleTalkSfx(sound); @@ -4198,10 +4198,10 @@ cAudioManager::GetTaxiDriverTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_ASIAN_TAXI_DRIVER_VOICE_1_CARJACKED_1, 7); + GetPhrase(sfx, lastSfx, SFX_ASIAN_TAXI_DRIVER_VOICE_1_CARJACKED_1, 7); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_ASIAN_TAXI_DRIVER_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_ASIAN_TAXI_DRIVER_VOICE_1_DRIVER_ABUSE_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -4218,25 +4218,25 @@ cAudioManager::GetPimpTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_PIMP_GUN_COOL_1, 7); + GetPhrase(sfx, lastSfx, SFX_PIMP_GUN_COOL_1, 7); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_PIMP_CARJACKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_PIMP_CARJACKED_1, 4); break; case SOUND_PED_DEFEND: - GetPhrase(&sfx, &lastSfx, SFX_PIMP_FIGHT_1, 9); + GetPhrase(sfx, lastSfx, SFX_PIMP_FIGHT_1, 9); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_PIMP_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_PIMP_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_PIMP_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_PIMP_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_PIMP_SHOCKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_PIMP_SHOCKED_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_PIMP_CHAT_1, 17); + GetPhrase(sfx, lastSfx, SFX_PIMP_CHAT_1, 17); break; default: return GetGenericMaleTalkSfx(sound); @@ -4252,25 +4252,25 @@ cAudioManager::GetMafiaTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKING: - GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_CARJACKING_1, 2); + GetPhrase(sfx, lastSfx, SFX_MAFIA_MALE_VOICE_1_CARJACKING_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_MAFIA_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_MAFIA_MALE_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_MAFIA_MALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_MAFIA_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_MAFIA_MALE_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_MAFIA_MALE_VOICE_1_CHAT_1, 7); break; default: return GetGenericMaleTalkSfx(sound); @@ -4286,28 +4286,28 @@ cAudioManager::GetTriadTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_GUN_COOL_1, 3); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_GUN_COOL_1, 3); break; case SOUND_PED_CAR_JACKING: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_CARJACKING_1, 2); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_CARJACKING_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_CHAT_1, 8); + GetPhrase(sfx, lastSfx, SFX_TRIAD_MALE_VOICE_1_CHAT_1, 8); break; default: return GetGenericMaleTalkSfx(sound); @@ -4323,32 +4323,32 @@ cAudioManager::GetDiabloTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_GUN_COOL_1, 4); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_GUN_COOL_1, 4); break; case SOUND_PED_HANDS_COWER: sound = SOUND_PED_FLEE_SPRINT; return GetGenericMaleTalkSfx(sound); break; case SOUND_PED_CAR_JACKING: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_CARJACKING_1, 2); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_CARJACKING_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_EYING_1, 4); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_EYING_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_DIABLO_MALE_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -4364,22 +4364,22 @@ cAudioManager::GetYakuzaTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKING: - GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_CARJACKING_1, 2); + GetPhrase(sfx, lastSfx, SFX_YAKUZA_MALE_VOICE_1_CARJACKING_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_YAKUZA_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_YAKUZA_MALE_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_YAKUZA_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_YAKUZA_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_YAKUZA_MALE_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -4398,25 +4398,25 @@ cAudioManager::GetYardieTalkSfx(int16 sound) sfx = SFX_YARDIE_MALE_VOICE_1_GUN_COOL_1; break; case SOUND_PED_CAR_JACKING: - GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_CARJACKING_1, 2); + GetPhrase(sfx, lastSfx, SFX_YARDIE_MALE_VOICE_1_CARJACKING_1, 2); break; case SOUND_PED_CAR_JACKED: sfx = SFX_YARDIE_MALE_VOICE_1_CARJACKED_1; break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_YARDIE_MALE_VOICE_1_FIGHT_1, 6); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_YARDIE_MALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_YARDIE_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_EYING_1, 2); + GetPhrase(sfx, lastSfx, SFX_YARDIE_MALE_VOICE_1_EYING_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_CHAT_1, 8); + GetPhrase(sfx, lastSfx, SFX_YARDIE_MALE_VOICE_1_CHAT_1, 8); break; default: return GetGenericMaleTalkSfx(sound); @@ -4432,25 +4432,25 @@ cAudioManager::GetColumbianTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKING: - GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CARJACKING_1, 2); + GetPhrase(sfx, lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CARJACKING_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_EYING_1, 2); + GetPhrase(sfx, lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_EYING_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -4466,28 +4466,28 @@ cAudioManager::GetHoodTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_GUN_COOL_1, 5); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_GUN_COOL_1, 5); break; case SOUND_PED_CAR_JACKING: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_CARJACKING_1, 2); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_CARJACKING_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_FIGHT_1, 6); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_EYING_1, 2); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_EYING_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_HOOD_MALE_VOICE_1_CHAT_1, 6); break; default: @@ -4505,22 +4505,22 @@ cAudioManager::GetBlackCriminalTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_GUN_COOL_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_GUN_COOL_1, 4); break; case SOUND_PED_CAR_JACKING: sfx = SFX_BLACK_CRIMINAL_VOICE_1_CARJACKING_1; break; case SOUND_PED_MUGGING: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_MUGGING_1, 2); + GetPhrase(sfx, lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_MUGGING_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_DRIVER_ABUSE_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -4537,22 +4537,22 @@ cAudioManager::GetWhiteCriminalTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_GUN_COOL_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_GUN_COOL_1, 3); break; case SOUND_PED_CAR_JACKING: sfx = SFX_WHITE_CRIMINAL_VOICE_1_CARJACKING_1; break; case SOUND_PED_MUGGING: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_MUGGING_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_MUGGING_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_DRIVER_ABUSE_1, 4); break; default: return GetGenericMaleTalkSfx(sound); @@ -4569,25 +4569,25 @@ cAudioManager::GetMaleNo2TalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_CARJACKED_1, 3); + GetPhrase(sfx, lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_CARJACKED_1, 3); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_MUGGED_1, 4); + GetPhrase(sfx, lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_MUGGED_1, 4); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_EYING_1, 5); + GetPhrase(sfx, lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_EYING_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_CHAT_1, 7); break; default: return GetGenericMaleTalkSfx(sound); @@ -4602,14 +4602,14 @@ cAudioManager::GetBlackProjectMaleTalkSfx(int16 sound, int32 model) static uint32 lastSfx = NO_SAMPLE; switch(sound) { - case SOUND_PED_HANDS_UP: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_GUN_COOL_1, 3); break; - case SOUND_PED_CAR_JACKED: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_CARJACKED_1, 2); break; - case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_MUGGED_1, 2); break; - case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_FIGHT_1, 6); break; - case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_DODGE_1, 5); break; - case SOUND_PED_ANNOYED_DRIVER: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_DRIVER_ABUSE_1, 7); break; - case SOUND_PED_CHAT_SEXY: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_EYING_1, 3); break; - case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_CHAT_1, 6); break; + case SOUND_PED_HANDS_UP: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_GUN_COOL_1, 3); break; + case SOUND_PED_CAR_JACKED: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_CARJACKED_1, 2); break; + case SOUND_PED_ROBBED: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_MUGGED_1, 2); break; + case SOUND_PED_ATTACK: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_FIGHT_1, 6); break; + case SOUND_PED_EVADE: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_DODGE_1, 5); break; + case SOUND_PED_ANNOYED_DRIVER: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_DRIVER_ABUSE_1, 7); break; + case SOUND_PED_CHAT_SEXY: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_EYING_1, 3); break; + case SOUND_PED_CHAT: GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); } @@ -4625,12 +4625,12 @@ cAudioManager::GetWhiteFatMaleTalkSfx(int16 sound) static uint32 lastSfx = NO_SAMPLE; switch(sound) { - case SOUND_PED_CAR_JACKED: GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_CARJACKED_1, 3); break; - case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_MUGGED_1, 3); break; - case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_DODGE_1, 9); break; - case SOUND_PED_ANNOYED_DRIVER: GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_DRIVER_ABUSE_1, 9); break; - case SOUND_PED_WAIT_DOUBLEBACK: GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_LOST_1, 2); break; - case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_CHAT_1, 9); break; + case SOUND_PED_CAR_JACKED: GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_CARJACKED_1, 3); break; + case SOUND_PED_ROBBED: GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_MUGGED_1, 3); break; + case SOUND_PED_EVADE: GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_DODGE_1, 9); break; + case SOUND_PED_ANNOYED_DRIVER: GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_DRIVER_ABUSE_1, 9); break; + case SOUND_PED_WAIT_DOUBLEBACK: GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_LOST_1, 2); break; + case SOUND_PED_CHAT: GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_CHAT_1, 9); break; default: return GetGenericMaleTalkSfx(sound); } return sfx; @@ -4644,22 +4644,22 @@ cAudioManager::GetBlackFatMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_CARJACKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_CARJACKED_1, 4); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_MUGGED_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_MUGGED_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_DODGE_1, 7); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_DODGE_1, 7); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_WAIT_DOUBLEBACK: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_LOST_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_LOST_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_CHAT_1, 8); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_CHAT_1, 8); break; default: return GetGenericMaleTalkSfx(sound); @@ -4675,28 +4675,28 @@ cAudioManager::GetBlackCasualFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_GUN_PANIC_1, 2); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_GUN_PANIC_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_MUGGED_1, 3); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_MUGGED_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_DODGE_1, 6); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_RUN_FROM_FIGHT_1, 2); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_RUN_FROM_FIGHT_1, 2); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_CHAT_1, 8); + GetPhrase(sfx, lastSfx, SFX_FEMALE_1_VOICE_1_CHAT_1, 8); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4712,28 +4712,28 @@ cAudioManager::GetWhiteCasualFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_GUN_PANIC_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_GUN_PANIC_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: sfx = SFX_WHITE_CASUAL_FEMALE_VOICE_1_MUGGED_1; break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_DODGE_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_DODGE_1, 3); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 2); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 8); + GetPhrase(sfx, lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 8); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_SHOCKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_SHOCKED_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_CHAT_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_CHAT_1, 4); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4749,28 +4749,28 @@ cAudioManager::GetFemaleNo3TalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_GUN_PANIC_1, 5); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_GUN_PANIC_1, 5); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_CARJACKED_1, 3); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_CARJACKED_1, 3); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_MUGGED_1, 3); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_MUGGED_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_DODGE_1, 6); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_RUN_FROM_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_RUN_FROM_FIGHT_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_FEMALE_3_VOICE_1_CHAT_1, 5); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4786,25 +4786,25 @@ cAudioManager::GetBlackFatFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_SHOCKED_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_SHOCKED_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_CHAT_1, 7); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4820,25 +4820,25 @@ cAudioManager::GetWhiteFatFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 8); + GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 8); break; case SOUND_PED_WAIT_DOUBLEBACK: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_LOST_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_LOST_1, 2); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_CHAT_1, 8); + GetPhrase(sfx, lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_CHAT_1, 8); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4854,25 +4854,25 @@ cAudioManager::GetBlackFemaleProstituteTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_GUN_COOL_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_GUN_COOL_1, 4); break; case SOUND_PED_ROBBED: sfx = SFX_BLACK_PROSTITUTE_VOICE_1_MUGGED_1; break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_DODGE_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_DODGE_1, 3); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_DRIVER_ABUSE_1, 4); break; case SOUND_PED_SOLICIT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_SOLICIT_1, 8); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_SOLICIT_1, 8); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_CHAT_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_CHAT_1, 4); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4888,22 +4888,22 @@ cAudioManager::GetWhiteFemaleProstituteTalkSfx(int16 sound) switch (sound) { case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_DODGE_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_DODGE_1, 3); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_DRIVER_ABUSE_1, 4); break; case SOUND_PED_SOLICIT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_SOLICIT_1, 8); + GetPhrase(sfx, lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_SOLICIT_1, 8); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_CHAT_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_CHAT_1, 4); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4919,25 +4919,25 @@ cAudioManager::GetBlackProjectFemaleOldTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_CARJACKED_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_CARJACKED_1, 6); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_DODGE_1, 10); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_DODGE_1, 10); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_RUN_FROM_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_RUN_FROM_FIGHT_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_SHOCKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_SHOCKED_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_CHAT_1, 10); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_CHAT_1, 10); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4953,25 +4953,25 @@ cAudioManager::GetBlackProjectFemaleYoungTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_CAR_JACKED: sfx = SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_CARJACKED_1; break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_SHOCKED_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_SHOCKED_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_CHAT_1, 7); break; default: return GetGenericFemaleTalkSfx(sound); @@ -4987,25 +4987,25 @@ cAudioManager::GetChinatownMaleOldTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_CHAT_1, 7); break; default: return GetGenericMaleTalkSfx(sound); @@ -5021,25 +5021,25 @@ cAudioManager::GetChinatownMaleYoungTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_GUN_PANIC_1, 2); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_GUN_PANIC_1, 2); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_FIGHT_1, 6); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_CHAT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -5055,22 +5055,22 @@ cAudioManager::GetChinatownFemaleOldTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT_EVENT: sfx = SFX_CHINATOWN_OLD_FEMALE_VOICE_1_SHOCKED_1; break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5086,22 +5086,22 @@ cAudioManager::GetChinatownFemaleYoungTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_CHAT_1, 7); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5117,25 +5117,25 @@ cAudioManager::GetLittleItalyMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -5151,22 +5151,22 @@ cAudioManager::GetLittleItalyFemaleOldTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_CHAT_1, 7); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5182,22 +5182,22 @@ cAudioManager::GetLittleItalyFemaleYoungTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_DODGE_1, 7); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_DODGE_1, 7); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5213,22 +5213,22 @@ cAudioManager::GetWhiteDockerMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_GUN_PANIC_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_GUN_PANIC_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_FIGHT_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_FIGHT_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_DRIVER_ABUSE_1, 4); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -5244,22 +5244,22 @@ cAudioManager::GetBlackDockerMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_DOCKER_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_DOCKER_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_DOCKER_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_DOCKER_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_DOCKER_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_DOCKER_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -5275,28 +5275,28 @@ cAudioManager::GetScumMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_GUN_PANIC_1, 5); + GetPhrase(sfx, lastSfx, SFX_SCUM_MALE_VOICE_1_GUN_PANIC_1, 5); break; case SOUND_PED_ROBBED: sfx = SFX_SCUM_MALE_VOICE_1_MUGGED_1; break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_FIGHT_1, 10); + GetPhrase(sfx, lastSfx, SFX_SCUM_MALE_VOICE_1_FIGHT_1, 10); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_SCUM_MALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_SCUM_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_WAIT_DOUBLEBACK: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_LOST_1, 3); + GetPhrase(sfx, lastSfx, SFX_SCUM_MALE_VOICE_1_LOST_1, 3); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_EYING_1, 5); + GetPhrase(sfx, lastSfx, SFX_SCUM_MALE_VOICE_1_EYING_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_CHAT_1, 9); + GetPhrase(sfx, lastSfx, SFX_SCUM_MALE_VOICE_1_CHAT_1, 9); break; default: return GetGenericMaleTalkSfx(sound); @@ -5312,22 +5312,22 @@ cAudioManager::GetScumFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_SCUM_FEMALE_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_SCUM_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_SCUM_FEMALE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_DODGE_1, 8); + GetPhrase(sfx, lastSfx, SFX_SCUM_FEMALE_VOICE_1_DODGE_1, 8); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_SCUM_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_CHAT_1, 13); + GetPhrase(sfx, lastSfx, SFX_SCUM_FEMALE_VOICE_1_CHAT_1, 13); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5343,22 +5343,22 @@ cAudioManager::GetWhiteWorkerMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_FIGHT_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_FIGHT_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_EYING_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_EYING_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -5374,22 +5374,22 @@ cAudioManager::GetBlackWorkerMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_FIGHT_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_FIGHT_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_DODGE_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_DODGE_1, 3); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_DRIVER_ABUSE_1, 4); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_CHAT_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_CHAT_1, 4); break; default: return GetGenericMaleTalkSfx(sound); @@ -5405,28 +5405,28 @@ cAudioManager::GetBusinessMaleYoungTalkSfx(int16 sound, int32 model) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_DODGE_1, 4); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_RUN_FROM_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_RUN_FROM_FIGHT_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_CHAT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -5445,28 +5445,28 @@ cAudioManager::GetBusinessMaleOldTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_DODGE_1, 4); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_MRUN_FROM_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_MRUN_FROM_FIGHT_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -5482,28 +5482,28 @@ cAudioManager::GetWhiteBusinessFemaleTalkSfx(int16 sound, int32 model) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_DODGE_1, 6); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_CHAT_1, 7); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5522,28 +5522,28 @@ cAudioManager::GetBlackBusinessFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_GUN_PANIC_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_GUN_PANIC_1, 5); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_CARAJACKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_CARAJACKED_1, 4); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_MUGGED_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_MUGGED_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_DODGE_1, 6); break; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_CHAT_1, 7); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5559,25 +5559,25 @@ cAudioManager::GetSupermodelMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_MODEL_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_MODEL_MALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_MODEL_MALE_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_MODEL_MALE_VOICE_1_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_MODEL_MALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_MODEL_MALE_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_MODEL_MALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -5593,22 +5593,22 @@ cAudioManager::GetSupermodelFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_MODEL_FEMALE_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_MUGGED_1, 3); + GetPhrase(sfx, lastSfx, SFX_MODEL_FEMALE_VOICE_1_MUGGED_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_MODEL_FEMALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_MODEL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_SHOCKED_1, 5); + GetPhrase(sfx, lastSfx, SFX_MODEL_FEMALE_VOICE_1_SHOCKED_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_CHAT_1, 8); + GetPhrase(sfx, lastSfx, SFX_MODEL_FEMALE_VOICE_1_CHAT_1, 8); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5624,19 +5624,19 @@ cAudioManager::GetStewardMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_STEWARD_MALE_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_STEWARD_MALE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_DODGE_1, 3); + GetPhrase(sfx, lastSfx, SFX_STEWARD_MALE_VOICE_1_DODGE_1, 3); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_STEWARD_MALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_CHAT_1, 4); + GetPhrase(sfx, lastSfx, SFX_STEWARD_MALE_VOICE_1_CHAT_1, 4); break; default: return GetGenericMaleTalkSfx(sound); @@ -5652,16 +5652,16 @@ cAudioManager::GetStewardFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_STEWARD_FEMALE_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_STEWARD_FEMALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_STEWARD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_STEWARD_FEMALE_VOICE_1_CHAT_1, 5); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5677,19 +5677,19 @@ cAudioManager::GetFanMaleTalkSfx(int16 sound, int32 model) switch (sound) { case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_FIGHT_1, 3); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_MALE_VOICE_1_FIGHT_1, 3); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_MALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_SHOCKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_MALE_VOICE_1_SHOCKED_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_MALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericMaleTalkSfx(sound); @@ -5711,16 +5711,16 @@ cAudioManager::GetFanFemaleTalkSfx(int16 sound) sfx = SFX_FOOTBALL_FEMALE_VOICE_1_MUGGED_1; break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_SHOCKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_SHOCKED_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5736,19 +5736,19 @@ cAudioManager::GetHospitalMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_MALE_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_MALE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_MALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_MALE_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -5764,13 +5764,13 @@ cAudioManager::GetHospitalFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_CHAT_1, 6); + GetPhrase(sfx, lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_CHAT_1, 6); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5786,25 +5786,25 @@ cAudioManager::GetWhiteConstructionWorkerTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_CAR_JACKED: sfx = SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_CARJACKED_1; break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_DRIVER_ABUSE_1, 4); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_EYING_1, 3); + GetPhrase(sfx, lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_EYING_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_CHAT_1, 7); break; default: return GetGenericMaleTalkSfx(sound); @@ -5820,25 +5820,25 @@ cAudioManager::GetBlackConstructionWorkerTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_GUN_PANIC_1, 3); + GetPhrase(sfx, lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_GUN_PANIC_1, 3); break; case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_FIGHT_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_FIGHT_1, 5); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_DODGE_1, 5); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_DRIVER_ABUSE_1, 5); + GetPhrase(sfx, lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_DRIVER_ABUSE_1, 5); break; case SOUND_PED_CHAT_SEXY: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_EYING_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_EYING_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_CHAT_1, 4); + GetPhrase(sfx, lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_CHAT_1, 4); break; default: return GetGenericMaleTalkSfx(sound); @@ -5854,22 +5854,22 @@ cAudioManager::GetShopperFemaleTalkSfx(int16 sound, int32 model) switch (sound) { case SOUND_PED_CAR_JACKED: - GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_CARJACKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_SHOPPER_VOICE_1_CARJACKED_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_SHOPPER_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_DODGE_1, 6); + GetPhrase(sfx, lastSfx, SFX_SHOPPER_VOICE_1_DODGE_1, 6); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_DRIVER_ABUSE_1, 7); + GetPhrase(sfx, lastSfx, SFX_SHOPPER_VOICE_1_DRIVER_ABUSE_1, 7); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_SHOCKED_1, 4); + GetPhrase(sfx, lastSfx, SFX_SHOPPER_VOICE_1_SHOCKED_1, 4); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_CHAT_1, 7); + GetPhrase(sfx, lastSfx, SFX_SHOPPER_VOICE_1_CHAT_1, 7); break; default: return GetGenericFemaleTalkSfx(sound); @@ -5891,25 +5891,25 @@ cAudioManager::GetStudentMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_GUN_PANIC_1, 2); + GetPhrase(sfx, lastSfx, SFX_STUDENT_MALE_VOICE_1_GUN_PANIC_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_STUDENT_MALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_MALE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_MALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_MALE_VOICE_1_DRIVER_ABUSE_1, 4); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_SHOCKED_1, 3); + GetPhrase(sfx, lastSfx, SFX_STUDENT_MALE_VOICE_1_SHOCKED_1, 3); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_CHAT_1, 5); + GetPhrase(sfx, lastSfx, SFX_STUDENT_MALE_VOICE_1_CHAT_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -5925,25 +5925,25 @@ cAudioManager::GetStudentFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_COWER: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_GUN_PANIC_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_FEMALE_VOICE_1_GUN_PANIC_1, 4); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_STUDENT_FEMALE_VOICE_1_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_FEMALE_VOICE_1_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_DODGE_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_FEMALE_VOICE_1_DODGE_1, 4); break; case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 4); break; case SOUND_PED_CHAT_EVENT: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_SHOCKED_1, 2); + GetPhrase(sfx, lastSfx, SFX_STUDENT_FEMALE_VOICE_1_SHOCKED_1, 2); break; case SOUND_PED_CHAT: - GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_CHAT_1, 4); + GetPhrase(sfx, lastSfx, SFX_STUDENT_FEMALE_VOICE_1_CHAT_1, 4); break; default: return GetGenericFemaleTalkSfx(sound); @@ -6002,16 +6002,16 @@ cAudioManager::GetEightTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_8BALL_GUN_COOL_1, 2); + GetPhrase(sfx, lastSfx, SFX_8BALL_GUN_COOL_1, 2); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_8BALL_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_8BALL_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_8BALL_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_8BALL_FIGHT_1, 6); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_8BALL_DODGE_1, 7); + GetPhrase(sfx, lastSfx, SFX_8BALL_DODGE_1, 7); break; default: return GetGenericMaleTalkSfx(sound); @@ -6027,16 +6027,16 @@ cAudioManager::GetFrankieTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_GUN_COOL_1, 4); + GetPhrase(sfx, lastSfx, SFX_SALVATORE_GUN_COOL_1, 4); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_SALVATORE_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_FIGHT_1, 6); + GetPhrase(sfx, lastSfx, SFX_SALVATORE_FIGHT_1, 6); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_DODGE_1, 3); + GetPhrase(sfx, lastSfx, SFX_SALVATORE_DODGE_1, 3); break; default: return GetGenericMaleTalkSfx(sound); @@ -6052,19 +6052,19 @@ cAudioManager::GetMistyTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_MISTY_GUN_COOL_1, 5); + GetPhrase(sfx, lastSfx, SFX_MISTY_GUN_COOL_1, 5); break; case SOUND_PED_ROBBED: - GetPhrase(&sfx, &lastSfx, SFX_MISTY_MUGGED_1, 2); + GetPhrase(sfx, lastSfx, SFX_MISTY_MUGGED_1, 2); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_MISTY_FIGHT_1, 4); + GetPhrase(sfx, lastSfx, SFX_MISTY_FIGHT_1, 4); break; case SOUND_PED_EVADE: - GetPhrase(&sfx, &lastSfx, SFX_MISTY_DODGE_1, 5); + GetPhrase(sfx, lastSfx, SFX_MISTY_DODGE_1, 5); break; case SOUND_PED_TAXI_CALL: - GetPhrase(&sfx, &lastSfx, SFX_MISTY_HERE_1, 4); + GetPhrase(sfx, lastSfx, SFX_MISTY_HERE_1, 4); break; default: return GetGenericFemaleTalkSfx(sound); @@ -6094,7 +6094,7 @@ cAudioManager::GetBomberTalkSfx(int16 sound) switch (sound) { case SOUND_PED_BOMBER: - GetPhrase(&sfx, &lastSfx, SFX_BOMBERMAN_1, 7); + GetPhrase(sfx, lastSfx, SFX_BOMBERMAN_1, 7); break; default: return GetGenericMaleTalkSfx(sound); @@ -6110,23 +6110,23 @@ cAudioManager::GetSecurityGuardTalkSfx(int16 sound) switch (sound) { case SOUND_PED_HANDS_UP: - GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_GUN_COOL_1, 2); + GetPhrase(sfx, lastSfx, SFX_SECURITY_GUARD_VOICE_1_GUN_COOL_1, 2); break; case SOUND_PED_HANDS_COWER: sfx = SFX_SECURITY_GUARD_VOICE_1_GUN_PANIC_1; break; case SOUND_PED_CAR_JACKED: case SOUND_PED_ANNOYED_DRIVER: - GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_DRIVER_ABUSE_1, 6); + GetPhrase(sfx, lastSfx, SFX_SECURITY_GUARD_VOICE_1_DRIVER_ABUSE_1, 6); break; case SOUND_PED_ATTACK: - GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_FIGHT_1, 2); + GetPhrase(sfx, lastSfx, SFX_SECURITY_GUARD_VOICE_1_FIGHT_1, 2); break; case SOUND_PED_FLEE_RUN: #ifdef FIX_BUGS sfx = SFX_SECURITY_GUARD_VOICE_1_RUN_FROM_FIGHT_1; #else - GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_DRIVER_ABUSE_1, 12); + GetPhrase(sfx, lastSfx, SFX_SECURITY_GUARD_VOICE_1_DRIVER_ABUSE_1, 12); #endif break; default: @@ -6146,7 +6146,7 @@ cAudioManager::GetChunkyTalkSfx(int16 sound) case SOUND_PED_DEATH: return SFX_CHUNKY_DEATH; case SOUND_PED_FLEE_RUN: - GetPhrase(&sfx, &lastSfx, SFX_CHUNKY_RUN_1, 5); + GetPhrase(sfx, lastSfx, SFX_CHUNKY_RUN_1, 5); break; default: return GetGenericMaleTalkSfx(sound); @@ -6163,17 +6163,17 @@ cAudioManager::GetGenericMaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_DEATH: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_DEATH_1, 8); + GetPhrase(sfx, lastSfx, SFX_GENERIC_MALE_DEATH_1, 8); break; case SOUND_PED_BULLET_HIT: case SOUND_PED_DEFEND: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_GRUNT_1, 15); + GetPhrase(sfx, lastSfx, SFX_GENERIC_MALE_GRUNT_1, 15); break; case SOUND_PED_BURNING: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_FIRE_1, 8); + GetPhrase(sfx, lastSfx, SFX_GENERIC_MALE_FIRE_1, 8); break; case SOUND_PED_FLEE_SPRINT: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_PANIC_1, 6); + GetPhrase(sfx, lastSfx, SFX_GENERIC_MALE_PANIC_1, 6); break; default: return NO_SAMPLE; @@ -6189,17 +6189,17 @@ cAudioManager::GetGenericFemaleTalkSfx(int16 sound) switch (sound) { case SOUND_PED_DEATH: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_DEATH_1, 10); + GetPhrase(sfx, lastSfx, SFX_GENERIC_FEMALE_DEATH_1, 10); break; case SOUND_PED_BULLET_HIT: case SOUND_PED_DEFEND: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_GRUNT_1, 11); + GetPhrase(sfx, lastSfx, SFX_GENERIC_FEMALE_GRUNT_1, 11); break; case SOUND_PED_BURNING: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_FIRE_1, 9); + GetPhrase(sfx, lastSfx, SFX_GENERIC_FEMALE_FIRE_1, 9); break; case SOUND_PED_FLEE_SPRINT: - GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_PANIC_1, 8); + GetPhrase(sfx, lastSfx, SFX_GENERIC_FEMALE_PANIC_1, 8); break; default: return NO_SAMPLE; diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index 40a2d056..cf6363bc 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -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, -- cgit v1.2.3 From 7f4498e0f09a51bce527760c8f3ec1b94dde1e77 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 7 Nov 2020 20:54:38 +0200 Subject: Check if buttons txd exsist --- src/core/ControllerConfig.cpp | 17 ++++++++----- src/render/Font.cpp | 55 +++++++++++++++++++++++++------------------ src/render/Font.h | 1 + 3 files changed, 44 insertions(+), 29 deletions(-) diff --git a/src/core/ControllerConfig.cpp b/src/core/ControllerConfig.cpp index 504b832c..cadba7f2 100644 --- a/src/core/ControllerConfig.cpp +++ b/src/core/ControllerConfig.cpp @@ -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); diff --git a/src/render/Font.cpp b/src/render/Font.cpp index 6aceaf4b..719dffce 100644 --- a/src/render/Font.cpp +++ b/src/render/Font.cpp @@ -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 @@ -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(); diff --git a/src/render/Font.h b/src/render/Font.h index be1eabed..bf747859 100644 --- a/src/render/Font.h +++ b/src/render/Font.h @@ -103,6 +103,7 @@ public: static CFontDetails Details; #ifdef BUTTON_ICONS + static int32 ButtonsSlot; static CSprite2d ButtonSprite[MAX_BUTTON_ICONS]; static int PS2Symbol; -- cgit v1.2.3 From 163c12608fa972e6bed225ac6cb56d0a68279f06 Mon Sep 17 00:00:00 2001 From: erorcun Date: Sat, 7 Nov 2020 18:04:01 +0300 Subject: Fix build without CFO, NO_ISLAND_LOADING, save postfx/pipeline mults --- src/core/Frontend.cpp | 110 ----------------------------------------- src/core/Frontend.h | 10 ++-- src/core/Frontend_PS2.cpp | 14 ------ src/core/Frontend_PS2.h | 22 --------- src/core/MenuScreens.cpp | 11 +++++ src/core/MenuScreensCustom.cpp | 65 ++++++++++++++++++++++++ src/core/config.h | 25 +++++----- src/core/re3.cpp | 48 ++++++++++++------ 8 files changed, 125 insertions(+), 180 deletions(-) diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index cf25e1b9..8221ad4f 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -122,7 +122,6 @@ 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 @@ -1236,21 +1235,6 @@ CMenuManager::Draw() AsciiToUnicode(_psGetVideoModeList()[m_nDisplayVideoMode], unicodeTemp); rightText = unicodeTemp; break; -//#ifdef NO_ISLAND_LOADING -// case MENUACTION_ISLANDLOADING: -// switch (m_DisplayIslandLoading) { -// case ISLAND_LOADING_LOW: -// rightText = TheText.Get("FEM_LOW"); -// break; -// case ISLAND_LOADING_MEDIUM: -// rightText = TheText.Get("FEM_MED"); -// break; -// case ISLAND_LOADING_HIGH: -// rightText = TheText.Get("FEM_HIG"); -// break; -// } -// break; -//#endif case MENUACTION_AUDIOHW: if (m_nPrefsAudio3DProviderIndex == -1) rightText = TheText.Get("FEA_NAH"); @@ -1430,12 +1414,6 @@ CMenuManager::Draw() if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FED_RES") && m_nHelperTextMsgId == 1) ResetHelperText(); } -//#ifdef NO_ISLAND_LOADING -// if (m_DisplayIslandLoading == m_PrefsIslandLoading) { -// if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEM_ISL") && m_nHelperTextMsgId == 1) -// ResetHelperText(); -// } -//#endif if (m_nPrefsAudio3DProviderIndex != DMAudio.GetCurrent3DProviderIndex()) { if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEA_3DH")) SetHelperText(1); @@ -1444,12 +1422,6 @@ CMenuManager::Draw() if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FED_RES")) SetHelperText(1); } -//#ifdef NO_ISLAND_LOADING -// if (m_DisplayIslandLoading != m_PrefsIslandLoading) { -// if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEM_ISL")) -// SetHelperText(1); -// } -//#endif if (m_nPrefsAudio3DProviderIndex != DMAudio.GetCurrent3DProviderIndex()) { if (strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEA_3DH") != 0 // To make assigning built-in actions to new custom options possible. @@ -4822,45 +4794,6 @@ CMenuManager::ProcessButtonPresses(void) SaveSettings(); } break; -//#ifdef NO_ISLAND_LOADING -// case MENUACTION_ISLANDLOADING: -// if (m_DisplayIslandLoading != m_PrefsIslandLoading) { -// if (!m_bGameNotLoaded) { -// if (m_DisplayIslandLoading > ISLAND_LOADING_LOW) { -// if (m_DisplayIslandLoading == ISLAND_LOADING_HIGH) -// CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC); -// if (m_PrefsIslandLoading == 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; -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// CStreaming::RequestBigBuildings(CGame::currLevel); -// } else if (m_PrefsIslandLoading == ISLAND_LOADING_HIGH) { -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// CStreaming::RequestIslands(CGame::currLevel); -// } else -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// } else { // low -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// CCollision::bAlreadyLoaded = false; -// CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); -// CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); -// CStreaming::RemoveUnusedBuildings(CGame::currLevel); -// CStreaming::RequestIslands(CGame::currLevel); -// } -// -// CStreaming::LoadAllRequestedModels(true); -// } else -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// SetHelperText(0); -// SaveSettings(); -// } -// break; -//#endif case MENUACTION_AUDIOHW: { int selectedProvider = m_nPrefsAudio3DProviderIndex; @@ -4935,40 +4868,6 @@ CMenuManager::ProcessButtonPresses(void) RestoreDefGraphics(FEOPTION_ACTION_SELECT); RestoreDefDisplay(FEOPTION_ACTION_SELECT); #endif -//#ifdef NO_ISLAND_LOADING -// m_DisplayIslandLoading = ISLAND_LOADING_LOW; -// if (!m_bGameNotLoaded) { -// if (m_DisplayIslandLoading > ISLAND_LOADING_LOW) { -// if (m_DisplayIslandLoading == ISLAND_LOADING_HIGH) -// CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC); -// if (m_PrefsIslandLoading == 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; -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// CStreaming::RequestBigBuildings(CGame::currLevel); -// } else if (m_PrefsIslandLoading == ISLAND_LOADING_HIGH) { -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// CStreaming::RequestIslands(CGame::currLevel); -// } else -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// } else { // low -// m_PrefsIslandLoading = m_DisplayIslandLoading; -// CCollision::bAlreadyLoaded = false; -// CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); -// CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); -// CStreaming::RemoveUnusedBuildings(CGame::currLevel); -// CStreaming::RequestIslands(CGame::currLevel); -// } -// -// CStreaming::LoadAllRequestedModels(true); -// } else -// m_PrefsIslandLoading = m_DisplayIslandLoading; -//#endif // NO_ISLAND_LOADING SaveSettings(); } else if ((m_nCurrScreen != MENUPAGE_SKIN_SELECT_OLD) && (m_nCurrScreen == MENUPAGE_CONTROLLER_PC)) { ControlsManager.MakeControllerActionsBlank(); @@ -5228,15 +5127,6 @@ CMenuManager::ProcessButtonPresses(void) } } break; -//#ifdef NO_ISLAND_LOADING -// case MENUACTION_ISLANDLOADING: -// m_DisplayIslandLoading += changeValueBy; -// if (m_DisplayIslandLoading > ISLAND_LOADING_HIGH) -// m_DisplayIslandLoading = ISLAND_LOADING_LOW; -// else if (m_DisplayIslandLoading < ISLAND_LOADING_LOW) -// m_DisplayIslandLoading = ISLAND_LOADING_HIGH; -// break; -//#endif case MENUACTION_AUDIOHW: if (m_nPrefsAudio3DProviderIndex != -1) { m_nPrefsAudio3DProviderIndex += changeValueBy; diff --git a/src/core/Frontend.h b/src/core/Frontend.h index 70b4cd31..fba98690 100644 --- a/src/core/Frontend.h +++ b/src/core/Frontend.h @@ -235,11 +235,11 @@ enum eMenuScreen MENUPAGE_KEYBOARD_CONTROLS = 55, MENUPAGE_MOUSE_CONTROLS = 56, MENUPAGE_MISSION_RETRY = 57, -#ifdef CUSTOM_FRONTEND_OPTIONS - #ifdef MENU_MAP - MENUPAGE_MAP, + MENUPAGE_MAP = 58, #endif +#ifdef CUSTOM_FRONTEND_OPTIONS + #ifdef GRAPHICS_MENU_OPTIONS MENUPAGE_GRAPHICS_SETTINGS, #else @@ -380,9 +380,6 @@ enum eMenuAction // MENUACTION_MIPMAPS, // MENUACTION_TEXTURE_FILTERING, //#endif -//#ifdef NO_ISLAND_LOADING -// MENUACTION_ISLANDLOADING, -//#endif }; enum eCheckHover @@ -718,7 +715,6 @@ 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) diff --git a/src/core/Frontend_PS2.cpp b/src/core/Frontend_PS2.cpp index a1d802f2..824f342b 100644 --- a/src/core/Frontend_PS2.cpp +++ b/src/core/Frontend_PS2.cpp @@ -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; diff --git a/src/core/Frontend_PS2.h b/src/core/Frontend_PS2.h index c1e42291..4bab7df9 100644 --- a/src/core/Frontend_PS2.h +++ b/src/core/Frontend_PS2.h @@ -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; diff --git a/src/core/MenuScreens.cpp b/src/core/MenuScreens.cpp index c2eadb3b..9eff09e6 100644 --- a/src/core/MenuScreens.cpp +++ b/src/core/MenuScreens.cpp @@ -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, diff --git a/src/core/MenuScreensCustom.cpp b/src/core/MenuScreensCustom.cpp index fb0888fc..b92d5325 100644 --- a/src/core/MenuScreensCustom.cpp +++ b/src/core/MenuScreensCustom.cpp @@ -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 diff --git a/src/core/config.h b/src/core/config.h index 48e616bd..a55b018e 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -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 @@ -277,7 +269,13 @@ 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 @@ -336,3 +334,8 @@ 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 diff --git a/src/core/re3.cpp b/src/core/re3.cpp index aa13ba29..6bf5573e 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -102,6 +102,26 @@ float CheckAndReadIniFloat(const char *cat, const char *key, float original) 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 +176,6 @@ 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 +207,22 @@ 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) -- cgit v1.2.3 From 279acfae593dae000cf7aacd27c8e21a6c60415b Mon Sep 17 00:00:00 2001 From: Roman Masanin <36927roma@gmail.com> Date: Sun, 8 Nov 2020 20:50:46 +0300 Subject: pointers to referencies too --- src/audio/AudioLogic.cpp | 390 +++++++++++++++++++++++------------------------ src/audio/AudioManager.h | 46 +++--- 2 files changed, 218 insertions(+), 218 deletions(-) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index b0827885..95e6094f 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -599,78 +599,78 @@ cAudioManager::ProcessVehicle(CVehicle *veh) case VEHICLE_TYPE_CAR: UpdateGasPedalAudio((CAutomobile *)veh); if (params.m_nIndex == RCBANDIT) { - ProcessModelCarEngine(¶ms); - ProcessVehicleOneShots(¶ms); + ProcessModelCarEngine(params); + ProcessVehicleOneShots(params); ((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange; break; } if (params.m_nIndex == DODO) { - if (!ProcessVehicleRoadNoise(¶ms)) { - ProcessVehicleOneShots(¶ms); + if (!ProcessVehicleRoadNoise(params)) { + ProcessVehicleOneShots(params); ((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange; break; } if (CWeather::WetRoads > 0.f) - ProcessWetRoadNoise(¶ms); - ProcessVehicleSkidding(¶ms); + ProcessWetRoadNoise(params); + ProcessVehicleSkidding(params); } else { - if (!ProcessVehicleRoadNoise(¶ms)) { - ProcessVehicleOneShots(¶ms); + if (!ProcessVehicleRoadNoise(params)) { + ProcessVehicleOneShots(params); ((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange; break; } - ProcessReverseGear(¶ms); + ProcessReverseGear(params); if (CWeather::WetRoads > 0.f) - ProcessWetRoadNoise(¶ms); - ProcessVehicleSkidding(¶ms); - ProcessVehicleHorn(¶ms); - ProcessVehicleSirenOrAlarm(¶ms); + ProcessWetRoadNoise(params); + ProcessVehicleSkidding(params); + ProcessVehicleHorn(params); + ProcessVehicleSirenOrAlarm(params); if (UsesReverseWarning(params.m_nIndex)) - ProcessVehicleReverseWarning(¶ms); + ProcessVehicleReverseWarning(params); if (HasAirBrakes(params.m_nIndex)) - ProcessAirBrakes(¶ms); + ProcessAirBrakes(params); } - ProcessCarBombTick(¶ms); - ProcessVehicleEngine(¶ms); - ProcessEngineDamage(¶ms); - ProcessVehicleDoors(¶ms); + ProcessCarBombTick(params); + ProcessVehicleEngine(params); + ProcessEngineDamage(params); + ProcessVehicleDoors(params); - ProcessVehicleOneShots(¶ms); + ProcessVehicleOneShots(params); ((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange; break; case VEHICLE_TYPE_BOAT: - ProcessBoatEngine(¶ms); - ProcessBoatMovingOverWater(¶ms); - ProcessVehicleOneShots(¶ms); + ProcessBoatEngine(params); + ProcessBoatMovingOverWater(params); + ProcessVehicleOneShots(params); break; case VEHICLE_TYPE_TRAIN: - ProcessTrainNoise(¶ms); - ProcessVehicleOneShots(¶ms); + ProcessTrainNoise(params); + ProcessVehicleOneShots(params); break; case VEHICLE_TYPE_HELI: - ProcessHelicopter(¶ms); - ProcessVehicleOneShots(¶ms); + ProcessHelicopter(params); + ProcessVehicleOneShots(params); break; case VEHICLE_TYPE_PLANE: - ProcessPlane(¶ms); - ProcessVehicleOneShots(¶ms); + ProcessPlane(params); + ProcessVehicleOneShots(params); break; default: break; } - ProcessRainOnVehicle(¶ms); + ProcessRainOnVehicle(params); } void -cAudioManager::ProcessRainOnVehicle(cVehicleParams *params) +cAudioManager::ProcessRainOnVehicle(cVehicleParams& params) { const int rainOnVehicleIntensity = 22; - if (params->m_fDistance < SQR(rainOnVehicleIntensity) && CWeather::Rain > 0.01f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) { - CVehicle *veh = params->m_pVehicle; + if (params.m_fDistance < SQR(rainOnVehicleIntensity) && CWeather::Rain > 0.01f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) { + CVehicle *veh = params.m_pVehicle; ++veh->m_bRainAudioCounter; if (veh->m_bRainAudioCounter >= 2) { veh->m_bRainAudioCounter = 0; - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); float emittingVol = 30.f * CWeather::Rain; m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { @@ -698,7 +698,7 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams *params) } bool -cAudioManager::ProcessReverseGear(cVehicleParams *params) +cAudioManager::ProcessReverseGear(cVehicleParams& params) { const int reverseGearIntensity = 30; @@ -707,14 +707,14 @@ cAudioManager::ProcessReverseGear(cVehicleParams *params) int32 emittingVol; float modificator; - if (params->m_fDistance >= SQR(reverseGearIntensity)) + if (params.m_fDistance >= SQR(reverseGearIntensity)) return false; - veh = params->m_pVehicle; + veh = params.m_pVehicle; if (veh->bEngineOn && (veh->m_fGasPedal < 0.0f || veh->m_nCurrentGear == 0)) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); - automobile = (CAutomobile *)params->m_pVehicle; + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + automobile = (CAutomobile *)params.m_pVehicle; if (automobile->m_nWheelsOnGround != 0) { - modificator = params->m_fVelocityChange / params->m_pTransmission->fMaxReverseVelocity; + modificator = params.m_fVelocityChange / params.m_pTransmission->fMaxReverseVelocity; } else { if (automobile->m_nDriveWheelsOnGround != 0) automobile->m_fGasPedalAudio *= 0.4f; @@ -724,7 +724,7 @@ cAudioManager::ProcessReverseGear(cVehicleParams *params) emittingVol = (24.f * modificator); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, reverseGearIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { - if (params->m_pVehicle->m_fGasPedal >= 0.0f) { + if (params.m_pVehicle->m_fGasPedal >= 0.0f) { m_sQueueSample.m_nCounter = 62; m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2; } else { @@ -752,7 +752,7 @@ cAudioManager::ProcessReverseGear(cVehicleParams *params) } void -cAudioManager::ProcessModelCarEngine(cVehicleParams *params) +cAudioManager::ProcessModelCarEngine(cVehicleParams& params) { const float SOUND_INTENSITY = 30.0f; CAutomobile *automobile; @@ -760,24 +760,24 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams *params) int32 emittingVol; float velocityChange; - if (params->m_fDistance < SQR(SOUND_INTENSITY)) { - automobile = (CAutomobile *)params->m_pVehicle; + if (params.m_fDistance < SQR(SOUND_INTENSITY)) { + automobile = (CAutomobile *)params.m_pVehicle; if (automobile->bEngineOn) { if (automobile->m_nWheelsOnGround == 0) { if (automobile->m_nDriveWheelsOnGround != 0) automobile->m_fGasPedalAudio *= 0.4f; - velocityChange = automobile->m_fGasPedalAudio * params->m_pTransmission->fMaxVelocity; + velocityChange = automobile->m_fGasPedalAudio * params.m_pTransmission->fMaxVelocity; } else { - velocityChange = Abs(params->m_fVelocityChange); + velocityChange = Abs(params.m_fVelocityChange); } if (velocityChange > 0.001f) { - allowedVelocity = 0.5f * params->m_pTransmission->fMaxVelocity; + allowedVelocity = 0.5f * params.m_pTransmission->fMaxVelocity; if (velocityChange < allowedVelocity) emittingVol = (90.f * velocityChange / allowedVelocity); else emittingVol = 90; if (emittingVol) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 2; @@ -785,7 +785,7 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams *params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; - m_sQueueSample.m_nFrequency = (11025.f * velocityChange / params->m_pTransmission->fMaxVelocity + 11025.f); + m_sQueueSample.m_nFrequency = (11025.f * velocityChange / params.m_pTransmission->fMaxVelocity + 11025.f); m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); @@ -807,7 +807,7 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams *params) bool -cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params) +cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params) { const float SOUND_INTENSITY = 95.0f; @@ -817,21 +817,21 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params) int sampleFreq; float velocity; - if (params->m_fDistance >= SQR(SOUND_INTENSITY)) + if (params.m_fDistance >= SQR(SOUND_INTENSITY)) return false; - if (params->m_pTransmission != nil) { - if (((CAutomobile*)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) { - velocity = Abs(params->m_fVelocityChange); + if (params.m_pTransmission != nil) { + if (((CAutomobile*)params.m_pVehicle)->m_nDriveWheelsOnGround != 0) { + velocity = Abs(params.m_fVelocityChange); if (velocity > 0.0f) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); - emittingVol = 30.f * Min(1.f, velocity / (0.5f * params->m_pTransmission->fMaxVelocity)); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + emittingVol = 30.f * Min(1.f, velocity / (0.5f * params.m_pTransmission->fMaxVelocity)); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; - if (params->m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) { + if (params.m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) { m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; freq = 6050 * emittingVol / 30 + 16000; } else { @@ -860,7 +860,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params) } bool -cAudioManager::ProcessWetRoadNoise(cVehicleParams *params) +cAudioManager::ProcessWetRoadNoise(cVehicleParams& params) { const float SOUND_INTENSITY = 30.0f; @@ -870,14 +870,14 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params) int freq; float velChange; - if (params->m_fDistance >= SQR(SOUND_INTENSITY)) + if (params.m_fDistance >= SQR(SOUND_INTENSITY)) return false; - if (params->m_pTransmission != nil) { - if (((CAutomobile *)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) { - velChange = Abs(params->m_fVelocityChange); + if (params.m_pTransmission != nil) { + if (((CAutomobile *)params.m_pVehicle)->m_nDriveWheelsOnGround != 0) { + velChange = Abs(params.m_fVelocityChange); if (velChange > 0.f) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); - relativeVelocity = Min(1.0f, velChange / (0.5f * params->m_pTransmission->fMaxVelocity)); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + relativeVelocity = Min(1.0f, velChange / (0.5f * params.m_pTransmission->fMaxVelocity)); emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads; m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { @@ -912,7 +912,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params) } void -cAudioManager::ProcessVehicleEngine(cVehicleParams *params) +cAudioManager::ProcessVehicleEngine(cVehicleParams& params) { const float SOUND_INTENSITY = 50.0f; @@ -929,17 +929,17 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params) float modificator; float traction = 0.f; - if (params->m_fDistance < SQR(SOUND_INTENSITY)) { + if (params.m_fDistance < SQR(SOUND_INTENSITY)) { playerVeh = FindPlayerVehicle(); - veh = params->m_pVehicle; + veh = params.m_pVehicle; if (playerVeh == veh && veh->GetStatus() == STATUS_WRECKED) { SampleManager.StopChannel(m_nActiveSamples); return; } if (veh->bEngineOn) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); - automobile = (CAutomobile *)params->m_pVehicle; - if (params->m_nIndex == DODO) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + automobile = (CAutomobile *)params.m_pVehicle; + if (params.m_nIndex == DODO) { ProcessCesna(params); return; } @@ -947,14 +947,14 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params) ProcessPlayersVehicleEngine(params, automobile); return; } - transmission = params->m_pTransmission; + transmission = params.m_pTransmission; if (transmission != nil) { - currentGear = params->m_pVehicle->m_nCurrentGear; + currentGear = params.m_pVehicle->m_nCurrentGear; if (automobile->m_nWheelsOnGround != 0) { if (automobile->bIsHandbrakeOn) { - if (params->m_fVelocityChange == 0.0f) + if (params.m_fVelocityChange == 0.0f) traction = 0.9f; - } else if (params->m_pVehicle->GetStatus() == STATUS_SIMPLE) { + } else if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE) { traction = 0.0f; } else { switch (transmission->nDriveType) { @@ -982,15 +982,15 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params) relativeChange = 0.f; } else if (currentGear != 0) { relativeGearChange = - Min(1.0f, (params->m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f); + Min(1.0f, (params.m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f); if (traction == 0.0f && automobile->GetStatus() != STATUS_SIMPLE && - params->m_fVelocityChange < transmission->Gears[1].fShiftUpVelocity) { + params.m_fVelocityChange < transmission->Gears[1].fShiftUpVelocity) { traction = 0.7f; } relativeChange = traction * automobile->m_fGasPedalAudio * 0.95f + (1.0f - traction) * relativeGearChange; } else relativeChange = - Min(1.0f, 1.0f - Abs((params->m_fVelocityChange - transmission->Gears[0].fShiftDownVelocity) / transmission->fMaxReverseVelocity)); + Min(1.0f, 1.0f - Abs((params.m_fVelocityChange - transmission->Gears[0].fShiftDownVelocity) / transmission->fMaxReverseVelocity)); } else { if (automobile->m_nDriveWheelsOnGround != 0) automobile->m_fGasPedalAudio *= 0.4f; @@ -1017,20 +1017,20 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { if (automobile->GetStatus() == STATUS_SIMPLE) { if (modificator < 0.02f) { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; freq = modificator * 10000 + 22050; m_sQueueSample.m_nCounter = 52; } else { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex; m_sQueueSample.m_nCounter = 2; } } else { if (automobile->m_fGasPedal < 0.05f) { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; freq = modificator * 10000 + 22050; m_sQueueSample.m_nCounter = 52; } else { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex; m_sQueueSample.m_nCounter = 2; } } @@ -1115,14 +1115,14 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sampl } void -cAudioManager::ProcessCesna(cVehicleParams *params) +cAudioManager::ProcessCesna(cVehicleParams& params) { static uint8 nAccel = 0; - //((CAutomobile *)params->m_pVehicle)->Damage.GetEngineStatus(); + //((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus(); - if (FindPlayerVehicle() == params->m_pVehicle) { - if (params->m_nIndex == DODO) { + if (FindPlayerVehicle() == params.m_pVehicle) { + if (params.m_nIndex == DODO) { if (Pads[0].GetAccelerate() <= 0) { if (nAccel != 0) --nAccel; @@ -1132,10 +1132,10 @@ cAudioManager::ProcessCesna(cVehicleParams *params) AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true); AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, true); } - } else if (params->m_nIndex == DODO) { + } else if (params.m_nIndex == DODO) { AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true); - } else if (params->m_fDistance < SQR(200)) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + } else if (params.m_fDistance < SQR(200)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 52; @@ -1156,7 +1156,7 @@ cAudioManager::ProcessCesna(cVehicleParams *params) m_sQueueSample.m_bRequireReflection = false; AddSampleToRequestedQueue(); } - if (params->m_fDistance < SQR(90)) { + if (params.m_fDistance < SQR(90)) { m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 2; @@ -1182,7 +1182,7 @@ cAudioManager::ProcessCesna(cVehicleParams *params) } void -cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *automobile) +cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *automobile) { static int32 GearFreqAdj[] = {6000, 6000, 3400, 1200, 0, -1000}; @@ -1234,13 +1234,13 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * accelerateState = Pads[0].GetAccelerate(); channelUsed = SampleManager.GetChannelUsedFlag(m_nActiveSamples); - transmission = params->m_pTransmission; - velocityChange = params->m_fVelocityChange; + transmission = params.m_pTransmission; + velocityChange = params.m_fVelocityChange; relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity; accelerationMultipler = clamp(relativeVelocityChange, 0.0f, 1.0f); gasPedalAudio = accelerationMultipler; - currentGear = params->m_pVehicle->m_nCurrentGear; + currentGear = params.m_pVehicle->m_nCurrentGear; switch (transmission->nDriveType) { @@ -1265,20 +1265,20 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * } if (velocityChange != 0.0f) { - time = params->m_pVehicle->m_vecMoveSpeed.z / velocityChange; + time = params.m_pVehicle->m_vecMoveSpeed.z / velocityChange; if (time > 0.0f) freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f); else freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f); - if (params->m_fVelocityChange < -0.001f) + if (params.m_fVelocityChange < -0.001f) freqModifier = -freqModifier; } else freqModifier = 0; - engineSoundType = aVehicleSettings[params->m_nIndex].m_nBank; + engineSoundType = aVehicleSettings[params.m_nIndex].m_nBank; soundOffset = 3 * (engineSoundType - CAR_SFX_BANKS_OFFSET); if (accelerateState <= 0) { - if (params->m_fVelocityChange < -0.001f) { + if (params.m_fVelocityChange < -0.001f) { if (channelUsed) { SampleManager.StopChannel(m_nActiveSamples); bAccelSampleStopped = true; @@ -1286,7 +1286,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * if (automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction) gasPedalAudio = automobile->m_fGasPedalAudio; else - gasPedalAudio = Min(1.0f, params->m_fVelocityChange / params->m_pTransmission->fMaxReverseVelocity); + gasPedalAudio = Min(1.0f, params.m_fVelocityChange / params.m_pTransmission->fMaxReverseVelocity); gasPedalAudio = Max(0.0f, gasPedalAudio); automobile->m_fGasPedalAudio = gasPedalAudio; @@ -1297,7 +1297,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * } nCruising = 0; if (automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction || - params->m_fVelocityChange < 0.01f && automobile->m_fGasPedalAudio > 0.2f) { + params.m_fVelocityChange < 0.01f && automobile->m_fGasPedalAudio > 0.2f) { automobile->m_fGasPedalAudio *= 0.6f; gasPedalAudio = automobile->m_fGasPedalAudio; } @@ -1355,7 +1355,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * if (!channelUsed) { if (!processedAccelSampleStopped) { - if (CurrentPretendGear < params->m_pTransmission->nNumberOfGears - 1) + if (CurrentPretendGear < params.m_pTransmission->nNumberOfGears - 1) ++CurrentPretendGear; else { nCruising = 1; @@ -1386,10 +1386,10 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * if (nCruising != 0) { bAccelSampleStopped = true; if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction || - currentGear < params->m_pTransmission->nNumberOfGears - 1) { + currentGear < params.m_pTransmission->nNumberOfGears - 1) { nCruising = 0; } else { - if (accelerateState >= 220 && params->m_fVelocityChange + 0.001f < automobile->m_fVelocityChangeForAudio) { + if (accelerateState >= 220 && params.m_fVelocityChange + 0.001f < automobile->m_fVelocityChangeForAudio) { if (nCruising < 800) ++nCruising; } else if (nCruising > 3) { @@ -1409,7 +1409,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * } bool -cAudioManager::ProcessVehicleSkidding(cVehicleParams *params) +cAudioManager::ProcessVehicleSkidding(cVehicleParams& params) { const float SOUND_INTENSITY = 40.0f; @@ -1419,31 +1419,31 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams *params) float newSkidVal = 0.0f; float skidVal = 0.0f; - if (params->m_fDistance >= SQR(SOUND_INTENSITY)) + if (params.m_fDistance >= SQR(SOUND_INTENSITY)) return false; - automobile = (CAutomobile *)params->m_pVehicle; + automobile = (CAutomobile *)params.m_pVehicle; if (automobile->m_nWheelsOnGround == 0) return true; - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); for (int32 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) { if (automobile->m_aWheelState[i] == WHEEL_STATE_NORMAL || automobile->Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING) continue; - transmission = params->m_pTransmission; + transmission = params.m_pTransmission; switch (transmission->nDriveType) { case '4': - newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange); + newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); break; case 'F': if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) - newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange); + newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); else - newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange); + newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); break; case 'R': if (i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT) - newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange); + newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); else - newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange); + newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); break; default: break; @@ -1456,7 +1456,7 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams *params) m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 3; - switch (params->m_pVehicle->m_nSurfaceTouched) { + switch (params.m_pVehicle->m_nSurfaceTouched) { case SURFACE_GRASS: case SURFACE_HEDGE: m_sQueueSample.m_nSampleIndex = SFX_RAIN; @@ -1547,17 +1547,17 @@ cAudioManager::GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automo } void -cAudioManager::ProcessVehicleHorn(cVehicleParams *params) +cAudioManager::ProcessVehicleHorn(cVehicleParams& params) { const float SOUND_INTENSITY = 40.0f; CAutomobile *automobile; - if (params->m_fDistance < SQR(SOUND_INTENSITY)) { - automobile = (CAutomobile *)params->m_pVehicle; - if ((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params->m_nIndex)) && automobile->GetModelIndex() != MI_MRWHOOP) { + if (params.m_fDistance < SQR(SOUND_INTENSITY)) { + automobile = (CAutomobile *)params.m_pVehicle; + if ((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params.m_nIndex)) && automobile->GetModelIndex() != MI_MRWHOOP) { if (automobile->m_nCarHornTimer) { - if (params->m_pVehicle->GetStatus() != STATUS_PLAYER) { + if (params.m_pVehicle->GetStatus() != STATUS_PLAYER) { automobile->m_nCarHornTimer = Min(44, automobile->m_nCarHornTimer); if (automobile->m_nCarHornTimer == 44) automobile->m_nCarHornPattern = (m_FrameCounter + m_sQueueSample.m_nEntityIndex) & 7; @@ -1565,15 +1565,15 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams *params) return; } - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 4; - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nHornSample; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nHornSample; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 2; - m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nHornFrequency; + m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nHornFrequency; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nEmittingVolume = 80; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); @@ -1622,36 +1622,36 @@ cAudioManager::UsesSirenSwitching(int32 model) const } bool -cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params) +cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams& params) { const float SOUND_INTENSITY = 110.0f; - if (params->m_fDistance < SQR(SOUND_INTENSITY)) { - CVehicle *veh = params->m_pVehicle; + if (params.m_fDistance < SQR(SOUND_INTENSITY)) { + CVehicle *veh = params.m_pVehicle; if (veh->m_bSirenOrAlarm == false && !veh->IsAlarmOn()) return true; - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 5; - if (UsesSiren(params->m_nIndex)) { - if (params->m_pVehicle->GetStatus() == STATUS_ABANDONED) + if (UsesSiren(params.m_nIndex)) { + if (params.m_pVehicle->GetStatus() == STATUS_ABANDONED) return true; - if (veh->m_nCarHornTimer && params->m_nIndex != FIRETRUK) { + if (veh->m_nCarHornTimer && params.m_nIndex != FIRETRUK) { m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST; - if (params->m_nIndex == FBICAR) + if (params.m_nIndex == FBICAR) m_sQueueSample.m_nFrequency = 16113; else m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SIREN_FAST); m_sQueueSample.m_nCounter = 60; } else { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmSample; - m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmFrequency; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample; + m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency; } } else { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmSample; - m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmFrequency; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample; + m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; @@ -1681,17 +1681,17 @@ cAudioManager::UsesReverseWarning(int32 model) const } bool -cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params) +cAudioManager::ProcessVehicleReverseWarning(cVehicleParams& params) { const float SOUND_INTENSITY = 50.0f; - CVehicle *veh = params->m_pVehicle; + CVehicle *veh = params.m_pVehicle; - if (params->m_fDistance >= SQR(SOUND_INTENSITY)) + if (params.m_fDistance >= SQR(SOUND_INTENSITY)) return false; if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 12; @@ -1717,7 +1717,7 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params) } bool -cAudioManager::ProcessVehicleDoors(cVehicleParams *params) +cAudioManager::ProcessVehicleDoors(cVehicleParams& params) { const float SOUND_INTENSITY = 40.0f; @@ -1726,11 +1726,11 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params) int32 emittingVol; float velocity; - if (params->m_fDistance >= SQR(SOUND_INTENSITY)) + if (params.m_fDistance >= SQR(SOUND_INTENSITY)) return false; - automobile = (CAutomobile *)params->m_pVehicle; - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + automobile = (CAutomobile *)params.m_pVehicle; + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); for (int32 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) { if (automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) { doorState = automobile->Doors[i].m_nDoorState; @@ -1765,22 +1765,22 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params) } bool -cAudioManager::ProcessAirBrakes(cVehicleParams *params) +cAudioManager::ProcessAirBrakes(cVehicleParams& params) { CAutomobile *automobile; uint8 rand; - if (params->m_fDistance > SQR(30)) + if (params.m_fDistance > SQR(30)) return false; - automobile = (CAutomobile *)params->m_pVehicle; + automobile = (CAutomobile *)params.m_pVehicle; if (!automobile->bEngineOn) return true; - if ((automobile->m_fVelocityChangeForAudio < 0.025f || params->m_fVelocityChange >= 0.025f) && - (automobile->m_fVelocityChangeForAudio > -0.025f || params->m_fVelocityChange <= 0.025f)) + if ((automobile->m_fVelocityChangeForAudio < 0.025f || params.m_fVelocityChange >= 0.025f) && + (automobile->m_fVelocityChangeForAudio > -0.025f || params.m_fVelocityChange <= 0.025f)) return true; - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); rand = m_anRandomTable[0] % 10 + 70; m_sQueueSample.m_nVolume = ComputeVolume(rand, 30.0f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { @@ -1813,7 +1813,7 @@ cAudioManager::HasAirBrakes(int32 model) const } bool -cAudioManager::ProcessEngineDamage(cVehicleParams *params) +cAudioManager::ProcessEngineDamage(cVehicleParams& params) { const int engineDamageIntensity = 40; @@ -1821,9 +1821,9 @@ cAudioManager::ProcessEngineDamage(cVehicleParams *params) uint8 engineStatus; uint8 emittingVolume; - if (params->m_fDistance >= SQR(engineDamageIntensity)) + if (params.m_fDistance >= SQR(engineDamageIntensity)) return false; - veh = (CAutomobile *)params->m_pVehicle; + veh = (CAutomobile *)params.m_pVehicle; if (veh->bEngineOn) { engineStatus = veh->Damage.GetEngineStatus(); if (engineStatus > 250 || engineStatus < 100) @@ -1839,7 +1839,7 @@ cAudioManager::ProcessEngineDamage(cVehicleParams *params) m_sQueueSample.m_nReleasingVolumeModificator = 7; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); } - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, engineDamageIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 28; @@ -1862,15 +1862,15 @@ cAudioManager::ProcessEngineDamage(cVehicleParams *params) } bool -cAudioManager::ProcessCarBombTick(cVehicleParams *params) +cAudioManager::ProcessCarBombTick(cVehicleParams& params) { CAutomobile *automobile; - if (params->m_fDistance >= SQR(40.f)) + if (params.m_fDistance >= SQR(40.f)) return false; - automobile = (CAutomobile *)params->m_pVehicle; + automobile = (CAutomobile *)params.m_pVehicle; if (automobile->bEngineOn && automobile->m_bombType == CARBOMB_TIMEDACTIVE) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(60, 40.f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 35; @@ -1896,7 +1896,7 @@ cAudioManager::ProcessCarBombTick(cVehicleParams *params) } void -cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) +cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) { int16 event; uint8 emittingVol; @@ -1925,7 +1925,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) const float SOUND_INTENSITY = 50.0f; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[2] % 5 + 122; - switch (aVehicleSettings[params->m_nIndex].m_bDoorType) { + switch (aVehicleSettings[params.m_nIndex].m_bDoorType) { case OLD_DOOR: m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE; break; @@ -1961,7 +1961,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) const float SOUND_INTENSITY = 50.0f; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[1] % 10 + 117; - switch (aVehicleSettings[params->m_nIndex].m_bDoorType) { + switch (aVehicleSettings[params.m_nIndex].m_bDoorType) { case OLD_DOOR: m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN; break; @@ -2009,7 +2009,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) iWheelIndex = 82; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - if (params->m_nIndex == RCBANDIT) { + if (params.m_nIndex == RCBANDIT) { m_sQueueSample.m_nFrequency *= 2; emittingVol /= 2; } @@ -2238,16 +2238,16 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) pedParams.m_pPed = nil; pedParams.m_bDistanceCalculated = false; pedParams.m_fDistance = 0.0f; - pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated; - pedParams.m_fDistance = params->m_fDistance; + pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; + pedParams.m_fDistance = params.m_fDistance; SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND); continue; case SOUND_PED_BODYCAST_HIT: pedParams.m_pPed = nil; pedParams.m_bDistanceCalculated = false; pedParams.m_fDistance = 0.0f; - pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated; - pedParams.m_fDistance = params->m_fDistance; + pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; + pedParams.m_fDistance = params.m_fDistance; SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT); continue; case SOUND_WATER_FALL: { @@ -2300,8 +2300,8 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) default: continue; } - if (params->m_fDistance < maxDist) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if (params.m_fDistance < maxDist) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { if (noReflections) { @@ -2323,7 +2323,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) } bool -cAudioManager::ProcessTrainNoise(cVehicleParams *params) +cAudioManager::ProcessTrainNoise(cVehicleParams& params) { const float SOUND_INTENSITY = 300.0f; @@ -2331,12 +2331,12 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params) uint8 emittingVol; float speedMultipler; - if (params->m_fDistance >= SQR(SOUND_INTENSITY)) + if (params.m_fDistance >= SQR(SOUND_INTENSITY)) return false; - if (params->m_fVelocityChange > 0.0f) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); - train = (CTrain *)params->m_pVehicle; + if (params.m_fVelocityChange > 0.0f) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + train = (CTrain *)params.m_pVehicle; speedMultipler = Min(1.0f, train->m_fSpeed * 250.f / 51.f); emittingVol = (75.f * speedMultipler); if (train->m_fWagonPosition == 0.0f) { @@ -2362,7 +2362,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params) } } const float SOUND_INTENSITY = 70.0f; - if (params->m_fDistance < SQR(SOUND_INTENSITY)) { + if (params.m_fDistance < SQR(SOUND_INTENSITY)) { m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 33; @@ -2389,7 +2389,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params) } bool -cAudioManager::ProcessBoatEngine(cVehicleParams *params) +cAudioManager::ProcessBoatEngine(cVehicleParams& params) { CBoat *boat; float padRelativeAccerate; @@ -2403,10 +2403,10 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) static const int intensity = 50; - if (params->m_fDistance < SQR(intensity)) { - boat = (CBoat *)params->m_pVehicle; - if (params->m_nIndex == REEFER) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if (params.m_fDistance < SQR(intensity)) { + boat = (CBoat *)params.m_pVehicle; + if (params.m_nIndex == REEFER) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, 50.f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 39; @@ -2428,7 +2428,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) m_sQueueSample.m_bRequireReflection = false; AddSampleToRequestedQueue(); } - if (FindPlayerVehicle() == params->m_pVehicle) { + if (FindPlayerVehicle() == params.m_pVehicle) { padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake()); padRelativeAccerate = padAccelerate / 255; emittingVol = (100.f * padRelativeAccerate) + 15; @@ -2467,7 +2467,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) m_sQueueSample.m_bReverbFlag = true; m_sQueueSample.m_bRequireReflection = false; } else { - if (FindPlayerVehicle() == params->m_pVehicle) { + if (FindPlayerVehicle() == params.m_pVehicle) { padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake()); if (padAccelerate <= 20) { emittingVol = 45 - 45 * padAccelerate / 40; @@ -2504,7 +2504,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL; } } - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance); if (!m_sQueueSample.m_nVolume) return true; @@ -2530,22 +2530,22 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) } bool -cAudioManager::ProcessBoatMovingOverWater(cVehicleParams *params) +cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params) { float velocityChange; int32 vol; float multiplier; - if (params->m_fDistance > SQR(50)) + if (params.m_fDistance > SQR(50)) return false; - velocityChange = Abs(params->m_fVelocityChange); - if (velocityChange <= 0.0005f && ((CBoat*)params->m_pVehicle)->bBoatInWater) + velocityChange = Abs(params.m_fVelocityChange); + if (velocityChange <= 0.0005f && ((CBoat*)params.m_pVehicle)->bBoatInWater) return true; velocityChange = Min(0.75f, velocityChange); multiplier = (velocityChange - 0.0005f) / (1499.0f / 2000.0f); - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); vol = (30.f * multiplier); m_sQueueSample.m_nVolume = ComputeVolume(vol, 50.f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { @@ -2578,7 +2578,7 @@ struct tHelicopterSampleData { }; bool -cAudioManager::ProcessHelicopter(cVehicleParams *params) +cAudioManager::ProcessHelicopter(cVehicleParams& params) { CHeli *heli; float MaxDist; @@ -2587,11 +2587,11 @@ cAudioManager::ProcessHelicopter(cVehicleParams *params) int32 emittingVol; static const tHelicopterSampleData gHeliSfxRanges[3] = {{400.f, 380.f, 100}, {100.f, 70.f, MAX_VOLUME}, {60.f, 30.f, MAX_VOLUME}}; - if (SQR(gHeliSfxRanges[0].m_fMaxDistance) <= params->m_fDistance) + if (SQR(gHeliSfxRanges[0].m_fMaxDistance) <= params.m_fDistance) return false; - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); - heli = (CHeli *)params->m_pVehicle; + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + heli = (CHeli *)params.m_pVehicle; for (uint32 i = 0; i < ARRAY_SIZE(gHeliSfxRanges); i++) { MaxDist = gHeliSfxRanges[i].m_fMaxDistance; dist = m_sQueueSample.m_fDistance; @@ -2628,9 +2628,9 @@ cAudioManager::ProcessHelicopter(cVehicleParams *params) } void -cAudioManager::ProcessPlane(cVehicleParams *params) +cAudioManager::ProcessPlane(cVehicleParams& params) { - switch (params->m_nIndex) { + switch (params.m_nIndex) { case AIRTRAIN: ProcessJumbo(params); break; @@ -2638,7 +2638,7 @@ cAudioManager::ProcessPlane(cVehicleParams *params) ProcessCesna(params); break; default: - debug("Plane Model Id is %d\n, ", params->m_pVehicle->GetModelIndex()); + debug("Plane Model Id is %d\n, ", params.m_pVehicle->GetModelIndex()); break; } } @@ -2654,14 +2654,14 @@ DoJumboVolOffset() } void -cAudioManager::ProcessJumbo(cVehicleParams *params) +cAudioManager::ProcessJumbo(cVehicleParams& params) { CPlane *plane; float position; - if (params->m_fDistance < SQR(440)) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); - plane = (CPlane *)params->m_pVehicle; + if (params.m_fDistance < SQR(440)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + plane = (CPlane *)params.m_pVehicle; DoJumboVolOffset(); position = PlanePathPosition[plane->m_nPlaneId]; if (position <= TakeOffPoint) { diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index cf6363bc..2d971ac9 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -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; -- cgit v1.2.3 From f8367ebdef6d15d1b1892a3418ea8a1ed4df46b2 Mon Sep 17 00:00:00 2001 From: erorcun Date: Sun, 8 Nov 2020 21:11:55 +0300 Subject: Revert "Font: Fix text dimensions" This reverts commit 6729de49b16da9a1be3c95b146ba053bf214c91c. --- src/audio/MusicManager.cpp | 2 +- src/control/Darkel.cpp | 4 ++-- src/control/Garages.cpp | 2 +- src/core/Frontend.cpp | 10 +++++----- src/core/Game.cpp | 8 ++++---- src/core/Pad.cpp | 4 ++-- src/core/main.cpp | 2 +- src/render/Credits.cpp | 4 ++-- src/render/Hud.cpp | 24 ++++++++++++------------ src/render/SpecialFX.cpp | 2 +- 10 files changed, 31 insertions(+), 31 deletions(-) diff --git a/src/audio/MusicManager.cpp b/src/audio/MusicManager.cpp index 10862cdc..5519d899 100644 --- a/src/audio/MusicManager.cpp +++ b/src/audio/MusicManager.cpp @@ -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); diff --git a/src/control/Darkel.cpp b/src/control/Darkel.cpp index afdfcb82..793bec36 100644 --- a/src/control/Darkel.cpp +++ b/src/control/Darkel.cpp @@ -72,7 +72,7 @@ CDarkel::DrawMessages() { CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_SCALE_X(610.0f)); + CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(30.0f)); CFont::SetCentreOn(); CFont::SetPropOn(); uint32 timePassedSinceStart = CTimer::GetTimeInMilliseconds() - CDarkel::TimeOfFrenzyStart; @@ -132,7 +132,7 @@ CDarkel::DrawMessages() uint32 timePassedSinceStart = CTimer::GetTimeInMilliseconds() - CDarkel::TimeOfFrenzyStart; if (CTimer::GetTimeInMilliseconds() - CDarkel::TimeOfFrenzyStart < 5000) { CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_SCALE_X(620.0f)); + CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(20.0f)); CFont::SetCentreOn(); CFont::SetScale(SCREEN_SCALE_X(1.5f), SCREEN_SCALE_Y(1.5f)); CFont::SetJustifyOff(); diff --git a/src/control/Garages.cpp b/src/control/Garages.cpp index 5a04285f..61c1a850 100644 --- a/src/control/Garages.cpp +++ b/src/control/Garages.cpp @@ -1400,7 +1400,7 @@ void CGarages::PrintMessages() CFont::SetPropOn(); CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_SCALE_X(590.0f)); + CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(50.0f)); CFont::SetCentreOn(); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); CFont::SetColor(CRGBA(0, 0, 0, 255)); diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index 8221ad4f..1718218d 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -772,7 +772,7 @@ CMenuManager::Draw() CFont::SetRightJustifyOn(); CFont::SetFontStyle(FONT_HEADING); CFont::SetScale(MENU_X(0.7f), MENU_Y(0.5f)); - CFont::SetWrapx(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)); + CFont::SetWrapx(SCREEN_WIDTH); CFont::SetRightJustifyWrap(0.0f); strcpy(gString, "V1.1"); AsciiToUnicode(gString, gUString); @@ -852,7 +852,7 @@ CMenuManager::Draw() #endif } - CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)); + CFont::SetCentreSize(SCREEN_WIDTH); #ifdef PS2_LIKE_MENU bool itemsAreSelectable = !bottomBarActive; @@ -3490,11 +3490,11 @@ CMenuManager::MessageScreen(const char *text) CFont::SetPropOn(); CFont::SetJustifyOn(); CFont::SetBackGroundOnlyTextOn(); - CFont::SetWrapx(SCREEN_WIDTH - StretchX(170.0f)); // not used - CFont::SetRightJustifyWrap(SCREEN_WIDTH - StretchX(170.0f)); // not used + CFont::SetWrapx(SCREEN_WIDTH - StretchX(170.0f)); + CFont::SetRightJustifyWrap(SCREEN_WIDTH - StretchX(170.0f)); CSprite2d::DrawRect(CRect(StretchX(120.0f), StretchY(150.0f), SCREEN_WIDTH - StretchX(120.0f), SCREEN_HEIGHT - StretchY(220.0f)), CRGBA(50, 50, 50, 210)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); - CFont::SetCentreSize(SCREEN_SCALE_X(380.0f)); + CFont::SetCentreSize(SCREEN_STRETCH_X(380.0f)); CFont::SetCentreOn(); CFont::SetColor(CRGBA(255, 217, 106, 255)); CFont::SetScale(SCREEN_SCALE_X(SMALLTEXT_X_SCALE), SCREEN_SCALE_Y(SMALLTEXT_Y_SCALE)); diff --git a/src/core/Game.cpp b/src/core/Game.cpp index 83c75d91..3507b3b3 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -128,10 +128,10 @@ 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 + CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 255, 255)); CFont::SetDropColor(CRGBA(32, 32, 32, 255)); @@ -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_FROM_RIGHT(160.0f)); // 480.0f CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 255, 255)); CFont::SetBackGroundOnlyTextOff(); diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp index 0e2f06a6..e2f90a7c 100644 --- a/src/core/Pad.cpp +++ b/src/core/Pad.cpp @@ -2593,7 +2593,7 @@ 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_WIDTH - 20); CFont::SetCentreOn(); CFont::SetPropOn(); CFont::SetColor(CRGBA(255, 255, 200, 200)); @@ -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_WIDTH - 20); CFont::SetCentreOn(); CFont::SetPropOn(); CFont::SetColor(CRGBA(255, 255, 200, 200)); diff --git a/src/core/main.cpp b/src/core/main.cpp index 36c94043..80feddb7 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -852,7 +852,7 @@ DisplayGameDebugText() CFont::SetRightJustifyOff(); CFont::SetJustifyOff(); CFont::SetBackGroundOnlyTextOff(); - CFont::SetWrapx(SCREEN_WIDTH); + CFont::SetWrapx(640.0f); CFont::SetFontStyle(FONT_HEADING); CFont::SetColor(CRGBA(0, 0, 0, 255)); diff --git a/src/render/Credits.cpp b/src/render/Credits.cpp index 2c8a9952..6b28ff04 100644 --- a/src/render/Credits.cpp +++ b/src/render/Credits.cpp @@ -62,7 +62,7 @@ CCredits::Render(void) scrolloffset = (CTimer::GetTimeInMilliseconds() - CreditsStartTime) / 24.0f; CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 20)); + CFont::SetCentreSize(SCALE_AND_CENTER_X(DEFAULT_SCREEN_WIDTH - 20)); CFont::SetCentreOn(); CFont::SetPropOn(); CFont::SetColor(CRGBA(220, 220, 220, 220)); @@ -496,4 +496,4 @@ CCredits::Render(void) bool CCredits::AreCreditsDone(void) { return !bCreditsGoing; -} +} \ No newline at end of file diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index 3d6e59f6..4c8b6657 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -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(); @@ -869,8 +869,8 @@ void CHud::Draw() else CFont::SetCentreOff(); - CFont::SetWrapx(SCREEN_SCALE_X(CTheScripts::IntroTextLines[i].m_fWrapX)); - CFont::SetCentreSize(SCREEN_SCALE_X(CTheScripts::IntroTextLines[i].m_fCenterSize)); + CFont::SetWrapx(SCALE_AND_CENTER_X(CTheScripts::IntroTextLines[i].m_fWrapX)); + CFont::SetCentreSize(SCALE_AND_CENTER_X(CTheScripts::IntroTextLines[i].m_fCenterSize)); if (CTheScripts::IntroTextLines[i].m_bBackground) CFont::SetBackgroundOn(); @@ -957,12 +957,12 @@ 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_FROM_RIGHT(25.0f)); CFont::SetFontStyle(FONT_HEADING); // Appearently sliding text in here was abandoned very early, since this text is centered now. - if (BigMessageX[0] >= SCALE_AND_CENTER_X(620.0f)) { + if (BigMessageX[0] >= SCREEN_SCALE_FROM_RIGHT(20.0f)) { BigMessageInUse[0] += CTimer::GetTimeStep(); if (BigMessageInUse[0] >= 120.0f) { @@ -997,7 +997,7 @@ void CHud::Draw() } else { BigMessageAlpha[0] = 0.0f; - BigMessageX[0] = SCALE_AND_CENTER_X(-60.0f); + BigMessageX[0] = SCREEN_SCALE_FROM_RIGHT(DEFAULT_SCREEN_WIDTH + 60.0f); BigMessageInUse[0] = 1.0f; } } @@ -1166,8 +1166,8 @@ void CHud::DrawAfterFade() else CFont::SetCentreOff(); - CFont::SetWrapx(SCREEN_SCALE_X(line.m_fWrapX)); - CFont::SetCentreSize(SCREEN_SCALE_X(line.m_fCenterSize)); + CFont::SetWrapx(SCALE_AND_CENTER_X(line.m_fWrapX)); + CFont::SetCentreSize(SCALE_AND_CENTER_X(line.m_fCenterSize)); if (line.m_bBackground) CFont::SetBackgroundOn(); else @@ -1213,7 +1213,7 @@ void CHud::DrawAfterFade() CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.5f)); CFont::SetCentreOn(); CFont::SetPropOn(); - CFont::SetCentreSize(SCREEN_SCALE_X(600.0f)); + CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(40.0f)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); CFont::SetColor(CRGBA(0, 0, 0, 255)); @@ -1229,7 +1229,7 @@ void CHud::DrawAfterFade() CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.5f)); CFont::SetCentreOn(); CFont::SetPropOn(); - CFont::SetCentreSize(SCREEN_SCALE_X(620.0f)); + CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(20.0f)); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); @@ -1286,7 +1286,7 @@ void CHud::DrawAfterFade() CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.2f)); CFont::SetCentreOn(); CFont::SetPropOn(); - CFont::SetCentreSize(SCREEN_SCALE_X(620.0f)); + CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(20.0f)); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); diff --git a/src/render/SpecialFX.cpp b/src/render/SpecialFX.cpp index 89043752..34423d83 100644 --- a/src/render/SpecialFX.cpp +++ b/src/render/SpecialFX.cpp @@ -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(); -- cgit v1.2.3 From 612bd98039fe1516951994721298e05f34fb13b5 Mon Sep 17 00:00:00 2001 From: Roman Masanin <36927roma@gmail.com> Date: Sun, 8 Nov 2020 21:30:03 +0300 Subject: return bad code, becouse no one knows what to do with it --- src/audio/AudioLogic.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 95e6094f..a27d3351 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -1943,7 +1943,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) break; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = event + 22; //originaly used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i], which is same + m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -1977,7 +1977,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) break; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = event + 10; //also used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; -- cgit v1.2.3 From c91d5a90a1d796ad18f438e7f980fe773762631c Mon Sep 17 00:00:00 2001 From: Roman Masanin <36927roma@gmail.com> Date: Sun, 8 Nov 2020 23:29:57 +0300 Subject: easy way to safe few petaseconds --- src/audio/AudioLogic.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index a27d3351..fc828042 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -1943,7 +1943,11 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) break; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; +#ifdef THIS_IS_STUPID m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22; +#else + m_sQueueSample.m_nCounter = event + 22; +#endif m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -1977,7 +1981,11 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) break; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; +#ifdef THIS_IS_STUPID m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10; +#else + m_sQueueSample.m_nCounter = event + 10; +#endif m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; -- cgit v1.2.3 From 59f9c009efd3e149b83621c61716fa8da1ee1309 Mon Sep 17 00:00:00 2001 From: erorcun Date: Tue, 10 Nov 2020 01:41:21 +0300 Subject: Font: Hud: Use orig. text dimensions, fix right-align calculations --- src/control/Darkel.cpp | 4 ++-- src/control/Garages.cpp | 2 +- src/core/Frontend.cpp | 26 ++++++++++++++++++-------- src/core/Frontend.h | 1 - src/core/Game.cpp | 4 ++-- src/core/Pad.cpp | 4 ++-- src/core/main.cpp | 12 ++++++------ src/render/Credits.cpp | 4 ++-- src/render/Font.cpp | 20 +++++++++++++++++--- src/render/Hud.cpp | 26 +++++++++++++------------- 10 files changed, 63 insertions(+), 40 deletions(-) diff --git a/src/control/Darkel.cpp b/src/control/Darkel.cpp index 793bec36..afdfcb82 100644 --- a/src/control/Darkel.cpp +++ b/src/control/Darkel.cpp @@ -72,7 +72,7 @@ CDarkel::DrawMessages() { CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(30.0f)); + CFont::SetCentreSize(SCREEN_SCALE_X(610.0f)); CFont::SetCentreOn(); CFont::SetPropOn(); uint32 timePassedSinceStart = CTimer::GetTimeInMilliseconds() - CDarkel::TimeOfFrenzyStart; @@ -132,7 +132,7 @@ CDarkel::DrawMessages() uint32 timePassedSinceStart = CTimer::GetTimeInMilliseconds() - CDarkel::TimeOfFrenzyStart; if (CTimer::GetTimeInMilliseconds() - CDarkel::TimeOfFrenzyStart < 5000) { CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(20.0f)); + CFont::SetCentreSize(SCREEN_SCALE_X(620.0f)); CFont::SetCentreOn(); CFont::SetScale(SCREEN_SCALE_X(1.5f), SCREEN_SCALE_Y(1.5f)); CFont::SetJustifyOff(); diff --git a/src/control/Garages.cpp b/src/control/Garages.cpp index 61c1a850..5a04285f 100644 --- a/src/control/Garages.cpp +++ b/src/control/Garages.cpp @@ -1400,7 +1400,7 @@ void CGarages::PrintMessages() CFont::SetPropOn(); CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(50.0f)); + CFont::SetCentreSize(SCREEN_SCALE_X(590.0f)); CFont::SetCentreOn(); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); CFont::SetColor(CRGBA(0, 0, 0, 255)); diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index 1718218d..0831cc79 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -780,7 +780,7 @@ CMenuManager::Draw() #endif #endif CFont::SetWrapx(MENU_X_RIGHT_ALIGNED(MENU_X_MARGIN)); - CFont::SetRightJustifyWrap(SCREEN_SCALE_X(MENUACTION_WIDTH)); + CFont::SetRightJustifyWrap(MENU_X_LEFT_ALIGNED(MENU_X_MARGIN - 2.0f)); switch (m_nCurrScreen) { case MENUPAGE_STATS: @@ -852,7 +852,11 @@ CMenuManager::Draw() #endif } +#ifdef ASPECT_RATIO_SCALE + CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)); +#else CFont::SetCentreSize(SCREEN_WIDTH); +#endif #ifdef PS2_LIKE_MENU bool itemsAreSelectable = !bottomBarActive; @@ -1468,6 +1472,12 @@ CMenuManager::Draw() break; } + // Needed after the bug fix in Font.cpp +#ifdef FIX_BUGS + if (!CFont::Details.centre) + CFont::SetRightJustifyOff(); +#endif + // 60.0 is silly nextYToUse += lineHeight * CFont::GetNumberLines(MENU_X_LEFT_ALIGNED(60.0f), MENU_Y(nextYToUse), leftText); @@ -1976,7 +1986,7 @@ CMenuManager::DrawControllerSetupScreen() CFont::SetRightJustifyOff(); CFont::SetBackGroundOnlyTextOn(); CFont::SetWrapx(MENU_X_RIGHT_ALIGNED(MENU_X_MARGIN)); - CFont::SetRightJustifyWrap(SCREEN_SCALE_X(MENUACTION_WIDTH)); + CFont::SetRightJustifyWrap(MENU_X_LEFT_ALIGNED(MENU_X_MARGIN - 2.0f)); PREPARE_MENU_HEADER @@ -2392,7 +2402,7 @@ CMenuManager::DrawFrontEndNormal() CFont::SetJustifyOn(); CFont::SetRightJustifyOff(); CFont::SetBackGroundOnlyTextOn(); - CFont::SetWrapx(MENU_X_RIGHT_ALIGNED(40.0f)); // 600.0f + CFont::SetWrapx(MENU_X_RIGHT_ALIGNED(MENU_X_MARGIN)); // 600.0f CFont::SetColor(CRGBA(16, 16, 16, 255)); switch (m_nCurrScreen) { @@ -2710,7 +2720,7 @@ CMenuManager::DrawPlayerSetupScreen() CFont::SetRightJustifyOff(); CFont::SetBackGroundOnlyTextOn(); CFont::SetWrapx(MENU_X_RIGHT_ALIGNED(MENU_X_MARGIN)); - CFont::SetRightJustifyWrap(SCREEN_SCALE_X(MENUACTION_WIDTH)); + CFont::SetRightJustifyWrap(MENU_X_LEFT_ALIGNED(MENU_X_MARGIN - 2.0f)); PREPARE_MENU_HEADER @@ -3490,11 +3500,11 @@ CMenuManager::MessageScreen(const char *text) CFont::SetPropOn(); CFont::SetJustifyOn(); CFont::SetBackGroundOnlyTextOn(); - CFont::SetWrapx(SCREEN_WIDTH - StretchX(170.0f)); - CFont::SetRightJustifyWrap(SCREEN_WIDTH - StretchX(170.0f)); + CFont::SetWrapx(SCREEN_WIDTH - StretchX(170.0f)); // unused + CFont::SetRightJustifyWrap(SCREEN_WIDTH - StretchX(170.0f)); // unused CSprite2d::DrawRect(CRect(StretchX(120.0f), StretchY(150.0f), SCREEN_WIDTH - StretchX(120.0f), SCREEN_HEIGHT - StretchY(220.0f)), CRGBA(50, 50, 50, 210)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); - CFont::SetCentreSize(SCREEN_STRETCH_X(380.0f)); + CFont::SetCentreSize(SCREEN_SCALE_X(380.0f)); CFont::SetCentreOn(); CFont::SetColor(CRGBA(255, 217, 106, 255)); CFont::SetScale(SCREEN_SCALE_X(SMALLTEXT_X_SCALE), SCREEN_SCALE_Y(SMALLTEXT_Y_SCALE)); @@ -3585,7 +3595,7 @@ CMenuManager::PrintErrorMessage() CFont::SetJustifyOn(); CFont::SetRightJustifyOff(); CFont::SetBackGroundOnlyTextOn(); - CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(40.0f)); + CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(MENU_X_MARGIN)); #ifdef FIX_BUGS CFont::PrintString(SCREEN_SCALE_X(50.0f), SCREEN_SCALE_Y(180.0f), TheText.Get(CPad::bDisplayNoControllerMessage ? "NOCONT" : "WRCONT")); #else diff --git a/src/core/Frontend.h b/src/core/Frontend.h index fba98690..72288f98 100644 --- a/src/core/Frontend.h +++ b/src/core/Frontend.h @@ -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 diff --git a/src/core/Game.cpp b/src/core/Game.cpp index 3507b3b3..f7589d2b 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -131,7 +131,7 @@ void MessageScreen(char *msg) 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_FROM_RIGHT(190.0f)); // 450.0f + CFont::SetCentreSize(SCREEN_SCALE_X(450.0f)); // 450.0f CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 255, 255)); CFont::SetDropColor(CRGBA(32, 32, 32, 255)); @@ -737,7 +737,7 @@ void CGame::InitialiseWhenRestarting(void) 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_FROM_RIGHT(160.0f)); // 480.0f + CFont::SetCentreSize(SCREEN_SCALE_X(480.0f)); CFont::SetJustifyOff(); CFont::SetColor(CRGBA(255, 255, 255, 255)); CFont::SetBackGroundOnlyTextOff(); diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp index e2f90a7c..928ae826 100644 --- a/src/core/Pad.cpp +++ b/src/core/Pad.cpp @@ -2593,7 +2593,7 @@ void CPad::PrintErrorMessage(void) CFont::SetScale(0.85f, 1.0f); CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_WIDTH - 20); + CFont::SetCentreSize(SCREEN_SCALE_X(SCREEN_WIDTH - 20)); CFont::SetCentreOn(); CFont::SetPropOn(); CFont::SetColor(CRGBA(255, 255, 200, 200)); @@ -2610,7 +2610,7 @@ void CPad::PrintErrorMessage(void) CFont::SetScale(0.85f, 1.0f); CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCREEN_WIDTH - 20); + CFont::SetCentreSize(SCREEN_SCALE_X(SCREEN_WIDTH - 20)); CFont::SetCentreOn(); CFont::SetPropOn(); CFont::SetColor(CRGBA(255, 255, 200, 200)); diff --git a/src/core/main.cpp b/src/core/main.cpp index 80feddb7..2e4b839a 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -625,20 +625,20 @@ 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 +852,7 @@ DisplayGameDebugText() CFont::SetRightJustifyOff(); CFont::SetJustifyOff(); CFont::SetBackGroundOnlyTextOff(); - CFont::SetWrapx(640.0f); + CFont::SetWrapx(SCREEN_STRETCH_X(DEFAULT_SCREEN_WIDTH)); CFont::SetFontStyle(FONT_HEADING); CFont::SetColor(CRGBA(0, 0, 0, 255)); diff --git a/src/render/Credits.cpp b/src/render/Credits.cpp index 6b28ff04..2c8a9952 100644 --- a/src/render/Credits.cpp +++ b/src/render/Credits.cpp @@ -62,7 +62,7 @@ CCredits::Render(void) scrolloffset = (CTimer::GetTimeInMilliseconds() - CreditsStartTime) / 24.0f; CFont::SetJustifyOff(); CFont::SetBackgroundOff(); - CFont::SetCentreSize(SCALE_AND_CENTER_X(DEFAULT_SCREEN_WIDTH - 20)); + CFont::SetCentreSize(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH - 20)); CFont::SetCentreOn(); CFont::SetPropOn(); CFont::SetColor(CRGBA(220, 220, 220, 220)); @@ -496,4 +496,4 @@ CCredits::Render(void) bool CCredits::AreCreditsDone(void) { return !bCreditsGoing; -} \ No newline at end of file +} diff --git a/src/render/Font.cpp b/src/render/Font.cpp index 719dffce..fbcc38e4 100644 --- a/src/render/Font.cpp +++ b/src/render/Font.cpp @@ -279,8 +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(); @@ -701,7 +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); @@ -781,8 +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; diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index 4c8b6657..de3128ce 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -870,7 +870,7 @@ void CHud::Draw() CFont::SetCentreOff(); CFont::SetWrapx(SCALE_AND_CENTER_X(CTheScripts::IntroTextLines[i].m_fWrapX)); - CFont::SetCentreSize(SCALE_AND_CENTER_X(CTheScripts::IntroTextLines[i].m_fCenterSize)); + CFont::SetCentreSize(SCREEN_SCALE_X(CTheScripts::IntroTextLines[i].m_fCenterSize)); if (CTheScripts::IntroTextLines[i].m_bBackground) CFont::SetBackgroundOn(); @@ -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); } @@ -957,12 +957,12 @@ void CHud::Draw() CFont::SetScale(SCREEN_SCALE_X(1.8f), SCREEN_SCALE_Y(1.8f)); CFont::SetPropOn(); CFont::SetCentreOn(); - CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(25.0f)); + 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. - if (BigMessageX[0] >= SCREEN_SCALE_FROM_RIGHT(20.0f)) { + if (BigMessageX[0] >= SCALE_AND_CENTER_X(620.0f)) { BigMessageInUse[0] += CTimer::GetTimeStep(); if (BigMessageInUse[0] >= 120.0f) { @@ -997,7 +997,7 @@ void CHud::Draw() } else { BigMessageAlpha[0] = 0.0f; - BigMessageX[0] = SCREEN_SCALE_FROM_RIGHT(DEFAULT_SCREEN_WIDTH + 60.0f); + BigMessageX[0] = SCALE_AND_CENTER_X(-60.0f); BigMessageInUse[0] = 1.0f; } } @@ -1167,7 +1167,7 @@ void CHud::DrawAfterFade() CFont::SetCentreOff(); CFont::SetWrapx(SCALE_AND_CENTER_X(line.m_fWrapX)); - CFont::SetCentreSize(SCALE_AND_CENTER_X(line.m_fCenterSize)); + CFont::SetCentreSize(SCREEN_SCALE_X(line.m_fCenterSize)); if (line.m_bBackground) CFont::SetBackgroundOn(); else @@ -1213,7 +1213,7 @@ void CHud::DrawAfterFade() CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.5f)); CFont::SetCentreOn(); CFont::SetPropOn(); - CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(40.0f)); + CFont::SetCentreSize(SCREEN_SCALE_X(600.0f)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); CFont::SetColor(CRGBA(0, 0, 0, 255)); @@ -1229,7 +1229,7 @@ void CHud::DrawAfterFade() CFont::SetScale(SCREEN_SCALE_X(1.2f), SCREEN_SCALE_Y(1.5f)); CFont::SetCentreOn(); CFont::SetPropOn(); - CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(20.0f)); + CFont::SetCentreSize(SCREEN_SCALE_X(620.0f)); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); @@ -1286,7 +1286,7 @@ void CHud::DrawAfterFade() CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.2f)); CFont::SetCentreOn(); CFont::SetPropOn(); - CFont::SetCentreSize(SCREEN_SCALE_FROM_RIGHT(20.0f)); + CFont::SetCentreSize(SCREEN_SCALE_X(620.0f)); CFont::SetColor(CRGBA(0, 0, 0, 255)); CFont::SetFontStyle(FONT_LOCALE(FONT_BANK)); @@ -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)) { -- cgit v1.2.3 From 460f3cea447296cb5757c04108b9ac6becd6c968 Mon Sep 17 00:00:00 2001 From: erorcun Date: Tue, 10 Nov 2020 02:06:59 +0300 Subject: Frontend: Scroll for All, some care for PS2-like menu Don't show Back button on PS2-like menu Removed PS2-style reversed fade-in, because it was a hack and taking too much space --- src/core/Frontend.cpp | 800 +++++++++++++++++++++++++++----------------------- src/core/Frontend.h | 1 + 2 files changed, 436 insertions(+), 365 deletions(-) diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index 0831cc79..4be23b77 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -41,14 +41,7 @@ #define TIDY_UP_PBP // ProcessButtonPresses #define MAX_VISIBLE_LIST_ROW 30 #define SCROLLBAR_MAX_HEIGHT 263.0f // not in end result - -#ifdef USE_PRECISE_MEASUREMENT_CONVERTION -#define MILES_IN_METER 0.000621371192f -#define FEET_IN_METER 3.28084f -#else -#define MILES_IN_METER 0.00059880241f -#define FEET_IN_METER 3.33f -#endif +#define SCROLLABLE_PAGES #ifdef SCROLLABLE_STATS_PAGE #define isPlainTextScreen(screen) (screen == MENUPAGE_BRIEFS) @@ -56,6 +49,34 @@ #define isPlainTextScreen(screen) (screen == MENUPAGE_BRIEFS || screen == MENUPAGE_STATS) #endif +#define hasNativeList(screen) (screen == MENUPAGE_MULTIPLAYER_FIND_GAME || screen == MENUPAGE_SKIN_SELECT \ + || screen == MENUPAGE_KEYBOARD_CONTROLS) + +#ifdef SCROLLABLE_PAGES +#define MAX_VISIBLE_OPTION 12 +#define MAX_VISIBLE_OPTION_ON_SCREEN (hasNativeList(m_nCurrScreen) ? MAX_VISIBLE_LIST_ROW : MAX_VISIBLE_OPTION) + +int GetOptionCount(int screen) +{ + int i = 0; + for (; i < NUM_MENUROWS && aScreens[screen].m_aEntries[i].m_Action != MENUACTION_NOTHING; i++); + return i; +} + +#define SETUP_SCROLLING(screen) \ + if (!hasNativeList(screen)) { \ + m_nTotalListRow = GetOptionCount(screen); \ + if (m_nTotalListRow > MAX_VISIBLE_OPTION) { \ + m_nSelectedListRow = 0; \ + m_nFirstVisibleRowOnList = 0; \ + m_nScrollbarTopMargin = 0; \ + } \ + } +#else +#define MAX_VISIBLE_OPTION_ON_SCREEN MAX_VISIBLE_LIST_ROW +#define SETUP_SCROLLING(screen) +#endif + #ifdef TRIANGLE_BACK_BUTTON #define GetBackJustUp GetTriangleJustUp #define GetBackJustDown GetTriangleJustDown @@ -80,13 +101,40 @@ float CMenuManager::fMapCenterX; BottomBarOption bbNames[8]; int bbTabCount = 0; bool bottomBarActive = false; -bool reverseAlpha = false; int pendingScreen = -1; int pendingOption = -1; int curBottomBarOption = -1; int hoveredBottomBarOption = -1; #endif +#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_PrefsIslandLoading = ISLAND_LOADING_LOW; +#endif + +// Originally that was PS2 option color, they forget it here and used in PrintBriefs once(but didn't use the output anyway) +#ifdef PS2_LIKE_MENU +const CRGBA TEXT_COLOR = CRGBA(150, 110, 30, 255); +#else +const CRGBA TEXT_COLOR = CRGBA(235, 170, 50, 255); // PC briefs text color +#endif + +#ifdef USE_PRECISE_MEASUREMENT_CONVERTION +#define MILES_IN_METER 0.000621371192f +#define FEET_IN_METER 3.28084f +#else +#define MILES_IN_METER 0.00059880241f +#define FEET_IN_METER 3.33f +#endif + int32 CMenuManager::OS_Language = LANG_ENGLISH; int8 CMenuManager::m_PrefsUseVibration; int8 CMenuManager::m_DisplayControllerOnFoot; @@ -112,30 +160,11 @@ int8 CMenuManager::m_bFrontEnd_ReloadObrTxtGxt; int32 CMenuManager::m_PrefsMusicVolume = 102; int32 CMenuManager::m_PrefsSfxVolume = 102; -#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_PrefsIslandLoading = ISLAND_LOADING_LOW; -#endif char CMenuManager::m_PrefsSkinFile[256] = DEFAULT_SKIN_NAME; int32 CMenuManager::m_KeyPressedCode = -1; -// Originally that was PS2 option color, they forget it here and used in PrintBriefs once(but didn't use the output anyway) -#ifdef PS2_LIKE_MENU -const CRGBA TEXT_COLOR = CRGBA(150, 110, 30, 255); -#else -const CRGBA TEXT_COLOR = CRGBA(235, 170, 50, 255); // PC briefs text color -#endif - float MENU_TEXT_SIZE_X = SMALLTEXT_X_SCALE; float MENU_TEXT_SIZE_Y = SMALLTEXT_Y_SCALE; @@ -253,35 +282,12 @@ const char* MenuFilenames[][2] = { #define PAGE_NAME_X SCREEN_SCALE_FROM_RIGHT #endif -#ifdef PS2_LIKE_MENU -#define ChangeScreen(screen, option, updateDelay, withReverseAlpha) \ - do { \ - if (reverseAlpha) { \ - m_nPrevScreen = m_nCurrScreen; \ - m_nCurrScreen = pendingScreen; \ - m_nCurrOption = pendingOption; \ - reverseAlpha = false; \ - if (updateDelay) \ - m_nScreenChangeDelayTimer = CTimer::GetTimeInMillisecondsPauseMode(); \ - } \ - if (withReverseAlpha && !m_bRenderGameInMenu) { \ - pendingOption = option; \ - pendingScreen = screen; \ - reverseAlpha = true; \ - } else { \ - m_nPrevScreen = m_nCurrScreen; \ - m_nCurrScreen = screen; \ - m_nCurrOption = option; \ - if (updateDelay) \ - m_nScreenChangeDelayTimer = CTimer::GetTimeInMillisecondsPauseMode(); \ - } \ - m_nMenuFadeAlpha = 255; \ - } while(0) -#else +// Seperate func. in VC #define ChangeScreen(screen, option, updateDelay, clearAlpha) \ do { \ m_nPrevScreen = m_nCurrScreen; \ int newOpt = option; \ + SETUP_SCROLLING(screen) \ m_nCurrScreen = screen; \ m_nCurrOption = newOpt; \ if(updateDelay) \ @@ -289,7 +295,6 @@ const char* MenuFilenames[][2] = { if(clearAlpha) \ m_nMenuFadeAlpha = 0; \ } while(0) -#endif #define PREPARE_MENU_HEADER \ CFont::SetColor(CRGBA(0, 0, 0, FadeIn(255))); \ @@ -340,8 +345,8 @@ CMenuManager::ScrollUpListByOne() void CMenuManager::ScrollDownListByOne() { - if (m_nSelectedListRow == m_nFirstVisibleRowOnList + MAX_VISIBLE_LIST_ROW - 1) { - if (m_nFirstVisibleRowOnList < m_nTotalListRow - MAX_VISIBLE_LIST_ROW) { + if (m_nSelectedListRow == m_nFirstVisibleRowOnList + MAX_VISIBLE_OPTION_ON_SCREEN - 1) { + if (m_nFirstVisibleRowOnList < m_nTotalListRow - MAX_VISIBLE_OPTION_ON_SCREEN) { m_nSelectedListRow++; m_nFirstVisibleRowOnList++; m_nScrollbarTopMargin += SCROLLBAR_MAX_HEIGHT / m_nTotalListRow; @@ -356,13 +361,13 @@ CMenuManager::ScrollDownListByOne() void CMenuManager::PageUpList(bool playSoundOnSuccess) { - if (m_nTotalListRow > MAX_VISIBLE_LIST_ROW) { + if (m_nTotalListRow > MAX_VISIBLE_OPTION_ON_SCREEN) { if (m_nFirstVisibleRowOnList > 0) { if(playSoundOnSuccess) DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - m_nFirstVisibleRowOnList = Max(0, m_nFirstVisibleRowOnList - MAX_VISIBLE_LIST_ROW); - m_nSelectedListRow = Min(m_nSelectedListRow, m_nFirstVisibleRowOnList + MAX_VISIBLE_LIST_ROW - 1); + m_nFirstVisibleRowOnList = Max(0, m_nFirstVisibleRowOnList - MAX_VISIBLE_OPTION_ON_SCREEN); + m_nSelectedListRow = Min(m_nSelectedListRow, m_nFirstVisibleRowOnList + MAX_VISIBLE_OPTION_ON_SCREEN - 1); } else { m_nFirstVisibleRowOnList = 0; m_nSelectedListRow = 0; @@ -374,15 +379,15 @@ CMenuManager::PageUpList(bool playSoundOnSuccess) void CMenuManager::PageDownList(bool playSoundOnSuccess) { - if (m_nTotalListRow > MAX_VISIBLE_LIST_ROW) { - if (m_nFirstVisibleRowOnList < m_nTotalListRow - MAX_VISIBLE_LIST_ROW) { + if (m_nTotalListRow > MAX_VISIBLE_OPTION_ON_SCREEN) { + if (m_nFirstVisibleRowOnList < m_nTotalListRow - MAX_VISIBLE_OPTION_ON_SCREEN) { if(playSoundOnSuccess) DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - m_nFirstVisibleRowOnList = Min(m_nFirstVisibleRowOnList + MAX_VISIBLE_LIST_ROW, m_nTotalListRow - MAX_VISIBLE_LIST_ROW); + m_nFirstVisibleRowOnList = Min(m_nFirstVisibleRowOnList + MAX_VISIBLE_OPTION_ON_SCREEN, m_nTotalListRow - MAX_VISIBLE_OPTION_ON_SCREEN); m_nSelectedListRow = Max(m_nSelectedListRow, m_nFirstVisibleRowOnList); } else { - m_nFirstVisibleRowOnList = m_nTotalListRow - MAX_VISIBLE_LIST_ROW; + m_nFirstVisibleRowOnList = m_nTotalListRow - MAX_VISIBLE_OPTION_ON_SCREEN; m_nSelectedListRow = m_nTotalListRow - 1; } m_nScrollbarTopMargin = (SCROLLBAR_MAX_HEIGHT / m_nTotalListRow) * m_nFirstVisibleRowOnList; @@ -433,6 +438,14 @@ CMenuManager::ThingsToDoBeforeGoingBack() m_nTotalListRow = 0; } +#ifdef SCROLLABLE_PAGES + if (m_nTotalListRow > MAX_VISIBLE_OPTION && !hasNativeList(m_nCurrScreen)) { + m_nSelectedListRow = 0; + m_nFirstVisibleRowOnList = 0; + m_nScrollbarTopMargin = 0; + } +#endif + #ifdef CUSTOM_FRONTEND_OPTIONS CMenuScreenCustom::CMenuEntry &option = aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption]; @@ -475,6 +488,236 @@ CMenuManager::GetPreviousPageOption() #endif } +void +CMenuManager::ProcessList(bool &goBack, bool &optionSelected) +{ + if (m_nCurrScreen == MENUPAGE_SKIN_SELECT) { + m_nTotalListRow = m_nSkinsTotal; + } + if (m_nCurrScreen == MENUPAGE_KEYBOARD_CONTROLS) { + m_nTotalListRow = m_ControlMethod == CONTROL_CLASSIC ? 30 : 25; + if (m_nSelectedListRow > m_nTotalListRow) + m_nSelectedListRow = m_nTotalListRow - 1; + } + +#ifndef TIDY_UP_PBP + if (CPad::GetPad(0)->GetEnterJustDown() || CPad::GetPad(0)->GetCrossJustDown()) { + m_bShowMouse = 0; + optionSelected = true; + } +#endif + if (CPad::GetPad(0)->GetBackspaceJustDown() && m_nCurrScreen == MENUPAGE_KEYBOARD_CONTROLS && !field_535) { + if (m_nCurrExLayer == HOVEROPTION_LIST) { + m_nHoverOption = HOVEROPTION_NOT_HOVERING; + m_bWaitingForNewKeyBind = true; + m_bStartWaitingForKeyBind = true; + m_bKeyChangeNotProcessed = true; + pControlEdit = &m_KeyPressedCode; + } + } else { + field_535 = false; + } + + static uint32 lastTimeClickedScrollButton = 0; + + if (CTimer::GetTimeInMillisecondsPauseMode() - lastTimeClickedScrollButton >= 200) { + m_bPressedPgUpOnList = false; + m_bPressedPgDnOnList = false; + m_bPressedUpOnList = false; + m_bPressedDownOnList = false; + m_bPressedScrollButton = false; + lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); + } + + if (CPad::GetPad(0)->GetTabJustDown()) { + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); + m_bShowMouse = false; + switch (m_nCurrExLayer) { + case HOVEROPTION_BACK: + default: + m_nCurrExLayer = HOVEROPTION_LIST; + break; + case HOVEROPTION_LIST: + m_nCurrExLayer = HOVEROPTION_USESKIN; + break; + case HOVEROPTION_USESKIN: + m_nCurrExLayer = HOVEROPTION_BACK; + } + if (((m_nCurrScreen == MENUPAGE_SKIN_SELECT) && (m_nCurrExLayer == HOVEROPTION_USESKIN)) && strcmp(m_aSkinName, m_PrefsSkinFile) == 0) { + m_nCurrExLayer = HOVEROPTION_BACK; + } + if ((m_nCurrScreen == MENUPAGE_KEYBOARD_CONTROLS) && (m_nCurrExLayer == HOVEROPTION_USESKIN)) { + m_nCurrExLayer = HOVEROPTION_BACK; + } + } + + bool pressed = false; + if (CPad::GetPad(0)->GetUp() || CPad::GetPad(0)->GetAnaloguePadUp() || CPad::GetPad(0)->GetDPadUpJustDown()) { + m_bShowMouse = false; + pressed = true; + } else if (CPad::GetPad(0)->GetMouseWheelUpJustUp()) { + m_bShowMouse = true; + pressed = true; + } + + // Up + if (pressed) { + m_nCurrExLayer = HOVEROPTION_LIST; + if (!m_bPressedUpOnList) { + m_bPressedUpOnList = true; + lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); + ScrollUpListByOne(); + } + } else { + m_bPressedUpOnList = false; + } + + pressed = false; + if (CPad::GetPad(0)->GetDown() || CPad::GetPad(0)->GetAnaloguePadDown() || CPad::GetPad(0)->GetDPadDownJustDown()) { + m_bShowMouse = false; + pressed = true; + } else if (CPad::GetPad(0)->GetMouseWheelDownJustDown()) { + m_bShowMouse = true; + pressed = true; + } + + // Down + if (pressed) { + m_nCurrExLayer = HOVEROPTION_LIST; + if (!m_bPressedDownOnList) { + m_bPressedDownOnList = true; + lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); + ScrollDownListByOne(); + } + } else { + m_bPressedDownOnList = false; + } + + if (m_nCurrScreen != MENUPAGE_KEYBOARD_CONTROLS) { + if (!CPad::GetPad(0)->GetPageUp()) { + m_bPressedPgUpOnList = false; + } else { + m_nCurrExLayer = HOVEROPTION_LIST; + if (!m_bPressedPgUpOnList) { + m_bPressedPgUpOnList = true; + lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); + m_bShowMouse = false; + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); + PageUpList(false); + } + } + if (!CPad::GetPad(0)->GetPageDown()) { + m_bPressedPgDnOnList = false; + } else { + m_nCurrExLayer = HOVEROPTION_LIST; + if (!m_bPressedPgDnOnList) { + m_bPressedPgDnOnList = true; + lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); + m_bShowMouse = false; + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); + PageDownList(false); + } + } + if (CPad::GetPad(0)->GetHome()) { + m_nCurrExLayer = HOVEROPTION_LIST; + m_bShowMouse = false; + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); + if (m_nTotalListRow >= MAX_VISIBLE_OPTION_ON_SCREEN) { + m_nFirstVisibleRowOnList = 0; + } + m_nSelectedListRow = 0; + m_nScrollbarTopMargin = (SCROLLBAR_MAX_HEIGHT / m_nTotalListRow) * m_nFirstVisibleRowOnList; + } + if (CPad::GetPad(0)->GetEnd()) { + m_nCurrExLayer = HOVEROPTION_LIST; + m_bShowMouse = false; + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); + if (m_nTotalListRow >= MAX_VISIBLE_OPTION_ON_SCREEN) { + m_nFirstVisibleRowOnList = m_nTotalListRow - MAX_VISIBLE_OPTION_ON_SCREEN; + } + m_nSelectedListRow = m_nTotalListRow - 1; + m_nScrollbarTopMargin = (SCROLLBAR_MAX_HEIGHT / m_nTotalListRow) * m_nFirstVisibleRowOnList; + } + } + +#ifndef TIDY_UP_PBP + if (CPad::GetPad(0)->GetEscapeJustDown() || CPad::GetPad(0)->GetBackJustDown()) { + m_bShowMouse = false; + goBack = true; + } +#endif + + if (CPad::GetPad(0)->GetLeftMouseJustDown()) { + switch (m_nHoverOption) { + case HOVEROPTION_BACK: + goBack = true; + break; + case HOVEROPTION_PAGEUP: + PageUpList(true); + break; + case HOVEROPTION_PAGEDOWN: + PageDownList(true); + break; + case HOVEROPTION_USESKIN: + if (m_nSkinsTotal > 0) { + DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0); + m_pSelectedSkin = m_pSkinListHead.nextSkin; + strcpy(m_PrefsSkinFile, m_aSkinName); + CWorld::Players[0].SetPlayerSkin(m_PrefsSkinFile); + SaveSettings(); + } + } + } + + if (CPad::GetPad(0)->GetLeftMouseJustDown()) { + switch (m_nHoverOption) { + case HOVEROPTION_OVER_SCROLL_UP: + m_nHoverOption = HOVEROPTION_CLICKED_SCROLL_UP; + break; + case HOVEROPTION_OVER_SCROLL_DOWN: + m_nHoverOption = HOVEROPTION_CLICKED_SCROLL_DOWN; + break; + case HOVEROPTION_LIST: + m_nHoverOption = HOVEROPTION_SKIN; + } + } else if ((CPad::GetPad(0)->GetLeftMouseJustUp()) + && ((m_nHoverOption == HOVEROPTION_CLICKED_SCROLL_UP || (m_nHoverOption == HOVEROPTION_CLICKED_SCROLL_DOWN)))) { + m_nHoverOption = HOVEROPTION_NOT_HOVERING; + } + + if (!CPad::GetPad(0)->GetLeftMouse()) { + holdingScrollBar = false; + } else { + if ((m_nHoverOption == HOVEROPTION_HOLDING_SCROLLBAR) || holdingScrollBar) { + holdingScrollBar = true; + // TODO: This part is a bit hard to reverse. Not much code tho + assert(0 && "Holding scrollbar isn't done yet"); + } else { + switch (m_nHoverOption) { + case HOVEROPTION_OVER_SCROLL_UP: + case HOVEROPTION_CLICKED_SCROLL_UP: + if (!m_bPressedScrollButton) { + m_bPressedScrollButton = true; + lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); + ScrollUpListByOne(); + } + break; + case HOVEROPTION_OVER_SCROLL_DOWN: + case HOVEROPTION_CLICKED_SCROLL_DOWN: + if (!m_bPressedScrollButton) { + m_bPressedScrollButton = true; + lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); + ScrollDownListByOne(); + } + break; + default: + m_bPressedScrollButton = false; + } + } + } +} // ------ Functions not in the game/inlined ends void @@ -1018,12 +1261,23 @@ CMenuManager::Draw() #endif #ifdef CUSTOM_FRONTEND_OPTIONS - static int lastOption = m_nCurrOption; + static int lastSelectedOpt = m_nCurrOption; #endif +#ifdef SCROLLABLE_PAGES + int firstOption = m_nTotalListRow > MAX_VISIBLE_OPTION && !hasNativeList(m_nCurrScreen) ? m_nFirstVisibleRowOnList : 0; + for (int i = firstOption; i < firstOption + MAX_VISIBLE_OPTION && i < NUM_MENUROWS; ++i) { +#else for (int i = 0; i < NUM_MENUROWS; ++i) { +#endif + #ifdef CUSTOM_FRONTEND_OPTIONS bool isOptionDisabled = false; +#endif + // Hide back button +#ifdef PS2_LIKE_MENU + if ((i == NUM_MENUROWS - 1 || aScreens[m_nCurrScreen].m_aEntries[i+1].m_EntryName[0] == '\0') && strncmp(aScreens[m_nCurrScreen].m_aEntries[i].m_EntryName, "FEDS_TB", 8) == 0) + break; #endif if (aScreens[m_nCurrScreen].m_aEntries[i].m_Action != MENUACTION_LABEL && aScreens[m_nCurrScreen].m_aEntries[i].m_EntryName[0] != '\0') { wchar *rightText = nil; @@ -1064,8 +1318,8 @@ CMenuManager::Draw() } } - if (m_nCurrOption != lastOption && lastOption == i) { - CMenuScreenCustom::CMenuEntry &oldOption = aScreens[m_nCurrScreen].m_aEntries[lastOption]; + if (m_nCurrOption != lastSelectedOpt && lastSelectedOpt == i) { + CMenuScreenCustom::CMenuEntry &oldOption = aScreens[m_nCurrScreen].m_aEntries[lastSelectedOpt]; if (oldOption.m_Action == MENUACTION_CFO_DYNAMIC) if(oldOption.m_CFODynamic->buttonPressFunc) oldOption.m_CFODynamic->buttonPressFunc(FEOPTION_ACTION_FOCUSLOSS); @@ -1317,9 +1571,20 @@ CMenuManager::Draw() int nextYToCheck = bitAboveNextItemY; if (!foundTheHoveringItem) { +#ifdef SCROLLABLE_PAGES + for (int rowToCheck = firstOption + (aScreens[m_nCurrScreen].m_aEntries[firstOption].m_Action == MENUACTION_LABEL); rowToCheck < firstOption + MAX_VISIBLE_OPTION && rowToCheck < NUM_MENUROWS; ++rowToCheck) { +#else for (int rowToCheck = aScreens[m_nCurrScreen].m_aEntries[0].m_Action == MENUACTION_LABEL; rowToCheck < NUM_MENUROWS; ++rowToCheck) { +#endif if(aScreens[m_nCurrScreen].m_aEntries[rowToCheck].m_Action == MENUACTION_NOTHING) break; + + // Hide back button +#ifdef PS2_LIKE_MENU + if ((rowToCheck == NUM_MENUROWS - 1 || aScreens[m_nCurrScreen].m_aEntries[rowToCheck+1].m_EntryName[0] == '\0') && + strncmp(aScreens[m_nCurrScreen].m_aEntries[rowToCheck].m_EntryName, "FEDS_TB", 8) == 0) + break; +#endif int extraOffset = 0; if (aScreens[m_nCurrScreen].m_aEntries[rowToCheck].m_Action == MENUACTION_RADIO) @@ -1502,7 +1767,36 @@ CMenuManager::Draw() } #ifdef CUSTOM_FRONTEND_OPTIONS - lastOption = m_nCurrOption; + lastSelectedOpt = m_nCurrOption; +#endif + +#ifdef SCROLLABLE_PAGES + #define SCROLLBAR_BOTTOM_X 125.0f // only for background, scrollbar's itself is calculated + #define SCROLLBAR_RIGHT_X 36.0f + #define SCROLLBAR_WIDTH 9.5f + #define SCROLLBAR_TOP_X 64 + + if (m_nTotalListRow > MAX_VISIBLE_OPTION && !hasNativeList(m_nCurrScreen)) { + // Scrollbar background + CSprite2d::DrawRect(CRect(MENU_X_RIGHT_ALIGNED(SCROLLBAR_RIGHT_X - 2), MENU_Y(SCROLLBAR_TOP_X), + MENU_X_RIGHT_ALIGNED(SCROLLBAR_RIGHT_X - 2 - SCROLLBAR_WIDTH), SCREEN_SCALE_FROM_BOTTOM(SCROLLBAR_BOTTOM_X)), CRGBA(100, 100, 66, FadeIn(205))); + + float scrollbarHeight = SCROLLBAR_MAX_HEIGHT / (m_nTotalListRow / (float) MAX_VISIBLE_OPTION); + float scrollbarBottom, scrollbarTop; + + scrollbarBottom = MENU_Y(SCROLLBAR_TOP_X - 8 + m_nScrollbarTopMargin + scrollbarHeight); + scrollbarTop = MENU_Y(SCROLLBAR_TOP_X + m_nScrollbarTopMargin); + // Scrollbar shadow + CSprite2d::DrawRect(CRect(MENU_X_RIGHT_ALIGNED(SCROLLBAR_RIGHT_X - 4), scrollbarTop, + MENU_X_RIGHT_ALIGNED(SCROLLBAR_RIGHT_X - 1 - SCROLLBAR_WIDTH), scrollbarBottom + MENU_Y(1.0f)), + CRGBA(50, 50, 50, FadeIn(255))); + + // Scrollbar + CSprite2d::DrawRect(CRect(MENU_X_RIGHT_ALIGNED(SCROLLBAR_RIGHT_X - 4), scrollbarTop, + MENU_X_RIGHT_ALIGNED(SCROLLBAR_RIGHT_X - SCROLLBAR_WIDTH), scrollbarBottom), + CRGBA(235, 170, 50, FadeIn(255))); + + } #endif switch (m_nCurrScreen) { @@ -2175,27 +2469,28 @@ CMenuManager::DrawFrontEnd() CFont::SetAlphaFade(255.0f); #ifdef PS2_LIKE_MENU + #define setBbItem(a, b, c) strcpy(a.name, b); a.screenId = c; if (m_nCurrScreen == MENUPAGE_NONE) { if (m_bGameNotLoaded) { if (bbTabCount != 6) { - bbNames[0] = { "FEB_SAV",MENUPAGE_NEW_GAME }; - bbNames[1] = { "FEB_CON",MENUPAGE_CONTROLLER_PC }; - bbNames[2] = { "FEB_AUD",MENUPAGE_SOUND_SETTINGS }; - bbNames[3] = { "FEB_DIS",MENUPAGE_DISPLAY_SETTINGS }; - bbNames[4] = { "FEB_LAN",MENUPAGE_LANGUAGE_SETTINGS }; - bbNames[5] = { "FESZ_QU",MENUPAGE_EXIT }; + setBbItem(bbNames[0], "FEB_SAV",MENUPAGE_NEW_GAME) + setBbItem(bbNames[1], "FEB_CON",MENUPAGE_CONTROLLER_PC) + setBbItem(bbNames[2], "FEB_AUD",MENUPAGE_SOUND_SETTINGS) + setBbItem(bbNames[3], "FEB_DIS",MENUPAGE_DISPLAY_SETTINGS) + setBbItem(bbNames[4], "FEB_LAN",MENUPAGE_LANGUAGE_SETTINGS) + setBbItem(bbNames[5], "FESZ_QU",MENUPAGE_EXIT) bbTabCount = 6; } } else { if (bbTabCount != 8) { - bbNames[0] = { "FEB_STA",MENUPAGE_STATS }; - bbNames[1] = { "FEB_SAV",MENUPAGE_NEW_GAME }; - bbNames[2] = { "FEB_BRI",MENUPAGE_BRIEFS }; - bbNames[3] = { "FEB_CON",MENUPAGE_CONTROLLER_PC }; - bbNames[4] = { "FEB_AUD",MENUPAGE_SOUND_SETTINGS }; - bbNames[5] = { "FEB_DIS",MENUPAGE_DISPLAY_SETTINGS }; - bbNames[6] = { "FEB_LAN",MENUPAGE_LANGUAGE_SETTINGS }; - bbNames[7] = { "FESZ_QU",MENUPAGE_EXIT }; + setBbItem(bbNames[0], "FEB_STA",MENUPAGE_STATS) + setBbItem(bbNames[1], "FEB_SAV",MENUPAGE_NEW_GAME) + setBbItem(bbNames[2], "FEB_BRI",MENUPAGE_BRIEFS) + setBbItem(bbNames[3], "FEB_CON",MENUPAGE_CONTROLLER_PC) + setBbItem(bbNames[4], "FEB_AUD",MENUPAGE_SOUND_SETTINGS) + setBbItem(bbNames[5], "FEB_DIS",MENUPAGE_DISPLAY_SETTINGS) + setBbItem(bbNames[6], "FEB_LAN",MENUPAGE_LANGUAGE_SETTINGS) + setBbItem(bbNames[7], "FESZ_QU",MENUPAGE_EXIT) bbTabCount = 8; } } @@ -2203,6 +2498,7 @@ CMenuManager::DrawFrontEnd() bottomBarActive = true; curBottomBarOption = 0; } + #undef setBbItem #else if (m_nCurrScreen == MENUPAGE_NONE) { if (m_bGameNotLoaded) { @@ -2293,7 +2589,7 @@ CMenuManager::DrawFrontEndNormal() m_aFrontEndSprites[FE2_MAINPANEL_UR].Draw(CRect(SCREEN_WIDTH / 2, 0.0f, MENU_X_RIGHT_ALIGNED(0.0f), SCREEN_HEIGHT / 2), CRGBA(255, 255, 255, 255)); m_aFrontEndSprites[FE2_MAINPANEL_DL].Draw(CRect(MENU_X_LEFT_ALIGNED(0.0f), SCREEN_HEIGHT / 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT), CRGBA(255, 255, 255, 255)); m_aFrontEndSprites[FE2_MAINPANEL_DR].Draw(CRect(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, MENU_X_RIGHT_ALIGNED(0.0f), SCREEN_HEIGHT), CRGBA(255, 255, 255, 255)); - + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); eFrontendSprites currentSprite; switch (m_nCurrScreen) { @@ -2333,39 +2629,15 @@ CMenuManager::DrawFrontEndNormal() break; } - m_aFrontEndSprites[currentSprite].Draw(CRect(MENU_X_LEFT_ALIGNED(50.0f), MENU_Y(50.0f), MENU_X_RIGHT_ALIGNED(50.0f), SCREEN_SCALE_FROM_BOTTOM(95.0f)), CRGBA(255, 255, 255, m_nMenuFadeAlpha > 255 ? 255 : m_nMenuFadeAlpha)); - static float fadeAlpha = 0.0f; - static int lastState = 0; - // reverseAlpha = PS2 fading (wait for 255->0, then change screen) if (m_nMenuFadeAlpha < 255) { - if (lastState == 1 && !reverseAlpha) - fadeAlpha = 0.f; - - if (m_nMenuFadeAlpha <= 0 && reverseAlpha) { - reverseAlpha = false; - ChangeScreen(pendingScreen, pendingOption, true, false); - } else { - // +20 per every 33 ms (1000.f/30.f - original frame limiter fps) - if (!reverseAlpha) - fadeAlpha += (frameTime) * 20.f / 33.f; - else - fadeAlpha = max(0.0f, fadeAlpha - (frameTime) * 30.f / 33.f); - - m_nMenuFadeAlpha = fadeAlpha; - } - lastState = 0; + if (m_nMenuFadeAlpha == 0 && fadeAlpha > 1.0f) fadeAlpha = 0.0f; + + // +20 per every 33 ms (1000.f/30.f - original frame limiter fps) + fadeAlpha += (frameTime) * 20.f / 33.f; + m_nMenuFadeAlpha = fadeAlpha; } else { - if (lastState == 0) fadeAlpha = 255.f; - - if (reverseAlpha) { - fadeAlpha -= (frameTime) * 30.f / 33.f; - - m_nMenuFadeAlpha = fadeAlpha; - } - lastState = 1; - // TODO: what is this? waiting mouse? if(field_518 == 4){ if(m_nHoverOption == HOVEROPTION_3 || m_nHoverOption == HOVEROPTION_4 || @@ -2377,6 +2649,8 @@ CMenuManager::DrawFrontEndNormal() } } + m_aFrontEndSprites[currentSprite].Draw(CRect(MENU_X_LEFT_ALIGNED(50.0f), MENU_Y(50.0f), MENU_X_RIGHT_ALIGNED(50.0f), SCREEN_SCALE_FROM_BOTTOM(95.0f)), CRGBA(255, 255, 255, m_nMenuFadeAlpha > 255 ? 255 : m_nMenuFadeAlpha)); + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST); RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); @@ -2912,14 +3186,13 @@ CMenuManager::DrawPlayerSetupScreen() CSprite2d::DrawRect(CRect(MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - 2), MENU_Y(PLAYERSETUP_LIST_TOP), MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - 2 - PLAYERSETUP_SCROLLBAR_WIDTH), SCREEN_SCALE_FROM_BOTTOM(PLAYERSETUP_LIST_BOTTOM)), CRGBA(100, 100, 66, FadeIn(205))); - // Scrollbar - float scrollbarHeight = SCROLLBAR_MAX_HEIGHT / m_nSkinsTotal * (float) MAX_VISIBLE_LIST_ROW; + float scrollbarHeight = SCROLLBAR_MAX_HEIGHT / (m_nSkinsTotal / (float) MAX_VISIBLE_LIST_ROW); float scrollbarBottom, scrollbarTop; if (m_nSkinsTotal <= MAX_VISIBLE_LIST_ROW) { scrollbarBottom = SCREEN_SCALE_FROM_BOTTOM(PLAYERSETUP_LIST_BOTTOM + PLAYERSETUP_SCROLLBUTTON_HEIGHT + 4.0f); scrollbarTop = MENU_Y(PLAYERSETUP_LIST_BODY_TOP); - // Shadow + // Scrollbar shadow CSprite2d::DrawRect(CRect(MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - 4), scrollbarTop, MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - 1 - PLAYERSETUP_SCROLLBAR_WIDTH), scrollbarBottom + MENU_Y(1.0f)), CRGBA(50, 50, 50, FadeIn(255))); } else { @@ -2930,12 +3203,13 @@ CMenuManager::DrawPlayerSetupScreen() scrollbarBottom = MENU_Y(PLAYERSETUP_LIST_BODY_TOP - 4 + m_nScrollbarTopMargin + scrollbarHeight - SCROLLBAR_MAX_HEIGHT / m_nSkinsTotal); scrollbarTop = MENU_Y(SCROLLBAR_MAX_HEIGHT / m_nSkinsTotal + PLAYERSETUP_LIST_BODY_TOP - 3 + m_nScrollbarTopMargin); #endif - // Shadow + // Scrollbar shadow CSprite2d::DrawRect(CRect(MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - 4), scrollbarTop, MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - 1 - PLAYERSETUP_SCROLLBAR_WIDTH), scrollbarBottom + MENU_Y(1.0f)), CRGBA(50, 50, 50, FadeIn(255))); } + // Scrollbar CSprite2d::DrawRect(CRect(MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - 4), scrollbarTop, MENU_X_RIGHT_ALIGNED(PLAYERSETUP_LIST_RIGHT - PLAYERSETUP_SCROLLBAR_WIDTH), scrollbarBottom), CRGBA(235, 170, 50, FadeIn(255))); @@ -3907,235 +4181,10 @@ CMenuManager::ProcessButtonPresses(void) if (m_nMousePosY < 0) m_nMousePosY = 0; if (m_nMousePosY > SCREEN_HEIGHT) m_nMousePosY = SCREEN_HEIGHT; - if (m_nCurrScreen == MENUPAGE_MULTIPLAYER_FIND_GAME || m_nCurrScreen == MENUPAGE_SKIN_SELECT - || m_nCurrScreen == MENUPAGE_KEYBOARD_CONTROLS) { - - if (m_nCurrScreen == MENUPAGE_SKIN_SELECT) { - m_nTotalListRow = m_nSkinsTotal; - } - if (m_nCurrScreen == MENUPAGE_KEYBOARD_CONTROLS) { - m_nTotalListRow = m_ControlMethod == CONTROL_CLASSIC ? 30 : 25; - if (m_nSelectedListRow > m_nTotalListRow) - m_nSelectedListRow = m_nTotalListRow - 1; - } - -#ifndef TIDY_UP_PBP - if (CPad::GetPad(0)->GetEnterJustDown() || CPad::GetPad(0)->GetCrossJustDown()) { - m_bShowMouse = 0; - optionSelected = true; - } -#endif - if (CPad::GetPad(0)->GetBackspaceJustDown() && m_nCurrScreen == MENUPAGE_KEYBOARD_CONTROLS && !field_535) { - if (m_nCurrExLayer == HOVEROPTION_LIST) { - m_nHoverOption = HOVEROPTION_NOT_HOVERING; - m_bWaitingForNewKeyBind = true; - m_bStartWaitingForKeyBind = true; - m_bKeyChangeNotProcessed = true; - pControlEdit = &m_KeyPressedCode; - } - } else { - field_535 = false; - } - - static uint32 lastTimeClickedScrollButton = 0; - - if (CTimer::GetTimeInMillisecondsPauseMode() - lastTimeClickedScrollButton >= 200) { - m_bPressedPgUpOnList = false; - m_bPressedPgDnOnList = false; - m_bPressedUpOnList = false; - m_bPressedDownOnList = false; - m_bPressedScrollButton = false; - lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); - } - - if (CPad::GetPad(0)->GetTabJustDown()) { - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - m_bShowMouse = false; - switch (m_nCurrExLayer) { - case HOVEROPTION_BACK: - default: - m_nCurrExLayer = HOVEROPTION_LIST; - break; - case HOVEROPTION_LIST: - m_nCurrExLayer = HOVEROPTION_USESKIN; - break; - case HOVEROPTION_USESKIN: - m_nCurrExLayer = HOVEROPTION_BACK; - } - if (((m_nCurrScreen == MENUPAGE_SKIN_SELECT) && (m_nCurrExLayer == HOVEROPTION_USESKIN)) && strcmp(m_aSkinName, m_PrefsSkinFile) == 0) { - m_nCurrExLayer = HOVEROPTION_BACK; - } - if ((m_nCurrScreen == MENUPAGE_KEYBOARD_CONTROLS) && (m_nCurrExLayer == HOVEROPTION_USESKIN)) { - m_nCurrExLayer = HOVEROPTION_BACK; - } - } - - bool pressed = false; - if (CPad::GetPad(0)->GetUp() || CPad::GetPad(0)->GetAnaloguePadUp() || CPad::GetPad(0)->GetDPadUpJustDown()) { - m_bShowMouse = false; - pressed = true; - } else if (CPad::GetPad(0)->GetMouseWheelUpJustUp()) { - m_bShowMouse = true; - pressed = true; - } - - // Up - if (pressed) { - m_nCurrExLayer = HOVEROPTION_LIST; - if (!m_bPressedUpOnList) { - m_bPressedUpOnList = true; - lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - ScrollUpListByOne(); - } - } else { - m_bPressedUpOnList = false; - } - - pressed = false; - if (CPad::GetPad(0)->GetDown() || CPad::GetPad(0)->GetAnaloguePadDown() || CPad::GetPad(0)->GetDPadDownJustDown()) { - m_bShowMouse = false; - pressed = true; - } else if (CPad::GetPad(0)->GetMouseWheelDownJustDown()) { - m_bShowMouse = true; - pressed = true; - } - - // Down - if (pressed) { - m_nCurrExLayer = HOVEROPTION_LIST; - if (!m_bPressedDownOnList) { - m_bPressedDownOnList = true; - lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - ScrollDownListByOne(); - } - } else { - m_bPressedDownOnList = false; - } - - if (m_nCurrScreen != MENUPAGE_KEYBOARD_CONTROLS) { - if (!CPad::GetPad(0)->GetPageUp()) { - m_bPressedPgUpOnList = false; - } else { - m_nCurrExLayer = HOVEROPTION_LIST; - if (!m_bPressedPgUpOnList) { - m_bPressedPgUpOnList = true; - lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); - m_bShowMouse = false; - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - PageUpList(false); - } - } - if (!CPad::GetPad(0)->GetPageDown()) { - m_bPressedPgDnOnList = false; - } else { - m_nCurrExLayer = HOVEROPTION_LIST; - if (!m_bPressedPgDnOnList) { - m_bPressedPgDnOnList = true; - lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); - m_bShowMouse = false; - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - PageDownList(false); - } - } - if (CPad::GetPad(0)->GetHome()) { - m_nCurrExLayer = HOVEROPTION_LIST; - m_bShowMouse = false; - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - if (m_nTotalListRow >= MAX_VISIBLE_LIST_ROW) { - m_nFirstVisibleRowOnList = 0; - } - m_nSelectedListRow = 0; - m_nScrollbarTopMargin = (SCROLLBAR_MAX_HEIGHT / m_nTotalListRow) * m_nFirstVisibleRowOnList; - } - if (CPad::GetPad(0)->GetEnd()) { - m_nCurrExLayer = HOVEROPTION_LIST; - m_bShowMouse = false; - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); - if (m_nTotalListRow >= MAX_VISIBLE_LIST_ROW) { - m_nFirstVisibleRowOnList = m_nTotalListRow - MAX_VISIBLE_LIST_ROW; - } - m_nSelectedListRow = m_nTotalListRow - 1; - m_nScrollbarTopMargin = (SCROLLBAR_MAX_HEIGHT / m_nTotalListRow) * m_nFirstVisibleRowOnList; - } - } - -#ifndef TIDY_UP_PBP - if (CPad::GetPad(0)->GetEscapeJustDown() || CPad::GetPad(0)->GetBackJustDown()) { - m_bShowMouse = false; - goBack = true; - } -#endif + if (hasNativeList(m_nCurrScreen)) { + // Not split to seperate function in III as in VC, but we need it for scrollable pages :) + ProcessList(goBack, optionSelected); - if (CPad::GetPad(0)->GetLeftMouseJustDown()) { - switch (m_nHoverOption) { - case HOVEROPTION_BACK: - goBack = true; - break; - case HOVEROPTION_PAGEUP: - PageUpList(true); - break; - case HOVEROPTION_PAGEDOWN: - PageDownList(true); - break; - case HOVEROPTION_USESKIN: - if (m_nSkinsTotal > 0) { - DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0); - m_pSelectedSkin = m_pSkinListHead.nextSkin; - strcpy(m_PrefsSkinFile, m_aSkinName); - CWorld::Players[0].SetPlayerSkin(m_PrefsSkinFile); - SaveSettings(); - } - } - } - - if (CPad::GetPad(0)->GetLeftMouseJustDown()) { - switch (m_nHoverOption) { - case HOVEROPTION_OVER_SCROLL_UP: - m_nHoverOption = HOVEROPTION_CLICKED_SCROLL_UP; - break; - case HOVEROPTION_OVER_SCROLL_DOWN: - m_nHoverOption = HOVEROPTION_CLICKED_SCROLL_DOWN; - break; - case HOVEROPTION_LIST: - m_nHoverOption = HOVEROPTION_SKIN; - } - } else if ((CPad::GetPad(0)->GetLeftMouseJustUp()) - && ((m_nHoverOption == HOVEROPTION_CLICKED_SCROLL_UP || (m_nHoverOption == HOVEROPTION_CLICKED_SCROLL_DOWN)))) { - m_nHoverOption = HOVEROPTION_NOT_HOVERING; - } - - if (!CPad::GetPad(0)->GetLeftMouse()) { - holdingScrollBar = false; - } else { - if ((m_nHoverOption == HOVEROPTION_HOLDING_SCROLLBAR) || holdingScrollBar) { - holdingScrollBar = true; - // TODO: This part is a bit hard to reverse. Not much code tho - assert(0 && "Holding scrollbar isn't done yet"); - } else { - switch (m_nHoverOption) { - case HOVEROPTION_OVER_SCROLL_UP: - case HOVEROPTION_CLICKED_SCROLL_UP: - if (!m_bPressedScrollButton) { - m_bPressedScrollButton = true; - lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); - ScrollUpListByOne(); - } - break; - case HOVEROPTION_OVER_SCROLL_DOWN: - case HOVEROPTION_CLICKED_SCROLL_DOWN: - if (!m_bPressedScrollButton) { - m_bPressedScrollButton = true; - lastTimeClickedScrollButton = CTimer::GetTimeInMillisecondsPauseMode(); - ScrollDownListByOne(); - } - break; - default: - m_bPressedScrollButton = false; - } - } - } } else if (isPlainTextScreen(m_nCurrScreen)) { #ifndef TIDY_UP_PBP if (CPad::GetPad(0)->GetEnterJustDown() || CPad::GetPad(0)->GetCrossJustDown() || CPad::GetPad(0)->GetLeftMouseJustDown()) { @@ -4374,7 +4423,7 @@ CMenuManager::ProcessButtonPresses(void) TheCamera.m_fMouseAccelVertical = TheCamera.m_fMouseAccelHorzntl; SaveSettings(); break; - } + } #else switch (m_nHoverOption) { case HOVEROPTION_INCREASE_BRIGHTNESS: @@ -4393,7 +4442,26 @@ CMenuManager::ProcessButtonPresses(void) break; } #endif - } + } + +#ifdef SCROLLABLE_PAGES + if (m_nTotalListRow > MAX_VISIBLE_OPTION) { + bool temp = false; + + m_nSelectedListRow = m_nCurrOption; + + // ignore detected back/select states, it's our screen's job + ProcessList(temp, temp); + + // and ignore our screen's goUp/Down, now it's ProcessList's job + goUp = false; + goDown = false; + m_nCurrOption = m_nSelectedListRow; + } + + // Prevent sound on scroll. Mouse wheel is now belongs to us! + if (!(m_nTotalListRow > MAX_VISIBLE_OPTION && (CPad::GetPad(0)->GetMouseWheelUpJustDown() || CPad::GetPad(0)->GetMouseWheelDownJustDown()))) +#endif if (CPad::GetPad(0)->GetLeftMouseJustUp() || CPad::GetPad(0)->GetLeftJustUp() || CPad::GetPad(0)->GetRightJustUp() || CPad::GetPad(0)->GetDPadLeftJustUp() || CPad::GetPad(0)->GetDPadRightJustUp() @@ -4408,6 +4476,7 @@ CMenuManager::ProcessButtonPresses(void) DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0); } + #ifndef TIDY_UP_PBP if (CPad::GetPad(0)->GetBackJustDown()) { if (m_nCurrScreen != MENUPAGE_START_MENU && m_nCurrScreen != MENUPAGE_PAUSE_MENU) { @@ -4427,7 +4496,7 @@ CMenuManager::ProcessButtonPresses(void) goBack = false; } #endif - } + } // Centralized enter/back (except some conditions) #ifdef TIDY_UP_PBP @@ -4480,16 +4549,10 @@ CMenuManager::ProcessButtonPresses(void) if (bbNames[curBottomBarOption].screenId == MENUPAGE_SOUND_SETTINGS) DMAudio.PlayFrontEndTrack(m_PrefsRadioStation, 1); - // If there's a menu change with fade ongoing, finish it now - if (reverseAlpha) - m_nMenuFadeAlpha = 0; return; } else if (CPad::GetPad(0)->GetLeftJustDown() || CPad::GetPad(0)->GetAnaloguePadLeft() || CPad::GetPad(0)->GetDPadLeftJustDown() || CPad::GetPad(0)->GetUpJustDown() || CPad::GetPad(0)->GetAnaloguePadUp() || CPad::GetPad(0)->GetDPadUpJustDown()) { - if (reverseAlpha && m_nMenuFadeAlpha > 30) - return; - m_bShowMouse = false; DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); curBottomBarOption = ((curBottomBarOption + bbTabCount) - 1) % bbTabCount; @@ -4498,9 +4561,6 @@ CMenuManager::ProcessButtonPresses(void) } else if (CPad::GetPad(0)->GetRightJustDown() || CPad::GetPad(0)->GetAnaloguePadRight() || CPad::GetPad(0)->GetDPadRightJustDown() || CPad::GetPad(0)->GetDownJustDown() || CPad::GetPad(0)->GetAnaloguePadDown() || CPad::GetPad(0)->GetDPadDownJustDown()) { - if (reverseAlpha && m_nMenuFadeAlpha > 30) - return; - m_bShowMouse = false; DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_NAVIGATION, 0); curBottomBarOption = ((curBottomBarOption + bbTabCount) + 1) % bbTabCount; @@ -4531,6 +4591,12 @@ CMenuManager::ProcessButtonPresses(void) } } + // Hide back button +#ifdef PS2_LIKE_MENU + if ((goUp || goDown) && m_nCurrScreen != MENUPAGE_MULTIPLAYER_FIND_GAME && strncmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEDS_TB", 8) == 0) + m_nCurrOption = goUp ? m_nCurrOption - 1 : (aScreens[m_nCurrScreen].m_aEntries[0].m_Action == MENUACTION_LABEL); +#endif + if (optionSelected) { int option = aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_Action; if ((option == MENUACTION_CHANGEMENU) || (option == MENUACTION_POPULATESLOTS_CHANGEMENU)) { @@ -5056,23 +5122,27 @@ CMenuManager::ProcessButtonPresses(void) if (CPad::GetPad(0)->GetRightJustDown() || CPad::GetPad(0)->GetAnaloguePadRight() || CPad::GetPad(0)->GetDPadRightJustDown()) { m_bShowMouse = false; increase = true; - } else if (CPad::GetPad(0)->GetMouseWheelUpJustDown() && m_nCurrScreen != MENUPAGE_KEYBOARD_CONTROLS) { + } else if ( +#ifdef SCROLLABLE_PAGES + !(m_nTotalListRow > MAX_VISIBLE_OPTION && !hasNativeList(m_nCurrScreen)) && +#endif + CPad::GetPad(0)->GetMouseWheelUpJustDown() && m_nCurrScreen != MENUPAGE_KEYBOARD_CONTROLS) { increase = true; CheckSliderMovement(1); m_bShowMouse = true; } - if (!CPad::GetPad(0)->GetLeftJustDown() && !CPad::GetPad(0)->GetAnaloguePadLeft() && !CPad::GetPad(0)->GetDPadLeftJustDown()) { - if (CPad::GetPad(0)->GetMouseWheelDownJustDown()) { - if (m_nCurrScreen != MENUPAGE_KEYBOARD_CONTROLS) { - decrease = true; - CheckSliderMovement(-1); - m_bShowMouse = true; - } - } - } else { + if (CPad::GetPad(0)->GetLeftJustDown() || CPad::GetPad(0)->GetAnaloguePadLeft() || CPad::GetPad(0)->GetDPadLeftJustDown()) { m_bShowMouse = false; decrease = true; + } else if ( +#ifdef SCROLLABLE_PAGES + !(m_nTotalListRow > MAX_VISIBLE_OPTION && !hasNativeList(m_nCurrScreen)) && +#endif + CPad::GetPad(0)->GetMouseWheelDownJustDown() && m_nCurrScreen != MENUPAGE_KEYBOARD_CONTROLS) { + decrease = true; + CheckSliderMovement(-1); + m_bShowMouse = true; } if (increase) diff --git a/src/core/Frontend.h b/src/core/Frontend.h index 72288f98..21124fdb 100644 --- a/src/core/Frontend.h +++ b/src/core/Frontend.h @@ -781,6 +781,7 @@ public: void PageUpList(bool); void PageDownList(bool); int8 GetPreviousPageOption(); + void ProcessList(bool &goBack, bool &optionSelected); }; #ifndef IMPROVED_VIDEOMODE -- cgit v1.2.3 From 546ed0ff07cad63cb07612d8aff8d63213f71ecd Mon Sep 17 00:00:00 2001 From: aap Date: Wed, 11 Nov 2020 09:42:30 +0100 Subject: changes to RW layer so loading foreign files works --- src/core/FileLoader.cpp | 17 ++++++++++ src/core/Streaming.cpp | 1 + src/core/main.cpp | 4 +++ src/fakerw/fake.cpp | 25 +++----------- src/objects/CutsceneHead.cpp | 37 +++++++++++++++++++++ src/rw/RwHelper.cpp | 77 ++++++++++++++++++++++++++++++++++++++++++++ src/rw/RwHelper.h | 2 ++ vendor/librw | 2 +- 8 files changed, 143 insertions(+), 22 deletions(-) diff --git a/src/core/FileLoader.cpp b/src/core/FileLoader.cpp index aadafc29..3f731658 100644 --- a/src/core/FileLoader.cpp +++ b/src/core/FileLoader.cpp @@ -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; } diff --git a/src/core/Streaming.cpp b/src/core/Streaming.cpp index 3c5689fd..4f721f17 100644 --- a/src/core/Streaming.cpp +++ b/src/core/Streaming.cpp @@ -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; diff --git a/src/core/main.cpp b/src/core/main.cpp index 2e4b839a..cd234588 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -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]; diff --git a/src/fakerw/fake.cpp b/src/fakerw/fake.cpp index 58b3277a..64e59375 100644 --- a/src/fakerw/fake.cpp +++ b/src/fakerw/fake.cpp @@ -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; } diff --git a/src/objects/CutsceneHead.cpp b/src/objects/CutsceneHead.cpp index 55e75807..15611c29 100644 --- a/src/objects/CutsceneHead.cpp +++ b/src/objects/CutsceneHead.cpp @@ -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 } diff --git a/src/rw/RwHelper.cpp b/src/rw/RwHelper.cpp index 35af1ebd..0069934f 100644 --- a/src/rw/RwHelper.cpp +++ b/src/rw/RwHelper.cpp @@ -649,6 +649,83 @@ WRAPPER void _TexturePoolsInitialise() { EAXJMP(0x598B10); } WRAPPER void _TexturePoolsShutdown() { EAXJMP(0x598B30); } #endif +#ifdef LIBRW +#include +#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; diff --git a/src/rw/RwHelper.h b/src/rw/RwHelper.h index 130eb636..523a7732 100644 --- a/src/rw/RwHelper.h +++ b/src/rw/RwHelper.h @@ -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(); diff --git a/vendor/librw b/vendor/librw index 8c00f787..7e80d45c 160000 --- a/vendor/librw +++ b/vendor/librw @@ -1 +1 @@ -Subproject commit 8c00f787cb8f53781c4335ecbc9d28fb9c664ba7 +Subproject commit 7e80d45cdb6663f97d89ed443198ce6e37c4435e -- cgit v1.2.3 From 67e57d136862ea7823ca3c7b256214b92d738af6 Mon Sep 17 00:00:00 2001 From: erorcun Date: Wed, 11 Nov 2020 13:08:22 +0300 Subject: Fix RestoreDef crash --- src/core/MenuScreensCustom.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/core/MenuScreensCustom.cpp b/src/core/MenuScreensCustom.cpp index b92d5325..d3d7474d 100644 --- a/src/core/MenuScreensCustom.cpp +++ b/src/core/MenuScreensCustom.cpp @@ -91,7 +91,7 @@ void RestoreDefGraphics(int8 action) { FrontEndMenuManager.m_nPrefsMSAALevel = FrontEndMenuManager.m_nDisplayMSAALevel = 0; #endif #ifdef NO_ISLAND_LOADING - if (FrontEndMenuManager.m_bGameNotLoaded) { + if (!FrontEndMenuManager.m_bGameNotLoaded) { FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW; CCollision::bAlreadyLoaded = false; CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); -- cgit v1.2.3 From feeab0b74afa63376e51b1869f6e4a17fec9a420 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Wed, 11 Nov 2020 20:57:44 +0200 Subject: Fix ini reader --- src/core/re3.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/core/re3.cpp b/src/core/re3.cpp index 6bf5573e..4783e513 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -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); @@ -95,7 +96,8 @@ 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); -- cgit v1.2.3 From 8374a346e52b99552228e80726305376c1853952 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Fri, 13 Nov 2020 18:28:15 +0200 Subject: Fix loading island LODs with big buildings --- src/core/Streaming.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/core/Streaming.cpp b/src/core/Streaming.cpp index 4f721f17..e9a7af88 100644 --- a/src/core/Streaming.cpp +++ b/src/core/Streaming.cpp @@ -742,7 +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 -- cgit v1.2.3 From a6f5f4634c63a515196a0f650682953356cb8e18 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 14 Nov 2020 22:13:32 +0200 Subject: Make collision code placement more like original (+ small fixes) --- premake5.lua | 2 + src/CMakeLists.txt | 1 + src/collision/ColBox.cpp | 21 + src/collision/ColBox.h | 16 + src/collision/ColLine.cpp | 9 + src/collision/ColLine.h | 14 + src/collision/ColModel.cpp | 184 +++ src/collision/ColModel.h | 37 + src/collision/ColPoint.cpp | 16 + src/collision/ColPoint.h | 34 + src/collision/ColSphere.cpp | 11 + src/collision/ColSphere.h | 13 + src/collision/ColTriangle.cpp | 41 + src/collision/ColTriangle.h | 68 + src/collision/Collision.cpp | 2736 +++++++++++++++++++++++++++++++ src/collision/Collision.h | 70 + src/collision/CompressedVector.h | 36 + src/collision/TempColModels.cpp | 296 ++++ src/collision/TempColModels.h | 23 + src/collision/VuCollision.cpp | 282 ++++ src/collision/VuCollision.h | 32 + src/collision/vu0Collision.dsm | 21 + src/collision/vu0Collision_1.s | 610 +++++++ src/collision/vu0Collision_2.s | 191 +++ src/core/Collision.cpp | 3290 -------------------------------------- src/core/Collision.h | 254 --- src/core/TempColModels.cpp | 297 ---- src/core/TempColModels.h | 23 - src/core/vu0Collision.dsm | 21 - src/core/vu0Collision_1.s | 610 ------- src/core/vu0Collision_2.s | 191 --- src/entities/Physical.cpp | 24 +- 32 files changed, 4776 insertions(+), 4698 deletions(-) create mode 100644 src/collision/ColBox.cpp create mode 100644 src/collision/ColBox.h create mode 100644 src/collision/ColLine.cpp create mode 100644 src/collision/ColLine.h create mode 100644 src/collision/ColModel.cpp create mode 100644 src/collision/ColModel.h create mode 100644 src/collision/ColPoint.cpp create mode 100644 src/collision/ColPoint.h create mode 100644 src/collision/ColSphere.cpp create mode 100644 src/collision/ColSphere.h create mode 100644 src/collision/ColTriangle.cpp create mode 100644 src/collision/ColTriangle.h create mode 100644 src/collision/Collision.cpp create mode 100644 src/collision/Collision.h create mode 100644 src/collision/CompressedVector.h create mode 100644 src/collision/TempColModels.cpp create mode 100644 src/collision/TempColModels.h create mode 100644 src/collision/VuCollision.cpp create mode 100644 src/collision/VuCollision.h create mode 100644 src/collision/vu0Collision.dsm create mode 100644 src/collision/vu0Collision_1.s create mode 100644 src/collision/vu0Collision_2.s delete mode 100644 src/core/Collision.cpp delete mode 100644 src/core/Collision.h delete mode 100644 src/core/TempColModels.cpp delete mode 100644 src/core/TempColModels.h delete mode 100644 src/core/vu0Collision.dsm delete mode 100644 src/core/vu0Collision_1.s delete mode 100644 src/core/vu0Collision_2.s diff --git a/premake5.lua b/premake5.lua index b8ab1491..4e4417bf 100644 --- a/premake5.lua +++ b/premake5.lua @@ -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" } diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index eca69d30..ef322a9a 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -13,6 +13,7 @@ MACRO(HEADER_DIRECTORIES return_list) FILE(GLOB_RECURSE new_list *.cpp) SET(dir_list "animation" "audio" + "collision" "control" "core" "entities" diff --git a/src/collision/ColBox.cpp b/src/collision/ColBox.cpp new file mode 100644 index 00000000..53cba88b --- /dev/null +++ b/src/collision/ColBox.cpp @@ -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; +} \ No newline at end of file diff --git a/src/collision/ColBox.h b/src/collision/ColBox.h new file mode 100644 index 00000000..ac2cd675 --- /dev/null +++ b/src/collision/ColBox.h @@ -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); +}; \ No newline at end of file diff --git a/src/collision/ColLine.cpp b/src/collision/ColLine.cpp new file mode 100644 index 00000000..c6247449 --- /dev/null +++ b/src/collision/ColLine.cpp @@ -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; +} \ No newline at end of file diff --git a/src/collision/ColLine.h b/src/collision/ColLine.h new file mode 100644 index 00000000..21587a06 --- /dev/null +++ b/src/collision/ColLine.h @@ -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); +}; \ No newline at end of file diff --git a/src/collision/ColModel.cpp b/src/collision/ColModel.cpp new file mode 100644 index 00000000..650e6958 --- /dev/null +++ b/src/collision/ColModel.cpp @@ -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 *lptr) +{ + assert(trianglePlanes); + *(CLink**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr; +} + +CLink* +CColModel::GetLinkPtr(void) +{ + assert(trianglePlanes); + return *(CLink**)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; +} diff --git a/src/collision/ColModel.h b/src/collision/ColModel.h new file mode 100644 index 00000000..7dcdfa4d --- /dev/null +++ b/src/collision/ColModel.h @@ -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 *GetLinkPtr(void); + void SetLinkPtr(CLink*); + void GetTrianglePoint(CVector &v, int i) const; + + CColModel& operator=(const CColModel& other); +}; \ No newline at end of file diff --git a/src/collision/ColPoint.cpp b/src/collision/ColPoint.cpp new file mode 100644 index 00000000..fbf9e8c3 --- /dev/null +++ b/src/collision/ColPoint.cpp @@ -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; +} diff --git a/src/collision/ColPoint.h b/src/collision/ColPoint.h new file mode 100644 index 00000000..a15b2345 --- /dev/null +++ b/src/collision/ColPoint.h @@ -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); +}; + diff --git a/src/collision/ColSphere.cpp b/src/collision/ColSphere.cpp new file mode 100644 index 00000000..9aac01e0 --- /dev/null +++ b/src/collision/ColSphere.cpp @@ -0,0 +1,11 @@ +#include "common.h" +#include "ColSphere.h" + +void +CColSphere::Set(float radius, const CVector ¢er, uint8 surf, uint8 piece) +{ + this->radius = radius; + this->center = center; + this->surface = surf; + this->piece = piece; +} \ No newline at end of file diff --git a/src/collision/ColSphere.h b/src/collision/ColSphere.h new file mode 100644 index 00000000..70e29763 --- /dev/null +++ b/src/collision/ColSphere.h @@ -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 ¢er, uint8 surf = SURFACE_DEFAULT, uint8 piece = 0); +}; \ No newline at end of file diff --git a/src/collision/ColTriangle.cpp b/src/collision/ColTriangle.cpp new file mode 100644 index 00000000..9120fcff --- /dev/null +++ b/src/collision/ColTriangle.cpp @@ -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 \ No newline at end of file diff --git a/src/collision/ColTriangle.h b/src/collision/ColTriangle.h new file mode 100644 index 00000000..9e918e38 --- /dev/null +++ b/src/collision/ColTriangle.h @@ -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 +}; \ No newline at end of file diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp new file mode 100644 index 00000000..41997e32 --- /dev/null +++ b/src/collision/Collision.cpp @@ -0,0 +1,2736 @@ +#include "common.h" + +#include "VuVector.h" +#include "main.h" +#include "Lists.h" +#include "Game.h" +#include "Zones.h" +#include "General.h" +#include "ZoneCull.h" +#include "World.h" +#include "Entity.h" +#include "Train.h" +#include "Streaming.h" +#include "Pad.h" +#include "DMAudio.h" +#include "Population.h" +#include "FileLoader.h" +#include "Replay.h" +#include "CutsceneMgr.h" +#include "RenderBuffer.h" +#include "SurfaceTable.h" +#include "Lines.h" +#include "Collision.h" +#include "Frontend.h" + +#ifdef VU_COLLISION +#include "VuCollision.h" + +inline int +GetVUresult(void) +{ +#ifdef GTA_PS2 + int ret; + __asm__ volatile ( + "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish + : "=r" (ret) + ); + return ret; +#else + return vi01; +#endif +} + +inline int +GetVUresult(CVuVector &point, CVuVector &normal, float &dist) +{ +#ifdef GTA_PS2 + int ret; + __asm__ volatile ( + "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish + "sqc2 vf01,(%1)\n" + "sqc2 vf02,(%2)\n" + "qmfc2 $12,vf03\n" + "sw $12,(%3)\n" + : "=r" (ret) + : "r" (&point), "r" (&normal), "r" (&dist) + : "$12" + ); + return ret; +#else + point = vf01; + normal = vf02; + dist = vf03.x; + return vi01; +#endif +} + +#endif + +eLevelName CCollision::ms_collisionInMemory; +CLinkList CCollision::ms_colModelCache; + +void +CCollision::Init(void) +{ + ms_colModelCache.Init(NUMCOLCACHELINKS); + ms_collisionInMemory = LEVEL_GENERIC; +} + +void +CCollision::Shutdown(void) +{ + ms_colModelCache.Shutdown(); +} + +void +CCollision::Update(void) +{ + CVector playerCoors; + playerCoors = FindPlayerCoors(); + eLevelName level = CTheZones::m_CurrLevel; + bool forceLevelChange = false; + + if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing()) + return; + + // hardcode a level if there are no zones + if(level == LEVEL_GENERIC){ + if(CGame::currLevel == LEVEL_INDUSTRIAL && + playerCoors.x < 400.0f){ + level = LEVEL_COMMERCIAL; + forceLevelChange = true; + }else if(CGame::currLevel == LEVEL_SUBURBAN && + playerCoors.x > -450.0f && playerCoors.y < -1400.0f){ + level = LEVEL_COMMERCIAL; + forceLevelChange = true; + }else{ + if(playerCoors.x > 800.0f){ + level = LEVEL_INDUSTRIAL; + forceLevelChange = true; + }else if(playerCoors.x < -800.0f){ + level = LEVEL_SUBURBAN; + forceLevelChange = true; + } + } + } + if(level != LEVEL_GENERIC && level != CGame::currLevel) + CGame::currLevel = level; + if(ms_collisionInMemory != CGame::currLevel) + LoadCollisionWhenINeedIt(forceLevelChange); + CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); +} + +eLevelName +GetCollisionInSectorList(CPtrList &list) +{ + CPtrNode *node; + CEntity *e; + int level; + + for(node = list.first; node; node = node->next){ + e = (CEntity*)node->item; + level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level; + if(level != LEVEL_GENERIC) + return (eLevelName)level; + } + return LEVEL_GENERIC; +} + +// Get a level this sector is in based on collision models +eLevelName +GetCollisionInSector(CSector §) +{ + int level; + + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]); + if(level == LEVEL_GENERIC) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]); + if(level == LEVEL_GENERIC) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]); + if(level == LEVEL_GENERIC) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]); + if(level == LEVEL_GENERIC) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]); + if(level == LEVEL_GENERIC) + level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]); + return (eLevelName)level; +} + +void +CCollision::LoadCollisionWhenINeedIt(bool forceChange) +{ + eLevelName level, l; + bool multipleLevels; + CVector playerCoors; + CVehicle *veh; + CEntryInfoNode *ei; + int sx, sy; + int xmin, xmax, ymin, ymax; + int x, y; + + level = LEVEL_GENERIC; + + playerCoors = FindPlayerCoors(); + sx = CWorld::GetSectorIndexX(playerCoors.x); + sy = CWorld::GetSectorIndexY(playerCoors.y); + multipleLevels = false; + + veh = FindPlayerVehicle(); + if(veh && veh->IsTrain()){ + if(((CTrain*)veh)->m_nDoorState != TRAIN_DOOR_OPEN) + return; + }else if(playerCoors.z < -4.0f && !CCullZones::DoINeedToLoadCollision()) + return; + + // Figure out whose level's collisions we're most likely to be interested in + if(!forceChange){ + if(veh && veh->IsBoat()){ + // on water we expect to be between levels + multipleLevels = true; + }else{ + xmin = Max(sx - 1, 0); + xmax = Min(sx + 1, NUMSECTORS_X-1); + ymin = Max(sy - 1, 0); + ymax = Min(sy + 1, NUMSECTORS_Y-1); + + for(x = xmin; x <= xmax; x++) + for(y = ymin; y <= ymax; y++){ + l = GetCollisionInSector(*CWorld::GetSector(x, y)); + if(l != LEVEL_GENERIC){ + if(level == LEVEL_GENERIC) + level = l; + if(level != l) + multipleLevels = true; + } + } + } + + if(multipleLevels && veh && veh->IsBoat()) + for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){ + level = GetCollisionInSector(*ei->sector); + if(level != LEVEL_GENERIC) + break; + } + } + + if (level == CGame::currLevel || forceChange) { +#ifdef FIX_BUGS + CTimer::Suspend(); +#else + CTimer::Stop(); +#endif + ISLAND_LOADING_IS(LOW) + { + DMAudio.SetEffectsFadeVol(0); + CPad::StopPadsShaking(); + LoadCollisionScreen(CGame::currLevel); + DMAudio.Service(); + } + + CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false); + + ISLAND_LOADING_ISNT(HIGH) + { + CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); + CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); + CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); + } + ISLAND_LOADING_IS(LOW) + { + CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); + CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); + CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); + CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); + CStreaming::RemoveUnusedModelsInLoadedList(); + CGame::TidyUpMemory(true, true); + CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); + } + + ms_collisionInMemory = CGame::currLevel; + CReplay::EmptyReplayBuffer(); + ISLAND_LOADING_IS(LOW) + { + if (CGame::currLevel != LEVEL_GENERIC) + LoadSplash(GetLevelSplashScreen(CGame::currLevel)); + CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); + CStreaming::RemoveUnusedBuildings(CGame::currLevel); + CStreaming::RequestBigBuildings(CGame::currLevel); + } +#ifdef NO_ISLAND_LOADING + else if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_MEDIUM) + CStreaming::RequestIslands(CGame::currLevel); +#endif + CStreaming::LoadAllRequestedModels(true); + + ISLAND_LOADING_IS(LOW) + { + CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); + + CGame::TidyUpMemory(true, true); + } +#ifdef FIX_BUGS + CTimer::Resume(); +#else + CTimer::Update(); +#endif + ISLAND_LOADING_IS(LOW) + DMAudio.SetEffectsFadeVol(127); + } +} + +#ifdef NO_ISLAND_LOADING +bool CCollision::bAlreadyLoaded = false; +#endif +void +CCollision::SortOutCollisionAfterLoad(void) +{ + if(ms_collisionInMemory == CGame::currLevel) + return; + ISLAND_LOADING_IS(LOW) + CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); + + if (CGame::currLevel != LEVEL_GENERIC) { +#ifdef NO_ISLAND_LOADING + if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) { + if (bAlreadyLoaded) { + ms_collisionInMemory = CGame::currLevel; + return; + } + bAlreadyLoaded = true; + CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL); + CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL); + CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN); + } else +#endif + CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); + if(!CGame::playingIntro) + LoadSplash(GetLevelSplashScreen(CGame::currLevel)); + } + ms_collisionInMemory = CGame::currLevel; + CGame::TidyUpMemory(true, false); +} + +void +CCollision::LoadCollisionScreen(eLevelName level) +{ + static Const char *levelNames[4] = { + "", + "IND_ZON", + "COM_ZON", + "SUB_ZON" + }; + + // Why twice? + LoadingIslandScreen(levelNames[level]); + LoadingIslandScreen(levelNames[level]); +} + +// +// Test +// + + +bool +CCollision::TestSphereSphere(const CColSphere &s1, const CColSphere &s2) +{ + float d = s1.radius + s2.radius; + return (s1.center - s2.center).MagnitudeSqr() < d*d; +} + +bool +CCollision::TestSphereBox(const CColSphere &sph, const CColBox &box) +{ + if(sph.center.x + sph.radius < box.min.x) return false; + if(sph.center.x - sph.radius > box.max.x) return false; + if(sph.center.y + sph.radius < box.min.y) return false; + if(sph.center.y - sph.radius > box.max.y) return false; + if(sph.center.z + sph.radius < box.min.z) return false; + if(sph.center.z - sph.radius > box.max.z) return false; + return true; +} + +bool +CCollision::TestLineBox(const CColLine &line, const CColBox &box) +{ + float t, x, y, z; + // If either line point is in the box, we have a collision + if(line.p0.x > box.min.x && line.p0.x < box.max.x && + line.p0.y > box.min.y && line.p0.y < box.max.y && + line.p0.z > box.min.z && line.p0.z < box.max.z) + return true; + if(line.p1.x > box.min.x && line.p1.x < box.max.x && + line.p1.y > box.min.y && line.p1.y < box.max.y && + line.p1.z > box.min.z && line.p1.z < box.max.z) + return true; + + // check if points are on opposite sides of min x plane + if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){ + // parameter along line where we intersect + t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x); + // y of intersection + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y){ + // z of intersection + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + return true; + } + } + + // same test with max x plane + if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){ + t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x); + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y){ + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + return true; + } + } + + // min y plne + if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){ + t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + return true; + } + } + + // max y plane + if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){ + t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + return true; + } + } + + // min z plne + if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){ + t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y) + return true; + } + } + + // max z plane + if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){ + t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y) + return true; + } + } + return false; +} + +bool +CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box) +{ + if(line.p0.x <= box.min.x) return false; + if(line.p0.y <= box.min.y) return false; + if(line.p0.x >= box.max.x) return false; + if(line.p0.y >= box.max.y) return false; + if(line.p0.z < line.p1.z){ + if(line.p0.z > box.max.z) return false; + if(line.p1.z < box.min.z) return false; + }else{ + if(line.p1.z > box.max.z) return false; + if(line.p0.z < box.min.z) return false; + } + return true; +} + +bool +CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) +{ +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri); + + if(GetVUresult()) + return true; + return false; +#else + float t; + CVector normal; + plane.GetNormal(normal); + + // if points are on the same side, no collision + if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f) + return false; + + // intersection parameter on line + t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal); + // find point of intersection + CVector p = line.p0 + (line.p1-line.p0)*t; + + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); + CVector2D vec1, vec2, vec3, vect; + + // We do the test in 2D. With the plane direction we + // can figure out how to project the vectors. + // normal = (c-a) x (b-a) + switch(plane.dir){ + case DIR_X_POS: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vc.y; vec2.y = vc.z; + vec3.x = vb.y; vec3.y = vb.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_X_NEG: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vb.y; vec2.y = vb.z; + vec3.x = vc.y; vec3.y = vc.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_Y_POS: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vc.z; vec2.y = vc.x; + vec3.x = vb.z; vec3.y = vb.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Y_NEG: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vb.z; vec2.y = vb.x; + vec3.x = vc.z; vec3.y = vc.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Z_POS: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vc.x; vec2.y = vc.y; + vec3.x = vb.x; vec3.y = vb.y; + vect.x = p.x; vect.y = p.y; + break; + case DIR_Z_NEG: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vb.x; vec2.y = vb.y; + vec3.x = vc.x; vec3.y = vc.y; + vect.x = p.x; vect.y = p.y; + break; + default: + assert(0); + } + // This is our triangle: + // 3-------2 + // \ P / + // \ / + // \ / + // 1 + // We can use the "2d cross product" to check on which side + // a vector is of another. Test is true if point is inside of all edges. + if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; + if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; + if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; + return true; +#endif +} + +// Test if line segment intersects with sphere. +// If the first point is inside the sphere this test does not register a collision! +// The code is reversed from the original code and rather ugly, see Process for a clear version. +// TODO: actually rewrite this mess +bool +CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph) +{ + CVector v01 = line.p1 - line.p0; // vector from p0 to p1 + CVector v0c = sph.center - line.p0; // vector from p0 to center + float linesq = v01.MagnitudeSqr(); + // I leave in the strange -2 factors even though they serve no real purpose + float projline = -2.0f * DotProduct(v01, v0c); // project v0c onto line + // Square of tangent from p0 multiplied by line length so we can compare with projline. + // The length of the tangent would be this: Sqrt((c-p0)^2 - r^2). + // Negative if p0 is inside the sphere! This breaks the test! + float tansq = 4.0f * linesq * + (sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius); + float diffsq = projline*projline - tansq; + // if diffsq < 0 that means the line is a passant, so no intersection + if(diffsq < 0.0f) + return false; + // projline (negative in GTA for some reason) is the point on the line + // in the middle of the two intersection points (startin from p0). + // Sqrt(diffsq) somehow works out to be the distance from that + // midpoint to the intersection points. + // So subtract that and get rid of the awkward scaling: + float f = (-projline - Sqrt(diffsq)) / (2.0f*linesq); + // f should now be in range [0, 1] for [p0, p1] + return f >= 0.0f && f <= 1.0f; +} + +bool +CCollision::TestSphereTriangle(const CColSphere &sphere, + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) +{ +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri); + + if(GetVUresult()) + return true; + return false; +#else + // If sphere and plane don't intersect, no collision + float planedist = plane.CalcPoint(sphere.center); + if(Abs(planedist) > sphere.radius) + return false; + + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); + + // calculate two orthogonal basis vectors for the triangle + CVector vec2 = vb - va; + float len = vec2.Magnitude(); + vec2 = vec2 * (1.0f/len); + CVector normal; + plane.GetNormal(normal); + CVector vec1 = CrossProduct(vec2, normal); + + // We know A has local coordinate [0,0] and B has [0,len]. + // Now calculate coordinates on triangle for these two vectors: + CVector vac = vc - va; + CVector vas = sphere.center - va; + CVector2D b(0.0f, len); + CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac)); + CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas)); + + // The three triangle lines partition the space into 6 sectors, + // find out in which the center lies. + int insideAB = CrossProduct2D(s, b) >= 0.0f; + int insideAC = CrossProduct2D(c, s) >= 0.0f; + int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f; + + int testcase = insideAB + insideAC + insideBC; + float dist = 0.0f; + switch(testcase){ + case 1: + // closest to a vertex + if(insideAB) dist = (sphere.center - vc).Magnitude(); + else if(insideAC) dist = (sphere.center - vb).Magnitude(); + else if(insideBC) dist = (sphere.center - va).Magnitude(); + else assert(0); + break; + case 2: + // closest to an edge + // looks like original game as DistToLine manually inlined + if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center); + else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center); + else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center); + else assert(0); + break; + case 3: + // center is in triangle + dist = Abs(planedist); + break; + default: + assert(0); + } + + return dist < sphere.radius; +#endif +} + +bool +CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough) +{ +#ifdef VU_COLLISION + CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CVuVector newline[2]; + TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); + + // If we don't intersect with the bounding box, no chance on the rest + if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) + return false; + + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(TestLineSphere(*(CColLine*)newline, model.spheres[i])) + return true; + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(TestLineBox(*(CColLine*)newline, model.boxes[i])) + return true; + } + + CalculateTrianglePlanes(&model); + int lastTest = -1; + VuTriangle vutri; + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lastTest = i; + break; + } +#ifdef FIX_BUGS + // no need to check first again + i++; +#endif + for(; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + if(GetVUresult()) + return true; + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lastTest = i; + + } + if(lastTest != -1 && GetVUresult()) + return true; + + return false; +#else + static CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CColLine newline(matTransform * line.p0, matTransform * line.p1); + + // If we don't intersect with the bounding box, no chance on the rest + if(!TestLineBox(newline, model.boundingBox)) + return false; + + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(TestLineSphere(newline, model.spheres[i])) + return true; + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(TestLineBox(newline, model.boxes[i])) + return true; + } + + CalculateTrianglePlanes(&model); + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i])) + return true; + } + + return false; +#endif +} + + +// +// Process +// + +// For Spheres mindist is the squared distance to its center +// For Lines mindist is between [0,1] + +bool +CCollision::ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq) +{ + CVector dist = s1.center - s2.center; + float d = dist.Magnitude() - s2.radius; // distance from s1's center to s2 + float depth = s1.radius - d; // sphere overlap + if(d < 0.0f) d = 0.0f; // clamp to zero, i.e. if s1's center is inside s2 + // no collision if sphere is not close enough + if(d*d < mindistsq && d < s1.radius){ + dist.Normalise(); + point.point = s1.center - dist*d; + point.normal = dist; +#ifndef VU_COLLISION + point.surfaceA = s1.surface; + point.pieceA = s1.piece; + point.surfaceB = s2.surface; + point.pieceB = s2.piece; +#endif + point.depth = depth; + mindistsq = d*d; // collision radius + return true; + } + return false; +} + +bool +CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq) +{ + CVector p; + CVector dist; + + // GTA's code is too complicated, uses a huge 3x3x3 if statement + // we can simplify the structure a lot + + // first make sure we have a collision at all + if(sph.center.x + sph.radius < box.min.x) return false; + if(sph.center.x - sph.radius > box.max.x) return false; + if(sph.center.y + sph.radius < box.min.y) return false; + if(sph.center.y - sph.radius > box.max.y) return false; + if(sph.center.z + sph.radius < box.min.z) return false; + if(sph.center.z - sph.radius > box.max.z) return false; + + // Now find out where the sphere center lies in relation to all the sides + int xpos = sph.center.x < box.min.x ? 1 : + sph.center.x > box.max.x ? 2 : + 0; + int ypos = sph.center.y < box.min.y ? 1 : + sph.center.y > box.max.y ? 2 : + 0; + int zpos = sph.center.z < box.min.z ? 1 : + sph.center.z > box.max.z ? 2 : + 0; + + if(xpos == 0 && ypos == 0 && zpos == 0){ + // sphere is inside the box + p = (box.min + box.max)*0.5f; + + dist = sph.center - p; + float lensq = dist.MagnitudeSqr(); + if(lensq < mindistsq){ + point.normal = dist * (1.0f/Sqrt(lensq)); + point.point = sph.center - point.normal; +#ifndef VU_COLLISION + point.surfaceA = sph.surface; + point.pieceA = sph.piece; + point.surfaceB = box.surface; + point.pieceB = box.piece; +#endif + + // find absolute distance to the closer side in each dimension + float dx = dist.x > 0.0f ? + box.max.x - sph.center.x : + sph.center.x - box.min.x; + float dy = dist.y > 0.0f ? + box.max.y - sph.center.y : + sph.center.y - box.min.y; + float dz = dist.z > 0.0f ? + box.max.z - sph.center.z : + sph.center.z - box.min.z; + // collision depth is maximum of that: + if(dx > dy && dx > dz) + point.depth = dx; + else if(dy > dz) + point.depth = dy; + else + point.depth = dz; + return true; + } + }else{ + // sphere is outside. + // closest point on box: + p.x = xpos == 1 ? box.min.x : + xpos == 2 ? box.max.x : + sph.center.x; + p.y = ypos == 1 ? box.min.y : + ypos == 2 ? box.max.y : + sph.center.y; + p.z = zpos == 1 ? box.min.z : + zpos == 2 ? box.max.z : + sph.center.z; + + dist = sph.center - p; + float lensq = dist.MagnitudeSqr(); + if(lensq < mindistsq){ + float len = Sqrt(lensq); + point.point = p; + point.normal = dist * (1.0f/len); +#ifndef VU_COLLISION + point.surfaceA = sph.surface; + point.pieceA = sph.piece; + point.surfaceB = box.surface; + point.pieceB = box.piece; +#endif + point.depth = sph.radius - len; + mindistsq = lensq; + return true; + } + } + return false; +} + +bool +CCollision::ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist) +{ + float mint, t, x, y, z; + CVector normal; + CVector p; + + mint = 1.0f; + // check if points are on opposite sides of min x plane + if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){ + // parameter along line where we intersect + t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x); + // y of intersection + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y){ + // z of intersection + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + if(t < mint){ + mint = t; + p = CVector(box.min.x, y, z); + normal = CVector(-1.0f, 0.0f, 0.0f); + } + } + } + + // max x plane + if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){ + t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x); + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y){ + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + if(t < mint){ + mint = t; + p = CVector(box.max.x, y, z); + normal = CVector(1.0f, 0.0f, 0.0f); + } + } + } + + // min y plne + if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){ + t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + if(t < mint){ + mint = t; + p = CVector(x, box.min.y, z); + normal = CVector(0.0f, -1.0f, 0.0f); + } + } + } + + // max y plane + if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){ + t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + z = line.p0.z + (line.p1.z - line.p0.z)*t; + if(z > box.min.z && z < box.max.z) + if(t < mint){ + mint = t; + p = CVector(x, box.max.y, z); + normal = CVector(0.0f, 1.0f, 0.0f); + } + } + } + + // min z plne + if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){ + t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y) + if(t < mint){ + mint = t; + p = CVector(x, y, box.min.z); + normal = CVector(0.0f, 0.0f, -1.0f); + } + } + } + + // max z plane + if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){ + t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z); + x = line.p0.x + (line.p1.x - line.p0.x)*t; + if(x > box.min.x && x < box.max.x){ + y = line.p0.y + (line.p1.y - line.p0.y)*t; + if(y > box.min.y && y < box.max.y) + if(t < mint){ + mint = t; + p = CVector(x, y, box.max.z); + normal = CVector(0.0f, 0.0f, 1.0f); + } + } + } + + if(mint >= mindist) + return false; + + point.point = p; + point.normal = normal; +#ifndef VU_COLLISION + point.surfaceA = 0; + point.pieceA = 0; + point.surfaceB = box.surface; + point.pieceB = box.piece; +#endif + mindist = mint; + + return true; +} + +// If line.p0 lies inside sphere, no collision is registered. +bool +CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist) +{ + CVector v01 = line.p1 - line.p0; + CVector v0c = sphere.center - line.p0; + float linesq = v01.MagnitudeSqr(); + // project v0c onto v01, scaled by |v01| this is the midpoint of the two intersections + float projline = DotProduct(v01, v0c); + // tangent of p0 to sphere, scaled by linesq just like projline^2 + float tansq = (v0c.MagnitudeSqr() - sphere.radius*sphere.radius) * linesq; + // this works out to be the square of the distance between the midpoint and the intersections + float diffsq = projline*projline - tansq; + // no intersection + if(diffsq < 0.0f) + return false; + // point of first intersection, in range [0,1] between p0 and p1 + float t = (projline - Sqrt(diffsq)) / linesq; + // if not on line or beyond mindist, no intersection + if(t < 0.0f || t > 1.0f || t >= mindist) + return false; + point.point = line.p0 + v01*t; + point.normal = point.point - sphere.center; + point.normal.Normalise(); +#ifndef VU_COLLISION + point.surfaceA = 0; + point.pieceA = 0; + point.surfaceB = sphere.surface; + point.pieceB = sphere.piece; +#endif + mindist = t; + return true; +} + +bool +CCollision::ProcessVerticalLineTriangle(const CColLine &line, + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, + CColPoint &point, float &mindist, CStoredCollPoly *poly) +{ +#ifdef VU_COLLISION + // not used in favour of optimized loops + bool res = ProcessLineTriangle(line, verts, tri, plane, point, mindist); + if(res && poly){ + poly->verts[0] = verts[tri.a].Get(); + poly->verts[1] = verts[tri.b].Get(); + poly->verts[2] = verts[tri.c].Get(); + poly->valid = true; + } + return res; +#else + float t; + CVector normal; + + const CVector &p0 = line.p0; + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); + + // early out bound rect test + if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false; + if(p0.x > va.x && p0.x > vb.x && p0.x > vc.x) return false; + if(p0.y < va.y && p0.y < vb.y && p0.y < vc.y) return false; + if(p0.y > va.y && p0.y > vb.y && p0.y > vc.y) return false; + + plane.GetNormal(normal); + // if points are on the same side, no collision + if(plane.CalcPoint(p0) * plane.CalcPoint(line.p1) > 0.0f) + return false; + + // intersection parameter on line + float h = (line.p1 - p0).z; + t = -plane.CalcPoint(p0) / (h * normal.z); + // early out if we're beyond the mindist + if(t >= mindist) + return false; + CVector p(p0.x, p0.y, p0.z + h*t); + + CVector2D vec1, vec2, vec3, vect; + switch(plane.dir){ + case DIR_X_POS: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vc.y; vec2.y = vc.z; + vec3.x = vb.y; vec3.y = vb.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_X_NEG: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vb.y; vec2.y = vb.z; + vec3.x = vc.y; vec3.y = vc.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_Y_POS: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vc.z; vec2.y = vc.x; + vec3.x = vb.z; vec3.y = vb.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Y_NEG: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vb.z; vec2.y = vb.x; + vec3.x = vc.z; vec3.y = vc.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Z_POS: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vc.x; vec2.y = vc.y; + vec3.x = vb.x; vec3.y = vb.y; + vect.x = p.x; vect.y = p.y; + break; + case DIR_Z_NEG: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vb.x; vec2.y = vb.y; + vec3.x = vc.x; vec3.y = vc.y; + vect.x = p.x; vect.y = p.y; + break; + default: + assert(0); + } + if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; + if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; + if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; + if(t >= mindist) return false; + point.point = p; + point.normal = normal; + point.surfaceA = 0; + point.pieceA = 0; + point.surfaceB = tri.surface; + point.pieceB = 0; + if(poly){ + poly->verts[0] = va; + poly->verts[1] = vb; + poly->verts[2] = vc; + poly->valid = true; + } + mindist = t; + return true; +#endif +} + +bool +CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly) +{ +#ifdef VU_COLLISION + if(!poly->valid) + return false; + + CVuVector p0 = pos; + CVuVector p1 = pos; + p1.z = z; + + CVector v01 = poly->verts[1] - poly->verts[0]; + CVector v02 = poly->verts[2] - poly->verts[0]; + CVuVector plane = CrossProduct(v02, v01); + plane.Normalise(); + plane.w = DotProduct(plane, poly->verts[0]); + + LineToTriangleCollision(p0, p1, poly->verts[0], poly->verts[1], poly->verts[2], plane); + + CVuVector pnt; + float dist; + if(!GetVUresult(pnt, plane, dist)) +#ifdef FIX_BUGS + // perhaps not needed but be safe + return poly->valid = false; +#else + return false; +#endif + point.point = pnt; + return true; +#else + float t; + + if(!poly->valid) + return false; + + // maybe inlined? + CColTrianglePlane plane; + plane.Set(poly->verts[0], poly->verts[1], poly->verts[2]); + + const CVector &va = poly->verts[0]; + const CVector &vb = poly->verts[1]; + const CVector &vc = poly->verts[2]; + CVector p0 = pos; + CVector p1(pos.x, pos.y, z); + + // The rest is pretty much CCollision::ProcessLineTriangle + + // if points are on the same side, no collision + if(plane.CalcPoint(p0) * plane.CalcPoint(p1) > 0.0f) + return poly->valid = false; + + // intersection parameter on line + CVector normal; + plane.GetNormal(normal); + t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, normal); + // find point of intersection + CVector p = p0 + (p1-p0)*t; + + CVector2D vec1, vec2, vec3, vect; + switch(plane.dir){ + case DIR_X_POS: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vc.y; vec2.y = vc.z; + vec3.x = vb.y; vec3.y = vb.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_X_NEG: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vb.y; vec2.y = vb.z; + vec3.x = vc.y; vec3.y = vc.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_Y_POS: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vc.z; vec2.y = vc.x; + vec3.x = vb.z; vec3.y = vb.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Y_NEG: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vb.z; vec2.y = vb.x; + vec3.x = vc.z; vec3.y = vc.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Z_POS: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vc.x; vec2.y = vc.y; + vec3.x = vb.x; vec3.y = vb.y; + vect.x = p.x; vect.y = p.y; + break; + case DIR_Z_NEG: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vb.x; vec2.y = vb.y; + vec3.x = vc.x; vec3.y = vc.y; + vect.x = p.x; vect.y = p.y; + break; + default: + assert(0); + } + if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return poly->valid = false; + if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return poly->valid = false; + if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return poly->valid = false; + point.point = p; + return poly->valid = true; +#endif +} + +bool +CCollision::ProcessLineTriangle(const CColLine &line, + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, + CColPoint &point, float &mindist) +{ +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri); + + CVuVector pnt, normal; + float dist; + if(GetVUresult(pnt, normal, dist)){ + if(dist < mindist){ + point.point = pnt; + point.normal = normal; + mindist = dist; + return true; + } + } + return false; +#else + float t; + CVector normal; + plane.GetNormal(normal); + + // if points are on the same side, no collision + if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f) + return false; + + // intersection parameter on line + t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal); + // early out if we're beyond the mindist + if(t >= mindist) + return false; + // find point of intersection + CVector p = line.p0 + (line.p1-line.p0)*t; + + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); + CVector2D vec1, vec2, vec3, vect; + + switch(plane.dir){ + case DIR_X_POS: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vc.y; vec2.y = vc.z; + vec3.x = vb.y; vec3.y = vb.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_X_NEG: + vec1.x = va.y; vec1.y = va.z; + vec2.x = vb.y; vec2.y = vb.z; + vec3.x = vc.y; vec3.y = vc.z; + vect.x = p.y; vect.y = p.z; + break; + case DIR_Y_POS: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vc.z; vec2.y = vc.x; + vec3.x = vb.z; vec3.y = vb.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Y_NEG: + vec1.x = va.z; vec1.y = va.x; + vec2.x = vb.z; vec2.y = vb.x; + vec3.x = vc.z; vec3.y = vc.x; + vect.x = p.z; vect.y = p.x; + break; + case DIR_Z_POS: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vc.x; vec2.y = vc.y; + vec3.x = vb.x; vec3.y = vb.y; + vect.x = p.x; vect.y = p.y; + break; + case DIR_Z_NEG: + vec1.x = va.x; vec1.y = va.y; + vec2.x = vb.x; vec2.y = vb.y; + vec3.x = vc.x; vec3.y = vc.y; + vect.x = p.x; vect.y = p.y; + break; + default: + assert(0); + } + if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; + if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; + if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; + if(t >= mindist) return false; + point.point = p; + point.normal = normal; + point.surfaceA = 0; + point.pieceA = 0; + point.surfaceB = tri.surface; + point.pieceB = 0; + mindist = t; + return true; +#endif +} + +bool +CCollision::ProcessSphereTriangle(const CColSphere &sphere, + const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, + CColPoint &point, float &mindistsq) +{ +#ifdef VU_COLLISION + // not used in favour of optimized loops + VuTriangle vutri; + verts[tri.a].Unpack(vutri.v0); + verts[tri.b].Unpack(vutri.v1); + verts[tri.c].Unpack(vutri.v2); + plane.Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri); + + CVuVector pnt, normal; + float dist; + if(GetVUresult(pnt, normal, dist) && dist*dist < mindistsq){ + float depth = sphere.radius - dist; + if(depth > point.depth){ + point.point = pnt; + point.normal = normal; + point.depth = depth; + mindistsq = dist*dist; + return true; + } + } + return false; +#else + // If sphere and plane don't intersect, no collision + float planedist = plane.CalcPoint(sphere.center); + float distsq = planedist*planedist; + if(Abs(planedist) > sphere.radius || distsq > mindistsq) + return false; + + const CVector &va = verts[tri.a].Get(); + const CVector &vb = verts[tri.b].Get(); + const CVector &vc = verts[tri.c].Get(); + + // calculate two orthogonal basis vectors for the triangle + CVector normal; + plane.GetNormal(normal); + CVector vec2 = vb - va; + float len = vec2.Magnitude(); + vec2 = vec2 * (1.0f/len); + CVector vec1 = CrossProduct(vec2, normal); + + // We know A has local coordinate [0,0] and B has [0,len]. + // Now calculate coordinates on triangle for these two vectors: + CVector vac = vc - va; + CVector vas = sphere.center - va; + CVector2D b(0.0f, len); + CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac)); + CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas)); + + // The three triangle lines partition the space into 6 sectors, + // find out in which the center lies. + int insideAB = CrossProduct2D(s, b) >= 0.0f; + int insideAC = CrossProduct2D(c, s) >= 0.0f; + int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f; + + int testcase = insideAB + insideAC + insideBC; + float dist = 0.0f; + CVector p; + switch(testcase){ + case 1: + // closest to a vertex + if(insideAB) p = vc; + else if(insideAC) p = vb; + else if(insideBC) p = va; + else assert(0); + dist = (sphere.center - p).Magnitude(); + break; + case 2: + // closest to an edge + // looks like original game as DistToLine manually inlined + if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p); + else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p); + else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p); + else assert(0); + break; + case 3: + // center is in triangle + dist = Abs(planedist); + p = sphere.center - normal*planedist; + break; + default: + assert(0); + } + + if(dist >= sphere.radius || dist*dist >= mindistsq) + return false; + + point.point = p; + point.normal = sphere.center - p; + point.normal.Normalise(); +#ifndef VU_COLLISION + point.surfaceA = sphere.surface; + point.pieceA = sphere.piece; + point.surfaceB = tri.surface; + point.pieceB = 0; +#endif + point.depth = sphere.radius - dist; + mindistsq = dist*dist; + return true; +#endif +} + +bool +CCollision::ProcessLineOfSight(const CColLine &line, + const CMatrix &matrix, CColModel &model, + CColPoint &point, float &mindist, bool ignoreSeeThrough) +{ +#ifdef VU_COLLISION + CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CVuVector newline[2]; + TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); + + if(mindist < 1.0f) + newline[1] = newline[0] + (newline[1] - newline[0])*mindist; + + // If we don't intersect with the bounding box, no chance on the rest + if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) + return false; + + float coldist = 1.0f; + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) + point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) + point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); + } + + CalculateTrianglePlanes(&model); + VuTriangle vutri; + CColTriangle *lasttri = nil; + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + break; + } +#ifdef FIX_BUGS + // no need to check first again + i++; +#endif + CVuVector pnt, normal; + float dist; + for(; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + if(GetVUresult(pnt, normal, dist)) + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + } + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + } + if(lasttri && GetVUresult(pnt, normal, dist)) + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + } + + + if(coldist < 1.0f){ + point.point = matrix * point.point; + point.normal = Multiply3x3(matrix, point.normal); + mindist *= coldist; + return true; + } + return false; +#else + static CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CColLine newline(matTransform * line.p0, matTransform * line.p1); + + // If we don't intersect with the bounding box, no chance on the rest + if(!TestLineBox(newline, model.boundingBox)) + return false; + + float coldist = mindist; + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + ProcessLineSphere(newline, model.spheres[i], point, coldist); + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + ProcessLineBox(newline, model.boxes[i], point, coldist); + } + + CalculateTrianglePlanes(&model); + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist); + } + + if(coldist < mindist){ + point.point = matrix * point.point; + point.normal = Multiply3x3(matrix, point.normal); + mindist = coldist; + return true; + } + return false; +#endif +} + +bool +CCollision::ProcessVerticalLine(const CColLine &line, + const CMatrix &matrix, CColModel &model, + CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly) +{ +#ifdef VU_COLLISION + static CStoredCollPoly TempStoredPoly; + CMatrix matTransform; + int i; + + // transform line to model space + Invert(matrix, matTransform); + CVuVector newline[2]; + TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); + + if(mindist < 1.0f) + newline[1] = newline[0] + (newline[1] - newline[0])*mindist; + + if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) + return false; + + float coldist = 1.0f; + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) + point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) + point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); + } + + CalculateTrianglePlanes(&model); + TempStoredPoly.valid = false; + if(model.numTriangles){ + bool registeredCol; + CColTriangle *lasttri = nil; + VuTriangle vutri; + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + break; + } +#ifdef FIX_BUGS + // no need to check first again + i++; +#endif + CVuVector pnt, normal; + float dist; + for(; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + + CColTriangle *tri = &model.triangles[i]; + model.vertices[tri->a].Unpack(vutri.v0); + model.vertices[tri->b].Unpack(vutri.v1); + model.vertices[tri->c].Unpack(vutri.v2); + model.trianglePlanes[i].Unpack(vutri.plane); + + if(GetVUresult(pnt, normal, dist)){ + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol){ + TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get(); + TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get(); + TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get(); + TempStoredPoly.valid = true; + } + + LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); + lasttri = tri; + } + if(lasttri && GetVUresult(pnt, normal, dist)){ + if(dist < coldist){ + point.point = pnt; + point.normal = normal; + point.Set(0, 0, lasttri->surface, 0); + coldist = dist; + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol){ + TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get(); + TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get(); + TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get(); + TempStoredPoly.valid = true; + } + } + + if(coldist < 1.0f){ + point.point = matrix * point.point; + point.normal = Multiply3x3(matrix, point.normal); + if(TempStoredPoly.valid && poly){ + *poly = TempStoredPoly; + poly->verts[0] = matrix * CVector(poly->verts[0]); + poly->verts[1] = matrix * CVector(poly->verts[1]); + poly->verts[2] = matrix * CVector(poly->verts[2]); + } + mindist *= coldist; + return true; + } + return false; +#else + static CStoredCollPoly TempStoredPoly; + int i; + + // transform line to model space + // Why does the game seem to do this differently than above? + CColLine newline(MultiplyInverse(matrix, line.p0), MultiplyInverse(matrix, line.p1)); + newline.p1.x = newline.p0.x; + newline.p1.y = newline.p0.y; + + if(!TestVerticalLineBox(newline, model.boundingBox)) + return false; + + float coldist = mindist; + for(i = 0; i < model.numSpheres; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; + ProcessLineSphere(newline, model.spheres[i], point, coldist); + } + + for(i = 0; i < model.numBoxes; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; + ProcessLineBox(newline, model.boxes[i], point, coldist); + } + + CalculateTrianglePlanes(&model); + TempStoredPoly.valid = false; + for(i = 0; i < model.numTriangles; i++){ + if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; + ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly); + } + + if(coldist < mindist){ + point.point = matrix * point.point; + point.normal = Multiply3x3(matrix, point.normal); + if(TempStoredPoly.valid && poly){ + *poly = TempStoredPoly; + poly->verts[0] = matrix * poly->verts[0]; + poly->verts[1] = matrix * poly->verts[1]; + poly->verts[2] = matrix * poly->verts[2]; + } + mindist = coldist; + return true; + } + return false; +#endif +} + +enum { + MAXNUMSPHERES = 128, + MAXNUMBOXES = 32, + MAXNUMLINES = 16, + MAXNUMTRIS = 600 +}; + +#ifdef VU_COLLISION +#ifdef GTA_PS2 +#define SPR(off) ((uint8*)(0x70000000 + (off))) +#else +static uint8 fakeSPR[16*1024]; +#define SPR(off) ((uint8*)(fakeSPR + (off))) +#endif +#endif + +// This checks model A's spheres and lines against model B's spheres, boxes and triangles. +// Returns the number of A's spheres that collide. +// Returned ColPoints are in world space. +// NB: only vehicles can have col models with lines, exactly 4, one for each wheel +int32 +CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA, + const CMatrix &matrixB, CColModel &modelB, + CColPoint *spherepoints, CColPoint *linepoints, float *linedists) +{ +#ifdef VU_COLLISION + CVuVector *aSpheresA = (CVuVector*)SPR(0x0000); + CVuVector *aSpheresB = (CVuVector*)SPR(0x0800); + CVuVector *aLinesA = (CVuVector*)SPR(0x1000); + int32 *aSphereIndicesA = (int32*)SPR(0x1200); + int32 *aSphereIndicesB = (int32*)SPR(0x1400); + int32 *aBoxIndicesB = (int32*)SPR(0x1600); + int32 *aTriangleIndicesB = (int32*)SPR(0x1680); + bool *aCollided = (bool*)SPR(0x1FE0); + CMatrix &matAB = *(CMatrix*)SPR(0x1FF0); + CMatrix &matBA = *(CMatrix*)SPR(0x2040); + int i, j, k; + + // From model A space to model B space + Invert(matrixB, matAB); + matAB *= matrixA; + + CVuVector bsphereAB; // bounding sphere of A in B space + TransformPoint(bsphereAB, matAB, *(RwV3d*)modelA.boundingSphere.center); // inlined + bsphereAB.w = modelA.boundingSphere.radius; + if(!TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boundingBox)) + return 0; + + // transform modelA's spheres and lines to B space + TransformPoints(aSpheresA, modelA.numSpheres, matAB, (RwV3d*)&modelA.spheres->center, sizeof(CColSphere)); + for(i = 0; i < modelA.numSpheres; i++) + aSpheresA[i].w = modelA.spheres[i].radius; + TransformPoints(aLinesA, modelA.numLines*2, matAB, (RwV3d*)&modelA.lines->p0, sizeof(CColLine)/2); + + // Test them against model B's bounding volumes + int numSpheresA = 0; + for(i = 0; i < modelA.numSpheres; i++) + if(TestSphereBox(*(CColSphere*)&aSpheresA[i], modelB.boundingBox)) + aSphereIndicesA[numSpheresA++] = i; + // No collision + if(numSpheresA == 0 && modelA.numLines == 0) + return 0; + + + // B to A space + Invert(matrixA, matBA); + matBA *= matrixB; + + // transform modelB's spheres to A space + TransformPoints(aSpheresB, modelB.numSpheres, matBA, (RwV3d*)&modelB.spheres->center, sizeof(CColSphere)); + for(i = 0; i < modelB.numSpheres; i++) + aSpheresB[i].w = modelB.spheres[i].radius; + + // Check model B against A's bounding volumes + int numSpheresB = 0; + int numBoxesB = 0; + int numTrianglesB = 0; + for(i = 0; i < modelB.numSpheres; i++) + if(TestSphereBox(*(CColSphere*)&aSpheresB[i], modelA.boundingBox)) + aSphereIndicesB[numSpheresB++] = i; + for(i = 0; i < modelB.numBoxes; i++) + if(TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boxes[i])) + aBoxIndicesB[numBoxesB++] = i; + CalculateTrianglePlanes(&modelB); + if(modelB.numTriangles){ + VuTriangle vutri; + // process the first triangle + CColTriangle *tri = &modelB.triangles[0]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[0].Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(bsphereAB, vutri); + + for(i = 1; i < modelB.numTriangles; i++){ + // set up the next triangle while VU0 is running + tri = &modelB.triangles[i]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[i].Unpack(vutri.plane); + + // check previous result + if(GetVUresult()) + aTriangleIndicesB[numTrianglesB++] = i-1; + + // kick off this one + SphereToTriangleCollisionCompressed(bsphereAB, vutri); + } + + // check last result + if(GetVUresult()) + aTriangleIndicesB[numTrianglesB++] = i-1; + } + // No collision + if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0) + return 0; + + // We now have the collision volumes in A and B that are worth processing. + + // Process A's spheres against B's collision volumes + int numCollisions = 0; + spherepoints[numCollisions].depth = -1.0f; + for(i = 0; i < numSpheresA; i++){ + float coldist = 1.0e24f; + bool hasCollided = false; + CColSphere *sphA = &modelA.spheres[aSphereIndicesA[i]]; + CVuVector *vusphA = &aSpheresA[aSphereIndicesA[i]]; + + for(j = 0; j < numSpheresB; j++) + // This actually looks like something was inlined here + if(ProcessSphereSphere(*(CColSphere*)vusphA, modelB.spheres[aSphereIndicesB[j]], + spherepoints[numCollisions], coldist)){ + spherepoints[numCollisions].Set( + sphA->surface, sphA->piece, + modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece); + hasCollided = true; + } + for(j = 0; j < numBoxesB; j++) + if(ProcessSphereBox(*(CColSphere*)vusphA, modelB.boxes[aBoxIndicesB[j]], + spherepoints[numCollisions], coldist)){ + spherepoints[numCollisions].Set( + sphA->surface, sphA->piece, + modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece); + hasCollided = true; + } + if(numTrianglesB){ + CVuVector point, normal; + float depth; + bool registeredCol; + CColTriangle *lasttri; + + VuTriangle vutri; + // process the first triangle + k = aTriangleIndicesB[0]; + CColTriangle *tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + SphereToTriangleCollisionCompressed(*vusphA, vutri); + lasttri = tri; + + for(j = 1; j < numTrianglesB; j++){ + k = aTriangleIndicesB[j]; + // set up the next triangle while VU0 is running + tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + // check previous result + // TODO: this looks inlined but spherepoints[numCollisions] does not... + if(GetVUresult(point, normal, depth)){ + depth = sphA->radius - depth; + if(depth > spherepoints[numCollisions].depth){ + spherepoints[numCollisions].point = point; + spherepoints[numCollisions].normal = normal; + spherepoints[numCollisions].Set(depth, + sphA->surface, sphA->piece, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + hasCollided = true; + + // kick off this one + SphereToTriangleCollisionCompressed(*vusphA, vutri); + lasttri = tri; + } + + // check last result + // TODO: this looks inlined but spherepoints[numCollisions] does not... + if(GetVUresult(point, normal, depth)){ + depth = sphA->radius - depth; + if(depth > spherepoints[numCollisions].depth){ + spherepoints[numCollisions].point = point; + spherepoints[numCollisions].normal = normal; + spherepoints[numCollisions].Set(depth, + sphA->surface, sphA->piece, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + hasCollided = true; + } + + if(hasCollided){ + numCollisions++; + if(numCollisions == MAX_COLLISION_POINTS) + break; + spherepoints[numCollisions].depth = -1.0f; + } + } + for(i = 0; i < numCollisions; i++){ + // TODO: both VU0 macros + spherepoints[i].point = matrixB * spherepoints[i].point; + spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal); + } + + // And the same thing for the lines in A + for(i = 0; i < modelA.numLines; i++){ + aCollided[i] = false; + CVuVector *lineA = &aLinesA[i*2]; + + for(j = 0; j < numSpheresB; j++) + if(ProcessLineSphere(*(CColLine*)lineA, modelB.spheres[aSphereIndicesB[j]], + linepoints[i], linedists[i])){ + linepoints[i].Set(0, 0, +#ifdef FIX_BUGS + modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece); +#else + modelB.spheres[j].surface, modelB.spheres[j].piece); +#endif + aCollided[i] = true; + } + for(j = 0; j < numBoxesB; j++) + if(ProcessLineBox(*(CColLine*)lineA, modelB.boxes[aBoxIndicesB[j]], + linepoints[i], linedists[i])){ + linepoints[i].Set(0, 0, + modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece); + aCollided[i] = true; + } + if(numTrianglesB){ + CVuVector point, normal; + float dist; + bool registeredCol; + CColTriangle *lasttri; + + VuTriangle vutri; + // process the first triangle + k = aTriangleIndicesB[0]; + CColTriangle *tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri); + lasttri = tri; + + for(j = 1; j < numTrianglesB; j++){ + k = aTriangleIndicesB[j]; + // set up the next triangle while VU0 is running + CColTriangle *tri = &modelB.triangles[k]; + modelB.vertices[tri->a].Unpack(vutri.v0); + modelB.vertices[tri->b].Unpack(vutri.v1); + modelB.vertices[tri->c].Unpack(vutri.v2); + modelB.trianglePlanes[k].Unpack(vutri.plane); + + // check previous result + // TODO: this again somewhat looks inlined + if(GetVUresult(point, normal, dist)){ + if(dist < linedists[i]){ + linepoints[i].point = point; + linepoints[i].normal = normal; + linedists[i] = dist; + linepoints[i].Set(0, 0, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + aCollided[i] = true; + + // kick of this one + LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri); + lasttri = tri; + } + + // check last result + if(GetVUresult(point, normal, dist)){ + if(dist < linedists[i]){ + linepoints[i].point = point; + linepoints[i].normal = normal; + linedists[i] = dist; + linepoints[i].Set(0, 0, lasttri->surface, 0); + registeredCol = true; + }else + registeredCol = false; + }else + registeredCol = false; + + if(registeredCol) + aCollided[i] = true; + } + + if(aCollided[i]){ + // TODO: both VU0 macros + linepoints[i].point = matrixB * linepoints[i].point; + linepoints[i].normal = Multiply3x3(matrixB, linepoints[i].normal); + } + } + + return numCollisions; // sphere collisions +#else + static int aSphereIndicesA[MAXNUMSPHERES]; + static int aLineIndicesA[MAXNUMLINES]; + static int aSphereIndicesB[MAXNUMSPHERES]; + static int aBoxIndicesB[MAXNUMBOXES]; + static int aTriangleIndicesB[MAXNUMTRIS]; + static bool aCollided[MAXNUMLINES]; + static CColSphere aSpheresA[MAXNUMSPHERES]; + static CColLine aLinesA[MAXNUMLINES]; + static CMatrix matAB, matBA; + CColSphere s; + int i, j; + + assert(modelA.numSpheres <= MAXNUMSPHERES); + assert(modelA.numLines <= MAXNUMLINES); + + // From model A space to model B space + matAB = Invert(matrixB, matAB); + matAB *= matrixA; + + CColSphere bsphereAB; // bounding sphere of A in B space + bsphereAB.radius = modelA.boundingSphere.radius; + bsphereAB.center = matAB * modelA.boundingSphere.center; + if(!TestSphereBox(bsphereAB, modelB.boundingBox)) + return 0; + // B to A space + matBA = Invert(matrixA, matBA); + matBA *= matrixB; + + // transform modelA's spheres and lines to B space + for(i = 0; i < modelA.numSpheres; i++){ + CColSphere &s = modelA.spheres[i]; + aSpheresA[i].Set(s.radius, matAB * s.center, s.surface, s.piece); + } + for(i = 0; i < modelA.numLines; i++) + aLinesA[i].Set(matAB * modelA.lines[i].p0, matAB * modelA.lines[i].p1); + + // Test them against model B's bounding volumes + int numSpheresA = 0; + int numLinesA = 0; + for(i = 0; i < modelA.numSpheres; i++) + if(TestSphereBox(aSpheresA[i], modelB.boundingBox)) + aSphereIndicesA[numSpheresA++] = i; + // no actual check??? + for(i = 0; i < modelA.numLines; i++) + aLineIndicesA[numLinesA++] = i; + // No collision + if(numSpheresA == 0 && numLinesA == 0) + return 0; + + // Check model B against A's bounding volumes + int numSpheresB = 0; + int numBoxesB = 0; + int numTrianglesB = 0; + for(i = 0; i < modelB.numSpheres; i++){ + s.radius = modelB.spheres[i].radius; + s.center = matBA * modelB.spheres[i].center; + if(TestSphereBox(s, modelA.boundingBox)) + aSphereIndicesB[numSpheresB++] = i; + } + for(i = 0; i < modelB.numBoxes; i++) + if(TestSphereBox(bsphereAB, modelB.boxes[i])) + aBoxIndicesB[numBoxesB++] = i; + CalculateTrianglePlanes(&modelB); + for(i = 0; i < modelB.numTriangles; i++) + if(TestSphereTriangle(bsphereAB, modelB.vertices, modelB.triangles[i], modelB.trianglePlanes[i])) + aTriangleIndicesB[numTrianglesB++] = i; + assert(numSpheresB <= MAXNUMSPHERES); + assert(numBoxesB <= MAXNUMBOXES); + assert(numTrianglesB <= MAXNUMTRIS); + // No collision + if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0) + return 0; + + // We now have the collision volumes in A and B that are worth processing. + + // Process A's spheres against B's collision volumes + int numCollisions = 0; + for(i = 0; i < numSpheresA; i++){ + float coldist = 1.0e24f; + bool hasCollided = false; + + for(j = 0; j < numSpheresB; j++) + hasCollided |= ProcessSphereSphere( + aSpheresA[aSphereIndicesA[i]], + modelB.spheres[aSphereIndicesB[j]], + spherepoints[numCollisions], coldist); + for(j = 0; j < numBoxesB; j++) + hasCollided |= ProcessSphereBox( + aSpheresA[aSphereIndicesA[i]], + modelB.boxes[aBoxIndicesB[j]], + spherepoints[numCollisions], coldist); + for(j = 0; j < numTrianglesB; j++) + hasCollided |= ProcessSphereTriangle( + aSpheresA[aSphereIndicesA[i]], + modelB.vertices, + modelB.triangles[aTriangleIndicesB[j]], + modelB.trianglePlanes[aTriangleIndicesB[j]], + spherepoints[numCollisions], coldist); + + if(hasCollided) + numCollisions++; + } + for(i = 0; i < numCollisions; i++){ + spherepoints[i].point = matrixB * spherepoints[i].point; + spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal); + } + + // And the same thing for the lines in A + for(i = 0; i < numLinesA; i++){ + aCollided[i] = false; + + for(j = 0; j < numSpheresB; j++) + aCollided[i] |= ProcessLineSphere( + aLinesA[aLineIndicesA[i]], + modelB.spheres[aSphereIndicesB[j]], + linepoints[aLineIndicesA[i]], + linedists[aLineIndicesA[i]]); + for(j = 0; j < numBoxesB; j++) + aCollided[i] |= ProcessLineBox( + aLinesA[aLineIndicesA[i]], + modelB.boxes[aBoxIndicesB[j]], + linepoints[aLineIndicesA[i]], + linedists[aLineIndicesA[i]]); + for(j = 0; j < numTrianglesB; j++) + aCollided[i] |= ProcessLineTriangle( + aLinesA[aLineIndicesA[i]], + modelB.vertices, + modelB.triangles[aTriangleIndicesB[j]], + modelB.trianglePlanes[aTriangleIndicesB[j]], + linepoints[aLineIndicesA[i]], + linedists[aLineIndicesA[i]]); + } + for(i = 0; i < numLinesA; i++) + if(aCollided[i]){ + j = aLineIndicesA[i]; + linepoints[j].point = matrixB * linepoints[j].point; + linepoints[j].normal = Multiply3x3(matrixB, linepoints[j].normal); + } + + return numCollisions; // sphere collisions +#endif +} + + +// +// Misc +// + +float +CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point) +{ + float lensq = (*l1 - *l0).MagnitudeSqr(); + float dot = DotProduct(*point - *l0, *l1 - *l0); + // Between 0 and len we're above the line. + // if not, calculate distance to endpoint + if(dot <= 0.0f) + return (*point - *l0).Magnitude(); + if(dot >= lensq) + return (*point - *l1).Magnitude(); + // distance to line + return Sqrt((*point - *l0).MagnitudeSqr() - dot*dot/lensq); +} + +// same as above but also return the point on the line +float +CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest) +{ + float lensq = (*l1 - *l0).MagnitudeSqr(); + float dot = DotProduct(*point - *l0, *l1 - *l0); + // find out which point we're closest to + if(dot <= 0.0f) + closest = *l0; + else if(dot >= lensq) + closest = *l1; + else + closest = *l0 + (*l1 - *l0)*(dot/lensq); + // this is the distance + return (*point - closest).Magnitude(); +} + +void +CCollision::CalculateTrianglePlanes(CColModel *model) +{ + assert(model); + if(model->numTriangles == 0) + return; + + CLink *lptr; + if(model->trianglePlanes){ + // re-insert at front so it's not removed again soon + lptr = model->GetLinkPtr(); + lptr->Remove(); + ms_colModelCache.head.Insert(lptr); + }else{ + lptr = ms_colModelCache.Insert(model); + if(lptr == nil){ + // make room if we have to, remove last in list + lptr = ms_colModelCache.tail.prev; + assert(lptr); + assert(lptr->item); + lptr->item->RemoveTrianglePlanes(); + ms_colModelCache.Remove(lptr); + // now this cannot fail + lptr = ms_colModelCache.Insert(model); + assert(lptr); + } + model->CalculateTrianglePlanes(); + model->SetLinkPtr(lptr); + } +} + +void +CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel) +{ + int i; + CVector min, max; + CVector verts[8]; + CVector c; + float r; + + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + + min = colModel.boundingBox.min; + max = colModel.boundingBox.max; + + verts[0] = mat * CVector(min.x, min.y, min.z); + verts[1] = mat * CVector(min.x, min.y, max.z); + verts[2] = mat * CVector(min.x, max.y, min.z); + verts[3] = mat * CVector(min.x, max.y, max.z); + verts[4] = mat * CVector(max.x, min.y, min.z); + verts[5] = mat * CVector(max.x, min.y, max.z); + verts[6] = mat * CVector(max.x, max.y, min.z); + verts[7] = mat * CVector(max.x, max.y, max.z); + + CLines::RenderLineWithClipping( + verts[0].x, verts[0].y, verts[0].z, + verts[1].x, verts[1].y, verts[1].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[1].x, verts[1].y, verts[1].z, + verts[3].x, verts[3].y, verts[3].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[3].x, verts[3].y, verts[3].z, + verts[2].x, verts[2].y, verts[2].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[2].x, verts[2].y, verts[2].z, + verts[0].x, verts[0].y, verts[0].z, + 0xFF0000FF, 0xFF0000FF); + + CLines::RenderLineWithClipping( + verts[4].x, verts[4].y, verts[4].z, + verts[5].x, verts[5].y, verts[5].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[5].x, verts[5].y, verts[5].z, + verts[7].x, verts[7].y, verts[7].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[7].x, verts[7].y, verts[7].z, + verts[6].x, verts[6].y, verts[6].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[6].x, verts[6].y, verts[6].z, + verts[4].x, verts[4].y, verts[4].z, + 0xFF0000FF, 0xFF0000FF); + + CLines::RenderLineWithClipping( + verts[0].x, verts[0].y, verts[0].z, + verts[4].x, verts[4].y, verts[4].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[1].x, verts[1].y, verts[1].z, + verts[5].x, verts[5].y, verts[5].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[2].x, verts[2].y, verts[2].z, + verts[6].x, verts[6].y, verts[6].z, + 0xFF0000FF, 0xFF0000FF); + CLines::RenderLineWithClipping( + verts[3].x, verts[3].y, verts[3].z, + verts[7].x, verts[7].y, verts[7].z, + 0xFF0000FF, 0xFF0000FF); + + for(i = 0; i < colModel.numSpheres; i++){ + c = mat * colModel.spheres[i].center; + r = colModel.spheres[i].radius; + + CLines::RenderLineWithClipping( + c.x, c.y, c.z-r, + c.x-r, c.y-r, c.z, + 0xFF00FFFF, 0xFF00FFFF); + CLines::RenderLineWithClipping( + c.x, c.y, c.z-r, + c.x-r, c.y+r, c.z, + 0xFF00FFFF, 0xFF00FFFF); + CLines::RenderLineWithClipping( + c.x, c.y, c.z-r, + c.x+r, c.y-r, c.z, + 0xFF00FFFF, 0xFF00FFFF); + CLines::RenderLineWithClipping( + c.x, c.y, c.z-r, + c.x+r, c.y+r, c.z, + 0xFF00FFFF, 0xFF00FFFF); + CLines::RenderLineWithClipping( + c.x-r, c.y-r, c.z, + c.x, c.y, c.z+r, + 0xFF00FFFF, 0xFF00FFFF); + CLines::RenderLineWithClipping( + c.x-r, c.y+r, c.z, + c.x, c.y, c.z+r, + 0xFF00FFFF, 0xFF00FFFF); + CLines::RenderLineWithClipping( + c.x+r, c.y-r, c.z, + c.x, c.y, c.z+r, + 0xFF00FFFF, 0xFF00FFFF); + CLines::RenderLineWithClipping( + c.x+r, c.y+r, c.z, + c.x, c.y, c.z+r, + 0xFF00FFFF, 0xFF00FFFF); + } + + for(i = 0; i < colModel.numLines; i++){ + verts[0] = colModel.lines[i].p0; + verts[1] = colModel.lines[i].p1; + + verts[0] = mat * verts[0]; + verts[1] = mat * verts[1]; + + CLines::RenderLineWithClipping( + verts[0].x, verts[0].y, verts[0].z, + verts[1].x, verts[1].y, verts[1].z, + 0x00FFFFFF, 0x00FFFFFF); + } + + for(i = 0; i < colModel.numBoxes; i++){ + min = colModel.boxes[i].min; + max = colModel.boxes[i].max; + + verts[0] = mat * CVector(min.x, min.y, min.z); + verts[1] = mat * CVector(min.x, min.y, max.z); + verts[2] = mat * CVector(min.x, max.y, min.z); + verts[3] = mat * CVector(min.x, max.y, max.z); + verts[4] = mat * CVector(max.x, min.y, min.z); + verts[5] = mat * CVector(max.x, min.y, max.z); + verts[6] = mat * CVector(max.x, max.y, min.z); + verts[7] = mat * CVector(max.x, max.y, max.z); + + CLines::RenderLineWithClipping( + verts[0].x, verts[0].y, verts[0].z, + verts[1].x, verts[1].y, verts[1].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[1].x, verts[1].y, verts[1].z, + verts[3].x, verts[3].y, verts[3].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[3].x, verts[3].y, verts[3].z, + verts[2].x, verts[2].y, verts[2].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[2].x, verts[2].y, verts[2].z, + verts[0].x, verts[0].y, verts[0].z, + 0xFFFFFFFF, 0xFFFFFFFF); + + CLines::RenderLineWithClipping( + verts[4].x, verts[4].y, verts[4].z, + verts[5].x, verts[5].y, verts[5].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[5].x, verts[5].y, verts[5].z, + verts[7].x, verts[7].y, verts[7].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[7].x, verts[7].y, verts[7].z, + verts[6].x, verts[6].y, verts[6].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[6].x, verts[6].y, verts[6].z, + verts[4].x, verts[4].y, verts[4].z, + 0xFFFFFFFF, 0xFFFFFFFF); + + CLines::RenderLineWithClipping( + verts[0].x, verts[0].y, verts[0].z, + verts[4].x, verts[4].y, verts[4].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[1].x, verts[1].y, verts[1].z, + verts[5].x, verts[5].y, verts[5].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[2].x, verts[2].y, verts[2].z, + verts[6].x, verts[6].y, verts[6].z, + 0xFFFFFFFF, 0xFFFFFFFF); + CLines::RenderLineWithClipping( + verts[3].x, verts[3].y, verts[3].z, + verts[7].x, verts[7].y, verts[7].z, + 0xFFFFFFFF, 0xFFFFFFFF); + } + + for(i = 0; i < colModel.numTriangles; i++){ + colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a); + colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b); + colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c); + verts[0] = mat * verts[0]; + verts[1] = mat * verts[1]; + verts[2] = mat * verts[2]; + CLines::RenderLineWithClipping( + verts[0].x, verts[0].y, verts[0].z, + verts[1].x, verts[1].y, verts[1].z, + 0x00FF00FF, 0x00FF00FF); + CLines::RenderLineWithClipping( + verts[0].x, verts[0].y, verts[0].z, + verts[2].x, verts[2].y, verts[2].z, + 0x00FF00FF, 0x00FF00FF); + CLines::RenderLineWithClipping( + verts[1].x, verts[1].y, verts[1].z, + verts[2].x, verts[2].y, verts[2].z, + 0x00FF00FF, 0x00FF00FF); + } + + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); +} + +void +CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id) +{ + int i; + int s; + float f; + CVector verts[8]; + CVector min, max; + int r, g, b; + RwImVertexIndex *iptr; + RwIm3DVertex *vptr; + + RenderBuffer::ClearRenderBuffer(); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); + + for(i = 0; i < colModel.numTriangles; i++){ + colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a); + colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b); + colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c); + verts[0] = mat * verts[0]; + verts[1] = mat * verts[1]; + verts[2] = mat * verts[2]; + + // game doesn't do this + r = 255; + g = 128; + b = 0; + + s = colModel.triangles[i].surface; + f = (s & 0xF)/32.0f + 0.5f; + switch(CSurfaceTable::GetAdhesionGroup(s)){ + case ADHESIVE_RUBBER: + r = f * 255.0f; + g = 0; + b = 0; + break; + case ADHESIVE_HARD: + r = f*255.0f; + g = f*255.0f; + b = f*128.0f; + break; + case ADHESIVE_ROAD: + r = f*128.0f; + g = f*128.0f; + b = f*128.0f; + break; + case ADHESIVE_LOOSE: + r = 0; + g = f * 255.0f; + b = 0; + break; + case ADHESIVE_WET: + r = 0; + g = 0; + b = f * 255.0f; + break; + default: + // this doesn't make much sense + r *= f; + g *= f; + b *= f; + } + + if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE || + s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE) + if(CTimer::GetFrameCounter() & 1){ + r = 0; + g = 0; + b = 0; + } + + if(s > SURFACE_METAL_GATE){ + r = CGeneral::GetRandomNumber(); + g = CGeneral::GetRandomNumber(); + b = CGeneral::GetRandomNumber(); + printf("Illegal surfacetype:%d on MI:%d\n", s, id); + } + + RenderBuffer::StartStoring(6, 3, &iptr, &vptr); + RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255); + RwIm3DVertexSetU(&vptr[0], 0.0f); + RwIm3DVertexSetV(&vptr[0], 0.0f); + RwIm3DVertexSetU(&vptr[1], 0.0f); + RwIm3DVertexSetV(&vptr[1], 1.0f); + RwIm3DVertexSetU(&vptr[2], 1.0f); + RwIm3DVertexSetV(&vptr[2], 1.0f); + RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z); + RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z); + RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z); + iptr[0] = 0; iptr[1] = 1; iptr[2] = 2; + iptr[3] = 0; iptr[4] = 2; iptr[5] = 1; + RenderBuffer::StopStoring(); + } + + for(i = 0; i < colModel.numBoxes; i++){ + min = colModel.boxes[i].min; + max = colModel.boxes[i].max; + + verts[0] = mat * CVector(min.x, min.y, min.z); + verts[1] = mat * CVector(min.x, min.y, max.z); + verts[2] = mat * CVector(min.x, max.y, min.z); + verts[3] = mat * CVector(min.x, max.y, max.z); + verts[4] = mat * CVector(max.x, min.y, min.z); + verts[5] = mat * CVector(max.x, min.y, max.z); + verts[6] = mat * CVector(max.x, max.y, min.z); + verts[7] = mat * CVector(max.x, max.y, max.z); + + s = colModel.boxes[i].surface; + f = (s & 0xF)/32.0f + 0.5f; + switch(CSurfaceTable::GetAdhesionGroup(s)){ + case ADHESIVE_RUBBER: + r = f * 255.0f; + g = 0; + b = 0; + break; + case ADHESIVE_HARD: + r = f*255.0f; + g = f*255.0f; + b = f*128.0f; + break; + case ADHESIVE_ROAD: + r = f*128.0f; + g = f*128.0f; + b = f*128.0f; + break; + case ADHESIVE_LOOSE: + r = 0; + g = f * 255.0f; + b = 0; + break; + case ADHESIVE_WET: + r = 0; + g = 0; + b = f * 255.0f; + break; + default: + // this doesn't make much sense + r *= f; + g *= f; + b *= f; + } + + if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE || + s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE) + if(CTimer::GetFrameCounter() & 1){ + r = 0; + g = 0; + b = 0; + } + + RenderBuffer::StartStoring(36, 8, &iptr, &vptr); + RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[3], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[4], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[5], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[6], r, g, b, 255); + RwIm3DVertexSetRGBA(&vptr[7], r, g, b, 255); + RwIm3DVertexSetU(&vptr[0], 0.0f); + RwIm3DVertexSetV(&vptr[0], 0.0f); + RwIm3DVertexSetU(&vptr[1], 0.0f); + RwIm3DVertexSetV(&vptr[1], 1.0f); + RwIm3DVertexSetU(&vptr[2], 1.0f); + RwIm3DVertexSetV(&vptr[2], 1.0f); + RwIm3DVertexSetU(&vptr[3], 0.0f); + RwIm3DVertexSetV(&vptr[3], 0.0f); + RwIm3DVertexSetU(&vptr[4], 0.0f); + RwIm3DVertexSetV(&vptr[4], 1.0f); + RwIm3DVertexSetU(&vptr[5], 1.0f); + RwIm3DVertexSetV(&vptr[5], 1.0f); + RwIm3DVertexSetU(&vptr[6], 0.0f); + RwIm3DVertexSetV(&vptr[6], 1.0f); + RwIm3DVertexSetU(&vptr[7], 1.0f); + RwIm3DVertexSetV(&vptr[7], 1.0f); + RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z); + RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z); + RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z); + RwIm3DVertexSetPos(&vptr[3], verts[3].x, verts[3].y, verts[3].z); + RwIm3DVertexSetPos(&vptr[4], verts[4].x, verts[4].y, verts[4].z); + RwIm3DVertexSetPos(&vptr[5], verts[5].x, verts[5].y, verts[5].z); + RwIm3DVertexSetPos(&vptr[6], verts[6].x, verts[6].y, verts[6].z); + RwIm3DVertexSetPos(&vptr[7], verts[7].x, verts[7].y, verts[7].z); + iptr[0] = 0; iptr[1] = 1; iptr[2] = 2; + iptr[3] = 1; iptr[4] = 3; iptr[5] = 2; + iptr[6] = 1; iptr[7] = 5; iptr[8] = 7; + iptr[9] = 1; iptr[10] = 7; iptr[11] = 3; + iptr[12] = 2; iptr[13] = 3; iptr[14] = 7; + iptr[15] = 2; iptr[16] = 7; iptr[17] = 6; + iptr[18] = 0; iptr[19] = 5; iptr[20] = 1; + iptr[21] = 0; iptr[22] = 4; iptr[23] = 5; + iptr[24] = 0; iptr[25] = 2; iptr[26] = 4; + iptr[27] = 2; iptr[28] = 6; iptr[29] = 4; + iptr[30] = 4; iptr[31] = 6; iptr[32] = 7; + iptr[33] = 4; iptr[34] = 7; iptr[35] = 5; + RenderBuffer::StopStoring(); + } + + RenderBuffer::RenderStuffInBuffer(); + RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); + RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); + RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); + RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); + RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); +} \ No newline at end of file diff --git a/src/collision/Collision.h b/src/collision/Collision.h new file mode 100644 index 00000000..f4270bc5 --- /dev/null +++ b/src/collision/Collision.h @@ -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 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); +}; diff --git a/src/collision/CompressedVector.h b/src/collision/CompressedVector.h new file mode 100644 index 00000000..d54e49b1 --- /dev/null +++ b/src/collision/CompressedVector.h @@ -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 +}; \ No newline at end of file diff --git a/src/collision/TempColModels.cpp b/src/collision/TempColModels.cpp new file mode 100644 index 00000000..849eb01e --- /dev/null +++ b/src/collision/TempColModels.cpp @@ -0,0 +1,296 @@ +#include "common.h" + +#include "TempColModels.h" + +CColModel CTempColModels::ms_colModelPed1; +CColModel CTempColModels::ms_colModelPed2; +CColModel CTempColModels::ms_colModelBBox; +CColModel CTempColModels::ms_colModelBumper1; +CColModel CTempColModels::ms_colModelWheel1; +CColModel CTempColModels::ms_colModelPanel1; +CColModel CTempColModels::ms_colModelBodyPart2; +CColModel CTempColModels::ms_colModelBodyPart1; +CColModel CTempColModels::ms_colModelCutObj[5]; +CColModel CTempColModels::ms_colModelPedGroundHit; +CColModel CTempColModels::ms_colModelBoot1; +CColModel CTempColModels::ms_colModelDoor1; +CColModel CTempColModels::ms_colModelBonnet1; + + +CColSphere s_aPedSpheres[3]; +CColSphere s_aPed2Spheres[3]; +CColSphere s_aPedGSpheres[4]; +#ifdef FIX_BUGS +CColSphere s_aDoorSpheres[3]; +#else +CColSphere s_aDoorSpheres[4]; +#endif +CColSphere s_aBumperSpheres[4]; +CColSphere s_aPanelSpheres[4]; +CColSphere s_aBonnetSpheres[4]; +CColSphere s_aBootSpheres[4]; +CColSphere s_aWheelSpheres[2]; +CColSphere s_aBodyPartSpheres1[2]; +CColSphere s_aBodyPartSpheres2[2]; + +void +CTempColModels::Initialise(void) +{ +#define SET_COLMODEL_SPHERES(colmodel, sphrs)\ + colmodel.numSpheres = ARRAY_SIZE(sphrs);\ + colmodel.spheres = sphrs;\ + colmodel.level = LEVEL_GENERIC;\ + colmodel.ownsCollisionVolumes = false;\ + + int i; + + 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)); + 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; + } + + // Ped Spheres + + for (i = 0; i < ARRAY_SIZE(s_aPedSpheres); i++) + s_aPedSpheres[i].radius = 0.35f; + + s_aPedSpheres[0].center = CVector(0.0f, 0.0f, -0.25f); + s_aPedSpheres[1].center = CVector(0.0f, 0.0f, 0.15f); + s_aPedSpheres[2].center = CVector(0.0f, 0.0f, 0.55f); + +#ifdef FIX_BUGS + for (i = 0; i < ARRAY_SIZE(s_aPedSpheres); i++) { +#else + for (i = 0; i < ARRAY_SIZE(s_aPedGSpheres); i++) { +#endif + s_aPedSpheres[i].surface = SURFACE_PED; + s_aPedSpheres[i].piece = 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 + + s_aPed2Spheres[0].radius = 0.3f; + s_aPed2Spheres[1].radius = 0.4f; + s_aPed2Spheres[2].radius = 0.3f; + + s_aPed2Spheres[0].center = CVector(0.0f, 0.35f, -0.9f); + s_aPed2Spheres[1].center = CVector(0.0f, 0.0f, -0.9f); + s_aPed2Spheres[2].center = CVector(0.0f, -0.35f, -0.9f); + + for (i = 0; i < ARRAY_SIZE(s_aPed2Spheres); i++) { + s_aPed2Spheres[i].surface = SURFACE_PED; + s_aPed2Spheres[i].piece = 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); + + // Ped ground collision + + s_aPedGSpheres[0].radius = 0.35f; + s_aPedGSpheres[1].radius = 0.35f; + s_aPedGSpheres[2].radius = 0.35f; + s_aPedGSpheres[3].radius = 0.3f; + + s_aPedGSpheres[0].center = CVector(0.0f, -0.4f, -0.9f); + s_aPedGSpheres[1].center = CVector(0.0f, -0.1f, -0.9f); + s_aPedGSpheres[2].center = CVector(0.0f, 0.25f, -0.9f); + s_aPedGSpheres[3].center = CVector(0.0f, 0.65f, -0.9f); + + s_aPedGSpheres[0].surface = SURFACE_PED; + s_aPedGSpheres[1].surface = SURFACE_PED; + s_aPedGSpheres[2].surface = SURFACE_PED; + s_aPedGSpheres[3].surface = SURFACE_PED; + s_aPedGSpheres[0].piece = 4; + s_aPedGSpheres[1].piece = 1; + s_aPedGSpheres[2].piece = 0; + s_aPedGSpheres[3].piece = 6; + + 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); + + // Door Spheres + + s_aDoorSpheres[0].radius = 0.15f; + s_aDoorSpheres[1].radius = 0.15f; + s_aDoorSpheres[2].radius = 0.25f; + + s_aDoorSpheres[0].center = CVector(0.0f, -0.25f, -0.35f); + s_aDoorSpheres[1].center = CVector(0.0f, -0.95f, -0.35f); + s_aDoorSpheres[2].center = CVector(0.0f, -0.6f, 0.25f); + +#ifdef FIX_BUGS + for (i = 0; i < ARRAY_SIZE(s_aDoorSpheres); i++) { +#else + for (i = 0; i < ARRAY_SIZE(s_aPed2Spheres); i++) { +#endif + s_aDoorSpheres[i].surface = SURFACE_CAR_PANEL; + s_aDoorSpheres[i].piece = 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); + + // Bumper Spheres + + for (i = 0; i < ARRAY_SIZE(s_aBumperSpheres); i++) + s_aBumperSpheres[i].radius = 0.15f; + + s_aBumperSpheres[0].center = CVector(0.85f, -0.05f, 0.0f); + s_aBumperSpheres[1].center = CVector(0.4f, 0.05f, 0.0f); + s_aBumperSpheres[2].center = CVector(-0.4f, 0.05f, 0.0f); + s_aBumperSpheres[3].center = CVector(-0.85f, -0.05f, 0.0f); + + for (i = 0; i < ARRAY_SIZE(s_aBumperSpheres); i++) { + s_aBumperSpheres[i].surface = SURFACE_CAR_PANEL; + s_aBumperSpheres[i].piece = 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); + + // Panel Spheres + + for (i = 0; i < ARRAY_SIZE(s_aPanelSpheres); i++) + s_aPanelSpheres[i].radius = 0.15f; + + s_aPanelSpheres[0].center = CVector(0.15f, 0.45f, 0.0f); + s_aPanelSpheres[1].center = CVector(0.15f, -0.45f, 0.0f); + s_aPanelSpheres[2].center = CVector(-0.15f, -0.45f, 0.0f); + s_aPanelSpheres[3].center = CVector(-0.15f, 0.45f, 0.0f); + + for (i = 0; i < ARRAY_SIZE(s_aPanelSpheres); i++) { + s_aPanelSpheres[i].surface = SURFACE_CAR_PANEL; + s_aPanelSpheres[i].piece = 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); + + // Bonnet Spheres + + for (i = 0; i < ARRAY_SIZE(s_aBonnetSpheres); i++) + s_aBonnetSpheres[i].radius = 0.2f; + + s_aBonnetSpheres[0].center = CVector(-0.4f, 0.1f, 0.0f); + s_aBonnetSpheres[1].center = CVector(-0.4f, 0.9f, 0.0f); + s_aBonnetSpheres[2].center = CVector(0.4f, 0.1f, 0.0f); + s_aBonnetSpheres[3].center = CVector(0.4f, 0.9f, 0.0f); + + for (i = 0; i < ARRAY_SIZE(s_aBonnetSpheres); i++) { + s_aBonnetSpheres[i].surface = SURFACE_CAR_PANEL; + s_aBonnetSpheres[i].piece = 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); + + // Boot Spheres + + for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) + s_aBootSpheres[i].radius = 0.2f; + + s_aBootSpheres[0].center = CVector(-0.4f, -0.1f, 0.0f); + s_aBootSpheres[1].center = CVector(-0.4f, -0.6f, 0.0f); + s_aBootSpheres[2].center = CVector(0.4f, -0.1f, 0.0f); + s_aBootSpheres[3].center = CVector(0.4f, -0.6f, 0.0f); + + for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { + s_aBootSpheres[i].surface = SURFACE_CAR_PANEL; + s_aBootSpheres[i].piece = 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); + + // Wheel Spheres + + s_aWheelSpheres[0].radius = 0.35f; + s_aWheelSpheres[1].radius = 0.35f; + + s_aWheelSpheres[0].center = CVector(-0.3f, 0.0f, 0.0f); + s_aWheelSpheres[1].center = CVector(0.3f, 0.0f, 0.0f); + +#ifdef FIX_BUGS + for (i = 0; i < ARRAY_SIZE(s_aWheelSpheres); i++) { +#else + for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { +#endif + s_aWheelSpheres[i].surface = SURFACE_WHEELBASE; + s_aWheelSpheres[i].piece = 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); + + // Body Part Spheres 1 + + s_aBodyPartSpheres1[0].radius = 0.2f; + s_aBodyPartSpheres1[1].radius = 0.2f; + + s_aBodyPartSpheres1[0].center = CVector(0.0f, 0.0f, 0.0f); + s_aBodyPartSpheres1[1].center = CVector(0.8f, 0.0f, 0.0f); + +#ifdef FIX_BUGS + for (i = 0; i < ARRAY_SIZE(s_aBodyPartSpheres1); i++) { +#else + for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { +#endif + s_aBodyPartSpheres1[i].surface = SURFACE_PED; + s_aBodyPartSpheres1[i].piece = 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); + + // Body Part Spheres 2 + + s_aBodyPartSpheres2[0].radius = 0.15f; + s_aBodyPartSpheres2[1].radius = 0.15f; + + s_aBodyPartSpheres2[0].center = CVector(0.0f, 0.0f, 0.0f); + s_aBodyPartSpheres2[1].center = CVector(0.5f, 0.0f, 0.0f); + +#ifdef FIX_BUGS + for (i = 0; i < ARRAY_SIZE(s_aBodyPartSpheres2); i++) { +#else + for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { +#endif + s_aBodyPartSpheres2[i].surface = SURFACE_PED; + s_aBodyPartSpheres2[i].piece = 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); + +#undef SET_COLMODEL_SPHERES +} diff --git a/src/collision/TempColModels.h b/src/collision/TempColModels.h new file mode 100644 index 00000000..3e1dd5e1 --- /dev/null +++ b/src/collision/TempColModels.h @@ -0,0 +1,23 @@ +#pragma once + +#include "Collision.h" + +class CTempColModels +{ +public: + static CColModel ms_colModelPed1; + static CColModel ms_colModelPed2; + static CColModel ms_colModelBBox; + static CColModel ms_colModelBumper1; + static CColModel ms_colModelWheel1; + static CColModel ms_colModelPanel1; + static CColModel ms_colModelBodyPart2; + static CColModel ms_colModelBodyPart1; + static CColModel ms_colModelCutObj[5]; + static CColModel ms_colModelPedGroundHit; + static CColModel ms_colModelBoot1; + static CColModel ms_colModelDoor1; + static CColModel ms_colModelBonnet1; + + static void Initialise(void); +}; diff --git a/src/collision/VuCollision.cpp b/src/collision/VuCollision.cpp new file mode 100644 index 00000000..8828d2e1 --- /dev/null +++ b/src/collision/VuCollision.cpp @@ -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 ¢er, 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 \ No newline at end of file diff --git a/src/collision/VuCollision.h b/src/collision/VuCollision.h new file mode 100644 index 00000000..29ca4cbf --- /dev/null +++ b/src/collision/VuCollision.h @@ -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); +} diff --git a/src/collision/vu0Collision.dsm b/src/collision/vu0Collision.dsm new file mode 100644 index 00000000..657c8b81 --- /dev/null +++ b/src/collision/vu0Collision.dsm @@ -0,0 +1,21 @@ +.align 4 +.global Vu0CollisionDmaTag +Vu0CollisionDmaTag: +DMAcnt * +MPG 0, * +.vu +.include "vu0Collision_1.s" +.EndMPG +.EndDmaData +DMAend + +.global Vu0Collision2DmaTag +Vu0Collision2DmaTag: +DMAcnt * +MPG 0, * +.vu +.include "vu0Collision_2.s" +.EndMPG +.EndDmaData +DMAend +.end diff --git a/src/collision/vu0Collision_1.s b/src/collision/vu0Collision_1.s new file mode 100644 index 00000000..055c8640 --- /dev/null +++ b/src/collision/vu0Collision_1.s @@ -0,0 +1,610 @@ +QuitAndFail: + NOP[E] IADDIU VI01, VI00, 0 + NOP NOP + + +QuitAndSucceed: + NOP[E] IADDIU VI01, VI00, 1 + NOP NOP + + +; 20 -- unused +; VF12, VF13 xyz: sphere centers +; VF14, VF15 x: sphere radii +; out: +; VI01: set when collision +; VF01: supposed to be intersection point? +; VF02: normal (pointing towards s1, not normalized) +.globl Vu0SphereToSphereCollision +Vu0SphereToSphereCollision: + SUB.xyz VF02, VF13, VF12 NOP ; dist of centers + ADD.x VF04, VF14, VF15 NOP ; s = sum of radii + MUL.xyzw VF03, VF02, VF02 NOP ; + MUL.x VF04, VF04, VF04 DIV Q, VF14x, VF04x ; square s + NOP NOP ; + NOP NOP ; + MULAx.w ACC, VF00, VF03 NOP ; + MADDAy.w ACC, VF00, VF03 NOP ; + MADDz.w VF03, VF00, VF03 NOP ; d = DistSq of centers + NOP NOP ; + MULAw.xyz ACC, VF12, VF00 NOP ; + MADDq.xyz VF01, VF02, Q NOP ; intersection, but wrong + CLIPw.xyz VF04, VF03 NOP ; compare s and d + SUB.xyz VF02, VF00, VF02 NOP ; compute normal + NOP NOP ; + NOP NOP ; + NOP FCAND VI01, 0x3 ; 0x2 cannot be set here + NOP[E] NOP ; + NOP NOP ; + + +; B8 -- unused +; VF12: +; VF13: radius +; VF14: +; VF15: box dimensions (?) +.globl Vu0SphereToAABBCollision +Vu0SphereToAABBCollision: + SUB.xyz VF03, VF12, VF14 LOI 0.5 + MULi.xyz VF15, VF15, I NOP + MUL.x VF13, VF13, VF13 NOP + SUB.xyz VF04, VF03, VF15 NOP + ADD.xyz VF05, VF03, VF15 MR32.xyzw VF16, VF15 + CLIPw.xyz VF03, VF16 MR32.xyzw VF17, VF16 + MUL.xyz VF04, VF04, VF04 NOP + MUL.xyz VF05, VF05, VF05 NOP + CLIPw.xyz VF03, VF17 MR32.xyzw VF16, VF17 + NOP FCAND VI01, 0x1 + MINI.xyz VF04, VF04, VF05 MFIR.x VF09, VI01 + NOP NOP + CLIPw.xyz VF03, VF16 FCAND VI01, 0x4 + NOP MFIR.y VF09, VI01 + NOP NOP + MULAx.w ACC, VF00, VF00 NOP + ADD.xyz VF01, VF00, VF03 FCAND VI01, 0x10 + NOP MFIR.z VF09, VI01 + NOP LOI 2 + NOP FCAND VI01, 0x30 + SUBAw.xyz ACC, VF00, VF00 IADD VI04, VI00, VI01 + ITOF0.xyz VF09, VF09 FCAND VI01, 0x300 + NOP IADD VI03, VI00, VI01 + NOP FCAND VI01, 0x3000 + NOP IADD VI02, VI00, VI01 + MADDi.xyzw VF09, VF09, I NOP + NOP IBEQ VI04, VI00, IgnoreZValue + NOP NOP + MADDAz.w ACC, VF00, VF04 NOP + MUL.z VF01, VF09, VF15 NOP +IgnoreZValue: + NOP IBEQ VI03, VI00, IgnoreYValue + NOP NOP + MADDAy.w ACC, VF00, VF04 NOP + MUL.y VF01, VF09, VF15 NOP +IgnoreYValue: + NOP IBEQ VI02, VI00, IgnoreXValue + NOP NOP + MADDAx.w ACC, VF00, VF04 NOP + MUL.x VF01, VF09, VF15 NOP +IgnoreXValue: + MADDx.w VF06, VF00, VF00 NOP + SUB.xyz VF02, VF03, VF01 NOP + ADD.xyz VF01, VF01, VF14 NOP + MULx.w VF01, VF00, VF00 NOP + CLIPw.xyz VF13, VF06 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x1 +QuitMicrocode: + NOP[E] NOP + NOP NOP + + +; 240 +.globl Vu0LineToSphereCollision +Vu0LineToSphereCollision: + SUB.xyzw VF01, VF13, VF12 NOP + SUB.xyzw VF02, VF14, VF12 NOP + MUL.xyz VF03, VF01, VF02 NOP + MUL.xyz VF04, VF01, VF01 NOP + MUL.x VF15, VF15, VF15 NOP + MUL.xyz VF02, VF02, VF02 NOP + MULAx.w ACC, VF00, VF03 NOP + MADDAy.w ACC, VF00, VF03 NOP + MADDz.w VF03, VF00, VF03 NOP + MULAx.w ACC, VF00, VF04 NOP + MADDAy.w ACC, VF00, VF04 NOP + MADDz.w VF01, VF00, VF04 NOP + MULAx.w ACC, VF00, VF02 NOP + MADDAy.w ACC, VF00, VF02 NOP + MADDz.w VF02, VF00, VF02 NOP + MULA.w ACC, VF03, VF03 NOP + MADDAx.w ACC, VF01, VF15 NOP + MSUB.w VF05, VF01, VF02 NOP + NOP NOP + NOP NOP + NOP IADDIU VI02, VI00, 0x10 + NOP FMAND VI01, VI02 + NOP IBNE VI01, VI00, QuitAndFail + NOP NOP + CLIPw.xyz VF15, VF02 SQRT Q, VF05w + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x1 + NOP IBNE VI00, VI01, LineStartInsideSphere + NOP NOP + SUBq.w VF05, VF03, Q NOP + SUB.w VF05, VF05, VF01 DIV Q, VF05w, VF01w + NOP FMAND VI01, VI02 + NOP IBNE VI01, VI00, QuitAndFail + NOP NOP + NOP FMAND VI01, VI02 + NOP IBEQ VI01, VI00, QuitAndFail + NOP NOP + ADDA.xyz ACC, VF12, VF00 NOP + MADDq.xyz VF01, VF01, Q NOP + MULx.w VF01, VF00, VF00 NOP + SUB.xyz VF02, VF01, VF14 NOP + NOP[E] NOP + NOP NOP +LineStartInsideSphere: + NOP MOVE.xyzw VF01, VF12 + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP + + +; 3C0 +.globl Vu0LineToAABBCollision +Vu0LineToAABBCollision: + SUB.xyzw VF08, VF13, VF12 LOI 0.5 + MULi.xyz VF15, VF15, I IADDIU VI08, VI00, 0x0 + SUB.xyzw VF12, VF12, VF14 NOP + SUB.xyzw VF13, VF13, VF14 NOP + NOP DIV Q, VF00w, VF08x + NOP MR32.xyzw VF03, VF15 + SUB.xyz VF06, VF15, VF12 NOP + ADD.xyz VF07, VF15, VF12 NOP + NOP NOP + CLIPw.xyz VF12, VF03 MR32.xyzw VF04, VF03 + NOP NOP + ADDq.x VF09, VF00, Q DIV Q, VF00w, VF08y + NOP NOP + CLIPw.xyz VF12, VF04 MR32.xyzw VF05, VF04 + SUB.xyz VF07, VF00, VF07 IADDIU VI06, VI00, 0xCC + NOP IADDIU VI07, VI00, 0x30 + NOP NOP + CLIPw.xyz VF12, VF05 FCGET VI02 + NOP IAND VI02, VI02, VI06 + ADDq.y VF09, VF00, Q DIV Q, VF00w, VF08z + SUB.xyz VF10, VF00, VF10 NOP + CLIPw.xyz VF13, VF03 FCGET VI03 + CLIPw.xyz VF13, VF04 IAND VI03, VI03, VI07 + CLIPw.xyz VF13, VF05 FCAND VI01, 0x3330 + NOP IBEQ VI01, VI00, StartPointInsideAABB + NOP NOP + ADDq.z VF09, VF00, Q FCGET VI04 + NOP FCGET VI05 + NOP IAND VI04, VI04, VI06 + NOP IAND VI05, VI05, VI07 + MULx.xyz VF17, VF08, VF09 NOP + MULy.xyz VF18, VF08, VF09 IADDIU VI07, VI00, 0x80 + MULz.xyz VF19, VF08, VF09 IAND VI06, VI02, VI07 + MUL.w VF10, VF00, VF00 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMaxXSide + NOP NOP + MULAx.xyz ACC, VF17, VF07 NOP + MADDw.xyz VF16, VF12, VF00 NOP + MUL.x VF10, VF07, VF09 NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF16, VF05 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x330 + NOP IBNE VI01, VI00, CheckMaxXSide + NOP NOP + MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + SUBw.x VF02, VF00, VF00 NOP +CheckMaxXSide: + MULAx.xyz ACC, VF17, VF06 IADDIU VI07, VI00, 0x40 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 + MUL.x VF10, VF06, VF09 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMinYSide + NOP NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF16, VF05 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0xCC03 + NOP IBNE VI01, VI00, CheckMinYSide + NOP NOP + MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + ADDw.x VF02, VF00, VF00 NOP +CheckMinYSide: + MULAy.xyz ACC, VF18, VF07 IADDIU VI07, VI00, 0x8 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 + MUL.y VF10, VF07, VF09 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMaxYSide + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF05 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3C0C + NOP IBNE VI01, VI00, CheckMaxYSide + NOP NOP + MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + SUBw.y VF02, VF00, VF00 NOP +CheckMaxYSide: + MULAy.xyz ACC, VF18, VF06 IADDIU VI07, VI00, 0x4 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 + MUL.y VF10, VF06, VF09 IAND VI07, VI04, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMinZSide + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF05 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3C0C + NOP IBNE VI01, VI00, CheckMinZSide + NOP NOP + MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + ADDw.y VF02, VF00, VF00 NOP +CheckMinZSide: + MULAz.xyz ACC, VF19, VF07 IADDIU VI07, VI00, 0x20 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07 + MUL.z VF10, VF07, VF09 IAND VI07, VI05, VI07 + NOP NOP + NOP IBEQ VI06, VI07, CheckMaxZSide + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, CheckMaxZSide + NOP NOP + MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + SUBw.z VF02, VF00, VF00 NOP +CheckMaxZSide: + MULAz.xyz ACC, VF19, VF06 IADDIU VI07, VI00, 0x10 + MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07 + MUL.z VF10, VF06, VF09 IAND VI07, VI05, VI07 + NOP NOP + NOP IBEQ VI06, VI07, DoneAllChecks + NOP NOP + CLIPw.xyz VF16, VF03 NOP + CLIPw.xyz VF16, VF04 NOP + CLIPw.xyz VF10, VF10 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, DoneAllChecks + NOP NOP + MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 + ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16 + ADDw.z VF02, VF00, VF00 NOP +DoneAllChecks: + ADD.xyz VF01, VF01, VF14 IADD VI01, VI00, VI08 + NOP[E] NOP + NOP NOP +StartPointInsideAABB: + ADD.xyz VF01, VF12, VF14 WAITQ + NOP IADDIU VI01, VI00, 0x1 + NOP[E] NOP + NOP NOP + + +; 860 +.globl Vu0LineToTriangleCollisionCompressedStart +Vu0LineToTriangleCollisionCompressedStart: + ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0 + ITOF0.xyzw VF14, VF14 NOP + ITOF0.xyzw VF15, VF15 NOP + ITOF0.xyzw VF16, VF16 NOP + MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0 + MULi.w VF17, VF17, I NOP + MULi.xyzw VF14, VF14, I NOP + MULi.xyzw VF15, VF15, I NOP + MULi.xyzw VF16, VF16, I NOP +; fall through + +; 8A8 +; VF12: point0 +; VF13: point1 +; VF14-16: verts +; VF17: plane +; out: +; VF01: intersection point +; VF02: triangle normal +; VF03 x: intersection parameter +.globl Vu0LineToTriangleCollisionStart +Vu0LineToTriangleCollisionStart: + MUL.xyz VF10, VF17, VF12 LOI 0.5 + MUL.xyz VF11, VF17, VF13 NOP + SUB.xyz VF02, VF13, VF12 NOP ; line dist + ADD.xyz VF17, VF17, VF00 NOP + MULi.w VF03, VF00, I NOP + MULAx.w ACC, VF00, VF10 NOP + MADDAy.w ACC, VF00, VF10 IADDIU VI06, VI00, 0xE0 + MADDz.w VF10, VF00, VF10 FMAND VI05, VI06 ; -- normal sign flags, unused + MULAx.w ACC, VF00, VF11 NOP + MADDAy.w ACC, VF00, VF11 NOP + MADDz.w VF11, VF00, VF11 NOP + SUB.w VF09, VF17, VF10 NOP ; plane-pos 0 + CLIPw.xyz VF17, VF03 NOP ; compare normal against 0.5 to figure out which in which dimension to compare + NOP IADDIU VI02, VI00, 0x10 ; Sw flag + SUBA.w ACC, VF17, VF11 NOP ; plane-pos 1 + SUB.w VF08, VF11, VF10 FMAND VI01, VI02 + NOP NOP + NOP NOP + NOP FMAND VI02, VI02 + NOP IBEQ VI01, VI02, QuitAndFail ; if on same side, no collision + NOP NOP + NOP DIV Q, VF09w, VF08w ; parameter of intersection + NOP FCAND VI01, 0x3 ; check x direction + NOP IADDIU VI02, VI01, 0x7F + NOP IADDIU VI06, VI00, 0x80 + NOP IAND VI02, VI02, VI06 ; Sx flag + NOP FCAND VI01, 0xC ; check y direction + NOP IADDIU VI03, VI01, 0x3F + MULAw.xyz ACC, VF12, VF00 IADDIU VI06, VI00, 0x40 + MADDq.xyz VF01, VF02, Q IAND VI03, VI03, VI06 ; point of intersection -- Sy flag + MULx.w VF01, VF00, VF00 FCAND VI01, 0x30 ; -- check z direction + ADDq.x VF03, VF00, Q IADDIU VI04, VI01, 0x1F ; output parameter + SUB.xyz VF05, VF15, VF14 IADDIU VI06, VI00, 0x20 ; edge vectors + SUB.xyz VF08, VF01, VF14 IAND VI04, VI04, VI06 ; edge vectors -- Sz flag + SUB.xyz VF06, VF16, VF15 IADD VI06, VI02, VI03 ; edge vectors + SUB.xyz VF09, VF01, VF15 IADD VI06, VI06, VI04 ; edge vectors -- combine flags + SUB.xyz VF07, VF14, VF16 NOP ; edge vectors + SUB.xyz VF10, VF01, VF16 NOP ; edge vectors + OPMULA.xyz ACC, VF08, VF05 NOP + OPMSUB.xyz VF18, VF05, VF08 NOP ; cross1 + OPMULA.xyz ACC, VF09, VF06 NOP + OPMSUB.xyz VF19, VF06, VF09 NOP ; cross2 + OPMULA.xyz ACC, VF10, VF07 NOP + OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; cross3 + NOP NOP + NOP FMAND VI03, VI06 + NOP NOP + NOP FMAND VI04, VI06 + NOP NOP + NOP IBNE VI03, VI02, QuitAndFail ; point has to lie on the same side of all edges (i.e. inside) + NOP NOP + NOP IBNE VI04, VI02, QuitAndFail + NOP NOP + MULw.xyz VF02, VF17, VF00 IADDIU VI01, VI00, 0x1 ; success + NOP[E] NOP + NOP NOP + + +; A68 +; VF12: center +; VF14: line origin +; VF15: line vector to other point +; out: VF16 xyz: nearest point on line; w: distance to that point +DistanceBetweenSphereAndLine: + SUB.xyz VF20, VF12, VF14 NOP + MUL.xyz VF21, VF15, VF15 NOP + ADDA.xyz ACC, VF14, VF15 NOP + MSUBw.xyz VF25, VF12, VF00 NOP ; VF25 = VF12 - (VF14+VF15) + MUL.xyz VF22, VF20, VF20 NOP + MUL.xyz VF23, VF20, VF15 NOP + MULAx.w ACC, VF00, VF21 NOP + MADDAy.w ACC, VF00, VF21 NOP + MADDz.w VF21, VF00, VF21 NOP ; MagSq VF15 (line length) + MULAx.w ACC, VF00, VF23 NOP + MADDAy.w ACC, VF00, VF23 NOP + MADDz.w VF23, VF00, VF23 NOP ; dot(VF12-VF14, VF15) + MULAx.w ACC, VF00, VF22 NOP + MADDAy.w ACC, VF00, VF22 NOP + MADDz.w VF22, VF00, VF22 IADDIU VI08, VI00, 0x10 ; MagSq VF12-VF14 -- Sw bit + MUL.xyz VF25, VF25, VF25 FMAND VI08, VI08 + NOP DIV Q, VF23w, VF21w + NOP IBNE VI00, VI08, NegativeRatio + NOP NOP + ADDA.xyz ACC, VF00, VF14 NOP + MADDq.xyz VF16, VF15, Q WAITQ ; nearest point on infinte line + ADDq.x VF24, VF00, Q NOP ; ratio + NOP NOP + NOP NOP + SUB.xyz VF26, VF16, VF12 NOP + CLIPw.xyz VF24, VF00 NOP ; compare ratio to 1.0 + NOP NOP + NOP NOP + MUL.xyz VF26, VF26, VF26 NOP + NOP FCAND VI01, 0x1 + NOP IBNE VI00, VI01, RatioGreaterThanOne + NOP NOP + MULAx.w ACC, VF00, VF26 NOP + MADDAy.w ACC, VF00, VF26 NOP + MADDz.w VF16, VF00, VF26 NOP ; distance + NOP JR VI15 + NOP NOP +NegativeRatio: + ADD.xyz VF16, VF00, VF14 NOP ; return line origin + MUL.w VF16, VF00, VF22 NOP ; and DistSq to it + NOP JR VI15 + NOP NOP +RatioGreaterThanOne: + MULAx.w ACC, VF00, VF25 NOP + MADDAy.w ACC, VF00, VF25 NOP + MADDz.w VF16, VF00, VF25 NOP + ADD.xyz VF16, VF14, VF15 NOP ; return toerh line point + NOP JR VI15 + NOP NOP + + +; BE0 +.globl Vu0SphereToTriangleCollisionCompressedStart +Vu0SphereToTriangleCollisionCompressedStart: + ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0 + ITOF0.xyzw VF14, VF14 NOP + ITOF0.xyzw VF15, VF15 NOP + ITOF0.xyzw VF16, VF16 NOP + MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0 + MULi.w VF17, VF17, I NOP + MULi.xyzw VF14, VF14, I NOP + MULi.xyzw VF15, VF15, I NOP + MULi.xyzw VF16, VF16, I NOP +; fall through + +; C28 +; VF12: sphere +; VF14-16: verts +; VF17: plane +; out: +; VF01: intersection point +; VF02: triangle normal +; VF03 x: intersection parameter +.globl Vu0SphereToTriangleCollisionStart +Vu0SphereToTriangleCollisionStart: + MUL.xyz VF02, VF12, VF17 LOI 0.1 + ADD.xyz VF17, VF17, VF00 NOP + ADDw.x VF13, VF00, VF12 NOP + NOP NOP + MULAx.w ACC, VF00, VF02 IADDIU VI06, VI00, 0xE0 + MADDAy.w ACC, VF00, VF02 FMAND VI05, VI06 ; normal sign flags + MADDAz.w ACC, VF00, VF02 NOP + MSUB.w VF02, VF00, VF17 NOP ; center plane pos + MULi.w VF03, VF00, I MOVE.xyzw VF04, VF03 + NOP NOP + NOP NOP + CLIPw.xyz VF13, VF02 NOP ; compare dist and radius + CLIPw.xyz VF17, VF03 NOP + MULAw.xyz ACC, VF12, VF00 IADDIU VI07, VI00, 0x0 ; -- clear test case + MSUBw.xyz VF01, VF17, VF02 NOP + MULx.w VF01, VF00, VF00 FCAND VI01, 0x3 ; projected center on plane + ABS.w VF02, VF02 IBEQ VI00, VI01, QuitAndFail ; no intersection + NOP NOP + NOP FCAND VI01, 0x3 ; -- check x direction + SUB.xyz VF02, VF12, VF01 IADDIU VI02, VI01, 0x7F + NOP IADDIU VI06, VI00, 0x80 + SUB.xyz VF05, VF15, VF14 IAND VI02, VI02, VI06 + SUB.xyz VF08, VF01, VF14 FCAND VI01, 0xC ; -- check y direction + SUB.xyz VF06, VF16, VF15 IADDIU VI03, VI01, 0x3F + SUB.xyz VF09, VF01, VF15 IADDIU VI06, VI00, 0x40 + SUB.xyz VF07, VF14, VF16 IAND VI03, VI03, VI06 + SUB.xyz VF10, VF01, VF16 FCAND VI01, 0x30 ; -- check z direction + MUL.xyz VF03, VF02, VF02 IADDIU VI04, VI01, 0x1F + OPMULA.xyz ACC, VF08, VF05 IADDIU VI06, VI00, 0x20 + OPMSUB.xyz VF18, VF05, VF08 IAND VI04, VI04, VI06 + OPMULA.xyz ACC, VF09, VF06 NOP + OPMSUB.xyz VF19, VF06, VF09 IADD VI06, VI02, VI03 + OPMULA.xyz ACC, VF10, VF07 IADD VI06, VI06, VI04 ; -- combine flags + OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; -- cross 1 flags + MULAx.w ACC, VF00, VF03 IAND VI05, VI05, VI06 + MADDAy.w ACC, VF00, VF03 FMAND VI03, VI06 ; -- cross 2 flags + MADDz.w VF03, VF00, VF03 IADDIU VI08, VI00, 0x3 + NOP FMAND VI04, VI06 ; -- cross 3 flags + NOP NOP + NOP IBNE VI02, VI05, CheckSide2 + NOP RSQRT Q, VF00w, VF03w + ADD.xyz VF04, VF00, VF16 IADDIU VI07, VI07, 0x1 ; inside side 1 +CheckSide2: + NOP IBNE VI03, VI05, CheckSide3 + NOP NOP + ADD.xyz VF04, VF00, VF14 IADDIU VI07, VI07, 0x1 ; inside side 2 +CheckSide3: + NOP IBNE VI04, VI05, FinishCheckingSides + NOP NOP + ADD.xyz VF04, VF00, VF15 IADDIU VI07, VI07, 0x1 ; inside side 3 + NOP NOP + NOP IBEQ VI07, VI08, TotallyInsideTriangle + NOP NOP +FinishCheckingSides: + MUL.x VF13, VF13, VF13 IADDIU VI08, VI00, 0x2 + MULq.xyz VF02, VF02, Q WAITQ + NOP IBNE VI07, VI08, IntersectionOutsideTwoSides + NOP NOP + NOP IBEQ VI02, VI05, CheckDistanceSide2 + NOP NOP + NOP MOVE.xyzw VF15, VF05 + NOP BAL VI15, DistanceBetweenSphereAndLine + NOP NOP + NOP B ProcessLineResult + NOP NOP +CheckDistanceSide2: + NOP IBEQ VI03, VI05, CheckDistanceSide3 + NOP NOP + NOP MOVE.xyzw VF14, VF15 + NOP MOVE.xyzw VF15, VF06 + NOP BAL VI15, DistanceBetweenSphereAndLine + NOP NOP + NOP B ProcessLineResult + NOP NOP +CheckDistanceSide3: + NOP MOVE.xyzw VF14, VF16 + NOP MOVE.xyzw VF15, VF07 + NOP BAL VI15, DistanceBetweenSphereAndLine + NOP NOP + NOP B ProcessLineResult + NOP NOP +IntersectionOutsideTwoSides: + SUB.xyz VF05, VF04, VF12 NOP + ADD.xyz VF01, VF00, VF04 NOP ; col point + SUB.xyz VF02, VF12, VF04 NOP + NOP NOP + MUL.xyz VF05, VF05, VF05 NOP + NOP NOP + NOP NOP + NOP NOP + MULAx.w ACC, VF00, VF05 NOP + MADDAy.w ACC, VF00, VF05 NOP + MADDz.w VF05, VF00, VF05 NOP ; distSq to vertex + NOP NOP + NOP NOP + NOP NOP + CLIPw.xyz VF13, VF05 SQRT Q, VF05w ; compare radiusSq and distSq + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x1 + ADDq.x VF03, VF00, Q WAITQ ; dist to vertex + NOP IBEQ VI00, VI01, QuitAndFail ; too far + NOP NOP + NOP NOP + NOP DIV Q, VF00w, VF03x + MULq.xyz VF02, VF02, Q WAITQ ; col normal + NOP[E] NOP + NOP NOP +TotallyInsideTriangle: + ADDw.x VF03, VF00, VF02 WAITQ + MULq.xyz VF02, VF02, Q NOP + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP +ProcessLineResult: + CLIPw.xyz VF13, VF16 SQRT Q, VF16w + ADD.xyz VF01, VF00, VF16 NOP + SUB.xyz VF02, VF12, VF16 NOP + NOP NOP + NOP FCAND VI01, 0x1 + ADDq.x VF03, VF00, Q WAITQ + NOP IBEQ VI00, VI01, QuitAndFail + NOP NOP + NOP NOP + NOP DIV Q, VF00w, VF03x + MULq.xyz VF02, VF02, Q WAITQ + NOP[E] NOP + NOP NOP + +EndOfMicrocode: diff --git a/src/collision/vu0Collision_2.s b/src/collision/vu0Collision_2.s new file mode 100644 index 00000000..716c29ac --- /dev/null +++ b/src/collision/vu0Collision_2.s @@ -0,0 +1,191 @@ +QuitAndFail2: + NOP[E] IADDIU VI01, VI00, 0x0 + NOP NOP + + +QuitAndSucceed2: + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP + + +; 20 +GetBBVertices: + MULw.xy VF02, VF01, VF00 NOP + MUL.z VF02, VF01, VF11 NOP + MULw.xz VF03, VF01, VF00 NOP + MUL.y VF03, VF01, VF11 NOP + MULw.x VF04, VF01, VF00 NOP + MUL.yz VF04, VF01, VF11 NOP + NOP JR VI15 + NOP NOP + + +; 60 +Vu0OBBToOBBCollision: + SUBw.xyz VF11, VF00, VF00 LOI 0.5 + MULi.xyz VF12, VF12, I NOP + MULi.xyz VF13, VF13, I NOP + NOP NOP + NOP NOP + NOP MOVE.xyz VF01, VF12 + NOP BAL VI15, GetBBVertices + NOP NOP + MULAx.xyz ACC, VF14, VF01 NOP + MADDAy.xyz ACC, VF15, VF01 NOP + MADDz.xyz VF01, VF16, VF01 NOP + MULAx.xyz ACC, VF14, VF02 NOP + MADDAy.xyz ACC, VF15, VF02 NOP + MADDz.xyz VF02, VF16, VF02 NOP + MULAx.xyz ACC, VF14, VF03 NOP + MADDAy.xyz ACC, VF15, VF03 NOP + MADDz.xyz VF03, VF16, VF03 NOP + MULAx.xyz ACC, VF14, VF04 NOP + MADDAy.xyz ACC, VF15, VF04 NOP + MADDz.xyz VF04, VF16, VF04 NOP + ABS.xyz VF05, VF01 NOP + ABS.xyz VF06, VF02 NOP + ABS.xyz VF07, VF03 NOP + ABS.xyz VF08, VF04 NOP + NOP NOP + MAX.xyz VF05, VF05, VF06 NOP + NOP NOP + MAX.xyz VF07, VF07, VF08 NOP + NOP NOP + NOP NOP + NOP NOP + MAX.xyz VF05, VF05, VF07 NOP + NOP NOP + NOP NOP + NOP NOP + ADD.xyz VF09, VF05, VF13 NOP + NOP NOP + NOP NOP + NOP NOP + MULx.w VF05, VF00, VF09 NOP + MULy.w VF06, VF00, VF09 NOP + MULz.w VF07, VF00, VF09 NOP + CLIPw.xyz VF17, VF05 NOP + CLIPw.xyz VF17, VF06 NOP + CLIPw.xyz VF17, VF07 MOVE.xyz VF01, VF13 + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, QuitAndFail2 + NOP NOP + NOP BAL VI15, GetBBVertices + NOP NOP + MULAx.xyz ACC, VF18, VF01 NOP + MADDAy.xyz ACC, VF19, VF01 NOP + MADDz.xyz VF01, VF20, VF01 NOP + MULAx.xyz ACC, VF18, VF02 NOP + MADDAy.xyz ACC, VF19, VF02 NOP + MADDz.xyz VF02, VF20, VF02 NOP + MULAx.xyz ACC, VF18, VF03 NOP + MADDAy.xyz ACC, VF19, VF03 NOP + MADDz.xyz VF03, VF20, VF03 NOP + MULAx.xyz ACC, VF18, VF04 NOP + MADDAy.xyz ACC, VF19, VF04 NOP + MADDz.xyz VF04, VF20, VF04 NOP + ABS.xyz VF05, VF01 NOP + ABS.xyz VF06, VF02 NOP + ABS.xyz VF07, VF03 NOP + ABS.xyz VF08, VF04 NOP + NOP NOP + MAX.xyz VF05, VF05, VF06 NOP + NOP NOP + MAX.xyz VF07, VF07, VF08 NOP + NOP NOP + NOP NOP + NOP NOP + MAX.xyz VF05, VF05, VF07 NOP + NOP NOP + NOP NOP + NOP NOP + ADD.xyz VF09, VF05, VF12 NOP + NOP NOP + NOP NOP + NOP NOP + MULx.w VF05, VF00, VF09 NOP + MULy.w VF06, VF00, VF09 NOP + MULz.w VF07, VF00, VF09 NOP + CLIPw.xyz VF21, VF05 NOP + CLIPw.xyz VF21, VF06 NOP + CLIPw.xyz VF21, VF07 NOP + NOP NOP + NOP NOP + NOP NOP + NOP FCAND VI01, 0x3330 + NOP IBNE VI01, VI00, QuitAndFail2 + NOP NOP + SUB.xyz VF06, VF02, VF01 NOP + SUB.xyz VF07, VF03, VF01 NOP + ADD.xyz VF08, VF04, VF01 NOP + ADD.x VF09, VF00, VF12 NOP + ADD.yz VF09, VF00, VF00 NOP + ADD.y VF10, VF00, VF12 NOP + ADD.xz VF10, VF00, VF00 NOP + ADD.z VF11, VF00, VF12 IADDI VI04, VI00, 0x0 + ADD.xy VF11, VF00, VF00 IADD VI02, VI00, VI00 + OPMULA.xyz ACC, VF06, VF09 NOP + OPMSUB.xyz VF01, VF09, VF06 NOP + OPMULA.xyz ACC, VF06, VF10 NOP + OPMSUB.xyz VF02, VF10, VF06 NOP + OPMULA.xyz ACC, VF06, VF11 NOP + OPMSUB.xyz VF03, VF11, VF06 SQI.xyzw VF01, (VI02++) + OPMULA.xyz ACC, VF07, VF09 NOP + OPMSUB.xyz VF01, VF09, VF07 SQI.xyzw VF02, (VI02++) + OPMULA.xyz ACC, VF07, VF10 NOP + OPMSUB.xyz VF02, VF10, VF07 SQI.xyzw VF03, (VI02++) + OPMULA.xyz ACC, VF07, VF11 NOP + OPMSUB.xyz VF03, VF11, VF07 SQI.xyzw VF01, (VI02++) + OPMULA.xyz ACC, VF08, VF09 NOP + OPMSUB.xyz VF01, VF09, VF08 SQI.xyzw VF02, (VI02++) + OPMULA.xyz ACC, VF08, VF10 NOP + OPMSUB.xyz VF02, VF10, VF08 SQI.xyzw VF03, (VI02++) + OPMULA.xyz ACC, VF08, VF11 LOI 0.5 + OPMSUB.xyz VF01, VF11, VF08 SQI.xyzw VF01, (VI02++) + MULi.xyz VF06, VF06, I NOP + MULi.xyz VF07, VF07, I SQI.xyzw VF02, (VI02++) + MULi.xyz VF08, VF08, I NOP + MUL.xyz VF02, VF21, VF01 NOP + MUL.xyz VF03, VF12, VF01 NOP + MUL.xyz VF09, VF06, VF01 NOP + MUL.xyz VF10, VF07, VF01 NOP + MUL.xyz VF11, VF08, VF01 NOP + ABS.xyz VF03, VF03 NOP + ADDy.x VF05, VF09, VF09 NOP + ADDx.y VF05, VF10, VF10 NOP + ADDx.z VF05, VF11, VF11 NOP + NOP NOP +EdgePairLoop: + ADDz.x VF05, VF05, VF09 NOP + ADDz.y VF05, VF05, VF10 NOP + ADDy.z VF05, VF05, VF11 NOP + MULAx.w ACC, VF00, VF02 IADD VI03, VI02, VI00 + MADDAy.w ACC, VF00, VF02 LQD.xyzw VF01, (--VI02) + MADDz.w VF02, VF00, VF02 NOP + ABS.xyz VF05, VF05 NOP + MULAx.w ACC, VF00, VF03 NOP + MADDAy.w ACC, VF00, VF03 NOP + MADDAz.w ACC, VF00, VF03 NOP + MADDAx.w ACC, VF00, VF05 NOP + MADDAy.w ACC, VF00, VF05 NOP + MADDz.w VF03, VF00, VF05 NOP + ADDw.x VF04, VF00, VF02 NOP + MUL.xyz VF02, VF21, VF01 NOP + MUL.xyz VF03, VF12, VF01 NOP + MUL.xyz VF09, VF06, VF01 NOP + CLIPw.xyz VF04, VF03 NOP + MUL.xyz VF10, VF07, VF01 NOP + MUL.xyz VF11, VF08, VF01 NOP + ABS.xyz VF03, VF03 NOP + ADDy.x VF05, VF09, VF09 FCAND VI01, 0x3 + ADDx.y VF05, VF10, VF10 IBNE VI01, VI00, QuitAndFail2 + ADDx.z VF05, VF11, VF11 NOP + NOP IBNE VI03, VI00, EdgePairLoop + NOP NOP + NOP[E] IADDIU VI01, VI00, 0x1 + NOP NOP + +EndOfMicrocode2: diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp deleted file mode 100644 index d8603cd8..00000000 --- a/src/core/Collision.cpp +++ /dev/null @@ -1,3290 +0,0 @@ -#include "common.h" - -#include "VuVector.h" -#include "main.h" -#include "Lists.h" -#include "Game.h" -#include "Zones.h" -#include "General.h" -#include "ZoneCull.h" -#include "World.h" -#include "Entity.h" -#include "Train.h" -#include "Streaming.h" -#include "Pad.h" -#include "DMAudio.h" -#include "Population.h" -#include "FileLoader.h" -#include "Replay.h" -#include "CutsceneMgr.h" -#include "RenderBuffer.h" -#include "SurfaceTable.h" -#include "Lines.h" -#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 ¢er, 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 -} - -inline int -GetVUresult(void) -{ -#ifdef GTA_PS2 - int ret; - __asm__ volatile ( - "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish - : "=r" (ret) - ); - return ret; -#else - return vi01; -#endif -} - -inline int -GetVUresult(CVuVector &point, CVuVector &normal, float &dist) -{ -#ifdef GTA_PS2 - int ret; - __asm__ volatile ( - "cfc2.i %0,vi01\n" // .i important! wait for VU0 to finish - "sqc2 vf01,(%1)\n" - "sqc2 vf02,(%2)\n" - "qmfc2 $12,vf03\n" - "sw $12,(%3)\n" - : "=r" (ret) - : "r" (&point), "r" (&normal), "r" (&dist) - : "$12" - ); - return ret; -#else - point = vf01; - normal = vf02; - dist = vf03.x; - return vi01; -#endif -} - -#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 CCollision::ms_colModelCache; - -void -CCollision::Init(void) -{ - ms_colModelCache.Init(NUMCOLCACHELINKS); - ms_collisionInMemory = LEVEL_GENERIC; -} - -void -CCollision::Shutdown(void) -{ - ms_colModelCache.Shutdown(); -} - -void -CCollision::Update(void) -{ - CVector playerCoors; - playerCoors = FindPlayerCoors(); - eLevelName level = CTheZones::m_CurrLevel; - bool forceLevelChange = false; - - if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing()) - return; - - // hardcode a level if there are no zones - if(level == LEVEL_GENERIC){ - if(CGame::currLevel == LEVEL_INDUSTRIAL && - playerCoors.x < 400.0f){ - level = LEVEL_COMMERCIAL; - forceLevelChange = true; - }else if(CGame::currLevel == LEVEL_SUBURBAN && - playerCoors.x > -450.0f && playerCoors.y < -1400.0f){ - level = LEVEL_COMMERCIAL; - forceLevelChange = true; - }else{ - if(playerCoors.x > 800.0f){ - level = LEVEL_INDUSTRIAL; - forceLevelChange = true; - }else if(playerCoors.x < -800.0f){ - level = LEVEL_SUBURBAN; - forceLevelChange = true; - } - } - } - if(level != LEVEL_GENERIC && level != CGame::currLevel) - CGame::currLevel = level; - if(ms_collisionInMemory != CGame::currLevel) - LoadCollisionWhenINeedIt(forceLevelChange); - CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); -} - -eLevelName -GetCollisionInSectorList(CPtrList &list) -{ - CPtrNode *node; - CEntity *e; - int level; - - for(node = list.first; node; node = node->next){ - e = (CEntity*)node->item; - level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level; - if(level != LEVEL_GENERIC) - return (eLevelName)level; - } - return LEVEL_GENERIC; -} - -// Get a level this sector is in based on collision models -eLevelName -GetCollisionInSector(CSector §) -{ - int level; - - level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]); - if(level == LEVEL_GENERIC) - level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]); - if(level == LEVEL_GENERIC) - level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]); - if(level == LEVEL_GENERIC) - level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]); - if(level == LEVEL_GENERIC) - level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]); - if(level == LEVEL_GENERIC) - level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]); - return (eLevelName)level; -} - -void -CCollision::LoadCollisionWhenINeedIt(bool forceChange) -{ - eLevelName level, l; - bool multipleLevels; - CVector playerCoors; - CVehicle *veh; - CEntryInfoNode *ei; - int sx, sy; - int xmin, xmax, ymin, ymax; - int x, y; - - level = LEVEL_GENERIC; - - playerCoors = FindPlayerCoors(); - sx = CWorld::GetSectorIndexX(playerCoors.x); - sy = CWorld::GetSectorIndexY(playerCoors.y); - multipleLevels = false; - - veh = FindPlayerVehicle(); - if(veh && veh->IsTrain()){ - if(((CTrain*)veh)->m_nDoorState != TRAIN_DOOR_OPEN) - return; - }else if(playerCoors.z < -4.0f && !CCullZones::DoINeedToLoadCollision()) - return; - - // Figure out whose level's collisions we're most likely to be interested in - if(!forceChange){ - if(veh && veh->IsBoat()){ - // on water we expect to be between levels - multipleLevels = true; - }else{ - xmin = Max(sx - 1, 0); - xmax = Min(sx + 1, NUMSECTORS_X-1); - ymin = Max(sy - 1, 0); - ymax = Min(sy + 1, NUMSECTORS_Y-1); - - for(x = xmin; x <= xmax; x++) - for(y = ymin; y <= ymax; y++){ - l = GetCollisionInSector(*CWorld::GetSector(x, y)); - if(l != LEVEL_GENERIC){ - if(level == LEVEL_GENERIC) - level = l; - if(level != l) - multipleLevels = true; - } - } - } - - if(multipleLevels && veh && veh->IsBoat()) - for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){ - level = GetCollisionInSector(*ei->sector); - if(level != LEVEL_GENERIC) - break; - } - } - - if (level == CGame::currLevel || forceChange) { -#ifdef FIX_BUGS - CTimer::Suspend(); -#else - CTimer::Stop(); -#endif - ISLAND_LOADING_IS(LOW) - { - DMAudio.SetEffectsFadeVol(0); - CPad::StopPadsShaking(); - LoadCollisionScreen(CGame::currLevel); - DMAudio.Service(); - } - - CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false); - - ISLAND_LOADING_ISNT(HIGH) - { - CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL); - CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN); - } - ISLAND_LOADING_IS(LOW) - { - CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL); - CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL); - CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN); - CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); - CStreaming::RemoveUnusedModelsInLoadedList(); - CGame::TidyUpMemory(true, true); - CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); - } - - ms_collisionInMemory = CGame::currLevel; - CReplay::EmptyReplayBuffer(); - ISLAND_LOADING_IS(LOW) - { - if (CGame::currLevel != LEVEL_GENERIC) - LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); - CStreaming::RemoveUnusedBuildings(CGame::currLevel); - CStreaming::RequestBigBuildings(CGame::currLevel); - } -#ifdef NO_ISLAND_LOADING - else if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_MEDIUM) - CStreaming::RequestIslands(CGame::currLevel); -#endif - CStreaming::LoadAllRequestedModels(true); - - ISLAND_LOADING_IS(LOW) - { - CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel); - - CGame::TidyUpMemory(true, true); - } -#ifdef FIX_BUGS - CTimer::Resume(); -#else - CTimer::Update(); -#endif - ISLAND_LOADING_IS(LOW) - DMAudio.SetEffectsFadeVol(127); - } -} - -#ifdef NO_ISLAND_LOADING -bool CCollision::bAlreadyLoaded = false; -#endif -void -CCollision::SortOutCollisionAfterLoad(void) -{ - if(ms_collisionInMemory == CGame::currLevel) - return; - ISLAND_LOADING_IS(LOW) - CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel); - - if (CGame::currLevel != LEVEL_GENERIC) { -#ifdef NO_ISLAND_LOADING - if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) { - if (bAlreadyLoaded) { - ms_collisionInMemory = CGame::currLevel; - return; - } - bAlreadyLoaded = true; - CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL); - CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL); - CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN); - } else -#endif - CFileLoader::LoadCollisionFromDatFile(CGame::currLevel); - if(!CGame::playingIntro) - LoadSplash(GetLevelSplashScreen(CGame::currLevel)); - } - ms_collisionInMemory = CGame::currLevel; - CGame::TidyUpMemory(true, false); -} - -void -CCollision::LoadCollisionScreen(eLevelName level) -{ - static Const char *levelNames[4] = { - "", - "IND_ZON", - "COM_ZON", - "SUB_ZON" - }; - - // Why twice? - LoadingIslandScreen(levelNames[level]); - LoadingIslandScreen(levelNames[level]); -} - -// -// Test -// - - -bool -CCollision::TestSphereSphere(const CColSphere &s1, const CColSphere &s2) -{ - float d = s1.radius + s2.radius; - return (s1.center - s2.center).MagnitudeSqr() < d*d; -} - -bool -CCollision::TestSphereBox(const CColSphere &sph, const CColBox &box) -{ - if(sph.center.x + sph.radius < box.min.x) return false; - if(sph.center.x - sph.radius > box.max.x) return false; - if(sph.center.y + sph.radius < box.min.y) return false; - if(sph.center.y - sph.radius > box.max.y) return false; - if(sph.center.z + sph.radius < box.min.z) return false; - if(sph.center.z - sph.radius > box.max.z) return false; - return true; -} - -bool -CCollision::TestLineBox(const CColLine &line, const CColBox &box) -{ - float t, x, y, z; - // If either line point is in the box, we have a collision - if(line.p0.x > box.min.x && line.p0.x < box.max.x && - line.p0.y > box.min.y && line.p0.y < box.max.y && - line.p0.z > box.min.z && line.p0.z < box.max.z) - return true; - if(line.p1.x > box.min.x && line.p1.x < box.max.x && - line.p1.y > box.min.y && line.p1.y < box.max.y && - line.p1.z > box.min.z && line.p1.z < box.max.z) - return true; - - // check if points are on opposite sides of min x plane - if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){ - // parameter along line where we intersect - t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x); - // y of intersection - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y){ - // z of intersection - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - return true; - } - } - - // same test with max x plane - if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){ - t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x); - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y){ - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - return true; - } - } - - // min y plne - if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){ - t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - return true; - } - } - - // max y plane - if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){ - t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - return true; - } - } - - // min z plne - if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){ - t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y) - return true; - } - } - - // max z plane - if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){ - t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y) - return true; - } - } - return false; -} - -bool -CCollision::TestVerticalLineBox(const CColLine &line, const CColBox &box) -{ - if(line.p0.x <= box.min.x) return false; - if(line.p0.y <= box.min.y) return false; - if(line.p0.x >= box.max.x) return false; - if(line.p0.y >= box.max.y) return false; - if(line.p0.z < line.p1.z){ - if(line.p0.z > box.max.z) return false; - if(line.p1.z < box.min.z) return false; - }else{ - if(line.p1.z > box.max.z) return false; - if(line.p0.z < box.min.z) return false; - } - return true; -} - -bool -CCollision::TestLineTriangle(const CColLine &line, const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) -{ -#ifdef VU_COLLISION - // not used in favour of optimized loops - VuTriangle vutri; - verts[tri.a].Unpack(vutri.v0); - verts[tri.b].Unpack(vutri.v1); - verts[tri.c].Unpack(vutri.v2); - plane.Unpack(vutri.plane); - - LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri); - - if(GetVUresult()) - return true; - return false; -#else - float t; - CVector normal; - plane.GetNormal(normal); - - // if points are on the same side, no collision - if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f) - return false; - - // intersection parameter on line - t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal); - // find point of intersection - CVector p = line.p0 + (line.p1-line.p0)*t; - - const CVector &va = verts[tri.a].Get(); - const CVector &vb = verts[tri.b].Get(); - const CVector &vc = verts[tri.c].Get(); - CVector2D vec1, vec2, vec3, vect; - - // We do the test in 2D. With the plane direction we - // can figure out how to project the vectors. - // normal = (c-a) x (b-a) - switch(plane.dir){ - case DIR_X_POS: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vc.y; vec2.y = vc.z; - vec3.x = vb.y; vec3.y = vb.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_X_NEG: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vb.y; vec2.y = vb.z; - vec3.x = vc.y; vec3.y = vc.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_Y_POS: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vc.z; vec2.y = vc.x; - vec3.x = vb.z; vec3.y = vb.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Y_NEG: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vb.z; vec2.y = vb.x; - vec3.x = vc.z; vec3.y = vc.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Z_POS: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vc.x; vec2.y = vc.y; - vec3.x = vb.x; vec3.y = vb.y; - vect.x = p.x; vect.y = p.y; - break; - case DIR_Z_NEG: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vb.x; vec2.y = vb.y; - vec3.x = vc.x; vec3.y = vc.y; - vect.x = p.x; vect.y = p.y; - break; - default: - assert(0); - } - // This is our triangle: - // 3-------2 - // \ P / - // \ / - // \ / - // 1 - // We can use the "2d cross product" to check on which side - // a vector is of another. Test is true if point is inside of all edges. - if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; - if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; - if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; - return true; -#endif -} - -// Test if line segment intersects with sphere. -// If the first point is inside the sphere this test does not register a collision! -// The code is reversed from the original code and rather ugly, see Process for a clear version. -// TODO: actually rewrite this mess -bool -CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph) -{ - CVector v01 = line.p1 - line.p0; // vector from p0 to p1 - CVector v0c = sph.center - line.p0; // vector from p0 to center - float linesq = v01.MagnitudeSqr(); - // I leave in the strange -2 factors even though they serve no real purpose - float projline = -2.0f * DotProduct(v01, v0c); // project v0c onto line - // Square of tangent from p0 multiplied by line length so we can compare with projline. - // The length of the tangent would be this: Sqrt((c-p0)^2 - r^2). - // Negative if p0 is inside the sphere! This breaks the test! - float tansq = 4.0f * linesq * - (sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius); - float diffsq = projline*projline - tansq; - // if diffsq < 0 that means the line is a passant, so no intersection - if(diffsq < 0.0f) - return false; - // projline (negative in GTA for some reason) is the point on the line - // in the middle of the two intersection points (startin from p0). - // Sqrt(diffsq) somehow works out to be the distance from that - // midpoint to the intersection points. - // So subtract that and get rid of the awkward scaling: - float f = (-projline - Sqrt(diffsq)) / (2.0f*linesq); - // f should now be in range [0, 1] for [p0, p1] - return f >= 0.0f && f <= 1.0f; -} - -bool -CCollision::TestSphereTriangle(const CColSphere &sphere, - const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane) -{ -#ifdef VU_COLLISION - // not used in favour of optimized loops - VuTriangle vutri; - verts[tri.a].Unpack(vutri.v0); - verts[tri.b].Unpack(vutri.v1); - verts[tri.c].Unpack(vutri.v2); - plane.Unpack(vutri.plane); - - SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri); - - if(GetVUresult()) - return true; - return false; -#else - // If sphere and plane don't intersect, no collision - float planedist = plane.CalcPoint(sphere.center); - if(Abs(planedist) > sphere.radius) - return false; - - const CVector &va = verts[tri.a].Get(); - const CVector &vb = verts[tri.b].Get(); - const CVector &vc = verts[tri.c].Get(); - - // calculate two orthogonal basis vectors for the triangle - CVector vec2 = vb - va; - float len = vec2.Magnitude(); - vec2 = vec2 * (1.0f/len); - CVector normal; - plane.GetNormal(normal); - CVector vec1 = CrossProduct(vec2, normal); - - // We know A has local coordinate [0,0] and B has [0,len]. - // Now calculate coordinates on triangle for these two vectors: - CVector vac = vc - va; - CVector vas = sphere.center - va; - CVector2D b(0.0f, len); - CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac)); - CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas)); - - // The three triangle lines partition the space into 6 sectors, - // find out in which the center lies. - int insideAB = CrossProduct2D(s, b) >= 0.0f; - int insideAC = CrossProduct2D(c, s) >= 0.0f; - int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f; - - int testcase = insideAB + insideAC + insideBC; - float dist = 0.0f; - switch(testcase){ - case 1: - // closest to a vertex - if(insideAB) dist = (sphere.center - vc).Magnitude(); - else if(insideAC) dist = (sphere.center - vb).Magnitude(); - else if(insideBC) dist = (sphere.center - va).Magnitude(); - else assert(0); - break; - case 2: - // closest to an edge - // looks like original game as DistToLine manually inlined - if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center); - else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center); - else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center); - else assert(0); - break; - case 3: - // center is in triangle - dist = Abs(planedist); - break; - default: - assert(0); - } - - return dist < sphere.radius; -#endif -} - -bool -CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough) -{ -#ifdef VU_COLLISION - CMatrix matTransform; - int i; - - // transform line to model space - Invert(matrix, matTransform); - CVuVector newline[2]; - TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); - - // If we don't intersect with the bounding box, no chance on the rest - if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) - return false; - - for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; - if(TestLineSphere(*(CColLine*)newline, model.spheres[i])) - return true; - } - - for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; - if(TestLineBox(*(CColLine*)newline, model.boxes[i])) - return true; - } - - CalculateTrianglePlanes(&model); - int lastTest = -1; - VuTriangle vutri; - for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - - CColTriangle *tri = &model.triangles[i]; - model.vertices[tri->a].Unpack(vutri.v0); - model.vertices[tri->b].Unpack(vutri.v1); - model.vertices[tri->c].Unpack(vutri.v2); - model.trianglePlanes[i].Unpack(vutri.plane); - - LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); - lastTest = i; - break; - } -#ifdef FIX_BUGS - // no need to check first again - i++; -#endif - for(; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - - CColTriangle *tri = &model.triangles[i]; - model.vertices[tri->a].Unpack(vutri.v0); - model.vertices[tri->b].Unpack(vutri.v1); - model.vertices[tri->c].Unpack(vutri.v2); - model.trianglePlanes[i].Unpack(vutri.plane); - - if(GetVUresult()) - return true; - - LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); - lastTest = i; - - } - if(lastTest != -1 && GetVUresult()) - return true; - - return false; -#else - static CMatrix matTransform; - int i; - - // transform line to model space - Invert(matrix, matTransform); - CColLine newline(matTransform * line.p0, matTransform * line.p1); - - // If we don't intersect with the bounding box, no chance on the rest - if(!TestLineBox(newline, model.boundingBox)) - return false; - - for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; - if(TestLineSphere(newline, model.spheres[i])) - return true; - } - - for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; - if(TestLineBox(newline, model.boxes[i])) - return true; - } - - CalculateTrianglePlanes(&model); - for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - if(TestLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i])) - return true; - } - - return false; -#endif -} - - -// -// Process -// - -// For Spheres mindist is the squared distance to its center -// For Lines mindist is between [0,1] - -bool -CCollision::ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq) -{ - CVector dist = s1.center - s2.center; - float d = dist.Magnitude() - s2.radius; // distance from s1's center to s2 - float depth = s1.radius - d; // sphere overlap - if(d < 0.0f) d = 0.0f; // clamp to zero, i.e. if s1's center is inside s2 - // no collision if sphere is not close enough - if(d*d < mindistsq && d < s1.radius){ - dist.Normalise(); - point.point = s1.center - dist*d; - point.normal = dist; -#ifndef VU_COLLISION - point.surfaceA = s1.surface; - point.pieceA = s1.piece; - point.surfaceB = s2.surface; - point.pieceB = s2.piece; -#endif - point.depth = depth; - mindistsq = d*d; // collision radius - return true; - } - return false; -} - -bool -CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq) -{ - CVector p; - CVector dist; - - // GTA's code is too complicated, uses a huge 3x3x3 if statement - // we can simplify the structure a lot - - // first make sure we have a collision at all - if(sph.center.x + sph.radius < box.min.x) return false; - if(sph.center.x - sph.radius > box.max.x) return false; - if(sph.center.y + sph.radius < box.min.y) return false; - if(sph.center.y - sph.radius > box.max.y) return false; - if(sph.center.z + sph.radius < box.min.z) return false; - if(sph.center.z - sph.radius > box.max.z) return false; - - // Now find out where the sphere center lies in relation to all the sides - int xpos = sph.center.x < box.min.x ? 1 : - sph.center.x > box.max.x ? 2 : - 0; - int ypos = sph.center.y < box.min.y ? 1 : - sph.center.y > box.max.y ? 2 : - 0; - int zpos = sph.center.z < box.min.z ? 1 : - sph.center.z > box.max.z ? 2 : - 0; - - if(xpos == 0 && ypos == 0 && zpos == 0){ - // sphere is inside the box - p = (box.min + box.max)*0.5f; - - dist = sph.center - p; - float lensq = dist.MagnitudeSqr(); - if(lensq < mindistsq){ - point.normal = dist * (1.0f/Sqrt(lensq)); - point.point = sph.center - point.normal; -#ifndef VU_COLLISION - point.surfaceA = sph.surface; - point.pieceA = sph.piece; - point.surfaceB = box.surface; - point.pieceB = box.piece; -#endif - - // find absolute distance to the closer side in each dimension - float dx = dist.x > 0.0f ? - box.max.x - sph.center.x : - sph.center.x - box.min.x; - float dy = dist.y > 0.0f ? - box.max.y - sph.center.y : - sph.center.y - box.min.y; - float dz = dist.z > 0.0f ? - box.max.z - sph.center.z : - sph.center.z - box.min.z; - // collision depth is maximum of that: - if(dx > dy && dx > dz) - point.depth = dx; - else if(dy > dz) - point.depth = dy; - else - point.depth = dz; - return true; - } - }else{ - // sphere is outside. - // closest point on box: - p.x = xpos == 1 ? box.min.x : - xpos == 2 ? box.max.x : - sph.center.x; - p.y = ypos == 1 ? box.min.y : - ypos == 2 ? box.max.y : - sph.center.y; - p.z = zpos == 1 ? box.min.z : - zpos == 2 ? box.max.z : - sph.center.z; - - dist = sph.center - p; - float lensq = dist.MagnitudeSqr(); - if(lensq < mindistsq){ - float len = Sqrt(lensq); - point.point = p; - point.normal = dist * (1.0f/len); -#ifndef VU_COLLISION - point.surfaceA = sph.surface; - point.pieceA = sph.piece; - point.surfaceB = box.surface; - point.pieceB = box.piece; -#endif - point.depth = sph.radius - len; - mindistsq = lensq; - return true; - } - } - return false; -} - -bool -CCollision::ProcessLineBox(const CColLine &line, const CColBox &box, CColPoint &point, float &mindist) -{ - float mint, t, x, y, z; - CVector normal; - CVector p; - - mint = 1.0f; - // check if points are on opposite sides of min x plane - if((box.min.x - line.p1.x) * (box.min.x - line.p0.x) < 0.0f){ - // parameter along line where we intersect - t = (box.min.x - line.p0.x) / (line.p1.x - line.p0.x); - // y of intersection - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y){ - // z of intersection - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - if(t < mint){ - mint = t; - p = CVector(box.min.x, y, z); - normal = CVector(-1.0f, 0.0f, 0.0f); - } - } - } - - // max x plane - if((line.p1.x - box.max.x) * (line.p0.x - box.max.x) < 0.0f){ - t = (line.p0.x - box.max.x) / (line.p0.x - line.p1.x); - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y){ - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - if(t < mint){ - mint = t; - p = CVector(box.max.x, y, z); - normal = CVector(1.0f, 0.0f, 0.0f); - } - } - } - - // min y plne - if((box.min.y - line.p0.y) * (box.min.y - line.p1.y) < 0.0f){ - t = (box.min.y - line.p0.y) / (line.p1.y - line.p0.y); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - if(t < mint){ - mint = t; - p = CVector(x, box.min.y, z); - normal = CVector(0.0f, -1.0f, 0.0f); - } - } - } - - // max y plane - if((line.p0.y - box.max.y) * (line.p1.y - box.max.y) < 0.0f){ - t = (line.p0.y - box.max.y) / (line.p0.y - line.p1.y); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - z = line.p0.z + (line.p1.z - line.p0.z)*t; - if(z > box.min.z && z < box.max.z) - if(t < mint){ - mint = t; - p = CVector(x, box.max.y, z); - normal = CVector(0.0f, 1.0f, 0.0f); - } - } - } - - // min z plne - if((box.min.z - line.p0.z) * (box.min.z - line.p1.z) < 0.0f){ - t = (box.min.z - line.p0.z) / (line.p1.z - line.p0.z); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y) - if(t < mint){ - mint = t; - p = CVector(x, y, box.min.z); - normal = CVector(0.0f, 0.0f, -1.0f); - } - } - } - - // max z plane - if((line.p0.z - box.max.z) * (line.p1.z - box.max.z) < 0.0f){ - t = (line.p0.z - box.max.z) / (line.p0.z - line.p1.z); - x = line.p0.x + (line.p1.x - line.p0.x)*t; - if(x > box.min.x && x < box.max.x){ - y = line.p0.y + (line.p1.y - line.p0.y)*t; - if(y > box.min.y && y < box.max.y) - if(t < mint){ - mint = t; - p = CVector(x, y, box.max.z); - normal = CVector(0.0f, 0.0f, 1.0f); - } - } - } - - if(mint >= mindist) - return false; - - point.point = p; - point.normal = normal; -#ifndef VU_COLLISION - point.surfaceA = 0; - point.pieceA = 0; - point.surfaceB = box.surface; - point.pieceB = box.piece; -#endif - mindist = mint; - - return true; -} - -// If line.p0 lies inside sphere, no collision is registered. -bool -CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist) -{ - CVector v01 = line.p1 - line.p0; - CVector v0c = sphere.center - line.p0; - float linesq = v01.MagnitudeSqr(); - // project v0c onto v01, scaled by |v01| this is the midpoint of the two intersections - float projline = DotProduct(v01, v0c); - // tangent of p0 to sphere, scaled by linesq just like projline^2 - float tansq = (v0c.MagnitudeSqr() - sphere.radius*sphere.radius) * linesq; - // this works out to be the square of the distance between the midpoint and the intersections - float diffsq = projline*projline - tansq; - // no intersection - if(diffsq < 0.0f) - return false; - // point of first intersection, in range [0,1] between p0 and p1 - float t = (projline - Sqrt(diffsq)) / linesq; - // if not on line or beyond mindist, no intersection - if(t < 0.0f || t > 1.0f || t >= mindist) - return false; - point.point = line.p0 + v01*t; - point.normal = point.point - sphere.center; - point.normal.Normalise(); -#ifndef VU_COLLISION - point.surfaceA = 0; - point.pieceA = 0; - point.surfaceB = sphere.surface; - point.pieceB = sphere.piece; -#endif - mindist = t; - return true; -} - -bool -CCollision::ProcessVerticalLineTriangle(const CColLine &line, - const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, - CColPoint &point, float &mindist, CStoredCollPoly *poly) -{ -#ifdef VU_COLLISION - // not used in favour of optimized loops - bool res = ProcessLineTriangle(line, verts, tri, plane, point, mindist); - if(res && poly){ - poly->verts[0] = verts[tri.a].Get(); - poly->verts[1] = verts[tri.b].Get(); - poly->verts[2] = verts[tri.c].Get(); - poly->valid = true; - } - return res; -#else - float t; - CVector normal; - - const CVector &p0 = line.p0; - const CVector &va = verts[tri.a].Get(); - const CVector &vb = verts[tri.b].Get(); - const CVector &vc = verts[tri.c].Get(); - - // early out bound rect test - if(p0.x < va.x && p0.x < vb.x && p0.x < vc.x) return false; - if(p0.x > va.x && p0.x > vb.x && p0.x > vc.x) return false; - if(p0.y < va.y && p0.y < vb.y && p0.y < vc.y) return false; - if(p0.y > va.y && p0.y > vb.y && p0.y > vc.y) return false; - - plane.GetNormal(normal); - // if points are on the same side, no collision - if(plane.CalcPoint(p0) * plane.CalcPoint(line.p1) > 0.0f) - return false; - - // intersection parameter on line - float h = (line.p1 - p0).z; - t = -plane.CalcPoint(p0) / (h * normal.z); - // early out if we're beyond the mindist - if(t >= mindist) - return false; - CVector p(p0.x, p0.y, p0.z + h*t); - - CVector2D vec1, vec2, vec3, vect; - switch(plane.dir){ - case DIR_X_POS: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vc.y; vec2.y = vc.z; - vec3.x = vb.y; vec3.y = vb.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_X_NEG: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vb.y; vec2.y = vb.z; - vec3.x = vc.y; vec3.y = vc.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_Y_POS: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vc.z; vec2.y = vc.x; - vec3.x = vb.z; vec3.y = vb.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Y_NEG: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vb.z; vec2.y = vb.x; - vec3.x = vc.z; vec3.y = vc.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Z_POS: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vc.x; vec2.y = vc.y; - vec3.x = vb.x; vec3.y = vb.y; - vect.x = p.x; vect.y = p.y; - break; - case DIR_Z_NEG: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vb.x; vec2.y = vb.y; - vec3.x = vc.x; vec3.y = vc.y; - vect.x = p.x; vect.y = p.y; - break; - default: - assert(0); - } - if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; - if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; - if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; - if(t >= mindist) return false; - point.point = p; - point.normal = normal; - point.surfaceA = 0; - point.pieceA = 0; - point.surfaceB = tri.surface; - point.pieceB = 0; - if(poly){ - poly->verts[0] = va; - poly->verts[1] = vb; - poly->verts[2] = vc; - poly->valid = true; - } - mindist = t; - return true; -#endif -} - -bool -CCollision::IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly) -{ -#ifdef VU_COLLISION - if(!poly->valid) - return false; - - CVuVector p0 = pos; - CVuVector p1 = pos; - p1.z = z; - - CVector v01 = poly->verts[1] - poly->verts[0]; - CVector v02 = poly->verts[2] - poly->verts[0]; - CVuVector plane = CrossProduct(v02, v01); - plane.Normalise(); - plane.w = DotProduct(plane, poly->verts[0]); - - LineToTriangleCollision(p0, p1, poly->verts[0], poly->verts[1], poly->verts[2], plane); - - CVuVector pnt; - float dist; - if(!GetVUresult(pnt, plane, dist)) -#ifdef FIX_BUGS - // perhaps not needed but be safe - return poly->valid = false; -#else - return false; -#endif - point.point = pnt; - return true; -#else - float t; - - if(!poly->valid) - return false; - - // maybe inlined? - CColTrianglePlane plane; - plane.Set(poly->verts[0], poly->verts[1], poly->verts[2]); - - const CVector &va = poly->verts[0]; - const CVector &vb = poly->verts[1]; - const CVector &vc = poly->verts[2]; - CVector p0 = pos; - CVector p1(pos.x, pos.y, z); - - // The rest is pretty much CCollision::ProcessLineTriangle - - // if points are on the same side, no collision - if(plane.CalcPoint(p0) * plane.CalcPoint(p1) > 0.0f) - return poly->valid = false; - - // intersection parameter on line - CVector normal; - plane.GetNormal(normal); - t = -plane.CalcPoint(p0) / DotProduct(p1 - p0, normal); - // find point of intersection - CVector p = p0 + (p1-p0)*t; - - CVector2D vec1, vec2, vec3, vect; - switch(plane.dir){ - case DIR_X_POS: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vc.y; vec2.y = vc.z; - vec3.x = vb.y; vec3.y = vb.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_X_NEG: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vb.y; vec2.y = vb.z; - vec3.x = vc.y; vec3.y = vc.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_Y_POS: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vc.z; vec2.y = vc.x; - vec3.x = vb.z; vec3.y = vb.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Y_NEG: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vb.z; vec2.y = vb.x; - vec3.x = vc.z; vec3.y = vc.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Z_POS: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vc.x; vec2.y = vc.y; - vec3.x = vb.x; vec3.y = vb.y; - vect.x = p.x; vect.y = p.y; - break; - case DIR_Z_NEG: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vb.x; vec2.y = vb.y; - vec3.x = vc.x; vec3.y = vc.y; - vect.x = p.x; vect.y = p.y; - break; - default: - assert(0); - } - if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return poly->valid = false; - if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return poly->valid = false; - if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return poly->valid = false; - point.point = p; - return poly->valid = true; -#endif -} - -bool -CCollision::ProcessLineTriangle(const CColLine &line, - const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, - CColPoint &point, float &mindist) -{ -#ifdef VU_COLLISION - // not used in favour of optimized loops - VuTriangle vutri; - verts[tri.a].Unpack(vutri.v0); - verts[tri.b].Unpack(vutri.v1); - verts[tri.c].Unpack(vutri.v2); - plane.Unpack(vutri.plane); - - LineToTriangleCollisionCompressed(*(CVuVector*)&line.p0, *(CVuVector*)&line.p1, vutri); - - CVuVector pnt, normal; - float dist; - if(GetVUresult(pnt, normal, dist)){ - if(dist < mindist){ - point.point = pnt; - point.normal = normal; - mindist = dist; - return true; - } - } - return false; -#else - float t; - CVector normal; - plane.GetNormal(normal); - - // if points are on the same side, no collision - if(plane.CalcPoint(line.p0) * plane.CalcPoint(line.p1) > 0.0f) - return false; - - // intersection parameter on line - t = -plane.CalcPoint(line.p0) / DotProduct(line.p1 - line.p0, normal); - // early out if we're beyond the mindist - if(t >= mindist) - return false; - // find point of intersection - CVector p = line.p0 + (line.p1-line.p0)*t; - - const CVector &va = verts[tri.a].Get(); - const CVector &vb = verts[tri.b].Get(); - const CVector &vc = verts[tri.c].Get(); - CVector2D vec1, vec2, vec3, vect; - - switch(plane.dir){ - case DIR_X_POS: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vc.y; vec2.y = vc.z; - vec3.x = vb.y; vec3.y = vb.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_X_NEG: - vec1.x = va.y; vec1.y = va.z; - vec2.x = vb.y; vec2.y = vb.z; - vec3.x = vc.y; vec3.y = vc.z; - vect.x = p.y; vect.y = p.z; - break; - case DIR_Y_POS: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vc.z; vec2.y = vc.x; - vec3.x = vb.z; vec3.y = vb.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Y_NEG: - vec1.x = va.z; vec1.y = va.x; - vec2.x = vb.z; vec2.y = vb.x; - vec3.x = vc.z; vec3.y = vc.x; - vect.x = p.z; vect.y = p.x; - break; - case DIR_Z_POS: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vc.x; vec2.y = vc.y; - vec3.x = vb.x; vec3.y = vb.y; - vect.x = p.x; vect.y = p.y; - break; - case DIR_Z_NEG: - vec1.x = va.x; vec1.y = va.y; - vec2.x = vb.x; vec2.y = vb.y; - vec3.x = vc.x; vec3.y = vc.y; - vect.x = p.x; vect.y = p.y; - break; - default: - assert(0); - } - if(CrossProduct2D(vec2-vec1, vect-vec1) < 0.0f) return false; - if(CrossProduct2D(vec3-vec1, vect-vec1) > 0.0f) return false; - if(CrossProduct2D(vec3-vec2, vect-vec2) < 0.0f) return false; - if(t >= mindist) return false; - point.point = p; - point.normal = normal; - point.surfaceA = 0; - point.pieceA = 0; - point.surfaceB = tri.surface; - point.pieceB = 0; - mindist = t; - return true; -#endif -} - -bool -CCollision::ProcessSphereTriangle(const CColSphere &sphere, - const CompressedVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, - CColPoint &point, float &mindistsq) -{ -#ifdef VU_COLLISION - // not used in favour of optimized loops - VuTriangle vutri; - verts[tri.a].Unpack(vutri.v0); - verts[tri.b].Unpack(vutri.v1); - verts[tri.c].Unpack(vutri.v2); - plane.Unpack(vutri.plane); - - SphereToTriangleCollisionCompressed(*(CVuVector*)&sphere, vutri); - - CVuVector pnt, normal; - float dist; - if(GetVUresult(pnt, normal, dist) && dist*dist < mindistsq){ - float depth = sphere.radius - dist; - if(depth > point.depth){ - point.point = pnt; - point.normal = normal; - point.depth = depth; - mindistsq = dist*dist; - return true; - } - } - return false; -#else - // If sphere and plane don't intersect, no collision - float planedist = plane.CalcPoint(sphere.center); - float distsq = planedist*planedist; - if(Abs(planedist) > sphere.radius || distsq > mindistsq) - return false; - - const CVector &va = verts[tri.a].Get(); - const CVector &vb = verts[tri.b].Get(); - const CVector &vc = verts[tri.c].Get(); - - // calculate two orthogonal basis vectors for the triangle - CVector normal; - plane.GetNormal(normal); - CVector vec2 = vb - va; - float len = vec2.Magnitude(); - vec2 = vec2 * (1.0f/len); - CVector vec1 = CrossProduct(vec2, normal); - - // We know A has local coordinate [0,0] and B has [0,len]. - // Now calculate coordinates on triangle for these two vectors: - CVector vac = vc - va; - CVector vas = sphere.center - va; - CVector2D b(0.0f, len); - CVector2D c(DotProduct(vec1, vac), DotProduct(vec2, vac)); - CVector2D s(DotProduct(vec1, vas), DotProduct(vec2, vas)); - - // The three triangle lines partition the space into 6 sectors, - // find out in which the center lies. - int insideAB = CrossProduct2D(s, b) >= 0.0f; - int insideAC = CrossProduct2D(c, s) >= 0.0f; - int insideBC = CrossProduct2D(s-b, c-b) >= 0.0f; - - int testcase = insideAB + insideAC + insideBC; - float dist = 0.0f; - CVector p; - switch(testcase){ - case 1: - // closest to a vertex - if(insideAB) p = vc; - else if(insideAC) p = vb; - else if(insideBC) p = va; - else assert(0); - dist = (sphere.center - p).Magnitude(); - break; - case 2: - // closest to an edge - // looks like original game as DistToLine manually inlined - if(!insideAB) dist = DistToLine(&va, &vb, &sphere.center, p); - else if(!insideAC) dist = DistToLine(&va, &vc, &sphere.center, p); - else if(!insideBC) dist = DistToLine(&vb, &vc, &sphere.center, p); - else assert(0); - break; - case 3: - // center is in triangle - dist = Abs(planedist); - p = sphere.center - normal*planedist; - break; - default: - assert(0); - } - - if(dist >= sphere.radius || dist*dist >= mindistsq) - return false; - - point.point = p; - point.normal = sphere.center - p; - point.normal.Normalise(); -#ifndef VU_COLLISION - point.surfaceA = sphere.surface; - point.pieceA = sphere.piece; - point.surfaceB = tri.surface; - point.pieceB = 0; -#endif - point.depth = sphere.radius - dist; - mindistsq = dist*dist; - return true; -#endif -} - -bool -CCollision::ProcessLineOfSight(const CColLine &line, - const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough) -{ -#ifdef VU_COLLISION - CMatrix matTransform; - int i; - - // transform line to model space - Invert(matrix, matTransform); - CVuVector newline[2]; - TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); - - if(mindist < 1.0f) - newline[1] = newline[0] + (newline[1] - newline[0])*mindist; - - // If we don't intersect with the bounding box, no chance on the rest - if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) - return false; - - float coldist = 1.0f; - for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; - if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) - point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); - } - - for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; - if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) - point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); - } - - CalculateTrianglePlanes(&model); - VuTriangle vutri; - CColTriangle *lasttri = nil; - for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - - CColTriangle *tri = &model.triangles[i]; - model.vertices[tri->a].Unpack(vutri.v0); - model.vertices[tri->b].Unpack(vutri.v1); - model.vertices[tri->c].Unpack(vutri.v2); - model.trianglePlanes[i].Unpack(vutri.plane); - - LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); - lasttri = tri; - break; - } -#ifdef FIX_BUGS - // no need to check first again - i++; -#endif - CVuVector pnt, normal; - float dist; - for(; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - - CColTriangle *tri = &model.triangles[i]; - model.vertices[tri->a].Unpack(vutri.v0); - model.vertices[tri->b].Unpack(vutri.v1); - model.vertices[tri->c].Unpack(vutri.v2); - model.trianglePlanes[i].Unpack(vutri.plane); - - if(GetVUresult(pnt, normal, dist)) - if(dist < coldist){ - point.point = pnt; - point.normal = normal; - point.Set(0, 0, lasttri->surface, 0); - coldist = dist; - } - - LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); - lasttri = tri; - } - if(lasttri && GetVUresult(pnt, normal, dist)) - if(dist < coldist){ - point.point = pnt; - point.normal = normal; - point.Set(0, 0, lasttri->surface, 0); - coldist = dist; - } - - - if(coldist < 1.0f){ - point.point = matrix * point.point; - point.normal = Multiply3x3(matrix, point.normal); - mindist *= coldist; - return true; - } - return false; -#else - static CMatrix matTransform; - int i; - - // transform line to model space - Invert(matrix, matTransform); - CColLine newline(matTransform * line.p0, matTransform * line.p1); - - // If we don't intersect with the bounding box, no chance on the rest - if(!TestLineBox(newline, model.boundingBox)) - return false; - - float coldist = mindist; - for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; - ProcessLineSphere(newline, model.spheres[i], point, coldist); - } - - for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; - ProcessLineBox(newline, model.boxes[i], point, coldist); - } - - CalculateTrianglePlanes(&model); - for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - ProcessLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist); - } - - if(coldist < mindist){ - point.point = matrix * point.point; - point.normal = Multiply3x3(matrix, point.normal); - mindist = coldist; - return true; - } - return false; -#endif -} - -bool -CCollision::ProcessVerticalLine(const CColLine &line, - const CMatrix &matrix, CColModel &model, - CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly) -{ -#ifdef VU_COLLISION - static CStoredCollPoly TempStoredPoly; - CMatrix matTransform; - int i; - - // transform line to model space - Invert(matrix, matTransform); - CVuVector newline[2]; - TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2); - - if(mindist < 1.0f) - newline[1] = newline[0] + (newline[1] - newline[0])*mindist; - - if(!TestLineBox(*(CColLine*)newline, model.boundingBox)) - return false; - - float coldist = 1.0f; - for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; - if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist)) - point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece); - } - - for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; - if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist)) - point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece); - } - - CalculateTrianglePlanes(&model); - TempStoredPoly.valid = false; - if(model.numTriangles){ - bool registeredCol; - CColTriangle *lasttri = nil; - VuTriangle vutri; - for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - - CColTriangle *tri = &model.triangles[i]; - model.vertices[tri->a].Unpack(vutri.v0); - model.vertices[tri->b].Unpack(vutri.v1); - model.vertices[tri->c].Unpack(vutri.v2); - model.trianglePlanes[i].Unpack(vutri.plane); - - LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); - lasttri = tri; - break; - } -#ifdef FIX_BUGS - // no need to check first again - i++; -#endif - CVuVector pnt, normal; - float dist; - for(; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - - CColTriangle *tri = &model.triangles[i]; - model.vertices[tri->a].Unpack(vutri.v0); - model.vertices[tri->b].Unpack(vutri.v1); - model.vertices[tri->c].Unpack(vutri.v2); - model.trianglePlanes[i].Unpack(vutri.plane); - - if(GetVUresult(pnt, normal, dist)){ - if(dist < coldist){ - point.point = pnt; - point.normal = normal; - point.Set(0, 0, lasttri->surface, 0); - coldist = dist; - registeredCol = true; - }else - registeredCol = false; - }else - registeredCol = false; - - if(registeredCol){ - TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get(); - TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get(); - TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get(); - TempStoredPoly.valid = true; - } - - LineToTriangleCollisionCompressed(newline[0], newline[1], vutri); - lasttri = tri; - } - if(lasttri && GetVUresult(pnt, normal, dist)){ - if(dist < coldist){ - point.point = pnt; - point.normal = normal; - point.Set(0, 0, lasttri->surface, 0); - coldist = dist; - registeredCol = true; - }else - registeredCol = false; - }else - registeredCol = false; - - if(registeredCol){ - TempStoredPoly.verts[0] = model.vertices[lasttri->a].Get(); - TempStoredPoly.verts[1] = model.vertices[lasttri->b].Get(); - TempStoredPoly.verts[2] = model.vertices[lasttri->c].Get(); - TempStoredPoly.valid = true; - } - } - - if(coldist < 1.0f){ - point.point = matrix * point.point; - point.normal = Multiply3x3(matrix, point.normal); - if(TempStoredPoly.valid && poly){ - *poly = TempStoredPoly; - poly->verts[0] = matrix * CVector(poly->verts[0]); - poly->verts[1] = matrix * CVector(poly->verts[1]); - poly->verts[2] = matrix * CVector(poly->verts[2]); - } - mindist *= coldist; - return true; - } - return false; -#else - static CStoredCollPoly TempStoredPoly; - int i; - - // transform line to model space - // Why does the game seem to do this differently than above? - CColLine newline(MultiplyInverse(matrix, line.p0), MultiplyInverse(matrix, line.p1)); - newline.p1.x = newline.p0.x; - newline.p1.y = newline.p0.y; - - if(!TestVerticalLineBox(newline, model.boundingBox)) - return false; - - float coldist = mindist; - for(i = 0; i < model.numSpheres; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue; - ProcessLineSphere(newline, model.spheres[i], point, coldist); - } - - for(i = 0; i < model.numBoxes; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue; - ProcessLineBox(newline, model.boxes[i], point, coldist); - } - - CalculateTrianglePlanes(&model); - TempStoredPoly.valid = false; - for(i = 0; i < model.numTriangles; i++){ - if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue; - ProcessVerticalLineTriangle(newline, model.vertices, model.triangles[i], model.trianglePlanes[i], point, coldist, &TempStoredPoly); - } - - if(coldist < mindist){ - point.point = matrix * point.point; - point.normal = Multiply3x3(matrix, point.normal); - if(TempStoredPoly.valid && poly){ - *poly = TempStoredPoly; - poly->verts[0] = matrix * poly->verts[0]; - poly->verts[1] = matrix * poly->verts[1]; - poly->verts[2] = matrix * poly->verts[2]; - } - mindist = coldist; - return true; - } - return false; -#endif -} - -enum { - MAXNUMSPHERES = 128, - MAXNUMBOXES = 32, - MAXNUMLINES = 16, - MAXNUMTRIS = 600 -}; - -#ifdef VU_COLLISION -#ifdef GTA_PS2 -#define SPR(off) ((uint8*)(0x70000000 + (off))) -#else -static uint8 fakeSPR[16*1024]; -#define SPR(off) ((uint8*)(fakeSPR + (off))) -#endif -#endif - -// This checks model A's spheres and lines against model B's spheres, boxes and triangles. -// Returns the number of A's spheres that collide. -// Returned ColPoints are in world space. -// NB: only vehicles can have col models with lines, exactly 4, one for each wheel -int32 -CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA, - const CMatrix &matrixB, CColModel &modelB, - CColPoint *spherepoints, CColPoint *linepoints, float *linedists) -{ -#ifdef VU_COLLISION - CVuVector *aSpheresA = (CVuVector*)SPR(0x0000); - CVuVector *aSpheresB = (CVuVector*)SPR(0x0800); - CVuVector *aLinesA = (CVuVector*)SPR(0x1000); - int32 *aSphereIndicesA = (int32*)SPR(0x1200); - int32 *aSphereIndicesB = (int32*)SPR(0x1400); - int32 *aBoxIndicesB = (int32*)SPR(0x1600); - int32 *aTriangleIndicesB = (int32*)SPR(0x1680); - bool *aCollided = (bool*)SPR(0x1FE0); - CMatrix &matAB = *(CMatrix*)SPR(0x1FF0); - CMatrix &matBA = *(CMatrix*)SPR(0x2040); - int i, j, k; - - // From model A space to model B space - Invert(matrixB, matAB); - matAB *= matrixA; - - CVuVector bsphereAB; // bounding sphere of A in B space - TransformPoint(bsphereAB, matAB, *(RwV3d*)modelA.boundingSphere.center); // inlined - bsphereAB.w = modelA.boundingSphere.radius; - if(!TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boundingBox)) - return 0; - - // transform modelA's spheres and lines to B space - TransformPoints(aSpheresA, modelA.numSpheres, matAB, (RwV3d*)&modelA.spheres->center, sizeof(CColSphere)); - for(i = 0; i < modelA.numSpheres; i++) - aSpheresA[i].w = modelA.spheres[i].radius; - TransformPoints(aLinesA, modelA.numLines*2, matAB, (RwV3d*)&modelA.lines->p0, sizeof(CColLine)/2); - - // Test them against model B's bounding volumes - int numSpheresA = 0; - for(i = 0; i < modelA.numSpheres; i++) - if(TestSphereBox(*(CColSphere*)&aSpheresA[i], modelB.boundingBox)) - aSphereIndicesA[numSpheresA++] = i; - // No collision - if(numSpheresA == 0 && modelA.numLines == 0) - return 0; - - - // B to A space - Invert(matrixA, matBA); - matBA *= matrixB; - - // transform modelB's spheres to A space - TransformPoints(aSpheresB, modelB.numSpheres, matBA, (RwV3d*)&modelB.spheres->center, sizeof(CColSphere)); - for(i = 0; i < modelB.numSpheres; i++) - aSpheresB[i].w = modelB.spheres[i].radius; - - // Check model B against A's bounding volumes - int numSpheresB = 0; - int numBoxesB = 0; - int numTrianglesB = 0; - for(i = 0; i < modelB.numSpheres; i++) - if(TestSphereBox(*(CColSphere*)&aSpheresB[i], modelA.boundingBox)) - aSphereIndicesB[numSpheresB++] = i; - for(i = 0; i < modelB.numBoxes; i++) - if(TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boxes[i])) - aBoxIndicesB[numBoxesB++] = i; - CalculateTrianglePlanes(&modelB); - if(modelB.numTriangles){ - VuTriangle vutri; - // process the first triangle - CColTriangle *tri = &modelB.triangles[0]; - modelB.vertices[tri->a].Unpack(vutri.v0); - modelB.vertices[tri->b].Unpack(vutri.v1); - modelB.vertices[tri->c].Unpack(vutri.v2); - modelB.trianglePlanes[0].Unpack(vutri.plane); - - SphereToTriangleCollisionCompressed(bsphereAB, vutri); - - for(i = 1; i < modelB.numTriangles; i++){ - // set up the next triangle while VU0 is running - tri = &modelB.triangles[i]; - modelB.vertices[tri->a].Unpack(vutri.v0); - modelB.vertices[tri->b].Unpack(vutri.v1); - modelB.vertices[tri->c].Unpack(vutri.v2); - modelB.trianglePlanes[i].Unpack(vutri.plane); - - // check previous result - if(GetVUresult()) - aTriangleIndicesB[numTrianglesB++] = i-1; - - // kick off this one - SphereToTriangleCollisionCompressed(bsphereAB, vutri); - } - - // check last result - if(GetVUresult()) - aTriangleIndicesB[numTrianglesB++] = i-1; - } - // No collision - if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0) - return 0; - - // We now have the collision volumes in A and B that are worth processing. - - // Process A's spheres against B's collision volumes - int numCollisions = 0; - spherepoints[numCollisions].depth = -1.0f; - for(i = 0; i < numSpheresA; i++){ - float coldist = 1.0e24f; - bool hasCollided = false; - CColSphere *sphA = &modelA.spheres[aSphereIndicesA[i]]; - CVuVector *vusphA = &aSpheresA[aSphereIndicesA[i]]; - - for(j = 0; j < numSpheresB; j++) - // This actually looks like something was inlined here - if(ProcessSphereSphere(*(CColSphere*)vusphA, modelB.spheres[aSphereIndicesB[j]], - spherepoints[numCollisions], coldist)){ - spherepoints[numCollisions].Set( - sphA->surface, sphA->piece, - modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece); - hasCollided = true; - } - for(j = 0; j < numBoxesB; j++) - if(ProcessSphereBox(*(CColSphere*)vusphA, modelB.boxes[aBoxIndicesB[j]], - spherepoints[numCollisions], coldist)){ - spherepoints[numCollisions].Set( - sphA->surface, sphA->piece, - modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece); - hasCollided = true; - } - if(numTrianglesB){ - CVuVector point, normal; - float depth; - bool registeredCol; - CColTriangle *lasttri; - - VuTriangle vutri; - // process the first triangle - k = aTriangleIndicesB[0]; - CColTriangle *tri = &modelB.triangles[k]; - modelB.vertices[tri->a].Unpack(vutri.v0); - modelB.vertices[tri->b].Unpack(vutri.v1); - modelB.vertices[tri->c].Unpack(vutri.v2); - modelB.trianglePlanes[k].Unpack(vutri.plane); - - SphereToTriangleCollisionCompressed(*vusphA, vutri); - lasttri = tri; - - for(j = 1; j < numTrianglesB; j++){ - k = aTriangleIndicesB[j]; - // set up the next triangle while VU0 is running - tri = &modelB.triangles[k]; - modelB.vertices[tri->a].Unpack(vutri.v0); - modelB.vertices[tri->b].Unpack(vutri.v1); - modelB.vertices[tri->c].Unpack(vutri.v2); - modelB.trianglePlanes[k].Unpack(vutri.plane); - - // check previous result - // TODO: this looks inlined but spherepoints[numCollisions] does not... - if(GetVUresult(point, normal, depth)){ - depth = sphA->radius - depth; - if(depth > spherepoints[numCollisions].depth){ - spherepoints[numCollisions].point = point; - spherepoints[numCollisions].normal = normal; - spherepoints[numCollisions].Set(depth, - sphA->surface, sphA->piece, lasttri->surface, 0); - registeredCol = true; - }else - registeredCol = false; - }else - registeredCol = false; - - if(registeredCol) - hasCollided = true; - - // kick off this one - SphereToTriangleCollisionCompressed(*vusphA, vutri); - lasttri = tri; - } - - // check last result - // TODO: this looks inlined but spherepoints[numCollisions] does not... - if(GetVUresult(point, normal, depth)){ - depth = sphA->radius - depth; - if(depth > spherepoints[numCollisions].depth){ - spherepoints[numCollisions].point = point; - spherepoints[numCollisions].normal = normal; - spherepoints[numCollisions].Set(depth, - sphA->surface, sphA->piece, lasttri->surface, 0); - registeredCol = true; - }else - registeredCol = false; - }else - registeredCol = false; - - if(registeredCol) - hasCollided = true; - } - - if(hasCollided){ - numCollisions++; - if(numCollisions == MAX_COLLISION_POINTS) - break; - spherepoints[numCollisions].depth = -1.0f; - } - } - for(i = 0; i < numCollisions; i++){ - // TODO: both VU0 macros - spherepoints[i].point = matrixB * spherepoints[i].point; - spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal); - } - - // And the same thing for the lines in A - for(i = 0; i < modelA.numLines; i++){ - aCollided[i] = false; - CVuVector *lineA = &aLinesA[i*2]; - - for(j = 0; j < numSpheresB; j++) - if(ProcessLineSphere(*(CColLine*)lineA, modelB.spheres[aSphereIndicesB[j]], - linepoints[i], linedists[i])){ - linepoints[i].Set(0, 0, -#ifdef FIX_BUGS - modelB.spheres[aSphereIndicesB[j]].surface, modelB.spheres[aSphereIndicesB[j]].piece); -#else - modelB.spheres[j].surface, modelB.spheres[j].piece); -#endif - aCollided[i] = true; - } - for(j = 0; j < numBoxesB; j++) - if(ProcessLineBox(*(CColLine*)lineA, modelB.boxes[aBoxIndicesB[j]], - linepoints[i], linedists[i])){ - linepoints[i].Set(0, 0, - modelB.boxes[aBoxIndicesB[j]].surface, modelB.boxes[aBoxIndicesB[j]].piece); - aCollided[i] = true; - } - if(numTrianglesB){ - CVuVector point, normal; - float dist; - bool registeredCol; - CColTriangle *lasttri; - - VuTriangle vutri; - // process the first triangle - k = aTriangleIndicesB[0]; - CColTriangle *tri = &modelB.triangles[k]; - modelB.vertices[tri->a].Unpack(vutri.v0); - modelB.vertices[tri->b].Unpack(vutri.v1); - modelB.vertices[tri->c].Unpack(vutri.v2); - modelB.trianglePlanes[k].Unpack(vutri.plane); - - LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri); - lasttri = tri; - - for(j = 1; j < numTrianglesB; j++){ - k = aTriangleIndicesB[j]; - // set up the next triangle while VU0 is running - CColTriangle *tri = &modelB.triangles[k]; - modelB.vertices[tri->a].Unpack(vutri.v0); - modelB.vertices[tri->b].Unpack(vutri.v1); - modelB.vertices[tri->c].Unpack(vutri.v2); - modelB.trianglePlanes[k].Unpack(vutri.plane); - - // check previous result - // TODO: this again somewhat looks inlined - if(GetVUresult(point, normal, dist)){ - if(dist < linedists[i]){ - linepoints[i].point = point; - linepoints[i].normal = normal; - linedists[i] = dist; - linepoints[i].Set(0, 0, lasttri->surface, 0); - registeredCol = true; - }else - registeredCol = false; - }else - registeredCol = false; - - if(registeredCol) - aCollided[i] = true; - - // kick of this one - LineToTriangleCollisionCompressed(lineA[0], lineA[1], vutri); - lasttri = tri; - } - - // check last result - if(GetVUresult(point, normal, dist)){ - if(dist < linedists[i]){ - linepoints[i].point = point; - linepoints[i].normal = normal; - linedists[i] = dist; - linepoints[i].Set(0, 0, lasttri->surface, 0); - registeredCol = true; - }else - registeredCol = false; - }else - registeredCol = false; - - if(registeredCol) - aCollided[i] = true; - } - - if(aCollided[i]){ - // TODO: both VU0 macros - linepoints[i].point = matrixB * linepoints[i].point; - linepoints[i].normal = Multiply3x3(matrixB, linepoints[i].normal); - } - } - - return numCollisions; // sphere collisions -#else - static int aSphereIndicesA[MAXNUMSPHERES]; - static int aLineIndicesA[MAXNUMLINES]; - static int aSphereIndicesB[MAXNUMSPHERES]; - static int aBoxIndicesB[MAXNUMBOXES]; - static int aTriangleIndicesB[MAXNUMTRIS]; - static bool aCollided[MAXNUMLINES]; - static CColSphere aSpheresA[MAXNUMSPHERES]; - static CColLine aLinesA[MAXNUMLINES]; - static CMatrix matAB, matBA; - CColSphere s; - int i, j; - - assert(modelA.numSpheres <= MAXNUMSPHERES); - assert(modelA.numLines <= MAXNUMLINES); - - // From model A space to model B space - Invert(matrixB, matAB); - matAB *= matrixA; - - CColSphere bsphereAB; // bounding sphere of A in B space - bsphereAB.Set(modelA.boundingSphere.radius, matAB * modelA.boundingSphere.center); - if(!TestSphereBox(bsphereAB, modelB.boundingBox)) - return 0; - // B to A space - matBA = Invert(matrixA, matBA); - matBA *= matrixB; - - // transform modelA's spheres and lines to B space - for(i = 0; i < modelA.numSpheres; i++){ - CColSphere &s = modelA.spheres[i]; - aSpheresA[i].Set(s.radius, matAB * s.center, s.surface, s.piece); - } - for(i = 0; i < modelA.numLines; i++) - aLinesA[i].Set(matAB * modelA.lines[i].p0, matAB * modelA.lines[i].p1); - - // Test them against model B's bounding volumes - int numSpheresA = 0; - int numLinesA = 0; - for(i = 0; i < modelA.numSpheres; i++) - if(TestSphereBox(aSpheresA[i], modelB.boundingBox)) - aSphereIndicesA[numSpheresA++] = i; - // no actual check??? - for(i = 0; i < modelA.numLines; i++) - aLineIndicesA[numLinesA++] = i; - // No collision - if(numSpheresA == 0 && numLinesA == 0) - return 0; - - // Check model B against A's bounding volumes - int numSpheresB = 0; - int numBoxesB = 0; - int numTrianglesB = 0; - for(i = 0; i < modelB.numSpheres; i++){ - s.Set(modelB.spheres[i].radius, matBA * modelB.spheres[i].center); - if(TestSphereBox(s, modelA.boundingBox)) - aSphereIndicesB[numSpheresB++] = i; - } - for(i = 0; i < modelB.numBoxes; i++) - if(TestSphereBox(bsphereAB, modelB.boxes[i])) - aBoxIndicesB[numBoxesB++] = i; - CalculateTrianglePlanes(&modelB); - for(i = 0; i < modelB.numTriangles; i++) - if(TestSphereTriangle(bsphereAB, modelB.vertices, modelB.triangles[i], modelB.trianglePlanes[i])) - aTriangleIndicesB[numTrianglesB++] = i; - assert(numSpheresB <= MAXNUMSPHERES); - assert(numBoxesB <= MAXNUMBOXES); - assert(numTrianglesB <= MAXNUMTRIS); - // No collision - if(numSpheresB == 0 && numBoxesB == 0 && numTrianglesB == 0) - return 0; - - // We now have the collision volumes in A and B that are worth processing. - - // Process A's spheres against B's collision volumes - int numCollisions = 0; - for(i = 0; i < numSpheresA; i++){ - float coldist = 1.0e24f; - bool hasCollided = false; - - for(j = 0; j < numSpheresB; j++) - hasCollided |= ProcessSphereSphere( - aSpheresA[aSphereIndicesA[i]], - modelB.spheres[aSphereIndicesB[j]], - spherepoints[numCollisions], coldist); - for(j = 0; j < numBoxesB; j++) - hasCollided |= ProcessSphereBox( - aSpheresA[aSphereIndicesA[i]], - modelB.boxes[aBoxIndicesB[j]], - spherepoints[numCollisions], coldist); - for(j = 0; j < numTrianglesB; j++) - hasCollided |= ProcessSphereTriangle( - aSpheresA[aSphereIndicesA[i]], - modelB.vertices, - modelB.triangles[aTriangleIndicesB[j]], - modelB.trianglePlanes[aTriangleIndicesB[j]], - spherepoints[numCollisions], coldist); - - if(hasCollided) - numCollisions++; - } - for(i = 0; i < numCollisions; i++){ - spherepoints[i].point = matrixB * spherepoints[i].point; - spherepoints[i].normal = Multiply3x3(matrixB, spherepoints[i].normal); - } - - // And the same thing for the lines in A - for(i = 0; i < numLinesA; i++){ - aCollided[i] = false; - - for(j = 0; j < numSpheresB; j++) - aCollided[i] |= ProcessLineSphere( - aLinesA[aLineIndicesA[i]], - modelB.spheres[aSphereIndicesB[j]], - linepoints[aLineIndicesA[i]], - linedists[aLineIndicesA[i]]); - for(j = 0; j < numBoxesB; j++) - aCollided[i] |= ProcessLineBox( - aLinesA[aLineIndicesA[i]], - modelB.boxes[aBoxIndicesB[j]], - linepoints[aLineIndicesA[i]], - linedists[aLineIndicesA[i]]); - for(j = 0; j < numTrianglesB; j++) - aCollided[i] |= ProcessLineTriangle( - aLinesA[aLineIndicesA[i]], - modelB.vertices, - modelB.triangles[aTriangleIndicesB[j]], - modelB.trianglePlanes[aTriangleIndicesB[j]], - linepoints[aLineIndicesA[i]], - linedists[aLineIndicesA[i]]); - } - for(i = 0; i < numLinesA; i++) - if(aCollided[i]){ - j = aLineIndicesA[i]; - linepoints[j].point = matrixB * linepoints[j].point; - linepoints[j].normal = Multiply3x3(matrixB, linepoints[j].normal); - } - - return numCollisions; // sphere collisions -#endif -} - - -// -// Misc -// - -float -CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point) -{ - float lensq = (*l1 - *l0).MagnitudeSqr(); - float dot = DotProduct(*point - *l0, *l1 - *l0); - // Between 0 and len we're above the line. - // if not, calculate distance to endpoint - if(dot <= 0.0f) - return (*point - *l0).Magnitude(); - if(dot >= lensq) - return (*point - *l1).Magnitude(); - // distance to line - return Sqrt((*point - *l0).MagnitudeSqr() - dot*dot/lensq); -} - -// same as above but also return the point on the line -float -CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *point, CVector &closest) -{ - float lensq = (*l1 - *l0).MagnitudeSqr(); - float dot = DotProduct(*point - *l0, *l1 - *l0); - // find out which point we're closest to - if(dot <= 0.0f) - closest = *l0; - else if(dot >= lensq) - closest = *l1; - else - closest = *l0 + (*l1 - *l0)*(dot/lensq); - // this is the distance - return (*point - closest).Magnitude(); -} - -void -CCollision::CalculateTrianglePlanes(CColModel *model) -{ - assert(model); - if(model->numTriangles == 0) - return; - - CLink *lptr; - if(model->trianglePlanes){ - // re-insert at front so it's not removed again soon - lptr = model->GetLinkPtr(); - lptr->Remove(); - ms_colModelCache.head.Insert(lptr); - }else{ - lptr = ms_colModelCache.Insert(model); - if(lptr == nil){ - // make room if we have to, remove last in list - lptr = ms_colModelCache.tail.prev; - assert(lptr); - assert(lptr->item); - lptr->item->RemoveTrianglePlanes(); - ms_colModelCache.Remove(lptr); - // now this cannot fail - lptr = ms_colModelCache.Insert(model); - assert(lptr); - } - model->CalculateTrianglePlanes(); - model->SetLinkPtr(lptr); - } -} - -void -CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel) -{ - int i; - CVector min, max; - CVector verts[8]; - CVector c; - float r; - - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); - - min = colModel.boundingBox.min; - max = colModel.boundingBox.max; - - verts[0] = mat * CVector(min.x, min.y, min.z); - verts[1] = mat * CVector(min.x, min.y, max.z); - verts[2] = mat * CVector(min.x, max.y, min.z); - verts[3] = mat * CVector(min.x, max.y, max.z); - verts[4] = mat * CVector(max.x, min.y, min.z); - verts[5] = mat * CVector(max.x, min.y, max.z); - verts[6] = mat * CVector(max.x, max.y, min.z); - verts[7] = mat * CVector(max.x, max.y, max.z); - - CLines::RenderLineWithClipping( - verts[0].x, verts[0].y, verts[0].z, - verts[1].x, verts[1].y, verts[1].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[1].x, verts[1].y, verts[1].z, - verts[3].x, verts[3].y, verts[3].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[3].x, verts[3].y, verts[3].z, - verts[2].x, verts[2].y, verts[2].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[2].x, verts[2].y, verts[2].z, - verts[0].x, verts[0].y, verts[0].z, - 0xFF0000FF, 0xFF0000FF); - - CLines::RenderLineWithClipping( - verts[4].x, verts[4].y, verts[4].z, - verts[5].x, verts[5].y, verts[5].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[5].x, verts[5].y, verts[5].z, - verts[7].x, verts[7].y, verts[7].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[7].x, verts[7].y, verts[7].z, - verts[6].x, verts[6].y, verts[6].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[6].x, verts[6].y, verts[6].z, - verts[4].x, verts[4].y, verts[4].z, - 0xFF0000FF, 0xFF0000FF); - - CLines::RenderLineWithClipping( - verts[0].x, verts[0].y, verts[0].z, - verts[4].x, verts[4].y, verts[4].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[1].x, verts[1].y, verts[1].z, - verts[5].x, verts[5].y, verts[5].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[2].x, verts[2].y, verts[2].z, - verts[6].x, verts[6].y, verts[6].z, - 0xFF0000FF, 0xFF0000FF); - CLines::RenderLineWithClipping( - verts[3].x, verts[3].y, verts[3].z, - verts[7].x, verts[7].y, verts[7].z, - 0xFF0000FF, 0xFF0000FF); - - for(i = 0; i < colModel.numSpheres; i++){ - c = mat * colModel.spheres[i].center; - r = colModel.spheres[i].radius; - - CLines::RenderLineWithClipping( - c.x, c.y, c.z-r, - c.x-r, c.y-r, c.z, - 0xFF00FFFF, 0xFF00FFFF); - CLines::RenderLineWithClipping( - c.x, c.y, c.z-r, - c.x-r, c.y+r, c.z, - 0xFF00FFFF, 0xFF00FFFF); - CLines::RenderLineWithClipping( - c.x, c.y, c.z-r, - c.x+r, c.y-r, c.z, - 0xFF00FFFF, 0xFF00FFFF); - CLines::RenderLineWithClipping( - c.x, c.y, c.z-r, - c.x+r, c.y+r, c.z, - 0xFF00FFFF, 0xFF00FFFF); - CLines::RenderLineWithClipping( - c.x-r, c.y-r, c.z, - c.x, c.y, c.z+r, - 0xFF00FFFF, 0xFF00FFFF); - CLines::RenderLineWithClipping( - c.x-r, c.y+r, c.z, - c.x, c.y, c.z+r, - 0xFF00FFFF, 0xFF00FFFF); - CLines::RenderLineWithClipping( - c.x+r, c.y-r, c.z, - c.x, c.y, c.z+r, - 0xFF00FFFF, 0xFF00FFFF); - CLines::RenderLineWithClipping( - c.x+r, c.y+r, c.z, - c.x, c.y, c.z+r, - 0xFF00FFFF, 0xFF00FFFF); - } - - for(i = 0; i < colModel.numLines; i++){ - verts[0] = colModel.lines[i].p0; - verts[1] = colModel.lines[i].p1; - - verts[0] = mat * verts[0]; - verts[1] = mat * verts[1]; - - CLines::RenderLineWithClipping( - verts[0].x, verts[0].y, verts[0].z, - verts[1].x, verts[1].y, verts[1].z, - 0x00FFFFFF, 0x00FFFFFF); - } - - for(i = 0; i < colModel.numBoxes; i++){ - min = colModel.boxes[i].min; - max = colModel.boxes[i].max; - - verts[0] = mat * CVector(min.x, min.y, min.z); - verts[1] = mat * CVector(min.x, min.y, max.z); - verts[2] = mat * CVector(min.x, max.y, min.z); - verts[3] = mat * CVector(min.x, max.y, max.z); - verts[4] = mat * CVector(max.x, min.y, min.z); - verts[5] = mat * CVector(max.x, min.y, max.z); - verts[6] = mat * CVector(max.x, max.y, min.z); - verts[7] = mat * CVector(max.x, max.y, max.z); - - CLines::RenderLineWithClipping( - verts[0].x, verts[0].y, verts[0].z, - verts[1].x, verts[1].y, verts[1].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[1].x, verts[1].y, verts[1].z, - verts[3].x, verts[3].y, verts[3].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[3].x, verts[3].y, verts[3].z, - verts[2].x, verts[2].y, verts[2].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[2].x, verts[2].y, verts[2].z, - verts[0].x, verts[0].y, verts[0].z, - 0xFFFFFFFF, 0xFFFFFFFF); - - CLines::RenderLineWithClipping( - verts[4].x, verts[4].y, verts[4].z, - verts[5].x, verts[5].y, verts[5].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[5].x, verts[5].y, verts[5].z, - verts[7].x, verts[7].y, verts[7].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[7].x, verts[7].y, verts[7].z, - verts[6].x, verts[6].y, verts[6].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[6].x, verts[6].y, verts[6].z, - verts[4].x, verts[4].y, verts[4].z, - 0xFFFFFFFF, 0xFFFFFFFF); - - CLines::RenderLineWithClipping( - verts[0].x, verts[0].y, verts[0].z, - verts[4].x, verts[4].y, verts[4].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[1].x, verts[1].y, verts[1].z, - verts[5].x, verts[5].y, verts[5].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[2].x, verts[2].y, verts[2].z, - verts[6].x, verts[6].y, verts[6].z, - 0xFFFFFFFF, 0xFFFFFFFF); - CLines::RenderLineWithClipping( - verts[3].x, verts[3].y, verts[3].z, - verts[7].x, verts[7].y, verts[7].z, - 0xFFFFFFFF, 0xFFFFFFFF); - } - - for(i = 0; i < colModel.numTriangles; i++){ - colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a); - colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b); - colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c); - verts[0] = mat * verts[0]; - verts[1] = mat * verts[1]; - verts[2] = mat * verts[2]; - CLines::RenderLineWithClipping( - verts[0].x, verts[0].y, verts[0].z, - verts[1].x, verts[1].y, verts[1].z, - 0x00FF00FF, 0x00FF00FF); - CLines::RenderLineWithClipping( - verts[0].x, verts[0].y, verts[0].z, - verts[2].x, verts[2].y, verts[2].z, - 0x00FF00FF, 0x00FF00FF); - CLines::RenderLineWithClipping( - verts[1].x, verts[1].y, verts[1].z, - verts[2].x, verts[2].y, verts[2].z, - 0x00FF00FF, 0x00FF00FF); - } - - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); -} - -void -CCollision::DrawColModel_Coloured(const CMatrix &mat, const CColModel &colModel, int32 id) -{ - int i; - int s; - float f; - CVector verts[8]; - CVector min, max; - int r, g, b; - RwImVertexIndex *iptr; - RwIm3DVertex *vptr; - - RenderBuffer::ClearRenderBuffer(); - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); - RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil); - - for(i = 0; i < colModel.numTriangles; i++){ - colModel.GetTrianglePoint(verts[0], colModel.triangles[i].a); - colModel.GetTrianglePoint(verts[1], colModel.triangles[i].b); - colModel.GetTrianglePoint(verts[2], colModel.triangles[i].c); - verts[0] = mat * verts[0]; - verts[1] = mat * verts[1]; - verts[2] = mat * verts[2]; - - // game doesn't do this - r = 255; - g = 128; - b = 0; - - s = colModel.triangles[i].surface; - f = (s & 0xF)/32.0f + 0.5f; - switch(CSurfaceTable::GetAdhesionGroup(s)){ - case ADHESIVE_RUBBER: - r = f * 255.0f; - g = 0; - b = 0; - break; - case ADHESIVE_HARD: - r = f*255.0f; - g = f*255.0f; - b = f*128.0f; - break; - case ADHESIVE_ROAD: - r = f*128.0f; - g = f*128.0f; - b = f*128.0f; - break; - case ADHESIVE_LOOSE: - r = 0; - g = f * 255.0f; - b = 0; - break; - case ADHESIVE_WET: - r = 0; - g = 0; - b = f * 255.0f; - break; - default: - // this doesn't make much sense - r *= f; - g *= f; - b *= f; - } - - if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE || - s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE) - if(CTimer::GetFrameCounter() & 1){ - r = 0; - g = 0; - b = 0; - } - - if(s > SURFACE_METAL_GATE){ - r = CGeneral::GetRandomNumber(); - g = CGeneral::GetRandomNumber(); - b = CGeneral::GetRandomNumber(); - printf("Illegal surfacetype:%d on MI:%d\n", s, id); - } - - RenderBuffer::StartStoring(6, 3, &iptr, &vptr); - RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255); - RwIm3DVertexSetU(&vptr[0], 0.0f); - RwIm3DVertexSetV(&vptr[0], 0.0f); - RwIm3DVertexSetU(&vptr[1], 0.0f); - RwIm3DVertexSetV(&vptr[1], 1.0f); - RwIm3DVertexSetU(&vptr[2], 1.0f); - RwIm3DVertexSetV(&vptr[2], 1.0f); - RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z); - RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z); - RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z); - iptr[0] = 0; iptr[1] = 1; iptr[2] = 2; - iptr[3] = 0; iptr[4] = 2; iptr[5] = 1; - RenderBuffer::StopStoring(); - } - - for(i = 0; i < colModel.numBoxes; i++){ - min = colModel.boxes[i].min; - max = colModel.boxes[i].max; - - verts[0] = mat * CVector(min.x, min.y, min.z); - verts[1] = mat * CVector(min.x, min.y, max.z); - verts[2] = mat * CVector(min.x, max.y, min.z); - verts[3] = mat * CVector(min.x, max.y, max.z); - verts[4] = mat * CVector(max.x, min.y, min.z); - verts[5] = mat * CVector(max.x, min.y, max.z); - verts[6] = mat * CVector(max.x, max.y, min.z); - verts[7] = mat * CVector(max.x, max.y, max.z); - - s = colModel.boxes[i].surface; - f = (s & 0xF)/32.0f + 0.5f; - switch(CSurfaceTable::GetAdhesionGroup(s)){ - case ADHESIVE_RUBBER: - r = f * 255.0f; - g = 0; - b = 0; - break; - case ADHESIVE_HARD: - r = f*255.0f; - g = f*255.0f; - b = f*128.0f; - break; - case ADHESIVE_ROAD: - r = f*128.0f; - g = f*128.0f; - b = f*128.0f; - break; - case ADHESIVE_LOOSE: - r = 0; - g = f * 255.0f; - b = 0; - break; - case ADHESIVE_WET: - r = 0; - g = 0; - b = f * 255.0f; - break; - default: - // this doesn't make much sense - r *= f; - g *= f; - b *= f; - } - - if(s == SURFACE_TRANSPARENT_CLOTH || s == SURFACE_METAL_CHAIN_FENCE || - s == SURFACE_TRANSPARENT_STONE || s == SURFACE_SCAFFOLD_POLE) - if(CTimer::GetFrameCounter() & 1){ - r = 0; - g = 0; - b = 0; - } - - RenderBuffer::StartStoring(36, 8, &iptr, &vptr); - RwIm3DVertexSetRGBA(&vptr[0], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[1], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[2], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[3], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[4], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[5], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[6], r, g, b, 255); - RwIm3DVertexSetRGBA(&vptr[7], r, g, b, 255); - RwIm3DVertexSetU(&vptr[0], 0.0f); - RwIm3DVertexSetV(&vptr[0], 0.0f); - RwIm3DVertexSetU(&vptr[1], 0.0f); - RwIm3DVertexSetV(&vptr[1], 1.0f); - RwIm3DVertexSetU(&vptr[2], 1.0f); - RwIm3DVertexSetV(&vptr[2], 1.0f); - RwIm3DVertexSetU(&vptr[3], 0.0f); - RwIm3DVertexSetV(&vptr[3], 0.0f); - RwIm3DVertexSetU(&vptr[4], 0.0f); - RwIm3DVertexSetV(&vptr[4], 1.0f); - RwIm3DVertexSetU(&vptr[5], 1.0f); - RwIm3DVertexSetV(&vptr[5], 1.0f); - RwIm3DVertexSetU(&vptr[6], 0.0f); - RwIm3DVertexSetV(&vptr[6], 1.0f); - RwIm3DVertexSetU(&vptr[7], 1.0f); - RwIm3DVertexSetV(&vptr[7], 1.0f); - RwIm3DVertexSetPos(&vptr[0], verts[0].x, verts[0].y, verts[0].z); - RwIm3DVertexSetPos(&vptr[1], verts[1].x, verts[1].y, verts[1].z); - RwIm3DVertexSetPos(&vptr[2], verts[2].x, verts[2].y, verts[2].z); - RwIm3DVertexSetPos(&vptr[3], verts[3].x, verts[3].y, verts[3].z); - RwIm3DVertexSetPos(&vptr[4], verts[4].x, verts[4].y, verts[4].z); - RwIm3DVertexSetPos(&vptr[5], verts[5].x, verts[5].y, verts[5].z); - RwIm3DVertexSetPos(&vptr[6], verts[6].x, verts[6].y, verts[6].z); - RwIm3DVertexSetPos(&vptr[7], verts[7].x, verts[7].y, verts[7].z); - iptr[0] = 0; iptr[1] = 1; iptr[2] = 2; - iptr[3] = 1; iptr[4] = 3; iptr[5] = 2; - iptr[6] = 1; iptr[7] = 5; iptr[8] = 7; - iptr[9] = 1; iptr[10] = 7; iptr[11] = 3; - iptr[12] = 2; iptr[13] = 3; iptr[14] = 7; - iptr[15] = 2; iptr[16] = 7; iptr[17] = 6; - iptr[18] = 0; iptr[19] = 5; iptr[20] = 1; - iptr[21] = 0; iptr[22] = 4; iptr[23] = 5; - iptr[24] = 0; iptr[25] = 2; iptr[26] = 4; - iptr[27] = 2; iptr[28] = 6; iptr[29] = 4; - iptr[30] = 4; iptr[31] = 6; iptr[32] = 7; - iptr[33] = 4; iptr[34] = 7; iptr[35] = 5; - RenderBuffer::StopStoring(); - } - - RenderBuffer::RenderStuffInBuffer(); - RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA); - RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA); - RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE); - RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE); - RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE); -} - - -/* - * ColModel code - */ - -void -CColSphere::Set(float radius, const CVector ¢er, 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 *lptr) -{ - assert(trianglePlanes); - *(CLink**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr; -} - -CLink* -CColModel::GetLinkPtr(void) -{ - assert(trianglePlanes); - return *(CLink**)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; -} diff --git a/src/core/Collision.h b/src/core/Collision.h deleted file mode 100644 index da94dd34..00000000 --- a/src/core/Collision.h +++ /dev/null @@ -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 ¢er, uint8 surf, uint8 piece); - void Set(float radius, const CVector ¢er) { 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 *GetLinkPtr(void); - void SetLinkPtr(CLink*); - void GetTrianglePoint(CVector &v, int i) const; - - CColModel& operator=(const CColModel& other); -}; - -class CCollision -{ -public: - static eLevelName ms_collisionInMemory; - static CLinkList 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); -}; diff --git a/src/core/TempColModels.cpp b/src/core/TempColModels.cpp deleted file mode 100644 index f6796909..00000000 --- a/src/core/TempColModels.cpp +++ /dev/null @@ -1,297 +0,0 @@ -#include "common.h" - -#include "TempColModels.h" -#include "SurfaceTable.h" - -CColModel CTempColModels::ms_colModelPed1; -CColModel CTempColModels::ms_colModelPed2; -CColModel CTempColModels::ms_colModelBBox; -CColModel CTempColModels::ms_colModelBumper1; -CColModel CTempColModels::ms_colModelWheel1; -CColModel CTempColModels::ms_colModelPanel1; -CColModel CTempColModels::ms_colModelBodyPart2; -CColModel CTempColModels::ms_colModelBodyPart1; -CColModel CTempColModels::ms_colModelCutObj[5]; -CColModel CTempColModels::ms_colModelPedGroundHit; -CColModel CTempColModels::ms_colModelBoot1; -CColModel CTempColModels::ms_colModelDoor1; -CColModel CTempColModels::ms_colModelBonnet1; - - -CColSphere s_aPedSpheres[3]; -CColSphere s_aPed2Spheres[3]; -CColSphere s_aPedGSpheres[4]; -#ifdef FIX_BUGS -CColSphere s_aDoorSpheres[3]; -#else -CColSphere s_aDoorSpheres[4]; -#endif -CColSphere s_aBumperSpheres[4]; -CColSphere s_aPanelSpheres[4]; -CColSphere s_aBonnetSpheres[4]; -CColSphere s_aBootSpheres[4]; -CColSphere s_aWheelSpheres[2]; -CColSphere s_aBodyPartSpheres1[2]; -CColSphere s_aBodyPartSpheres2[2]; - -void -CTempColModels::Initialise(void) -{ -#define SET_COLMODEL_SPHERES(colmodel, sphrs)\ - colmodel.numSpheres = ARRAY_SIZE(sphrs);\ - colmodel.spheres = sphrs;\ - colmodel.level = LEVEL_GENERIC;\ - colmodel.ownsCollisionVolumes = false;\ - - 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.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].level = LEVEL_GENERIC; - } - - // Ped Spheres - - for (i = 0; i < ARRAY_SIZE(s_aPedSpheres); i++) - s_aPedSpheres[i].radius = 0.35f; - - s_aPedSpheres[0].center = CVector(0.0f, 0.0f, -0.25f); - s_aPedSpheres[1].center = CVector(0.0f, 0.0f, 0.15f); - s_aPedSpheres[2].center = CVector(0.0f, 0.0f, 0.55f); - -#ifdef FIX_BUGS - for (i = 0; i < ARRAY_SIZE(s_aPedSpheres); i++) { -#else - for (i = 0; i < ARRAY_SIZE(s_aPedGSpheres); i++) { -#endif - s_aPedSpheres[i].surface = SURFACE_PED; - 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); - SET_COLMODEL_SPHERES(ms_colModelPed1, s_aPedSpheres); - - // Ped 2 Spheres - - s_aPed2Spheres[0].radius = 0.3f; - s_aPed2Spheres[1].radius = 0.4f; - s_aPed2Spheres[2].radius = 0.3f; - - s_aPed2Spheres[0].center = CVector(0.0f, 0.35f, -0.9f); - s_aPed2Spheres[1].center = CVector(0.0f, 0.0f, -0.9f); - s_aPed2Spheres[2].center = CVector(0.0f, -0.35f, -0.9f); - - for (i = 0; i < ARRAY_SIZE(s_aPed2Spheres); i++) { - s_aPed2Spheres[i].surface = SURFACE_PED; - 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); - - SET_COLMODEL_SPHERES(ms_colModelPed2, s_aPed2Spheres); - - // Ped ground collision - - s_aPedGSpheres[0].radius = 0.35f; - s_aPedGSpheres[1].radius = 0.35f; - s_aPedGSpheres[2].radius = 0.35f; - s_aPedGSpheres[3].radius = 0.3f; - - s_aPedGSpheres[0].center = CVector(0.0f, -0.4f, -0.9f); - s_aPedGSpheres[1].center = CVector(0.0f, -0.1f, -0.9f); - s_aPedGSpheres[2].center = CVector(0.0f, 0.25f, -0.9f); - s_aPedGSpheres[3].center = CVector(0.0f, 0.65f, -0.9f); - - s_aPedGSpheres[0].surface = SURFACE_PED; - s_aPedGSpheres[1].surface = SURFACE_PED; - s_aPedGSpheres[2].surface = SURFACE_PED; - s_aPedGSpheres[3].surface = SURFACE_PED; - s_aPedGSpheres[0].piece = 4; - s_aPedGSpheres[1].piece = 1; - 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); - - SET_COLMODEL_SPHERES(ms_colModelPedGroundHit, s_aPedGSpheres); - - // Door Spheres - - s_aDoorSpheres[0].radius = 0.15f; - s_aDoorSpheres[1].radius = 0.15f; - s_aDoorSpheres[2].radius = 0.25f; - - s_aDoorSpheres[0].center = CVector(0.0f, -0.25f, -0.35f); - s_aDoorSpheres[1].center = CVector(0.0f, -0.95f, -0.35f); - s_aDoorSpheres[2].center = CVector(0.0f, -0.6f, 0.25f); - -#ifdef FIX_BUGS - for (i = 0; i < ARRAY_SIZE(s_aDoorSpheres); i++) { -#else - for (i = 0; i < ARRAY_SIZE(s_aPed2Spheres); i++) { -#endif - s_aDoorSpheres[i].surface = SURFACE_CAR_PANEL; - 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); - - SET_COLMODEL_SPHERES(ms_colModelDoor1, s_aDoorSpheres); - - // Bumper Spheres - - for (i = 0; i < ARRAY_SIZE(s_aBumperSpheres); i++) - s_aBumperSpheres[i].radius = 0.15f; - - s_aBumperSpheres[0].center = CVector(0.85f, -0.05f, 0.0f); - s_aBumperSpheres[1].center = CVector(0.4f, 0.05f, 0.0f); - s_aBumperSpheres[2].center = CVector(-0.4f, 0.05f, 0.0f); - s_aBumperSpheres[3].center = CVector(-0.85f, -0.05f, 0.0f); - - for (i = 0; i < ARRAY_SIZE(s_aBumperSpheres); i++) { - s_aBumperSpheres[i].surface = SURFACE_CAR_PANEL; - 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); - - SET_COLMODEL_SPHERES(ms_colModelBumper1, s_aBumperSpheres); - - // Panel Spheres - - for (i = 0; i < ARRAY_SIZE(s_aPanelSpheres); i++) - s_aPanelSpheres[i].radius = 0.15f; - - s_aPanelSpheres[0].center = CVector(0.15f, 0.45f, 0.0f); - s_aPanelSpheres[1].center = CVector(0.15f, -0.45f, 0.0f); - s_aPanelSpheres[2].center = CVector(-0.15f, -0.45f, 0.0f); - s_aPanelSpheres[3].center = CVector(-0.15f, 0.45f, 0.0f); - - for (i = 0; i < ARRAY_SIZE(s_aPanelSpheres); i++) { - s_aPanelSpheres[i].surface = SURFACE_CAR_PANEL; - 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); - - SET_COLMODEL_SPHERES(ms_colModelPanel1, s_aPanelSpheres); - - // Bonnet Spheres - - for (i = 0; i < ARRAY_SIZE(s_aBonnetSpheres); i++) - s_aBonnetSpheres[i].radius = 0.2f; - - s_aBonnetSpheres[0].center = CVector(-0.4f, 0.1f, 0.0f); - s_aBonnetSpheres[1].center = CVector(-0.4f, 0.9f, 0.0f); - s_aBonnetSpheres[2].center = CVector(0.4f, 0.1f, 0.0f); - s_aBonnetSpheres[3].center = CVector(0.4f, 0.9f, 0.0f); - - for (i = 0; i < ARRAY_SIZE(s_aBonnetSpheres); i++) { - s_aBonnetSpheres[i].surface = SURFACE_CAR_PANEL; - 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); - - SET_COLMODEL_SPHERES(ms_colModelBonnet1, s_aBonnetSpheres); - - // Boot Spheres - - for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) - s_aBootSpheres[i].radius = 0.2f; - - s_aBootSpheres[0].center = CVector(-0.4f, -0.1f, 0.0f); - s_aBootSpheres[1].center = CVector(-0.4f, -0.6f, 0.0f); - s_aBootSpheres[2].center = CVector(0.4f, -0.1f, 0.0f); - s_aBootSpheres[3].center = CVector(0.4f, -0.6f, 0.0f); - - for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { - s_aBootSpheres[i].surface = SURFACE_CAR_PANEL; - 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); - - SET_COLMODEL_SPHERES(ms_colModelBoot1, s_aBootSpheres); - - // Wheel Spheres - - s_aWheelSpheres[0].radius = 0.35f; - s_aWheelSpheres[1].radius = 0.35f; - - s_aWheelSpheres[0].center = CVector(-0.3f, 0.0f, 0.0f); - s_aWheelSpheres[1].center = CVector(0.3f, 0.0f, 0.0f); - -#ifdef FIX_BUGS - for (i = 0; i < ARRAY_SIZE(s_aWheelSpheres); i++) { -#else - for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { -#endif - s_aWheelSpheres[i].surface = SURFACE_WHEELBASE; - 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); - - SET_COLMODEL_SPHERES(ms_colModelWheel1, s_aWheelSpheres); - - // Body Part Spheres 1 - - s_aBodyPartSpheres1[0].radius = 0.2f; - s_aBodyPartSpheres1[1].radius = 0.2f; - - s_aBodyPartSpheres1[0].center = CVector(0.0f, 0.0f, 0.0f); - s_aBodyPartSpheres1[1].center = CVector(0.8f, 0.0f, 0.0f); - -#ifdef FIX_BUGS - for (i = 0; i < ARRAY_SIZE(s_aBodyPartSpheres1); i++) { -#else - for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { -#endif - s_aBodyPartSpheres1[i].surface = SURFACE_PED; - 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); - - SET_COLMODEL_SPHERES(ms_colModelBodyPart1, s_aBodyPartSpheres1); - - // Body Part Spheres 2 - - s_aBodyPartSpheres2[0].radius = 0.15f; - s_aBodyPartSpheres2[1].radius = 0.15f; - - s_aBodyPartSpheres2[0].center = CVector(0.0f, 0.0f, 0.0f); - s_aBodyPartSpheres2[1].center = CVector(0.5f, 0.0f, 0.0f); - -#ifdef FIX_BUGS - for (i = 0; i < ARRAY_SIZE(s_aBodyPartSpheres2); i++) { -#else - for (i = 0; i < ARRAY_SIZE(s_aBootSpheres); i++) { -#endif - s_aBodyPartSpheres2[i].surface = SURFACE_PED; - 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); - - SET_COLMODEL_SPHERES(ms_colModelBodyPart2, s_aBodyPartSpheres2); - -#undef SET_COLMODEL_SPHERES -} diff --git a/src/core/TempColModels.h b/src/core/TempColModels.h deleted file mode 100644 index 3e1dd5e1..00000000 --- a/src/core/TempColModels.h +++ /dev/null @@ -1,23 +0,0 @@ -#pragma once - -#include "Collision.h" - -class CTempColModels -{ -public: - static CColModel ms_colModelPed1; - static CColModel ms_colModelPed2; - static CColModel ms_colModelBBox; - static CColModel ms_colModelBumper1; - static CColModel ms_colModelWheel1; - static CColModel ms_colModelPanel1; - static CColModel ms_colModelBodyPart2; - static CColModel ms_colModelBodyPart1; - static CColModel ms_colModelCutObj[5]; - static CColModel ms_colModelPedGroundHit; - static CColModel ms_colModelBoot1; - static CColModel ms_colModelDoor1; - static CColModel ms_colModelBonnet1; - - static void Initialise(void); -}; diff --git a/src/core/vu0Collision.dsm b/src/core/vu0Collision.dsm deleted file mode 100644 index 657c8b81..00000000 --- a/src/core/vu0Collision.dsm +++ /dev/null @@ -1,21 +0,0 @@ -.align 4 -.global Vu0CollisionDmaTag -Vu0CollisionDmaTag: -DMAcnt * -MPG 0, * -.vu -.include "vu0Collision_1.s" -.EndMPG -.EndDmaData -DMAend - -.global Vu0Collision2DmaTag -Vu0Collision2DmaTag: -DMAcnt * -MPG 0, * -.vu -.include "vu0Collision_2.s" -.EndMPG -.EndDmaData -DMAend -.end diff --git a/src/core/vu0Collision_1.s b/src/core/vu0Collision_1.s deleted file mode 100644 index 055c8640..00000000 --- a/src/core/vu0Collision_1.s +++ /dev/null @@ -1,610 +0,0 @@ -QuitAndFail: - NOP[E] IADDIU VI01, VI00, 0 - NOP NOP - - -QuitAndSucceed: - NOP[E] IADDIU VI01, VI00, 1 - NOP NOP - - -; 20 -- unused -; VF12, VF13 xyz: sphere centers -; VF14, VF15 x: sphere radii -; out: -; VI01: set when collision -; VF01: supposed to be intersection point? -; VF02: normal (pointing towards s1, not normalized) -.globl Vu0SphereToSphereCollision -Vu0SphereToSphereCollision: - SUB.xyz VF02, VF13, VF12 NOP ; dist of centers - ADD.x VF04, VF14, VF15 NOP ; s = sum of radii - MUL.xyzw VF03, VF02, VF02 NOP ; - MUL.x VF04, VF04, VF04 DIV Q, VF14x, VF04x ; square s - NOP NOP ; - NOP NOP ; - MULAx.w ACC, VF00, VF03 NOP ; - MADDAy.w ACC, VF00, VF03 NOP ; - MADDz.w VF03, VF00, VF03 NOP ; d = DistSq of centers - NOP NOP ; - MULAw.xyz ACC, VF12, VF00 NOP ; - MADDq.xyz VF01, VF02, Q NOP ; intersection, but wrong - CLIPw.xyz VF04, VF03 NOP ; compare s and d - SUB.xyz VF02, VF00, VF02 NOP ; compute normal - NOP NOP ; - NOP NOP ; - NOP FCAND VI01, 0x3 ; 0x2 cannot be set here - NOP[E] NOP ; - NOP NOP ; - - -; B8 -- unused -; VF12: -; VF13: radius -; VF14: -; VF15: box dimensions (?) -.globl Vu0SphereToAABBCollision -Vu0SphereToAABBCollision: - SUB.xyz VF03, VF12, VF14 LOI 0.5 - MULi.xyz VF15, VF15, I NOP - MUL.x VF13, VF13, VF13 NOP - SUB.xyz VF04, VF03, VF15 NOP - ADD.xyz VF05, VF03, VF15 MR32.xyzw VF16, VF15 - CLIPw.xyz VF03, VF16 MR32.xyzw VF17, VF16 - MUL.xyz VF04, VF04, VF04 NOP - MUL.xyz VF05, VF05, VF05 NOP - CLIPw.xyz VF03, VF17 MR32.xyzw VF16, VF17 - NOP FCAND VI01, 0x1 - MINI.xyz VF04, VF04, VF05 MFIR.x VF09, VI01 - NOP NOP - CLIPw.xyz VF03, VF16 FCAND VI01, 0x4 - NOP MFIR.y VF09, VI01 - NOP NOP - MULAx.w ACC, VF00, VF00 NOP - ADD.xyz VF01, VF00, VF03 FCAND VI01, 0x10 - NOP MFIR.z VF09, VI01 - NOP LOI 2 - NOP FCAND VI01, 0x30 - SUBAw.xyz ACC, VF00, VF00 IADD VI04, VI00, VI01 - ITOF0.xyz VF09, VF09 FCAND VI01, 0x300 - NOP IADD VI03, VI00, VI01 - NOP FCAND VI01, 0x3000 - NOP IADD VI02, VI00, VI01 - MADDi.xyzw VF09, VF09, I NOP - NOP IBEQ VI04, VI00, IgnoreZValue - NOP NOP - MADDAz.w ACC, VF00, VF04 NOP - MUL.z VF01, VF09, VF15 NOP -IgnoreZValue: - NOP IBEQ VI03, VI00, IgnoreYValue - NOP NOP - MADDAy.w ACC, VF00, VF04 NOP - MUL.y VF01, VF09, VF15 NOP -IgnoreYValue: - NOP IBEQ VI02, VI00, IgnoreXValue - NOP NOP - MADDAx.w ACC, VF00, VF04 NOP - MUL.x VF01, VF09, VF15 NOP -IgnoreXValue: - MADDx.w VF06, VF00, VF00 NOP - SUB.xyz VF02, VF03, VF01 NOP - ADD.xyz VF01, VF01, VF14 NOP - MULx.w VF01, VF00, VF00 NOP - CLIPw.xyz VF13, VF06 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x1 -QuitMicrocode: - NOP[E] NOP - NOP NOP - - -; 240 -.globl Vu0LineToSphereCollision -Vu0LineToSphereCollision: - SUB.xyzw VF01, VF13, VF12 NOP - SUB.xyzw VF02, VF14, VF12 NOP - MUL.xyz VF03, VF01, VF02 NOP - MUL.xyz VF04, VF01, VF01 NOP - MUL.x VF15, VF15, VF15 NOP - MUL.xyz VF02, VF02, VF02 NOP - MULAx.w ACC, VF00, VF03 NOP - MADDAy.w ACC, VF00, VF03 NOP - MADDz.w VF03, VF00, VF03 NOP - MULAx.w ACC, VF00, VF04 NOP - MADDAy.w ACC, VF00, VF04 NOP - MADDz.w VF01, VF00, VF04 NOP - MULAx.w ACC, VF00, VF02 NOP - MADDAy.w ACC, VF00, VF02 NOP - MADDz.w VF02, VF00, VF02 NOP - MULA.w ACC, VF03, VF03 NOP - MADDAx.w ACC, VF01, VF15 NOP - MSUB.w VF05, VF01, VF02 NOP - NOP NOP - NOP NOP - NOP IADDIU VI02, VI00, 0x10 - NOP FMAND VI01, VI02 - NOP IBNE VI01, VI00, QuitAndFail - NOP NOP - CLIPw.xyz VF15, VF02 SQRT Q, VF05w - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x1 - NOP IBNE VI00, VI01, LineStartInsideSphere - NOP NOP - SUBq.w VF05, VF03, Q NOP - SUB.w VF05, VF05, VF01 DIV Q, VF05w, VF01w - NOP FMAND VI01, VI02 - NOP IBNE VI01, VI00, QuitAndFail - NOP NOP - NOP FMAND VI01, VI02 - NOP IBEQ VI01, VI00, QuitAndFail - NOP NOP - ADDA.xyz ACC, VF12, VF00 NOP - MADDq.xyz VF01, VF01, Q NOP - MULx.w VF01, VF00, VF00 NOP - SUB.xyz VF02, VF01, VF14 NOP - NOP[E] NOP - NOP NOP -LineStartInsideSphere: - NOP MOVE.xyzw VF01, VF12 - NOP[E] IADDIU VI01, VI00, 0x1 - NOP NOP - - -; 3C0 -.globl Vu0LineToAABBCollision -Vu0LineToAABBCollision: - SUB.xyzw VF08, VF13, VF12 LOI 0.5 - MULi.xyz VF15, VF15, I IADDIU VI08, VI00, 0x0 - SUB.xyzw VF12, VF12, VF14 NOP - SUB.xyzw VF13, VF13, VF14 NOP - NOP DIV Q, VF00w, VF08x - NOP MR32.xyzw VF03, VF15 - SUB.xyz VF06, VF15, VF12 NOP - ADD.xyz VF07, VF15, VF12 NOP - NOP NOP - CLIPw.xyz VF12, VF03 MR32.xyzw VF04, VF03 - NOP NOP - ADDq.x VF09, VF00, Q DIV Q, VF00w, VF08y - NOP NOP - CLIPw.xyz VF12, VF04 MR32.xyzw VF05, VF04 - SUB.xyz VF07, VF00, VF07 IADDIU VI06, VI00, 0xCC - NOP IADDIU VI07, VI00, 0x30 - NOP NOP - CLIPw.xyz VF12, VF05 FCGET VI02 - NOP IAND VI02, VI02, VI06 - ADDq.y VF09, VF00, Q DIV Q, VF00w, VF08z - SUB.xyz VF10, VF00, VF10 NOP - CLIPw.xyz VF13, VF03 FCGET VI03 - CLIPw.xyz VF13, VF04 IAND VI03, VI03, VI07 - CLIPw.xyz VF13, VF05 FCAND VI01, 0x3330 - NOP IBEQ VI01, VI00, StartPointInsideAABB - NOP NOP - ADDq.z VF09, VF00, Q FCGET VI04 - NOP FCGET VI05 - NOP IAND VI04, VI04, VI06 - NOP IAND VI05, VI05, VI07 - MULx.xyz VF17, VF08, VF09 NOP - MULy.xyz VF18, VF08, VF09 IADDIU VI07, VI00, 0x80 - MULz.xyz VF19, VF08, VF09 IAND VI06, VI02, VI07 - MUL.w VF10, VF00, VF00 IAND VI07, VI04, VI07 - NOP NOP - NOP IBEQ VI06, VI07, CheckMaxXSide - NOP NOP - MULAx.xyz ACC, VF17, VF07 NOP - MADDw.xyz VF16, VF12, VF00 NOP - MUL.x VF10, VF07, VF09 NOP - CLIPw.xyz VF16, VF04 NOP - CLIPw.xyz VF16, VF05 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x330 - NOP IBNE VI01, VI00, CheckMaxXSide - NOP NOP - MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 - ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 - SUBw.x VF02, VF00, VF00 NOP -CheckMaxXSide: - MULAx.xyz ACC, VF17, VF06 IADDIU VI07, VI00, 0x40 - MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 - MUL.x VF10, VF06, VF09 IAND VI07, VI04, VI07 - NOP NOP - NOP IBEQ VI06, VI07, CheckMinYSide - NOP NOP - CLIPw.xyz VF16, VF04 NOP - CLIPw.xyz VF16, VF05 NOP - CLIPw.xyz VF10, VF10 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0xCC03 - NOP IBNE VI01, VI00, CheckMinYSide - NOP NOP - MULx.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 - ADD.yz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 - ADDw.x VF02, VF00, VF00 NOP -CheckMinYSide: - MULAy.xyz ACC, VF18, VF07 IADDIU VI07, VI00, 0x8 - MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 - MUL.y VF10, VF07, VF09 IAND VI07, VI04, VI07 - NOP NOP - NOP IBEQ VI06, VI07, CheckMaxYSide - NOP NOP - CLIPw.xyz VF16, VF03 NOP - CLIPw.xyz VF16, VF05 NOP - CLIPw.xyz VF10, VF10 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x3C0C - NOP IBNE VI01, VI00, CheckMaxYSide - NOP NOP - MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 - ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 - SUBw.y VF02, VF00, VF00 NOP -CheckMaxYSide: - MULAy.xyz ACC, VF18, VF06 IADDIU VI07, VI00, 0x4 - MADDw.xyz VF16, VF12, VF00 IAND VI06, VI02, VI07 - MUL.y VF10, VF06, VF09 IAND VI07, VI04, VI07 - NOP NOP - NOP IBEQ VI06, VI07, CheckMinZSide - NOP NOP - CLIPw.xyz VF16, VF03 NOP - CLIPw.xyz VF16, VF05 NOP - CLIPw.xyz VF10, VF10 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x3C0C - NOP IBNE VI01, VI00, CheckMinZSide - NOP NOP - MULy.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 - ADD.xz VF02, VF00, VF00 MOVE.xyzw VF01, VF16 - ADDw.y VF02, VF00, VF00 NOP -CheckMinZSide: - MULAz.xyz ACC, VF19, VF07 IADDIU VI07, VI00, 0x20 - MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07 - MUL.z VF10, VF07, VF09 IAND VI07, VI05, VI07 - NOP NOP - NOP IBEQ VI06, VI07, CheckMaxZSide - NOP NOP - CLIPw.xyz VF16, VF03 NOP - CLIPw.xyz VF16, VF04 NOP - CLIPw.xyz VF10, VF10 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x3330 - NOP IBNE VI01, VI00, CheckMaxZSide - NOP NOP - MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 - ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16 - SUBw.z VF02, VF00, VF00 NOP -CheckMaxZSide: - MULAz.xyz ACC, VF19, VF06 IADDIU VI07, VI00, 0x10 - MADDw.xyz VF16, VF12, VF00 IAND VI06, VI03, VI07 - MUL.z VF10, VF06, VF09 IAND VI07, VI05, VI07 - NOP NOP - NOP IBEQ VI06, VI07, DoneAllChecks - NOP NOP - CLIPw.xyz VF16, VF03 NOP - CLIPw.xyz VF16, VF04 NOP - CLIPw.xyz VF10, VF10 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x3330 - NOP IBNE VI01, VI00, DoneAllChecks - NOP NOP - MULz.w VF10, VF00, VF10 IADDIU VI08, VI00, 0x1 - ADD.xy VF02, VF00, VF00 MOVE.xyzw VF01, VF16 - ADDw.z VF02, VF00, VF00 NOP -DoneAllChecks: - ADD.xyz VF01, VF01, VF14 IADD VI01, VI00, VI08 - NOP[E] NOP - NOP NOP -StartPointInsideAABB: - ADD.xyz VF01, VF12, VF14 WAITQ - NOP IADDIU VI01, VI00, 0x1 - NOP[E] NOP - NOP NOP - - -; 860 -.globl Vu0LineToTriangleCollisionCompressedStart -Vu0LineToTriangleCollisionCompressedStart: - ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0 - ITOF0.xyzw VF14, VF14 NOP - ITOF0.xyzw VF15, VF15 NOP - ITOF0.xyzw VF16, VF16 NOP - MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0 - MULi.w VF17, VF17, I NOP - MULi.xyzw VF14, VF14, I NOP - MULi.xyzw VF15, VF15, I NOP - MULi.xyzw VF16, VF16, I NOP -; fall through - -; 8A8 -; VF12: point0 -; VF13: point1 -; VF14-16: verts -; VF17: plane -; out: -; VF01: intersection point -; VF02: triangle normal -; VF03 x: intersection parameter -.globl Vu0LineToTriangleCollisionStart -Vu0LineToTriangleCollisionStart: - MUL.xyz VF10, VF17, VF12 LOI 0.5 - MUL.xyz VF11, VF17, VF13 NOP - SUB.xyz VF02, VF13, VF12 NOP ; line dist - ADD.xyz VF17, VF17, VF00 NOP - MULi.w VF03, VF00, I NOP - MULAx.w ACC, VF00, VF10 NOP - MADDAy.w ACC, VF00, VF10 IADDIU VI06, VI00, 0xE0 - MADDz.w VF10, VF00, VF10 FMAND VI05, VI06 ; -- normal sign flags, unused - MULAx.w ACC, VF00, VF11 NOP - MADDAy.w ACC, VF00, VF11 NOP - MADDz.w VF11, VF00, VF11 NOP - SUB.w VF09, VF17, VF10 NOP ; plane-pos 0 - CLIPw.xyz VF17, VF03 NOP ; compare normal against 0.5 to figure out which in which dimension to compare - NOP IADDIU VI02, VI00, 0x10 ; Sw flag - SUBA.w ACC, VF17, VF11 NOP ; plane-pos 1 - SUB.w VF08, VF11, VF10 FMAND VI01, VI02 - NOP NOP - NOP NOP - NOP FMAND VI02, VI02 - NOP IBEQ VI01, VI02, QuitAndFail ; if on same side, no collision - NOP NOP - NOP DIV Q, VF09w, VF08w ; parameter of intersection - NOP FCAND VI01, 0x3 ; check x direction - NOP IADDIU VI02, VI01, 0x7F - NOP IADDIU VI06, VI00, 0x80 - NOP IAND VI02, VI02, VI06 ; Sx flag - NOP FCAND VI01, 0xC ; check y direction - NOP IADDIU VI03, VI01, 0x3F - MULAw.xyz ACC, VF12, VF00 IADDIU VI06, VI00, 0x40 - MADDq.xyz VF01, VF02, Q IAND VI03, VI03, VI06 ; point of intersection -- Sy flag - MULx.w VF01, VF00, VF00 FCAND VI01, 0x30 ; -- check z direction - ADDq.x VF03, VF00, Q IADDIU VI04, VI01, 0x1F ; output parameter - SUB.xyz VF05, VF15, VF14 IADDIU VI06, VI00, 0x20 ; edge vectors - SUB.xyz VF08, VF01, VF14 IAND VI04, VI04, VI06 ; edge vectors -- Sz flag - SUB.xyz VF06, VF16, VF15 IADD VI06, VI02, VI03 ; edge vectors - SUB.xyz VF09, VF01, VF15 IADD VI06, VI06, VI04 ; edge vectors -- combine flags - SUB.xyz VF07, VF14, VF16 NOP ; edge vectors - SUB.xyz VF10, VF01, VF16 NOP ; edge vectors - OPMULA.xyz ACC, VF08, VF05 NOP - OPMSUB.xyz VF18, VF05, VF08 NOP ; cross1 - OPMULA.xyz ACC, VF09, VF06 NOP - OPMSUB.xyz VF19, VF06, VF09 NOP ; cross2 - OPMULA.xyz ACC, VF10, VF07 NOP - OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; cross3 - NOP NOP - NOP FMAND VI03, VI06 - NOP NOP - NOP FMAND VI04, VI06 - NOP NOP - NOP IBNE VI03, VI02, QuitAndFail ; point has to lie on the same side of all edges (i.e. inside) - NOP NOP - NOP IBNE VI04, VI02, QuitAndFail - NOP NOP - MULw.xyz VF02, VF17, VF00 IADDIU VI01, VI00, 0x1 ; success - NOP[E] NOP - NOP NOP - - -; A68 -; VF12: center -; VF14: line origin -; VF15: line vector to other point -; out: VF16 xyz: nearest point on line; w: distance to that point -DistanceBetweenSphereAndLine: - SUB.xyz VF20, VF12, VF14 NOP - MUL.xyz VF21, VF15, VF15 NOP - ADDA.xyz ACC, VF14, VF15 NOP - MSUBw.xyz VF25, VF12, VF00 NOP ; VF25 = VF12 - (VF14+VF15) - MUL.xyz VF22, VF20, VF20 NOP - MUL.xyz VF23, VF20, VF15 NOP - MULAx.w ACC, VF00, VF21 NOP - MADDAy.w ACC, VF00, VF21 NOP - MADDz.w VF21, VF00, VF21 NOP ; MagSq VF15 (line length) - MULAx.w ACC, VF00, VF23 NOP - MADDAy.w ACC, VF00, VF23 NOP - MADDz.w VF23, VF00, VF23 NOP ; dot(VF12-VF14, VF15) - MULAx.w ACC, VF00, VF22 NOP - MADDAy.w ACC, VF00, VF22 NOP - MADDz.w VF22, VF00, VF22 IADDIU VI08, VI00, 0x10 ; MagSq VF12-VF14 -- Sw bit - MUL.xyz VF25, VF25, VF25 FMAND VI08, VI08 - NOP DIV Q, VF23w, VF21w - NOP IBNE VI00, VI08, NegativeRatio - NOP NOP - ADDA.xyz ACC, VF00, VF14 NOP - MADDq.xyz VF16, VF15, Q WAITQ ; nearest point on infinte line - ADDq.x VF24, VF00, Q NOP ; ratio - NOP NOP - NOP NOP - SUB.xyz VF26, VF16, VF12 NOP - CLIPw.xyz VF24, VF00 NOP ; compare ratio to 1.0 - NOP NOP - NOP NOP - MUL.xyz VF26, VF26, VF26 NOP - NOP FCAND VI01, 0x1 - NOP IBNE VI00, VI01, RatioGreaterThanOne - NOP NOP - MULAx.w ACC, VF00, VF26 NOP - MADDAy.w ACC, VF00, VF26 NOP - MADDz.w VF16, VF00, VF26 NOP ; distance - NOP JR VI15 - NOP NOP -NegativeRatio: - ADD.xyz VF16, VF00, VF14 NOP ; return line origin - MUL.w VF16, VF00, VF22 NOP ; and DistSq to it - NOP JR VI15 - NOP NOP -RatioGreaterThanOne: - MULAx.w ACC, VF00, VF25 NOP - MADDAy.w ACC, VF00, VF25 NOP - MADDz.w VF16, VF00, VF25 NOP - ADD.xyz VF16, VF14, VF15 NOP ; return toerh line point - NOP JR VI15 - NOP NOP - - -; BE0 -.globl Vu0SphereToTriangleCollisionCompressedStart -Vu0SphereToTriangleCollisionCompressedStart: - ITOF0.xyzw VF17, VF17 LOI 0.000244140625 ; 1.0/4096.0 - ITOF0.xyzw VF14, VF14 NOP - ITOF0.xyzw VF15, VF15 NOP - ITOF0.xyzw VF16, VF16 NOP - MULi.xyz VF17, VF17, I LOI 0.0078125 ; 1.0/128.0 - MULi.w VF17, VF17, I NOP - MULi.xyzw VF14, VF14, I NOP - MULi.xyzw VF15, VF15, I NOP - MULi.xyzw VF16, VF16, I NOP -; fall through - -; C28 -; VF12: sphere -; VF14-16: verts -; VF17: plane -; out: -; VF01: intersection point -; VF02: triangle normal -; VF03 x: intersection parameter -.globl Vu0SphereToTriangleCollisionStart -Vu0SphereToTriangleCollisionStart: - MUL.xyz VF02, VF12, VF17 LOI 0.1 - ADD.xyz VF17, VF17, VF00 NOP - ADDw.x VF13, VF00, VF12 NOP - NOP NOP - MULAx.w ACC, VF00, VF02 IADDIU VI06, VI00, 0xE0 - MADDAy.w ACC, VF00, VF02 FMAND VI05, VI06 ; normal sign flags - MADDAz.w ACC, VF00, VF02 NOP - MSUB.w VF02, VF00, VF17 NOP ; center plane pos - MULi.w VF03, VF00, I MOVE.xyzw VF04, VF03 - NOP NOP - NOP NOP - CLIPw.xyz VF13, VF02 NOP ; compare dist and radius - CLIPw.xyz VF17, VF03 NOP - MULAw.xyz ACC, VF12, VF00 IADDIU VI07, VI00, 0x0 ; -- clear test case - MSUBw.xyz VF01, VF17, VF02 NOP - MULx.w VF01, VF00, VF00 FCAND VI01, 0x3 ; projected center on plane - ABS.w VF02, VF02 IBEQ VI00, VI01, QuitAndFail ; no intersection - NOP NOP - NOP FCAND VI01, 0x3 ; -- check x direction - SUB.xyz VF02, VF12, VF01 IADDIU VI02, VI01, 0x7F - NOP IADDIU VI06, VI00, 0x80 - SUB.xyz VF05, VF15, VF14 IAND VI02, VI02, VI06 - SUB.xyz VF08, VF01, VF14 FCAND VI01, 0xC ; -- check y direction - SUB.xyz VF06, VF16, VF15 IADDIU VI03, VI01, 0x3F - SUB.xyz VF09, VF01, VF15 IADDIU VI06, VI00, 0x40 - SUB.xyz VF07, VF14, VF16 IAND VI03, VI03, VI06 - SUB.xyz VF10, VF01, VF16 FCAND VI01, 0x30 ; -- check z direction - MUL.xyz VF03, VF02, VF02 IADDIU VI04, VI01, 0x1F - OPMULA.xyz ACC, VF08, VF05 IADDIU VI06, VI00, 0x20 - OPMSUB.xyz VF18, VF05, VF08 IAND VI04, VI04, VI06 - OPMULA.xyz ACC, VF09, VF06 NOP - OPMSUB.xyz VF19, VF06, VF09 IADD VI06, VI02, VI03 - OPMULA.xyz ACC, VF10, VF07 IADD VI06, VI06, VI04 ; -- combine flags - OPMSUB.xyz VF20, VF07, VF10 FMAND VI02, VI06 ; -- cross 1 flags - MULAx.w ACC, VF00, VF03 IAND VI05, VI05, VI06 - MADDAy.w ACC, VF00, VF03 FMAND VI03, VI06 ; -- cross 2 flags - MADDz.w VF03, VF00, VF03 IADDIU VI08, VI00, 0x3 - NOP FMAND VI04, VI06 ; -- cross 3 flags - NOP NOP - NOP IBNE VI02, VI05, CheckSide2 - NOP RSQRT Q, VF00w, VF03w - ADD.xyz VF04, VF00, VF16 IADDIU VI07, VI07, 0x1 ; inside side 1 -CheckSide2: - NOP IBNE VI03, VI05, CheckSide3 - NOP NOP - ADD.xyz VF04, VF00, VF14 IADDIU VI07, VI07, 0x1 ; inside side 2 -CheckSide3: - NOP IBNE VI04, VI05, FinishCheckingSides - NOP NOP - ADD.xyz VF04, VF00, VF15 IADDIU VI07, VI07, 0x1 ; inside side 3 - NOP NOP - NOP IBEQ VI07, VI08, TotallyInsideTriangle - NOP NOP -FinishCheckingSides: - MUL.x VF13, VF13, VF13 IADDIU VI08, VI00, 0x2 - MULq.xyz VF02, VF02, Q WAITQ - NOP IBNE VI07, VI08, IntersectionOutsideTwoSides - NOP NOP - NOP IBEQ VI02, VI05, CheckDistanceSide2 - NOP NOP - NOP MOVE.xyzw VF15, VF05 - NOP BAL VI15, DistanceBetweenSphereAndLine - NOP NOP - NOP B ProcessLineResult - NOP NOP -CheckDistanceSide2: - NOP IBEQ VI03, VI05, CheckDistanceSide3 - NOP NOP - NOP MOVE.xyzw VF14, VF15 - NOP MOVE.xyzw VF15, VF06 - NOP BAL VI15, DistanceBetweenSphereAndLine - NOP NOP - NOP B ProcessLineResult - NOP NOP -CheckDistanceSide3: - NOP MOVE.xyzw VF14, VF16 - NOP MOVE.xyzw VF15, VF07 - NOP BAL VI15, DistanceBetweenSphereAndLine - NOP NOP - NOP B ProcessLineResult - NOP NOP -IntersectionOutsideTwoSides: - SUB.xyz VF05, VF04, VF12 NOP - ADD.xyz VF01, VF00, VF04 NOP ; col point - SUB.xyz VF02, VF12, VF04 NOP - NOP NOP - MUL.xyz VF05, VF05, VF05 NOP - NOP NOP - NOP NOP - NOP NOP - MULAx.w ACC, VF00, VF05 NOP - MADDAy.w ACC, VF00, VF05 NOP - MADDz.w VF05, VF00, VF05 NOP ; distSq to vertex - NOP NOP - NOP NOP - NOP NOP - CLIPw.xyz VF13, VF05 SQRT Q, VF05w ; compare radiusSq and distSq - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x1 - ADDq.x VF03, VF00, Q WAITQ ; dist to vertex - NOP IBEQ VI00, VI01, QuitAndFail ; too far - NOP NOP - NOP NOP - NOP DIV Q, VF00w, VF03x - MULq.xyz VF02, VF02, Q WAITQ ; col normal - NOP[E] NOP - NOP NOP -TotallyInsideTriangle: - ADDw.x VF03, VF00, VF02 WAITQ - MULq.xyz VF02, VF02, Q NOP - NOP[E] IADDIU VI01, VI00, 0x1 - NOP NOP -ProcessLineResult: - CLIPw.xyz VF13, VF16 SQRT Q, VF16w - ADD.xyz VF01, VF00, VF16 NOP - SUB.xyz VF02, VF12, VF16 NOP - NOP NOP - NOP FCAND VI01, 0x1 - ADDq.x VF03, VF00, Q WAITQ - NOP IBEQ VI00, VI01, QuitAndFail - NOP NOP - NOP NOP - NOP DIV Q, VF00w, VF03x - MULq.xyz VF02, VF02, Q WAITQ - NOP[E] NOP - NOP NOP - -EndOfMicrocode: diff --git a/src/core/vu0Collision_2.s b/src/core/vu0Collision_2.s deleted file mode 100644 index 716c29ac..00000000 --- a/src/core/vu0Collision_2.s +++ /dev/null @@ -1,191 +0,0 @@ -QuitAndFail2: - NOP[E] IADDIU VI01, VI00, 0x0 - NOP NOP - - -QuitAndSucceed2: - NOP[E] IADDIU VI01, VI00, 0x1 - NOP NOP - - -; 20 -GetBBVertices: - MULw.xy VF02, VF01, VF00 NOP - MUL.z VF02, VF01, VF11 NOP - MULw.xz VF03, VF01, VF00 NOP - MUL.y VF03, VF01, VF11 NOP - MULw.x VF04, VF01, VF00 NOP - MUL.yz VF04, VF01, VF11 NOP - NOP JR VI15 - NOP NOP - - -; 60 -Vu0OBBToOBBCollision: - SUBw.xyz VF11, VF00, VF00 LOI 0.5 - MULi.xyz VF12, VF12, I NOP - MULi.xyz VF13, VF13, I NOP - NOP NOP - NOP NOP - NOP MOVE.xyz VF01, VF12 - NOP BAL VI15, GetBBVertices - NOP NOP - MULAx.xyz ACC, VF14, VF01 NOP - MADDAy.xyz ACC, VF15, VF01 NOP - MADDz.xyz VF01, VF16, VF01 NOP - MULAx.xyz ACC, VF14, VF02 NOP - MADDAy.xyz ACC, VF15, VF02 NOP - MADDz.xyz VF02, VF16, VF02 NOP - MULAx.xyz ACC, VF14, VF03 NOP - MADDAy.xyz ACC, VF15, VF03 NOP - MADDz.xyz VF03, VF16, VF03 NOP - MULAx.xyz ACC, VF14, VF04 NOP - MADDAy.xyz ACC, VF15, VF04 NOP - MADDz.xyz VF04, VF16, VF04 NOP - ABS.xyz VF05, VF01 NOP - ABS.xyz VF06, VF02 NOP - ABS.xyz VF07, VF03 NOP - ABS.xyz VF08, VF04 NOP - NOP NOP - MAX.xyz VF05, VF05, VF06 NOP - NOP NOP - MAX.xyz VF07, VF07, VF08 NOP - NOP NOP - NOP NOP - NOP NOP - MAX.xyz VF05, VF05, VF07 NOP - NOP NOP - NOP NOP - NOP NOP - ADD.xyz VF09, VF05, VF13 NOP - NOP NOP - NOP NOP - NOP NOP - MULx.w VF05, VF00, VF09 NOP - MULy.w VF06, VF00, VF09 NOP - MULz.w VF07, VF00, VF09 NOP - CLIPw.xyz VF17, VF05 NOP - CLIPw.xyz VF17, VF06 NOP - CLIPw.xyz VF17, VF07 MOVE.xyz VF01, VF13 - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x3330 - NOP IBNE VI01, VI00, QuitAndFail2 - NOP NOP - NOP BAL VI15, GetBBVertices - NOP NOP - MULAx.xyz ACC, VF18, VF01 NOP - MADDAy.xyz ACC, VF19, VF01 NOP - MADDz.xyz VF01, VF20, VF01 NOP - MULAx.xyz ACC, VF18, VF02 NOP - MADDAy.xyz ACC, VF19, VF02 NOP - MADDz.xyz VF02, VF20, VF02 NOP - MULAx.xyz ACC, VF18, VF03 NOP - MADDAy.xyz ACC, VF19, VF03 NOP - MADDz.xyz VF03, VF20, VF03 NOP - MULAx.xyz ACC, VF18, VF04 NOP - MADDAy.xyz ACC, VF19, VF04 NOP - MADDz.xyz VF04, VF20, VF04 NOP - ABS.xyz VF05, VF01 NOP - ABS.xyz VF06, VF02 NOP - ABS.xyz VF07, VF03 NOP - ABS.xyz VF08, VF04 NOP - NOP NOP - MAX.xyz VF05, VF05, VF06 NOP - NOP NOP - MAX.xyz VF07, VF07, VF08 NOP - NOP NOP - NOP NOP - NOP NOP - MAX.xyz VF05, VF05, VF07 NOP - NOP NOP - NOP NOP - NOP NOP - ADD.xyz VF09, VF05, VF12 NOP - NOP NOP - NOP NOP - NOP NOP - MULx.w VF05, VF00, VF09 NOP - MULy.w VF06, VF00, VF09 NOP - MULz.w VF07, VF00, VF09 NOP - CLIPw.xyz VF21, VF05 NOP - CLIPw.xyz VF21, VF06 NOP - CLIPw.xyz VF21, VF07 NOP - NOP NOP - NOP NOP - NOP NOP - NOP FCAND VI01, 0x3330 - NOP IBNE VI01, VI00, QuitAndFail2 - NOP NOP - SUB.xyz VF06, VF02, VF01 NOP - SUB.xyz VF07, VF03, VF01 NOP - ADD.xyz VF08, VF04, VF01 NOP - ADD.x VF09, VF00, VF12 NOP - ADD.yz VF09, VF00, VF00 NOP - ADD.y VF10, VF00, VF12 NOP - ADD.xz VF10, VF00, VF00 NOP - ADD.z VF11, VF00, VF12 IADDI VI04, VI00, 0x0 - ADD.xy VF11, VF00, VF00 IADD VI02, VI00, VI00 - OPMULA.xyz ACC, VF06, VF09 NOP - OPMSUB.xyz VF01, VF09, VF06 NOP - OPMULA.xyz ACC, VF06, VF10 NOP - OPMSUB.xyz VF02, VF10, VF06 NOP - OPMULA.xyz ACC, VF06, VF11 NOP - OPMSUB.xyz VF03, VF11, VF06 SQI.xyzw VF01, (VI02++) - OPMULA.xyz ACC, VF07, VF09 NOP - OPMSUB.xyz VF01, VF09, VF07 SQI.xyzw VF02, (VI02++) - OPMULA.xyz ACC, VF07, VF10 NOP - OPMSUB.xyz VF02, VF10, VF07 SQI.xyzw VF03, (VI02++) - OPMULA.xyz ACC, VF07, VF11 NOP - OPMSUB.xyz VF03, VF11, VF07 SQI.xyzw VF01, (VI02++) - OPMULA.xyz ACC, VF08, VF09 NOP - OPMSUB.xyz VF01, VF09, VF08 SQI.xyzw VF02, (VI02++) - OPMULA.xyz ACC, VF08, VF10 NOP - OPMSUB.xyz VF02, VF10, VF08 SQI.xyzw VF03, (VI02++) - OPMULA.xyz ACC, VF08, VF11 LOI 0.5 - OPMSUB.xyz VF01, VF11, VF08 SQI.xyzw VF01, (VI02++) - MULi.xyz VF06, VF06, I NOP - MULi.xyz VF07, VF07, I SQI.xyzw VF02, (VI02++) - MULi.xyz VF08, VF08, I NOP - MUL.xyz VF02, VF21, VF01 NOP - MUL.xyz VF03, VF12, VF01 NOP - MUL.xyz VF09, VF06, VF01 NOP - MUL.xyz VF10, VF07, VF01 NOP - MUL.xyz VF11, VF08, VF01 NOP - ABS.xyz VF03, VF03 NOP - ADDy.x VF05, VF09, VF09 NOP - ADDx.y VF05, VF10, VF10 NOP - ADDx.z VF05, VF11, VF11 NOP - NOP NOP -EdgePairLoop: - ADDz.x VF05, VF05, VF09 NOP - ADDz.y VF05, VF05, VF10 NOP - ADDy.z VF05, VF05, VF11 NOP - MULAx.w ACC, VF00, VF02 IADD VI03, VI02, VI00 - MADDAy.w ACC, VF00, VF02 LQD.xyzw VF01, (--VI02) - MADDz.w VF02, VF00, VF02 NOP - ABS.xyz VF05, VF05 NOP - MULAx.w ACC, VF00, VF03 NOP - MADDAy.w ACC, VF00, VF03 NOP - MADDAz.w ACC, VF00, VF03 NOP - MADDAx.w ACC, VF00, VF05 NOP - MADDAy.w ACC, VF00, VF05 NOP - MADDz.w VF03, VF00, VF05 NOP - ADDw.x VF04, VF00, VF02 NOP - MUL.xyz VF02, VF21, VF01 NOP - MUL.xyz VF03, VF12, VF01 NOP - MUL.xyz VF09, VF06, VF01 NOP - CLIPw.xyz VF04, VF03 NOP - MUL.xyz VF10, VF07, VF01 NOP - MUL.xyz VF11, VF08, VF01 NOP - ABS.xyz VF03, VF03 NOP - ADDy.x VF05, VF09, VF09 FCAND VI01, 0x3 - ADDx.y VF05, VF10, VF10 IBNE VI01, VI00, QuitAndFail2 - ADDx.z VF05, VF11, VF11 NOP - NOP IBNE VI03, VI00, EdgePairLoop - NOP NOP - NOP[E] IADDIU VI01, VI00, 0x1 - NOP NOP - -EndOfMicrocode2: diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index a08e68f8..172bae3f 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -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; -- cgit v1.2.3