Merge remote-tracking branch 'upstream/lcs' into lcs

This commit is contained in:
Nikolay Korolev
2021-07-11 10:23:59 +03:00
18 changed files with 108 additions and 91 deletions

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@ -9447,7 +9447,7 @@ const MissionAudioData MissionAudioNameSfxAssoc[] = {
{"lanamu1", SFX_SFX_LANAMU1},
{"lanamu2", SFX_SFX_LANAMU2},
{"airhrnl", SFX_SFX_AIRHORN_LEFT},
{"airhrnr", SFX_SFX_AIRHORN_RIGH},
{"airhrnr", SFX_SFX_AIRHORN_RIGHT},
{"sniper", SFX_SFX_SNIPER_SHOT_1},
{"snipsh", SFX_SFX_SNIPER_SHOT_2},
{"bloroof", SFX_SFX_BLOW_ROOF},
@ -11293,9 +11293,8 @@ cAudioManager::PreloadMissionAudio(uint8 slot, Const char *name)
m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_STOPPED;
m_sMissionAudio.m_bIsPlaying[slot] = FALSE;
//m_sMissionAudio.m_nMissionAudioCounter[slot] = m_nTimeSpent * SampleManager.GetStreamedFileLength(missionAudioSfx) / 1000;
m_sMissionAudio.m_nMissionAudioCounter[slot] = m_nTimeSpent * SampleManager.GetSampleLength(missionAudioSfx) / SampleManager.GetSampleBaseFrequency(missionAudioSfx);
m_sMissionAudio.m_nMissionAudioCounter[slot] *= 4;
m_sMissionAudio.m_nMissionAudioCounter[slot] = 11 * m_sMissionAudio.m_nMissionAudioCounter[slot] / 10;
m_sMissionAudio.m_bIsPlayed[slot] = FALSE;
m_sMissionAudio.m_bPredefinedProperties[slot] = TRUE;
g_bMissionAudioLoadFailed[slot] = FALSE;
@ -11379,7 +11378,6 @@ cAudioManager::ClearMissionAudio(uint8 slot)
m_sMissionAudio.m_bPredefinedProperties[slot] = TRUE;
m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
m_sMissionAudio.m_bIsMobile[slot] = FALSE;
//SampleManager.StopStreamedFile(slot + 1);
SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
}
}
@ -11401,9 +11399,8 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
switch (m_sMissionAudio.m_nLoadingStatus[slot]) {
case LOADING_STATUS_NOT_LOADED:
//SampleManager.PreloadStreamedFile(m_sMissionAudio.m_nSampleIndex[slot], slot + 1);
// TODO: LoadMissionAudio
SampleManager.LoadPedComment(m_sMissionAudio.m_nSampleIndex[slot]);
SampleManager.InitialiseChannel(slot + CHANNEL_MISSION_AUDIO_1, m_sMissionAudio.m_nSampleIndex[slot], SFX_BANK_PED_COMMENTS);
SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_LOADED;
nFramesUntilFailedLoad[slot] = 0;
@ -11414,8 +11411,8 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
if (g_bMissionAudioLoadFailed[slot]) {
if (m_bTimerJustReset) {
ClearMissionAudio(slot);
SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
//SampleManager.StopStreamedFile(slot + 1);
nFramesForPretendPlaying[slot] = 0;
nCheckPlayingDelay[slot] = 0;
nFramesUntilFailedLoad[slot] = 0;
@ -11434,18 +11431,20 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex[slot])) {
SetMissionScriptPoliceAudio(m_sMissionAudio.m_nSampleIndex[slot]);
} else {
SampleManager.InitialiseChannel(slot + CHANNEL_MISSION_AUDIO_1, m_sMissionAudio.m_nSampleIndex[slot], SFX_BANK_PED_COMMENTS);
if(m_nUserPause)
// SampleManager.PauseStream(TRUE, slot + 1);
SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, 0);
else
SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
if (m_sMissionAudio.m_bPredefinedProperties[slot]) {
//if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_CAMERAL)
// SampleManager.SetStreamedVolumeAndPan(80, 0, TRUE, slot + 1);
//else if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_CAMERAR)
// SampleManager.SetStreamedVolumeAndPan(80, 127, TRUE, slot + 1);
//else
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 63);
SampleManager.SetChannelVolume(slot + CHANNEL_MISSION_AUDIO_1, 127);
//SampleManager.SetStreamedVolumeAndPan(80, 63, 1, slot + 1);
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 63);
if (m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_CAMERA_LEFT || m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_AIRHORN_LEFT)
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 0);
else if (m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_CAMERA_RIGHT || m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_AIRHORN_RIGHT)
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 127);
else
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 63);
} else {
distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos[slot]);
if (distSquared >= SQR(80.0f)) {
@ -11460,22 +11459,18 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
TranslateEntity(&m_sMissionAudio.m_vecPos[slot], &vec);
pan = ComputePan(80.f, &vec);
}
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
SampleManager.SetChannelVolume(slot + CHANNEL_MISSION_AUDIO_1, emittingVol);
//SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, slot + 1);
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
}
//SampleManager.StartPreloadedStreamedFile(slot + 1);
SampleManager.StartChannel(slot + CHANNEL_MISSION_AUDIO_1);
}
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_PLAYING;
nCheckPlayingDelay[slot] = 30;
//if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
// m_sMissionAudio.m_bIsMobile[slot] = TRUE;
break;
case PLAY_STATUS_PLAYING:
if (m_bTimerJustReset) {
ClearMissionAudio(slot);
//SampleManager.StopStreamedFile(slot + 1);
SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
break;
}
@ -11484,25 +11479,20 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
if (nCheckPlayingDelay[slot]) {
--nCheckPlayingDelay[slot];
} else if ((g_bMissionAudioLoadFailed[slot] && m_sMissionAudio.m_nMissionAudioCounter[slot]-- == 0) || GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED) {
debug("FINISHED PLAYINGXXXXXXXXXXXXX");
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_FINISHED;
//if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
// m_sMissionAudio.m_bIsMobile[slot] = FALSE;
m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
//SampleManager.StopStreamedFile(slot + 1);
SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
}
}
} else if (m_sMissionAudio.m_bIsPlaying[slot]) {
//if (SampleManager.IsStreamPlaying(slot + 1) || m_nUserPause || m_nPreviousUserPause) {
if(SampleManager.GetChannelUsedFlag(slot + CHANNEL_MISSION_AUDIO_1) || m_nUserPause || m_nPreviousUserPause) {
if(m_nUserPause)
//SampleManager.PauseStream(TRUE, slot + 1);
SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, 0);
else
{
//SampleManager.PauseStream(FALSE, slot + 1);
//SampleManager.StartChannel(slot + CHANNEL_MISSION_AUDIO_1);
SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
if (!m_sMissionAudio.m_bPredefinedProperties[slot]) {
distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos[slot]);
if (distSquared >= SQR(80.0f)) {
@ -11517,19 +11507,13 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
TranslateEntity(&m_sMissionAudio.m_vecPos[slot], &vec);
pan = ComputePan(80.f, &vec);
}
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
SampleManager.SetChannelVolume(slot + CHANNEL_MISSION_AUDIO_1, emittingVol);
//SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, slot + 1);
SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
}
}
//} else if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_ROK2_01) {
// m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_STOPPED;
} else {
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_FINISHED;
//if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
// m_sMissionAudio.m_bIsMobile[slot] = FALSE;
m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
//SampleManager.StopStreamedFile(slot + 1);
SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
}
@ -11537,7 +11521,6 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
if (m_nUserPause)
break;
if (nCheckPlayingDelay[slot]--) {
//if (!SampleManager.IsStreamPlaying(slot + 1))
if (!SampleManager.GetChannelUsedFlag(slot + CHANNEL_MISSION_AUDIO_1))
break;
nCheckPlayingDelay[slot] = 0;

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@ -447,9 +447,17 @@ cAudioManager::ServiceSoundEffects()
#endif
m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0;
if (m_nUserPause && !m_nPreviousUserPause) {
for (int32 i = 0; i < NUM_CHANNELS; i++)
for (int32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
SampleManager.StopChannel(i);
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1, 0);
SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_2, 0);
// ps2 code just stops the sound here for some reason
//SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_1);
//SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_2);
ClearRequestedQueue();
if (m_nActiveSampleQueue) {
m_nActiveSampleQueue = 0;

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@ -4017,7 +4017,7 @@ enum eSfxSample
SFX_SCUM_WOM_GUN_THREATENED_2,
SFX_SCUM_WOM_SHOCKED_1,
SFX_SFX_AIRHORN_LEFT,
SFX_SFX_AIRHORN_RIGH,
SFX_SFX_AIRHORN_RIGHT,
SFX_SFX_ANG1_AA,
SFX_SFX_ANG1_AB,
SFX_SFX_ANG1_AC,

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@ -1,3 +1,4 @@
#define WITHWINDOWS
#include "common.h"
#ifdef AUDIO_MSS

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@ -114,7 +114,7 @@ cSampleManager::SetMusicMasterVolume(uint8 nVolume)
}
void
cSampleManager::SetMusicMasterVolume(uint8 nVolume)
cSampleManager::SetMP3BoostVolume(uint8 nVolume)
{
}
@ -231,35 +231,35 @@ cSampleManager::InitialiseChannel(uint32 nChannel, uint32 nSfx, uint8 nBank)
void
cSampleManager::SetChannelEmittingVolume(uint32 nChannel, uint32 nVolume)
{
ASSERT( nChannel != CHANNEL2D );
ASSERT( nChannel < MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannel3DPosition(uint32 nChannel, float fX, float fY, float fZ)
{
ASSERT( nChannel != CHANNEL2D );
ASSERT( nChannel < MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannel3DDistances(uint32 nChannel, float fMax, float fMin)
{
ASSERT( nChannel != CHANNEL2D );
ASSERT( nChannel < MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannelVolume(uint32 nChannel, uint32 nVolume)
{
ASSERT( nChannel == CHANNEL2D );
ASSERT( nChannel >= MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannelPan(uint32 nChannel, uint32 nPan)
{
ASSERT(nChannel == CHANNEL2D);
ASSERT( nChannel >= MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}

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@ -2573,20 +2573,16 @@ void CTheScripts::Shutdown()
int scriptToLoad = 0;
const char *scriptfile = "main.scm";
#ifdef _WIN32
#include <Windows.h>
#endif
int open_script()
{
// glfwGetKey doesn't work because of CGame::Initialise is blocking
#ifdef _WIN32
if (GetAsyncKeyState('G') & 0x8000)
// glfwGetKey doesn't work because of CGame::Initialise is blocking
CPad::UpdatePads();
if (CPad::GetPad(0)->GetChar('G'))
scriptToLoad = 0;
if (GetAsyncKeyState('R') & 0x8000)
if (CPad::GetPad(0)->GetChar('R'))
scriptToLoad = 1;
if (GetAsyncKeyState('D') & 0x8000)
if (CPad::GetPad(0)->GetChar('D'))
scriptToLoad = 2;
#endif
switch (scriptToLoad) {
case 0: scriptfile = "main.scm"; break;
case 1: scriptfile = "freeroam_lcs.scm"; break;

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@ -13,6 +13,7 @@
#include <fcntl.h>
#include <sys/resource.h>
#include <stdarg.h>
#include <limits.h>
#ifdef __linux__
#include <sys/syscall.h>

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@ -4575,19 +4575,11 @@ CMenuManager::ProcessUserInput(uint8 goDown, uint8 goUp, uint8 optionSelected, u
#ifdef USE_DEBUG_SCRIPT_LOADER
if (m_nCurrScreen == MENUPAGE_START_MENU || m_nCurrScreen == MENUPAGE_NEW_GAME || m_nCurrScreen == MENUPAGE_NEW_GAME_RELOAD) {
#ifdef RW_GL3
if (glfwGetKey(PSGLOBAL(window), GLFW_KEY_R) == GLFW_PRESS) {
if (CPad::GetPad(0)->GetChar('R')) {
scriptToLoad = 1;
DoSettingsBeforeStartingAGame();
return;
}
#elif defined _WIN32
if (GetAsyncKeyState('R') & 0x8000) {
scriptToLoad = 1;
DoSettingsBeforeStartingAGame();
return;
}
#endif
}
#endif

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@ -470,6 +470,11 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
#undef DISABLE_LOADING_SCREEN
#undef DISABLE_VSYNC_ON_TEXTURE_CONVERSION
#undef EXTENDED_COLOURFILTER
#undef EXTENDED_PIPELINES
#undef SCREEN_DROPLETS
#undef NEW_RENDERER
#undef FIX_SPRITES
#define PC_WATER

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@ -387,7 +387,7 @@ DoRWStuffEndOfFrame(void)
}
#else
if (CPad::GetPad(1)->GetLeftShockJustDown() || CPad::GetPad(0)->GetFJustDown(11)) {
sprintf(s, "screen_0%11lld.png", time(nil));
sprintf(s, "screen_%011lld.png", time(nil));
RwGrabScreen(Scene.camera, s);
}
#endif

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@ -1,4 +1,5 @@
#include <time.h>
#include <limits.h>
// This is the common include for platform/renderer specific skeletons(glfw.cpp, win.cpp etc.) and using cross platform things (like Windows directories wrapper, platform specific global arrays etc.)
// Functions that's different on glfw and win but have same signature, should be located on platform.h.

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@ -817,11 +817,12 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
if(contactSpeedRight != 0.0f){
// exert opposing force
right = -contactSpeedRight/wheelsOnGround;
#ifdef FIX_BUGS
// BUG?
// contactSpeedRight is independent of framerate but right has timestep as a factor
// so we probably have to fix this
right *= CTimer::GetTimeStepFix();
#endif
// fixing this causes jittery cars at 15fps, and causes the car to move backwards slowly at 18fps
// at 19fps, the effects are gone ...
//right *= CTimer::GetTimeStepFix();
if(wheelStatus == WHEEL_STATUS_BURST){
float fwdspeed = Min(contactSpeedFwd, fBurstSpeedMax);