This commit is contained in:
Nikolay Korolev
2021-06-25 10:15:19 +03:00
200 changed files with 18744 additions and 7666 deletions

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@ -4,8 +4,8 @@
#include "World.h"
#include "Dummy.h"
void *CDummy::operator new(size_t sz) { return CPools::GetDummyPool()->New(); }
void CDummy::operator delete(void *p, size_t sz) { CPools::GetDummyPool()->Delete((CDummy*)p); }
void *CDummy::operator new(size_t sz) throw() { return CPools::GetDummyPool()->New(); }
void CDummy::operator delete(void *p, size_t sz) throw() { CPools::GetDummyPool()->Delete((CDummy*)p); }
void
CDummy::Add(void)

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@ -12,8 +12,8 @@ public:
void Add(void);
void Remove(void);
static void *operator new(size_t);
static void operator delete(void*, size_t);
static void *operator new(size_t) throw();
static void operator delete(void*, size_t) throw();
};
bool IsDummyPointerValid(CDummy* pDummy);

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@ -26,6 +26,12 @@
#include "Ped.h"
#include "Dummy.h"
#include "WindModifiers.h"
#include "SpecialFX.h"
#include "VisibilityPlugins.h"
#include "RpAnimBlend.h"
#include "CutsceneMgr.h"
//--LCS: file done except TODO for distance alpha
int gBuildings;
@ -71,13 +77,18 @@ CEntity::CEntity(void)
bDistanceFade = false;
m_flagE1 = false;
m_flagE2 = false;
bDontCastShadowsOn = false;
bOffscreen = false;
bIsStaticWaitingForCollision = false;
bDontStream = false;
bUnderwater = false;
bHasPreRenderEffects = false;
bIsTreeModel = false;
m_flagG2 = false;
m_flagG4 = false;
m_flagG8 = false;
m_scanCode = 0;
m_modelIndex = -1;
m_rwObject = nil;
@ -96,6 +107,8 @@ void
CEntity::SetModelIndex(uint32 id)
{
m_modelIndex = id;
bIsTreeModel = IsTreeModel(m_modelIndex);
bDrawLast |= bIsTreeModel;
bHasPreRenderEffects = HasPreRenderEffects();
CreateRwObject();
}
@ -104,6 +117,8 @@ void
CEntity::SetModelIndexNoCreate(uint32 id)
{
m_modelIndex = id;
bIsTreeModel = IsTreeModel(m_modelIndex);
bDrawLast |= bIsTreeModel;
bHasPreRenderEffects = HasPreRenderEffects();
}
@ -122,10 +137,11 @@ CEntity::CreateRwObject(void)
if(IsBuilding())
gBuildings++;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
GetMatrix().AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic *)m_rwObject)), false);
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
m_matrix.AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
GetMatrix().AttachRW(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false);
// useless IsTextureLoaded();
mi->AddRef();
}
}
@ -136,9 +152,9 @@ CEntity::AttachToRwObject(RwObject *obj)
m_rwObject = obj;
if(m_rwObject){
if(RwObjectGetType(m_rwObject) == rpATOMIC)
m_matrix.Attach(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)), false);
GetMatrix().Attach(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic *)m_rwObject)), false);
else if(RwObjectGetType(m_rwObject) == rpCLUMP)
m_matrix.Attach(RwFrameGetMatrix(RpClumpGetFrame((RpClump*)m_rwObject)), false);
GetMatrix().Attach(RwFrameGetMatrix(RpClumpGetFrame((RpClump *)m_rwObject)), false);
CModelInfo::GetModelInfo(m_modelIndex)->AddRef();
}
@ -150,7 +166,7 @@ CEntity::DetachFromRwObject(void)
if(m_rwObject)
CModelInfo::GetModelInfo(m_modelIndex)->RemoveRef();
m_rwObject = nil;
m_matrix.Detach();
GetMatrix().Detach();
}
RpAtomic*
@ -178,13 +194,15 @@ CEntity::DeleteRwObject(void)
{
RwFrame *f;
m_matrix.Detach();
GetMatrix().Detach();
if(m_rwObject){
if(RwObjectGetType(m_rwObject) == rpATOMIC){
f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
CStreaming::UnregisterInstance((RpAtomic*)m_rwObject, nil);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}else if(RwObjectGetType(m_rwObject) == rpCLUMP){
CStreaming::UnregisterInstance((RpClump*)m_rwObject);
if(IsClumpSkinned((RpClump*)m_rwObject))
RpClumpForAllAtomics((RpClump*)m_rwObject, AtomicRemoveAnimFromSkinCB, nil);
RpClumpDestroy((RpClump*)m_rwObject);
@ -201,18 +219,18 @@ CEntity::GetBoundRect(void)
{
CRect rect;
CVector v;
CColModel *col = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
CColModel *col = CModelInfo::GetColModel(m_modelIndex);
rect.ContainPoint(m_matrix * col->boundingBox.min);
rect.ContainPoint(m_matrix * col->boundingBox.max);
rect.ContainPoint(GetMatrix() * col->boundingBox.min);
rect.ContainPoint(GetMatrix() * col->boundingBox.max);
v = col->boundingBox.min;
v.x = col->boundingBox.max.x;
rect.ContainPoint(m_matrix * v);
rect.ContainPoint(GetMatrix() * v);
v = col->boundingBox.max;
v.x = col->boundingBox.min.x;
rect.ContainPoint(m_matrix * v);
rect.ContainPoint(GetMatrix() * v);
return rect;
}
@ -220,21 +238,27 @@ CEntity::GetBoundRect(void)
CVector
CEntity::GetBoundCentre(void)
{
CVector v;
GetBoundCentre(v);
return v;
return GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
#ifdef GTA_PS2
void
CEntity::GetBoundCentre(CVuVector &out)
{
TransformPoint(out, GetMatrix(), CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center);
}
#else
void
CEntity::GetBoundCentre(CVector &out)
{
out = m_matrix * CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.center;
out = GetMatrix() * CModelInfo::GetColModel(m_modelIndex)->boundingSphere.center;
}
#endif
float
CEntity::GetBoundRadius(void)
{
return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingSphere.radius;
return CModelInfo::GetColModel(m_modelIndex)->boundingSphere.radius;
}
void
@ -244,9 +268,18 @@ CEntity::UpdateRwFrame(void)
RwFrameUpdateObjects((RwFrame*)rwObjectGetParent(m_rwObject));
}
bool
PauseEntityAnims(void)
{
return CSpecialFX::bSnapShotActive;
}
void
CEntity::UpdateRpHAnim(void)
{
if(PauseEntityAnims())
return;
if(IsClumpSkinned(GetClump())){
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
RpHAnimHierarchyUpdateMatrices(hier);
@ -308,9 +341,10 @@ CEntity::PreRender(void)
if(!bHasPreRenderEffects)
return;
// separate function in LCS but we don't know the name
switch(m_type){
case ENTITY_TYPE_BUILDING:
if(IsTreeModel(GetModelIndex())){
if(bIsTreeModel){
float dist = (TheCamera.GetPosition() - GetPosition()).Magnitude2D();
CObject::fDistToNearestTree = Min(CObject::fDistToNearestTree, dist);
ModifyMatrixForTreeInWind();
@ -373,7 +407,7 @@ CEntity::PreRender(void)
CVector pos = GetPosition();
CShadows::StoreShadowToBeRendered(SHADOWTYPE_DARK,
gpShadowPedTex, &pos,
0.4f, 0.0f, 0.0f, -0.4f,
0.4f, 0.0f, 0.0f, 0.4f,
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(),
@ -409,19 +443,65 @@ void
CEntity::Render(void)
{
if(m_rwObject){
bImBeingRendered = true;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
RpAtomicRender((RpAtomic*)m_rwObject);
else
RpClumpRender((RpClump*)m_rwObject);
bImBeingRendered = false;
if(CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject) != 0){
// NB: LCS does not use bImBeingRendered here,
// but that may be due to the streamed world. better keep it for safety
bImBeingRendered = true;
if(RwObjectGetType(m_rwObject) == rpATOMIC)
RpAtomicRender((RpAtomic*)m_rwObject);
else
RpClumpRender((RpClump*)m_rwObject);
bImBeingRendered = false;
}
}
}
void
CEntity::UpdateDistanceFade(void)
{
// TODO(LCS):
// increasing and decreasing alpha depending on bDistanceFade doesn't make any sense
// so disable this whole thing until it does.
return;
int alpha = CVisibilityPlugins::GetObjectDistanceAlpha(m_rwObject);
if(CCutsceneMgr::IsRunning() || TheCamera.WorldViewerBeingUsed)
alpha = 255;
else if(bDistanceFade)
alpha = Max(alpha-16, 0);
else if(alpha < 255)
alpha = Min(alpha+32, 255);
CVisibilityPlugins::SetObjectDistanceAlpha(m_rwObject, alpha);
}
void
CEntity::UpdateAnim(void)
{
if(PauseEntityAnims())
return;
if(m_rwObject && RwObjectGetType(m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(GetClump())) {
if (IsObject())
RpAnimBlendClumpUpdateAnimations(GetClump(), CTimer::GetTimeStepNonClippedInSeconds());
else {
if (!bOffscreen)
bOffscreen = !GetIsOnScreen();
RpAnimBlendClumpUpdateAnimations(GetClump(), CTimer::GetTimeStepInSeconds(), !bOffscreen);
}
}
}
bool
CEntity::GetIsTouching(CVector const &center, float radius)
CEntity::GetIsTouching(CVUVECTOR const &center, float radius)
{
return sq(GetBoundRadius()+radius) > (GetBoundCentre()-center).MagnitudeSqr();
CVUVECTOR boundCenter;
GetBoundCentre(boundCenter);
return sq(GetBoundRadius()+radius) > (boundCenter-center).MagnitudeSqr();
}
bool
CEntity::GetIsTouching(CEntity *other)
{
return sq(GetBoundRadius()+other->GetBoundRadius()) > (GetBoundCentre()-other->GetBoundCentre()).MagnitudeSqr();
}
bool
@ -439,8 +519,7 @@ CEntity::IsVisibleComplex(void)
bool
CEntity::GetIsOnScreen(void)
{
return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius(),
&TheCamera.GetCameraMatrix());
return TheCamera.IsSphereVisible(GetBoundCentre(), GetBoundRadius());
}
bool
@ -456,7 +535,7 @@ CEntity::GetIsOnScreenComplex(void)
return true;
CRect rect = GetBoundRect();
CColModel *colmodel = CModelInfo::GetModelInfo(m_modelIndex)->GetColModel();
CColModel *colmodel = CModelInfo::GetColModel(m_modelIndex);
float z = GetPosition().z;
float minz = z + colmodel->boundingBox.min.z;
float maxz = z + colmodel->boundingBox.max.z;
@ -611,7 +690,7 @@ CEntity::Remove(void)
float
CEntity::GetDistanceFromCentreOfMassToBaseOfModel(void)
{
return -CModelInfo::GetModelInfo(m_modelIndex)->GetColModel()->boundingBox.min.z;
return -CModelInfo::GetColModel(m_modelIndex)->boundingBox.min.z;
}
void
@ -737,11 +816,6 @@ CEntity::PreRenderForGlassWindow(void)
bIsVisible = false;
}
/*
0x487A10 - SetAtomicAlphaCB
0x4879E0 - SetClumpAlphaCB
*/
RpMaterial*
SetAtomicAlphaCB(RpMaterial *material, void *data)
{
@ -840,7 +914,7 @@ CEntity::SaveEntityFlags(uint8*& buf)
if (bDistanceFade) tmp |= BIT(7);
if (m_flagE1) tmp |= BIT(8);
if (m_flagE2) tmp |= BIT(9);
if (bDontCastShadowsOn) tmp |= BIT(9);
if (bOffscreen) tmp |= BIT(10);
if (bIsStaticWaitingForCollision) tmp |= BIT(11);
if (bDontStream) tmp |= BIT(12);
@ -896,7 +970,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
bDistanceFade = !!(tmp & BIT(7));
m_flagE1 = !!(tmp & BIT(8));
m_flagE2 = !!(tmp & BIT(9));
bDontCastShadowsOn = !!(tmp & BIT(9));
bOffscreen = !!(tmp & BIT(10));
bIsStaticWaitingForCollision = !!(tmp & BIT(11));
bDontStream = !!(tmp & BIT(12));

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@ -45,6 +45,7 @@ private:
uint32 m_status : 5;
public:
// flagsA
// LCS flagsB 02
uint32 bUsesCollision : 1; // does entity use collision
uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
uint32 bIsStatic : 1; // is entity static
@ -52,6 +53,7 @@ public:
uint32 bPedPhysics : 1;
uint32 bIsStuck : 1; // is entity stuck
uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
// LCS flagsC
uint32 bUseCollisionRecords : 1;
// flagsB
@ -62,6 +64,7 @@ public:
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
// LCS flagsD
uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
// flagsC
@ -72,6 +75,7 @@ public:
uint32 bMeleeProof : 1;
uint32 bOnlyDamagedByPlayer : 1;
uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
// LCS flagsE
uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
// flagsD
@ -82,17 +86,24 @@ public:
uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
uint32 bDoNotRender : 1; //-- only applies to CObjects apparently
// LCS flagsF
uint32 bDistanceFade : 1; // Fade entity because it is far away
// flagsE
uint32 m_flagE1 : 1;
uint32 m_flagE2 : 1;
uint32 bDontCastShadowsOn : 1; // Dont cast shadows on this object
uint32 bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
uint32 bDontStream : 1; // tell the streaming not to stream me
uint32 bUnderwater : 1; // this object is underwater change drawing order
uint32 bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
// LCS flagsG
uint32 bIsTreeModel : 1;
uint32 m_flagG2 : 1;
uint32 m_flagG4 : 1;
uint32 m_flagG8 : 1;
uint16 m_scanCode;
uint16 m_randomSeed;
int16 m_modelIndex;
@ -120,6 +131,7 @@ public:
virtual void Add(void);
virtual void Remove(void);
virtual bool UpdatesInCutscene(void) { return false; }
virtual void SetModelIndex(uint32 id);
virtual void SetModelIndexNoCreate(uint32 id);
virtual void CreateRwObject(void);
@ -131,6 +143,7 @@ public:
virtual void Teleport(CVector v) {}
virtual void PreRender(void);
virtual void Render(void);
virtual void UpdateAnim(void);
virtual bool SetupLighting(void);
virtual void RemoveLighting(bool);
virtual void FlagToDestroyWhenNextProcessed(void) {}
@ -150,11 +163,13 @@ public:
return (RpClump*)m_rwObject;
}
void GetBoundCentre(CVector &out);
void UpdateDistanceFade(void);
void GetBoundCentre(CVUVECTOR &out);
CVector GetBoundCentre(void);
float GetBoundRadius(void);
float GetDistanceFromCentreOfMassToBaseOfModel(void);
bool GetIsTouching(CVector const &center, float r);
bool GetIsTouching(CVUVECTOR const &center, float r);
bool GetIsTouching(CEntity *other);
bool GetIsOnScreen(void);
bool GetIsOnScreenComplex(void);
bool IsVisible(void);

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@ -224,7 +224,7 @@ CPhysical::RemoveAndAdd(void)
CRect
CPhysical::GetBoundRect(void)
{
CVector center;
CVUVECTOR center;
float radius;
GetBoundCentre(center);
radius = GetBoundRadius();
@ -463,7 +463,7 @@ CPhysical::ApplyMoveForce(float jx, float jy, float jz)
void
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
@ -482,7 +482,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
void
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
}
@ -1046,7 +1046,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
moveSpeed += vImpulse * (1.0f/m_fMass);
// ApplyTurnForce
CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
turnSpeed += turnimpulse*(1.0f/m_fTurnMass);
@ -1282,7 +1282,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CPhysical *A, *B;
CObject *Bobj;
bool canshift;
CVector center;
CVUVECTOR center;
float radius;
int numCollisions;
@ -1441,7 +1441,7 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
float radius;
CVector center;
CVUVECTOR center;
int listtype;
CPhysical *A, *B;
int numCollisions;
@ -1608,7 +1608,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
static CColPoint aColPoints[MAX_COLLISION_POINTS];
float radius;
CVector center;
CVUVECTOR center;
CPtrList *list;
CPhysical *A, *B;
CObject *Aobj, *Bobj;