Merge remote-tracking branch 'origin/master' into miami
# Conflicts: # src/control/RoadBlocks.cpp # src/core/Collision.h # src/core/Pad.cpp # src/core/SurfaceTable.h # src/core/main.cpp # src/core/re3.cpp # src/peds/Population.cpp # src/render/Fluff.cpp # src/render/Shadows.cpp # src/render/Shadows.h # src/render/Sprite2d.cpp # src/weapons/BulletInfo.cpp
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@@ -2,9 +2,12 @@
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#include "templates.h"
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#include "Game.h" // for eLevelName
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#ifdef VU_COLLISION
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#include "VuVector.h"
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#endif
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// If you spawn many tanks at once, you will see that collisions of two entity exceeds 32.
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#ifdef FIX_BUGS
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#if defined(FIX_BUGS) && !defined(SQUEEZE_PERFORMANCE)
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#define MAX_COLLISION_POINTS 64
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#else
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#define MAX_COLLISION_POINTS 32
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@@ -16,6 +19,28 @@ struct CompressedVector
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int16 x, y, z;
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CVector Get(void) const { return CVector(x, y, z)/128.0f; };
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void Set(float x, float y, float z) { this->x = x*128.0f; this->y = y*128.0f; this->z = z*128.0f; };
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#ifdef GTA_PS2
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void Unpack(uint128 &qword) const {
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__asm__ volatile (
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"lh $8, 0(%1)\n"
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"lh $9, 2(%1)\n"
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"lh $10, 4(%1)\n"
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"pextlw $10, $8\n"
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"pextlw $2, $9, $10\n"
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"sq $2, %0\n"
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: "=m" (qword)
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: "r" (this)
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: "$8", "$9", "$10", "$2"
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);
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}
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#else
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void Unpack(int32 *qword) const {
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qword[0] = x;
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qword[1] = y;
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qword[2] = z;
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qword[3] = 0; // junk
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}
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#endif
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#else
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float x, y, z;
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CVector Get(void) const { return CVector(x, y, z); };
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@@ -25,6 +50,7 @@ struct CompressedVector
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struct CSphere
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{
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// NB: this has to be compatible with a CVuVector
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CVector center;
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float radius;
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void Set(float radius, const CVector ¢er) { this->center = center; this->radius = radius; }
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@@ -59,6 +85,7 @@ struct CColBox : public CBox
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struct CColLine
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{
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// NB: this has to be compatible with two CVuVectors
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CVector p0;
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int pad0;
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CVector p1;
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@@ -81,6 +108,39 @@ struct CColTriangle
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struct CColTrianglePlane
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{
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#ifdef VU_COLLISION
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CompressedVector normal;
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int16 dist;
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void Set(const CVector &va, const CVector &vb, const CVector &vc);
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void Set(const CompressedVector *v, CColTriangle &tri) { Set(v[tri.a].Get(), v[tri.b].Get(), v[tri.c].Get()); }
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void GetNormal(CVector &n) const { n.x = normal.x/4096.0f; n.y = normal.y/4096.0f; n.z = normal.z/4096.0f; }
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float CalcPoint(const CVector &v) const { CVector n; GetNormal(n); return DotProduct(n, v) - dist/128.0f; };
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#ifdef GTA_PS2
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void Unpack(uint128 &qword) const {
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__asm__ volatile (
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"lh $8, 0(%1)\n"
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"lh $9, 2(%1)\n"
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"lh $10, 4(%1)\n"
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"lh $11, 6(%1)\n"
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"pextlw $10, $8\n"
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"pextlw $11, $9\n"
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"pextlw $2, $11, $10\n"
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"sq $2, %0\n"
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: "=m" (qword)
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: "r" (this)
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: "$8", "$9", "$10", "$11", "$2"
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);
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}
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#else
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void Unpack(int32 *qword) const {
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qword[0] = normal.x;
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qword[1] = normal.y;
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qword[2] = normal.z;
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qword[3] = dist;
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}
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#endif
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#else
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CVector normal;
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float dist;
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uint8 dir;
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@@ -92,6 +152,7 @@ struct CColTrianglePlane
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float GetNormalY() const { return normal.y; }
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float GetNormalZ() const { return normal.z; }
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float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
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#endif
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};
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struct CColPoint
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@@ -112,7 +173,11 @@ struct CColPoint
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struct CStoredCollPoly
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{
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#ifdef VU_COLLISION
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CVuVector verts[3];
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#else
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CVector verts[3];
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#endif
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bool valid;
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};
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