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44 Commits

Author SHA1 Message Date
Josh Pearson
80bad15904 Cloud Rendering - Enable ZTEST 2025-02-28 18:58:07 -07:00
Stefanos Kornilios Mitsis Poiitidis
4a453e3604 Sniper fix for miami 2025-02-27 21:53:41 +02:00
Stefanos Kornilios Mitsis Poiitidis
53261e57ed HACK: Stub out law_1b cus it is too big for 16 megs dc 2025-02-25 01:55:52 +02:00
Stefanos Kornilios Mitsis Poiitidis
d79e4516a5 Fix memory accounting for cols and ifps 2025-02-24 19:58:58 +02:00
Stefanos Kornilios Mitsis Poiitidis
77530e641d make radar waypoint argb4444 2025-02-24 19:28:17 +02:00
Stefanos Kornilios Mitsis Poiitidis
ed540c8e00 skip ./ on relative paths 2025-02-24 19:28:17 +02:00
Stefanos Kornilios Mitsis Poiitidis
428036968f Add TXD_OPTS for VC loose txds 2025-02-24 16:42:00 +02:00
Stefanos Kornilios Mitsis Poiitidis
30af702b47 Fix Horizon 2025-02-24 16:16:40 +02:00
Stefanos Kornilios Mitsis Poiitidis
75c8c88dce Update to kos with tweaked file limits 2025-02-24 15:49:25 +02:00
Stefanos Kornilios Mitsis Poiitidis
fea0c64122 PreloadStreamedFile: stop if playing 2025-02-24 13:25:12 +02:00
Stefanos Kornilios Mitsis Poiitidis
08ddd4360a Add frustumTestSphereNear, don't check meshlet sphere if geom has skin 2025-02-24 11:52:43 +02:00
Stefanos Kornilios Mitsis Poiitidis
20b144df82 fix sim build 2025-02-24 11:27:33 +02:00
Stefanos Kornilios Mitsis Poiitidis
dd34e10ad4 Fix .PRECIOUS 2025-02-24 11:22:21 +02:00
Stefanos Kornilios Mitsis Poiitidis
d72b0d1894 remove title.rgl and index.bin from MISC_FILES 2025-02-24 04:46:43 +02:00
Stefanos Kornilios Mitsis Poiitidis
bd7f7f1bd9 reduce logging spam rwdc 2025-02-24 04:41:00 +02:00
Stefanos Kornilios Mitsis Poiitidis
4ff8143d2e Fix animations from animation compression 2025-02-24 04:40:47 +02:00
Stefanos Kornilios Mitsis Poiitidis
c457252551 sampman_dc: reduce read staging to 16k to ease OOMs 2025-02-24 03:58:34 +02:00
Stefanos Kornilios Mitsis Poiitidis
3e474846a7 Add MissionAudio 2025-02-24 03:51:34 +02:00
Stefanos Kornilios Mitsis Poiitidis
3d72c1765d enable cloking-off-aica now that aica is initialized 2025-02-24 02:18:23 +02:00
Stefanos Kornilios Mitsis Poiitidis
2b5f567d77 completely disable RTT til KOS is fixed 2025-02-24 02:17:32 +02:00
Stefanos Kornilios Mitsis Poiitidis
fad0c7f1d7 Initial audio support 2025-02-24 01:47:23 +02:00
Stefanos Kornilios Mitsis Poiitidis
7cf836e709 Fix GetLookLeft 2025-02-24 01:46:32 +02:00
Stefanos Kornilios Mitsis Poiitidis
30ab9ab417 Cammera follows the player now 2025-02-24 01:46:32 +02:00
Stefanos Kornilios Mitsis Poiitidis
b38d4529dd fix texconv; osx build 2025-02-24 00:30:22 +02:00
Stefanos Kornilios Mitsis Poiitidis
f81bb9f7e4 Update dca3-kos submodule for RTTs 2025-02-23 22:08:06 +02:00
Stefanos Kornilios Mitsis Poiitidis
49eef3c90c config.h: DISABLE_CUTSCENE_SHADOWS (RTTs are broken in KOS) 2025-02-23 22:07:41 +02:00
Stefanos Kornilios Mitsis Poiitidis
de14cc7f93 partially implement camera clears 2025-02-23 22:01:14 +02:00
Stefanos Kornilios Mitsis Poiitidis
d5d9e99490 Implement WITH_LOGGING 2025-02-23 20:12:57 +02:00
Stefanos Kornilios Mitsis Poiitidis
a4e929f549 Add re3EmergencyRemoveModel 2025-02-23 20:12:08 +02:00
Stefanos Kornilios Mitsis Poiitidis
55e4c6e9cd dca3-style animation compression for miami 2025-02-23 19:45:51 +02:00
Stefanos Kornilios Mitsis Poiitidis
99be4f6404 basic input mappings 2025-02-23 19:02:38 +02:00
Stefanos Kornilios Mitsis Poiitidis
adf8f39bda fix windows build? 2025-02-23 17:44:13 +02:00
Stefanos Kornilios Mitsis Poiitidis
e6a5dbe809 Bump DC_MODEL_VERSION for skinning fix 2025-02-23 17:37:30 +02:00
Stefanos Kornilios Mitsis Poiitidis
018c289d9f Fix skinning pass through 0x80 case 2025-02-23 17:16:01 +02:00
Stefanos Kornilios Mitsis Poiitidis
a4dae3c8a6 Initial work for RTT ? 2025-02-23 14:33:31 +02:00
Stefanos Kornilios Mitsis Poiitidis
f2bfb1916c makefile fixes 2025-02-23 10:27:16 +02:00
Stefanos Kornilios Mitsis Poiitidis
4f84051b8c Fix dreamsdk texconv built 2025-02-23 10:19:39 +02:00
Stefanos Kornilios Mitsis Poiitidis
2a1092995a Disable Background / Horizon for now 2025-02-23 01:00:03 +02:00
Stefanos Kornilios Mitsis Poiitidis
72a7f72bfe Don't clock off aica, we don't init it yet 2025-02-23 00:59:44 +02:00
Stefanos Kornilios Mitsis Poiitidis
b1da5b5461 Input, rendering 2025-02-23 00:08:36 +02:00
Stefanos Kornilios Mitsis Poiitidis
308adb0c64 build works 2025-02-22 23:16:44 +02:00
Stefanos Kornilios Mitsis Poiitidis
4a6165b6ec semi-working miami build 2025-02-22 22:20:33 +02:00
Stefanos Kornilios Mitsis Poiitidis
7d77783492 semi-working miami repack 2025-02-22 15:40:16 +02:00
Stefanos Kornilios Mitsis Poiitidis
09477b5c78 Add miami source 2025-02-22 12:32:51 +02:00
576 changed files with 303275 additions and 4677 deletions

View File

@@ -140,6 +140,12 @@
"svd": "cpp",
"print": "cpp",
"strstream": "cpp",
"regex": "cpp"
"regex": "cpp",
"cassert": "cpp",
"barrier": "cpp",
"coroutine": "cpp",
"future": "cpp",
"latch": "cpp",
"syncstream": "cpp"
}
}

View File

@@ -12,19 +12,19 @@ IS_MAC := $(shell uname -s | grep -i "darwin" > /dev/null && echo "yes" || echo
MOD_NAME?=
GTA_DIR?=../../gta3
GTA_MOD_DIR?=../../gta3_mod$(MOD_NAME)
GTA_DIR?=../../miami
GTA_MOD_DIR?=../../miami_mod$(MOD_NAME)
GTA_MOD_IMG_DIR?=$(GTA_MOD_DIR)/img
GTA_MOD_SFX_DIR?=$(GTA_MOD_DIR)/sfx
GTA_MOD_LOOSE_DIR?=$(GTA_MOD_DIR)/loose
REPACK_DIR?=repack-data
REPACK_GTA_DIR?=$(REPACK_DIR)/gta3
REPACK_IMG_ORIG_DIR?=$(REPACK_DIR)/img-orig
REPACK_IMG_DC_DIR?=$(REPACK_DIR)/img-dc
REPACK_SFX_ORIG_DIR?=$(REPACK_DIR)/sfx-orig
REPACK_SFX_DC_DIR?=$(REPACK_DIR)/sfx-dc
REPACK_STREAM_DECODED_DIR?=$(REPACK_DIR)/stream-decoded
REPACK_GTA_DIR?=$(REPACK_DIR)/miami
REPACK_IMG_ORIG_DIR?=$(REPACK_DIR)/miami-img-orig
REPACK_IMG_DC_DIR?=$(REPACK_DIR)/miami-img-dc
REPACK_SFX_ORIG_DIR?=$(REPACK_DIR)/miami-sfx-orig
REPACK_SFX_DC_DIR?=$(REPACK_DIR)/miami-sfx-dc
REPACK_STREAM_DECODED_DIR?=$(REPACK_DIR)/miami-stream-decoded
LIBS :=
TEXCONV_FLAGS :=
@@ -45,7 +45,7 @@ all: $(TARGET)
include common.mk
OBJS = $(RE3_OBJS) $(RW_OBJS) \
../src/audio/sampman_dc.o \
../miami/audio/sampman_dc.o \
../src/prof/profiler.o
OBJS_TEXCONV = $(RW_OBJS:.o=.texconv.o)
@@ -60,47 +60,54 @@ OBJS_TEXCONV += \
../vendor/koshle/hlepvr_irq.texconv.o \
../vendor/koshle/hlematrix3d.texconv.o \
../vendor/librw/src/dc/vq.texconv.o \
../src/fakerw/fake.texconv.o \
../src/skel/crossplatform.texconv.o \
../src/rw/TxdStore.texconv.o \
../miami/fakerw/fake.texconv.o \
../miami/skel/crossplatform.texconv.o \
../miami/rw/TxdStore.texconv.o \
../miami/rw/RwHelper.texconv.o \
texconv.texconv.o \
../vendor/TriStripper/src/connectivity_graph.texconv.o \
../vendor/TriStripper/src/policy.texconv.o \
../vendor/TriStripper/src/tri_stripper.texconv.o \
../src/rw/VisibilityPlugins.texconv.o \
../src/rw/NodeName.texconv.o \
../src/animation/RpAnimBlend.texconv.o \
../src/animation/Bones.texconv.o \
../src/animation/AnimBlendAssociation.texconv.o \
../src/animation/AnimBlendNode.texconv.o \
../src/animation/AnimBlendClumpData.texconv.o \
../src/rw/MemoryMgr.texconv.o \
../src/math/Quaternion.texconv.o \
../miami/rw/VisibilityPlugins.texconv.o \
../miami/rw/NodeName.texconv.o \
../miami/animation/RpAnimBlend.texconv.o \
../miami/animation/Bones.texconv.o \
../miami/animation/AnimBlendAssociation.texconv.o \
../miami/animation/AnimBlendNode.texconv.o \
../miami/animation/AnimBlendClumpData.texconv.o \
../miami/rw/MemoryMgr.texconv.o \
../miami/math/Quaternion.texconv.o \
../vendor/librw/src/ps2-x/ps2.texconv.o \
../vendor/librw/src/ps2-x/ps2device.texconv.o \
../vendor/librw/src/ps2-x/ps2raster.texconv.o \
../vendor/librw/src/ps2-x/ps2skin.texconv.o \
../vendor/librw/src/d3d-x/d3d.texconv.o \
../vendor/librw/src/d3d-x/d3d8.texconv.o \
../vendor/librw/src/d3d-x/d3d8render.texconv.o \
../vendor/librw/src/bmp.texconv.o \
../vendor/librw/src/png.texconv.o \
../vendor/librw/src/lodepng/lodepng.texconv.o
../vendor/librw/src/lodepng/lodepng.texconv.o
# Add compilation units to this list to explicity compile them with
# -O3 optimizations, while the rest get the default (-Os) treatment
# to conserve RAM.
OBJS_O3 = \
../vendor/librw/src/dc/rwdc.o \
../src/core/World.o \
../src/collision/Collision.o \
../src/math/math.o \
../src/math/Matrix.o \
../src/math/Quaternion.o \
../src/math/Rect.o \
../src/math/Vector.o \
../miami/core/World.o \
../miami/collision/Collision.o \
../miami/math/math.o \
../miami/math/Matrix.o \
../miami/math/Quaternion.o \
../miami/math/Rect.o \
../miami/math/Vector.o \
../vendor/librw/src/base.o \
../src/renderer/Shadows.o
../miami/renderer/Shadows.o
OBJS_NO_FAST_MATH = \
../src/core/Cam.o \
../src/core/Camera.o
../miami/core/Cam.o \
../miami/core/Camera.o \
../miami/vehicles/Bike.o \
../miami/renderer/Particle.o
KOS_CPPFLAGS += -fbuiltin -ffast-math -ffp-contract=fast \
-mfsrra -mfsca
@@ -118,7 +125,7 @@ CXXFLAGS += $(if $(WITH_32MB),-O3,-Os) \
$(if $(WITH_PROF),-DWITH_PROF=\"$(WITH_PROF)\") \
-MMD -MP -ffunction-sections -fdata-sections -ffast-math \
-fmerge-all-constants -fomit-frame-pointer -ml -std=gnu++20 \
-fno-exceptions -fno-rtti -flto=auto -fipa-pta -Wno-write-strings \
-fno-exceptions -fno-rtti -fipa-pta -Wno-write-strings \
-Wno-deprecated-enum-enum-conversion -Wno-deprecated-enum-float-conversion \
-Wno-multichar -Wno-unused-value -Wno-char-subscripts -Wno-reorder \
-Wno-unused-function -Wno-class-memaccess -fno-permissive \
@@ -158,7 +165,7 @@ $(OBJS_NO_FAST_MATH): %.o: %.cpp
$(TARGET): $(OBJS)
kos-c++ -o $(TARGET) $(OBJS) -Wl,--gc-sections -Wl,--as-needed -Wl,-Map,output.map \
-flto=auto $(if $(WITH_IDE),-lkosfat) $(if $(WITH_SD),-lkosfat) -Wl,--build-id=sha1
$(if $(WITH_IDE),-lkosfat) $(if $(WITH_SD),-lkosfat) -Wl,--build-id=sha1
@echo && echo && echo "*** Build Completed Successfully ***" && echo && echo
run: $(TARGET)
@@ -271,6 +278,9 @@ extract-sfx: extract-sfx.cpp
pack-sfx: pack-sfx.cpp
$(CXX) -std=c++17 -o $@ -Og $<
adf2mp3: adf2mp3.cpp
$(CXX) -o $@ -O3 -g $<
aud2adpcm: aud2adpcm.c
$(CC) -o $@ -O3 -g $< -I../vendor/minimp3
@@ -278,34 +288,31 @@ texconv: $(OBJS_TEXCONV) | pvrtex # You'll have to rebuild pvrtex manually if yo
$(CXX) -o $@ $(OBJS_TEXCONV)
%.texconv.o: %.cpp
$(CXX) -std=c++2a -c -O3 -g -MMD -MP -o $@ -I../vendor/koshle $(INCLUDE) -I../vendor/emu -I../vendor/crypto -I../vendor/TriStripper/include $(DEFINES) -DDC_TEXCONV -DDC_SIM -D_INC_WINDOWS $(TEXCONV_FLAGS) $<
$(CXX) -std=c++2a -c -O0 -g -MMD -MP -o $@ -I../vendor/koshle -I../vendor/librw/src $(INCLUDE) -I../vendor/emu -I../vendor/crypto -I../vendor/TriStripper/include $(DEFINES) -DDC_TEXCONV -DDC_SIM $(TEXCONV_FLAGS) $<
-include $(DEPS)
#### Repacking ####
TXD_OPTS_fonts = 256 256
TXD_OPTS_fronten1 = 512 512
TXD_OPTS_fronten2 = 512 512
# TXD_OPTS_generic = 512 512
# TXD_OPTS_wheels = 512 512
TXD_OPTS_hud = 128 128
TXD_OPTS_menu = 512 512
TXD_OPTS_INTRO = 512 512
# TXD_OPTS_MISC = 512 512
# TXD_OPTS_particle = 512 512
TXD_OPTS_intro1 = 512 512
TXD_OPTS_intro2 = 512 512
TXD_OPTS_INTRO3 = 512 512
TXD_OPTS_intro4 = 512 512
TXD_OPTS_LOADSC0 = 512 512
TXD_OPTS_LOADSC1 = 512 512
TXD_OPTS_LOADSC10 = 512 512
TXD_OPTS_LOADSC11 = 512 512
TXD_OPTS_LOADSC12 = 512 512
TXD_OPTS_LOADSC13 = 512 512
TXD_OPTS_LOADSC14 = 512 512
TXD_OPTS_LOADSC15 = 512 512
TXD_OPTS_LOADSC16 = 512 512
TXD_OPTS_LOADSC17 = 512 512
TXD_OPTS_LOADSC18 = 512 512
TXD_OPTS_LOADSC19 = 512 512
TXD_OPTS_LOADSC2 = 512 512
TXD_OPTS_LOADSC20 = 512 512
TXD_OPTS_LOADSC21 = 512 512
TXD_OPTS_LOADSC22 = 512 512
TXD_OPTS_LOADSC23 = 512 512
TXD_OPTS_LOADSC24 = 512 512
TXD_OPTS_LOADSC25 = 512 512
TXD_OPTS_LOADSC3 = 512 512
TXD_OPTS_LOADSC4 = 512 512
TXD_OPTS_LOADSC5 = 512 512
@@ -313,27 +320,11 @@ TXD_OPTS_LOADSC6 = 512 512
TXD_OPTS_LOADSC7 = 512 512
TXD_OPTS_LOADSC8 = 512 512
TXD_OPTS_LOADSC9 = 512 512
TXD_OPTS_mainsc1 = 512 512
TXD_OPTS_mainsc2 = 512 512
TXD_OPTS_NEWS = 512 512
TXD_OPTS_NEWS = 128 128
TXD_OPTS_outro = 512 512
TXD_OPTS_SPLASH1 = 512 512
TXD_OPTS_SPLASH2 = 512 512
TXD_OPTS_SPLASH3 = 512 512
TXD_OPTS_frontend = 512 512 \
--delete-tex "fe_arrows4" \
--delete-tex "fe_arrows2" \
--delete-tex "fe_arrows1" \
--delete-tex "fe_controllersh" \
--delete-tex "fe_controller" \
\
--include-tex assets/dc_ps2d.png dc_ps2d \
--include-tex assets/dc_ps2f.png dc_ps2f \
--include-tex assets/dc_xboxd.png dc_xboxd \
--include-tex assets/dc_xboxf.png dc_xboxf \
--include-tex assets/ps4_d.png ps4_d \
--include-tex assets/ps4_f.png ps4_f \
--include-tex assets/xbox_d.png xbox_d \
--include-tex assets/xbox_f.png xbox_f
DEFAULT_RES = 512
@@ -343,6 +334,7 @@ TEXTURE_DOWNSAMPLE_IMG ?= HALF
-include texlist.mk
-include modlist.mk
-include imgmisc.mk
-include gta3files.mk
-include sfxlist.mk
-include sfxlooplist.mk
@@ -351,24 +343,26 @@ TEXTURE_DOWNSAMPLE_IMG ?= HALF
IMG_TEXTURES_DC = $(addprefix $(REPACK_IMG_DC_DIR)/, $(IMG_TEXTURES))
IMG_MODELS_DC = $(addprefix $(REPACK_IMG_DC_DIR)/, $(IMG_MODELS))
IMG_MISC_DC = $(addprefix $(REPACK_IMG_DC_DIR)/, $(IMG_MISC))
LOOSE_FILES_DC = $(addprefix $(REPACK_GTA_DIR)/, $(MISC_FILES))
SFX_DC_DIR = $(REPACK_GTA_DIR)/sfx
SFX_DC_RAW = $(SFX_DC_DIR)/sfx_all.raw
SFX_DC_DSC = $(SFX_DC_DIR)/sfx_all.dsc
STREAM_ADPCM_DC = $(addprefix $(REPACK_GTA_DIR)/stream/, $(STREAM_WAV:.wav=.APM)) \
$(addprefix $(REPACK_GTA_DIR)/stream/, $(STREAM_MP3:.mp3=.APM))
$(addprefix $(REPACK_GTA_DIR)/stream/, $(STREAM_MP3:.mp3=.APM)) \
$(addprefix $(REPACK_GTA_DIR)/stream/, $(STREAM_ADF:.adf=.APM))
IMG_TEXTURES_ORIG = $(addprefix $(REPACK_IMG_ORIG_DIR)/, $(IMG_TEXTURES))
IMG_MODELS_ORIG = $(addprefix $(REPACK_IMG_ORIG_DIR)/, $(IMG_MODELS))
IMG_MISC_ORIG = $(addprefix $(REPACK_IMG_ORIG_DIR)/, $(IMG_MISC))
SFX_ORIG = $(addprefix $(REPACK_SFX_ORIG_DIR)/, $(SFX_WAV))
SFX_ORIG_LOOP = $(addprefix $(REPACK_SFX_ORIG_DIR)/, $(SFX_LOOP_WAV))
SFX_REPACK_DC_WAV = $(addprefix $(REPACK_SFX_DC_DIR)/, $(SFX_WAV) $(SFX_LOOP_WAV))
SFX_REPACK_DC = $(SFX_REPACK_DC_WAV:.wav=.pcm)
STREAM_MP3_DECODED = $(addprefix $(REPACK_STREAM_DECODED_DIR)/, $(STREAM_MP3:.mp3=.wav))
STREAM_WAV_DECODED = $(addprefix $(REPACK_STREAM_DECODED_DIR)/, $(STREAM_WAV))
STREAM_ADF_DECODED = $(addprefix $(REPACK_STREAM_DECODED_DIR)/, $(STREAM_ADF:.adf=.mp3))
.PRECIOUS: $(SFX_ORIG) $(SFX_REPACK_DC) $(STREAM_MP3_DECODED) $(STREAM_WAV_DECODED)
.PRECIOUS: $(SFX_ORIG) $(SFX_REPACK_DC) $(STREAM_ADF_DECODED)
$(REPACK_DIR)/repacked: $(REPACK_GTA_DIR)/models/gta3.img $(REPACK_GTA_DIR)/models/gta3.dir $(LOOSE_FILES_DC) $(STREAM_ADPCM_DC) $(SFX_DC_RAW) $(SFX_DC_DSC)
mkdir -p $(@D)
@@ -381,7 +375,8 @@ $(REPACK_DIR)/unpacked: imgtool $(GTA_DIR)/models/gta3.img $(GTA_DIR)/models/gta
./imgtool unpack "$(GTA_DIR)/models/gta3" "$(REPACK_IMG_ORIG_DIR)"
@touch $@
$(IMG_TEXTURES_ORIG) $(IMG_MODELS_ORIG): $(REPACK_DIR)/unpacked
$(IMG_TEXTURES_ORIG) $(IMG_MODELS_ORIG) $(IMG_MISC_ORIG): $(REPACK_DIR)/unpacked
@test -f $@
@touch $@
# First try the mods img directory
@@ -416,6 +411,22 @@ $(REPACK_IMG_DC_DIR)/%.TXD: $(REPACK_IMG_ORIG_DIR)/%.TXD texconv
@mkdir -p $(@D)
./texconv $< $@ $(DEFAULT_RES) $(DEFAULT_RES) -e $(PVR_ENCODER) -d $(TEXTURE_DOWNSAMPLE_IMG)
# First try the mods img directory
$(REPACK_IMG_DC_DIR)/%.col: $(GTA_MOD_IMG_DIR)/%.col
@mkdir -p $(@D)
cp $< $@
$(REPACK_IMG_DC_DIR)/%.ifp: $(GTA_MOD_IMG_DIR)/%.ifp
@mkdir -p $(@D)
cp $< $@
# if not, the extracted img directory
$(REPACK_IMG_DC_DIR)/%.col: $(REPACK_IMG_ORIG_DIR)/%.col
@mkdir -p $(@D)
cp $< $@
$(REPACK_IMG_DC_DIR)/%.ifp: $(REPACK_IMG_ORIG_DIR)/%.ifp
@mkdir -p $(@D)
cp $< $@
# first try the mods loose directory
$(REPACK_GTA_DIR)/%.dff: $(GTA_MOD_LOOSE_DIR)/%.dff texconv
@mkdir -p $(@D)
@@ -449,7 +460,7 @@ $(REPACK_GTA_DIR)/%.TXD: $(GTA_DIR)/%.TXD texconv
@mkdir -p $(@D)
./texconv $< $@ $(TXD_OPTS_$(notdir $*)) -e $(PVR_ENCODER) -d $(TEXTURE_DOWNSAMPLE_TXD)
$(REPACK_DIR)/packed: $(IMG_TEXTURES_DC) $(IMG_MODELS_DC)
$(REPACK_DIR)/packed: $(IMG_TEXTURES_DC) $(IMG_MODELS_DC) $(IMG_MISC_DC)
mkdir -p $(@D)
mkdir -p "$(REPACK_GTA_DIR)/models/gta3"
./imgtool pack "$(REPACK_GTA_DIR)/models/gta3" "$(REPACK_IMG_DC_DIR)"
@@ -459,16 +470,18 @@ $(REPACK_GTA_DIR)/models/gta3.img $(REPACK_GTA_DIR)/models/gta3.dir: $(REPACK_DI
@touch $@
# sfx processing
$(REPACK_DIR)/unpacked-sfx: extract-sfx $(GTA_DIR)/audio/sfx.SDT $(GTA_DIR)/audio/sfx.RAW
$(REPACK_DIR)/unpacked-sfx: extract-sfx $(GTA_DIR)/Audio/sfx.SDT $(GTA_DIR)/Audio/sfx.RAW
mkdir -p $(@D)
mkdir -p "$(REPACK_SFX_ORIG_DIR)"
./extract-sfx "$(GTA_DIR)/audio/sfx.SDT" "$(GTA_DIR)/audio/sfx.RAW" "$(REPACK_SFX_ORIG_DIR)"
./extract-sfx "$(GTA_DIR)/Audio/sfx.SDT" "$(GTA_DIR)/Audio/sfx.RAW" "$(REPACK_SFX_ORIG_DIR)"
@touch $@
$(SFX_ORIG): $(REPACK_DIR)/unpacked-sfx
@test -f $@
@touch $@
$(SFX_ORIG_LOOP): $(SFX_ORIG)
@test -f $@
@touch $@
# try first mods sfx directory
@@ -484,23 +497,40 @@ $(REPACK_SFX_DC_DIR)/%.pcm: $(REPACK_SFX_ORIG_DIR)/%.wav aud2adpcm
# stream processing
# first try the mods loose directory
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_MOD_LOOSE_DIR)/audio/%.wav aud2adpcm
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_MOD_LOOSE_DIR)/Audio/%.wav aud2adpcm
@mkdir -p $(@D)
./aud2adpcm $(AUDIO_STREAM_OPTION) $< $@
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_MOD_LOOSE_DIR)/audio/%.mp3 aud2adpcm
$(REPACK_STREAM_DECODED_DIR)/%.mp3: $(GTA_MOD_LOOSE_DIR)/Audio/%.adf adf2mp3
@mkdir -p $(@D)
./adf2mp3 $< $@
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_MOD_LOOSE_DIR)/Audio/%.mp3 aud2adpcm
@mkdir -p $(@D)
./aud2adpcm $(AUDIO_STREAM_OPTION) $< $@
$(REPACK_GTA_DIR)/stream/%.APM: $(REPACK_STREAM_DECODED_DIR)/%.mp3 aud2adpcm
@mkdir -p $(@D)
./aud2adpcm $(AUDIO_STREAM_OPTION) $< $@
# then original folder
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_DIR)/audio/%.wav aud2adpcm
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_DIR)/Audio/%.wav aud2adpcm
@mkdir -p $(@D)
./aud2adpcm $(AUDIO_STREAM_OPTION) $< $@
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_DIR)/audio/%.mp3 aud2adpcm
$(REPACK_STREAM_DECODED_DIR)/%.mp3: $(GTA_DIR)/Audio/%.adf adf2mp3
@mkdir -p $(@D)
./adf2mp3 $< $@
$(REPACK_GTA_DIR)/stream/%.APM: $(GTA_DIR)/Audio/%.mp3 aud2adpcm
@mkdir -p $(@D)
./aud2adpcm $(AUDIO_STREAM_OPTION) $< $@
$(REPACK_GTA_DIR)/stream/%.APM: $(REPACK_STREAM_DECODED_DIR)/%.mp3 aud2adpcm
@mkdir -p $(@D)
./aud2adpcm $(AUDIO_STREAM_OPTION) $< $@
# Note: This is last so it has least priority, files should be processed if possible
$(REPACK_GTA_DIR)/%: $(GTA_DIR)/%
@mkdir -p $(@D)
@@ -508,7 +538,7 @@ $(REPACK_GTA_DIR)/%: $(GTA_DIR)/%
$(SFX_DC_RAW): pack-sfx $(SFX_REPACK_DC)
mkdir -p $(@D)
./pack-sfx "$(GTA_DIR)/audio/sfx.SDT" $(SFX_DC_RAW) $(SFX_DC_DSC) $(REPACK_SFX_DC_DIR)
./pack-sfx "$(GTA_DIR)/Audio/sfx.SDT" $(SFX_DC_RAW) $(SFX_DC_DSC) $(REPACK_SFX_DC_DIR)
$(SFX_DC_DSC): $(SFX_DC_RAW)
ls -l $@

50
dreamcast/adf2mp3.cpp Normal file
View File

@@ -0,0 +1,50 @@
#include <iostream>
#include <fstream>
int main(int argc, char* argv[]) {
// Check for correct number of arguments.
if (argc != 3) {
std::cerr << "Usage: adf2mp3 <inputfile> <outputfile>" << std::endl;
return 1;
}
// Get file names from command line arguments.
const char* inputFileName = argv[1];
const char* outputFileName = argv[2];
// Open the input file in binary mode.
std::ifstream inputFile(inputFileName, std::ios::binary);
if (!inputFile) {
std::cerr << "Error: Unable to open input file " << inputFileName << std::endl;
return 1;
}
// Open the output file in binary mode.
std::ofstream outputFile(outputFileName, std::ios::binary);
if (!outputFile) {
std::cerr << "Error: Unable to open output file " << outputFileName << std::endl;
return 1;
}
// Buffer to hold file data.
const size_t bufferSize = 4096;
char buffer[bufferSize];
// Process the file in chunks.
while (inputFile.read(buffer, bufferSize) || inputFile.gcount() > 0) {
// Get the number of bytes actually read.
std::streamsize bytesRead = inputFile.gcount();
// XOR each byte with 0x22.
for (std::streamsize i = 0; i < bytesRead; ++i) {
buffer[i] ^= 0x22;
}
// Write the modified buffer to the output file.
outputFile.write(buffer, bytesRead);
}
// Close files.
inputFile.close();
outputFile.close();
return 0;
}

View File

@@ -21,264 +21,279 @@ git-version.h: git-version.tmp
.PHONY: git-version.tmp
../src/skel/dc/dc.cpp: git-version.h
../miami/skel/dc/dc.cpp: git-version.h
# List all of your C files here, but change the extension to ".o"
# Include "romdisk.o" if you want a rom disk.
RE3_OBJS = \
../src/animation/AnimBlendAssocGroup.o \
../src/animation/AnimBlendAssociation.o \
../src/animation/AnimBlendClumpData.o \
../src/animation/AnimBlendHierarchy.o \
../src/animation/AnimBlendNode.o \
../src/animation/AnimBlendSequence.o \
../src/animation/AnimManager.o \
../src/animation/Bones.o \
../src/animation/CutsceneMgr.o \
../src/animation/FrameUpdate.o \
../src/animation/RpAnimBlend.o \
../miami/animation/AnimBlendAssocGroup.o \
../miami/animation/AnimBlendAssociation.o \
../miami/animation/AnimBlendClumpData.o \
../miami/animation/AnimBlendHierarchy.o \
../miami/animation/AnimBlendNode.o \
../miami/animation/AnimBlendSequence.o \
../miami/animation/AnimManager.o \
../miami/animation/Bones.o \
../miami/animation/CutsceneMgr.o \
../miami/animation/FrameUpdate.o \
../miami/animation/RpAnimBlend.o \
\
../src/buildings/Building.o \
../src/buildings/Treadable.o \
../miami/buildings/Building.o \
../miami/buildings/Treadable.o \
\
../src/collision/ColBox.o \
../src/collision/ColLine.o \
../src/collision/Collision.o \
../src/collision/ColModel.o \
../src/collision/ColPoint.o \
../src/collision/ColSphere.o \
../src/collision/ColTriangle.o \
../src/collision/TempColModels.o \
../src/collision/VuCollision.o \
../miami/collision/ColBox.o \
../miami/collision/ColLine.o \
../miami/collision/Collision.o \
../miami/collision/ColModel.o \
../miami/collision/ColPoint.o \
../miami/collision/ColSphere.o \
../miami/collision/ColStore.o \
../miami/collision/ColTriangle.o \
../miami/collision/TempColModels.o \
../miami/collision/VuCollision.o \
\
../src/control/AutoPilot.o \
../src/control/Bridge.o \
../src/control/CarAI.o \
../src/control/CarCtrl.o \
../src/control/Curves.o \
../src/control/Darkel.o \
../src/control/GameLogic.o \
../src/control/Garages.o \
../src/control/NameGrid.o \
../src/control/OnscreenTimer.o \
../src/control/PathFind.o \
../src/control/Phones.o \
../src/control/Pickups.o \
../src/control/PowerPoints.o \
../src/control/Record.o \
../src/control/Remote.o \
../src/control/Replay.o \
../src/control/Restart.o \
../src/control/RoadBlocks.o \
../src/control/SceneEdit.o \
../src/control/Script.o \
../src/control/Script2.o \
../src/control/Script3.o \
../src/control/Script4.o \
../src/control/Script5.o \
../src/control/Script6.o \
../src/control/ScriptDebug.o \
../src/control/TrafficLights.o \
../miami/control/AutoPilot.o \
../miami/control/Bridge.o \
../miami/control/CarAI.o \
../miami/control/CarCtrl.o \
../miami/control/Curves.o \
../miami/control/Darkel.o \
../miami/control/GameLogic.o \
../miami/control/Garages.o \
../miami/control/NameGrid.o \
../miami/control/OnscreenTimer.o \
../miami/control/PathFind.o \
../miami/control/Phones.o \
../miami/control/Pickups.o \
../miami/control/PowerPoints.o \
../miami/control/Record.o \
../miami/control/Remote.o \
../miami/control/Replay.o \
../miami/control/Restart.o \
../miami/control/RoadBlocks.o \
../miami/control/SceneEdit.o \
../miami/control/Script.o \
../miami/control/Script2.o \
../miami/control/Script3.o \
../miami/control/Script4.o \
../miami/control/Script5.o \
../miami/control/Script6.o \
../miami/control/Script7.o \
../miami/control/Script8.o \
../miami/control/SetPieces.o \
../miami/control/ScriptDebug.o \
../miami/control/TrafficLights.o \
\
../src/core/Accident.o \
../src/core/Cam.o \
../src/core/Camera.o \
../src/core/CdStreamDC.o \
../src/core/Clock.o \
../src/core/ControllerConfig.o \
../src/core/Debug.o \
../src/core/Directory.o \
../src/core/EventList.o \
../src/core/FileLoader.o \
../src/core/FileMgr.o \
../src/core/Fire.o \
../src/core/Frontend.o \
../src/core/FrontEndControls.o \
../src/core/Frontend_PS2.o \
../src/core/Game.o \
../src/core/IniFile.o \
../src/core/Lists.o \
../src/core/main.o \
../src/core/MenuScreens.o \
../src/core/MenuScreensCustom.o \
../src/core/obrstr.o \
../src/core/Pad.o \
../src/core/Placeable.o \
../src/core/PlayerInfo.o \
../src/core/Pools.o \
../src/core/Profile.o \
../src/core/Radar.o \
../src/core/Range2D.o \
../src/core/Range3D.o \
../src/core/re3.o \
../src/core/References.o \
../src/core/Stats.o \
../src/core/Streaming.o \
../src/core/SurfaceTable.o \
../src/core/timebars.o \
../src/core/Timer.o \
../src/core/TimeStep.o \
../src/core/User.o \
../src/core/Wanted.o \
../src/core/World.o \
../src/core/ZoneCull.o \
../src/core/Zones.o \
../miami/core/Accident.o \
../miami/core/Cam.o \
../miami/core/Camera.o \
../miami/core/CdStreamDC.o \
../miami/core/Clock.o \
../miami/core/ControllerConfig.o \
../miami/core/Debug.o \
../miami/core/Directory.o \
../miami/core/EventList.o \
../miami/core/FileLoader.o \
../miami/core/FileMgr.o \
../miami/core/Fire.o \
../miami/core/Frontend.o \
../miami/core/FrontEndControls.o \
../miami/core/Frontend_PS2.o \
../miami/core/Game.o \
../miami/core/IniFile.o \
../miami/core/Lists.o \
../miami/core/main.o \
../miami/core/MenuScreens.o \
../miami/core/MenuScreensCustom.o \
../miami/core/obrstr.o \
../miami/core/Pad.o \
../miami/core/Placeable.o \
../miami/core/PlayerInfo.o \
../miami/core/Pools.o \
../miami/core/Profile.o \
../miami/core/Radar.o \
../miami/core/Range2D.o \
../miami/core/Range3D.o \
../miami/core/re3.o \
../miami/core/References.o \
../miami/core/Ropes.o \
../miami/core/Stats.o \
../miami/core/Streaming.o \
../miami/core/SurfaceTable.o \
../miami/core/timebars.o \
../miami/core/Timer.o \
../miami/core/TimeStep.o \
../miami/core/User.o \
../miami/core/Wanted.o \
../miami/core/World.o \
../miami/core/ZoneCull.o \
../miami/core/Zones.o \
\
../src/entities/Dummy.o \
../src/entities/Entity.o \
../src/entities/Physical.o \
../miami/entities/Dummy.o \
../miami/entities/Entity.o \
../miami/entities/Physical.o \
\
../src/fakerw/fake.o \
../miami/fakerw/fake.o \
\
../src/math/math.o \
../src/math/Matrix.o \
../src/math/Quaternion.o \
../src/math/Rect.o \
../src/math/Vector.o \
../miami/math/math.o \
../miami/math/Matrix.o \
../miami/math/Quaternion.o \
../miami/math/Rect.o \
../miami/math/Vector.o \
\
../src/modelinfo/BaseModelInfo.o \
../src/modelinfo/ClumpModelInfo.o \
../src/modelinfo/MloModelInfo.o \
../src/modelinfo/ModelIndices.o \
../src/modelinfo/ModelInfo.o \
../src/modelinfo/PedModelInfo.o \
../src/modelinfo/SimpleModelInfo.o \
../src/modelinfo/TimeModelInfo.o \
../src/modelinfo/VehicleModelInfo.o \
../miami/modelinfo/BaseModelInfo.o \
../miami/modelinfo/ClumpModelInfo.o \
../miami/modelinfo/MloModelInfo.o \
../miami/modelinfo/ModelIndices.o \
../miami/modelinfo/ModelInfo.o \
../miami/modelinfo/PedModelInfo.o \
../miami/modelinfo/SimpleModelInfo.o \
../miami/modelinfo/TimeModelInfo.o \
../miami/modelinfo/VehicleModelInfo.o \
../miami/modelinfo/WeaponModelInfo.o \
\
../src/objects/CutsceneHead.o \
../src/objects/CutsceneObject.o \
../src/objects/DummyObject.o \
../src/objects/Object.o \
../src/objects/ObjectData.o \
../src/objects/ParticleObject.o \
../src/objects/Projectile.o \
../miami/objects/CutsceneObject.o \
../miami/objects/DummyObject.o \
../miami/objects/Object.o \
../miami/objects/ObjectData.o \
../miami/objects/ParticleObject.o \
../miami/objects/Projectile.o \
../miami/objects/Stinger.o \
\
../src/peds/CivilianPed.o \
../src/peds/CopPed.o \
../src/peds/EmergencyPed.o \
../src/peds/Gangs.o \
../src/peds/Ped.o \
../src/peds/PedAI.o \
../src/peds/PedChat.o \
../src/peds/PedDebug.o \
../src/peds/PedFight.o \
../src/peds/PedIK.o \
../src/peds/PedPlacement.o \
../src/peds/PedRoutes.o \
../src/peds/PedType.o \
../src/peds/PlayerPed.o \
../src/peds/Population.o \
../miami/peds/CivilianPed.o \
../miami/peds/CopPed.o \
../miami/peds/EmergencyPed.o \
../miami/peds/Gangs.o \
../miami/peds/Ped.o \
../miami/peds/PedAI.o \
../miami/peds/PedChat.o \
../miami/peds/PedDebug.o \
../miami/peds/PedFight.o \
../miami/peds/PedIK.o \
../miami/peds/PedAttractor.o \
../miami/peds/PedPlacement.o \
../miami/peds/PedRoutes.o \
../miami/peds/PedType.o \
../miami/peds/PlayerPed.o \
../miami/peds/Population.o \
\
../src/renderer/Antennas.o \
../src/renderer/Clouds.o \
../src/renderer/Console.o \
../src/renderer/Coronas.o \
../src/renderer/Credits.o \
../src/renderer/Draw.o \
../src/renderer/Fluff.o \
../src/renderer/Font.o \
../src/renderer/Glass.o \
../src/renderer/Hud.o \
../src/renderer/Instance.o \
../src/renderer/Lines.o \
../src/renderer/MBlur.o \
../src/renderer/Particle.o \
../src/renderer/ParticleMgr.o \
../src/renderer/PlayerSkin.o \
../src/renderer/PointLights.o \
../src/renderer/RenderBuffer.o \
../src/renderer/Renderer.o \
../src/renderer/Rubbish.o \
../src/renderer/Shadows.o \
../src/renderer/Skidmarks.o \
../src/renderer/SpecialFX.o \
../src/renderer/Sprite.o \
../src/renderer/Sprite2d.o \
../src/renderer/TexList.o \
../src/renderer/Timecycle.o \
../src/renderer/WaterCannon.o \
../src/renderer/WaterLevel.o \
../src/renderer/Weather.o \
../miami/renderer/Antennas.o \
../miami/renderer/Clouds.o \
../miami/renderer/Console.o \
../miami/renderer/Coronas.o \
../miami/renderer/Credits.o \
../miami/renderer/CutsceneShadow.o \
../miami/renderer/Draw.o \
../miami/renderer/Fluff.o \
../miami/renderer/Font.o \
../miami/renderer/Glass.o \
../miami/renderer/Hud.o \
../miami/renderer/Instance.o \
../miami/renderer/Lines.o \
../miami/renderer/MBlur.o \
../miami/renderer/Occlusion.o \
../miami/renderer/Particle.o \
../miami/renderer/ParticleMgr.o \
../miami/renderer/PlayerSkin.o \
../miami/renderer/PointLights.o \
../miami/renderer/RenderBuffer.o \
../miami/renderer/Renderer.o \
../miami/renderer/Rubbish.o \
../miami/renderer/Shadows.o \
../miami/renderer/ShadowCamera.o \
../miami/renderer/Skidmarks.o \
../miami/renderer/SpecialFX.o \
../miami/renderer/Sprite.o \
../miami/renderer/Sprite2d.o \
../miami/renderer/TexList.o \
../miami/renderer/Timecycle.o \
../miami/renderer/VarConsole.o \
../miami/renderer/WaterCannon.o \
../miami/renderer/WaterCreatures.o \
../miami/renderer/WaterLevel.o \
../miami/renderer/Weather.o \
../miami/renderer/WindModifiers.o \
\
../src/rw/ClumpRead.o \
../src/rw/Lights.o \
../src/rw/MemoryHeap.o \
../src/rw/MemoryMgr.o \
../src/rw/NodeName.o \
../src/rw/RwHelper.o \
../src/rw/RwMatFX.o \
../src/rw/RwPS2AlphaTest.o \
../src/rw/TexRead.o \
../src/rw/TexturePools.o \
../src/rw/TxdStore.o \
../src/rw/VisibilityPlugins.o \
../miami/rw/ClumpRead.o \
../miami/rw/Lights.o \
../miami/rw/MemoryHeap.o \
../miami/rw/MemoryMgr.o \
../miami/rw/NodeName.o \
../miami/rw/RwHelper.o \
../miami/rw/RwMatFX.o \
../miami/rw/RwPS2AlphaTest.o \
../miami/rw/TexRead.o \
../miami/rw/TexturePools.o \
../miami/rw/TxdStore.o \
../miami/rw/VisibilityPlugins.o \
\
../src/skel/crossplatform.o \
../src/skel/events.o \
../src/skel/skeleton.o \
../src/skel/dc/dc.o \
../miami/skel/crossplatform.o \
../miami/skel/events.o \
../miami/skel/skeleton.o \
../miami/skel/dc/dc.o \
\
../src/text/Messages.o \
../src/text/Pager.o \
../src/text/Text.o \
../miami/text/Messages.o \
../miami/text/Pager.o \
../miami/text/Text.o \
\
../src/vehicles/Automobile.o \
../src/vehicles/Boat.o \
../src/vehicles/CarGen.o \
../src/vehicles/Cranes.o \
../src/vehicles/DamageManager.o \
../src/vehicles/Door.o \
../src/vehicles/Floater.o \
../src/vehicles/HandlingMgr.o \
../src/vehicles/Heli.o \
../src/vehicles/Plane.o \
../src/vehicles/Train.o \
../src/vehicles/Transmission.o \
../src/vehicles/Vehicle.o \
../miami/vehicles/Automobile.o \
../miami/vehicles/Boat.o \
../miami/vehicles/Bike.o \
../miami/vehicles/CarGen.o \
../miami/vehicles/Cranes.o \
../miami/vehicles/DamageManager.o \
../miami/vehicles/Door.o \
../miami/vehicles/Floater.o \
../miami/vehicles/HandlingMgr.o \
../miami/vehicles/Heli.o \
../miami/vehicles/Plane.o \
../miami/vehicles/Train.o \
../miami/vehicles/Transmission.o \
../miami/vehicles/Vehicle.o \
\
../src/weapons/BulletInfo.o \
../src/weapons/Explosion.o \
../src/weapons/ProjectileInfo.o \
../src/weapons/ShotInfo.o \
../src/weapons/Weapon.o \
../src/weapons/WeaponEffects.o \
../src/weapons/WeaponInfo.o \
../miami/weapons/BulletInfo.o \
../miami/weapons/Explosion.o \
../miami/weapons/ProjectileInfo.o \
../miami/weapons/ShotInfo.o \
../miami/weapons/Weapon.o \
../miami/weapons/WeaponEffects.o \
../miami/weapons/WeaponInfo.o \
\
../src/audio/AudioCollision.o \
../src/audio/AudioLogic.o \
../src/audio/AudioManager.o \
../src/audio/AudioScriptObject.o \
../src/audio/DMAudio.o \
../src/audio/MusicManager.o \
../src/audio/PolRadio.o \
../src/audio/sampman_miles.o \
../src/audio/sampman_oal.o \
../miami/audio/AudioCollision.o \
../miami/audio/AudioLogic.o \
../miami/audio/AudioManager.o \
../miami/audio/AudioScriptObject.o \
../miami/audio/DMAudio.o \
../miami/audio/MusicManager.o \
../miami/audio/PolRadio.o \
../miami/audio/sampman_miles.o \
../miami/audio/sampman_oal.o \
\
../src/save/Date.o \
../src/save/GenericGameStorage.o \
../src/save/MemoryCard.o \
../src/save/PCSave.o \
../miami/save/Date.o \
../miami/save/GenericGameStorage.o \
../miami/save/MemoryCard.o \
../miami/save/PCSave.o \
\
../src/extras/debugmenu.o \
../src/extras/frontendoption.o \
../src/extras/postfx.o \
../src/extras/screendroplets.o \
../miami/extras/debugmenu.o \
../miami/extras/frontendoption.o \
../miami/extras/postfx.o \
../miami/extras/screendroplets.o \
\
../src/vmu/vmu.o \
../vendor/miniLZO/minilzo.o \
\
../miami/vmu/vmu.o
# Excluded \
../src/extras/custompipes.o \
../src/extras/custompipes_d3d9.o \
../src/extras/custompipes_gl.o \
../src/core/CdStream.o \
../src/core/CdStreamPosix.o \
../src/extras \
../src/extras/GitSHA1.cpp.in \
../src/core/AnimViewer.o \
../miami/extras/custompipes.o \
../miami/extras/custompipes_d3d9.o \
../miami/extras/custompipes_gl.o \
../miami/core/CdStream.o \
../miami/core/CdStreamPosix.o \
../miami/extras \
../miami/extras/GitSHA1.cpp.in \
../miami/core/AnimViewer.o \
RW_OBJS = \
../vendor/librw/src/anim.o \
@@ -351,32 +366,32 @@ RW_OBJS = \
../vendor/librw/src/ps2/ps2skin.o \
INCLUDE = \
-I../src/animation \
-I../src/audio \
-I../src/buildings \
-I../src/collision \
-I../src/control \
-I../src/core \
-I../src/entities \
-I../src/extras \
-I../src/fakerw \
-I../src/math \
-I../src/modelinfo \
-I../src/objects \
-I../src/peds \
-I../src/renderer \
-I../src/rw \
-I../src/save \
-I../src/skel \
-I../src/text \
-I../src/vehicles \
-I../src/weapons \
-I../src/audio/eax \
-I../src/audio/oal \
-I../src/extras/shaders \
-I../src/extras/shaders/obj \
-I../src/skel/glfw \
-I../src/skel/win \
-I../miami/animation \
-I../miami/audio \
-I../miami/buildings \
-I../miami/collision \
-I../miami/control \
-I../miami/core \
-I../miami/entities \
-I../miami/extras \
-I../miami/fakerw \
-I../miami/math \
-I../miami/modelinfo \
-I../miami/objects \
-I../miami/peds \
-I../miami/renderer \
-I../miami/rw \
-I../miami/save \
-I../miami/skel \
-I../miami/text \
-I../miami/vehicles \
-I../miami/weapons \
-I../miami/audio/eax \
-I../miami/audio/oal \
-I../miami/extras/shaders \
-I../miami/extras/shaders/obj \
-I../miami/skel/glfw \
-I../miami/skel/win \
\
-I../vendor/librw \
\

View File

@@ -1,178 +1,211 @@
MISC_FILES = \
anim/cuts.dir \
\
txd/LOADSC8.TXD \
txd/LOADSC6.TXD \
txd/outro.txd \
txd/LOADSC2.TXD \
txd/LOADSC5.TXD \
txd/LOADSC3.TXD \
txd/NEWS.TXD \
txd/LOADSC11.TXD \
txd/LOADSC12.TXD \
txd/LOADSC10.TXD \
txd/LOADSC1.TXD \
txd/LOADSC9.TXD \
txd/LOADSC7.TXD \
txd/SPLASH2.TXD \
txd/LOADSC13.TXD \
txd/INTRO3.TXD \
txd/SPLASH3.TXD \
txd/SPLASH1.TXD \
txd/intro2.txd \
txd/intro1.txd \
txd/LOADSC0.TXD \
txd/LOADSC4.TXD \
txd/intro4.txd \
\
models/fonts.txd \
models/hud.txd \
models/coll/weapons.col \
models/coll/peds.col \
models/coll/vehicles.col \
models/coll/generic.col \
models/MISC.TXD \
models/generic.txd \
models/gta3.dir \
models/fronten2.txd \
models/particle.txd \
models/fronten1.txd \
models/INTRO.TXD \
models/generic/wheels.TXD \
models/generic/wheels.DFF \
models/generic/arrow.DFF \
models/generic/player.bmp \
models/generic/air_vlo.DFF \
models/generic/zonecylb.DFF \
models/gta3.img \
\
anim/cuts.img \
anim/gta3.ini \
anim/cuts.dir \
anim/ped.ifp \
data/animviewer.dat \
data/carcols.dat \
data/CULLZONE.DAT \
data/default.dat \
data/default.ide \
data/fistfite.dat \
data/gta3.dat \
data/gta3.zon \
data/handling.cfg \
data/main.scm \
data/map.zon \
data/maps/comnbtm/comNbtm.col \
data/maps/comnbtm/comnbtm.ide \
data/maps/comnbtm/comNbtm.ipl \
data/maps/comNbtm.ipl \
data/maps/comntop/comNtop.col \
data/maps/comntop/comntop.ide \
data/maps/comntop/comNtop.ipl \
data/maps/comNtop.ipl \
data/maps/comroad/comroad.col \
data/maps/comroad/comroad.ide \
data/maps/comroad/comroad.ipl \
data/maps/comse/comSE.col \
data/maps/comse/comse.ide \
data/maps/comse/comSE.ipl \
data/maps/comSE.ipl \
data/maps/comsw/comSW.col \
data/maps/comsw/comsw.ide \
data/maps/comsw/comSW.ipl \
data/maps/comSW.ipl \
data/maps/cull.ipl \
data/maps/generic.ide \
data/maps/gta3.IDE \
data/maps/indroads/indroads.col \
data/maps/indroads/indroads.ide \
data/maps/indroads/indroads.ipl \
data/maps/industne/industNE.col \
data/maps/industne/industne.ide \
data/maps/industne/industNE.ipl \
data/maps/industNE.ipl \
data/maps/industnw/industNW.col \
data/maps/industnw/industnw.ide \
data/maps/industnw/industNW.ipl \
data/maps/industNW.ipl \
data/maps/industse/industSE.col \
data/maps/industse/industse.ide \
data/maps/industse/industSE.ipl \
data/maps/industSE.ipl \
data/maps/industsw/industSW.col \
data/maps/industsw/industsw.ide \
data/maps/industsw/industSW.ipl \
data/maps/industSW.ipl \
data/maps/landne/landne.col \
data/maps/landne/landne.ide \
data/maps/landne/landne.ipl \
data/maps/landsw/landsw.col \
data/maps/landsw/landsw.ide \
data/maps/landsw/landsw.ipl \
data/maps/making/making.col \
data/maps/making/making.ide \
data/maps/making/making.ipl \
data/maps/overview.ipl \
data/maps/props.IPL \
data/maps/subroads/subroads.col \
data/maps/subroads/subroads.ide \
data/maps/subroads/subroads.ipl \
data/maps/suburbne.ipl \
data/maps/suburbsw.ipl \
data/maps/temppart/temppart.col \
data/maps/temppart/temppart.ide \
data/maps/temppart/temppart.ipl \
data/object.dat \
data/particle.cfg \
data/paths/CHASE0.DAT \
data/paths/CHASE1.DAT \
data/paths/CHASE10.DAT \
data/paths/CHASE11.DAT \
data/paths/CHASE14.DAT \
data/paths/CHASE16.DAT \
data/paths/CHASE18.DAT \
data/paths/CHASE19.DAT \
data/paths/CHASE2.DAT \
data/paths/CHASE3.DAT \
data/paths/CHASE4.DAT \
data/paths/CHASE5.DAT \
data/paths/CHASE6.DAT \
data/paths/CHASE7.DAT \
data/paths/flight.dat \
data/paths/flight2.dat \
data/paths/flight3.dat \
data/paths/flight4.dat \
data/paths/tracks.dat \
data/paths/tracks2.dat \
data/ped.dat \
data/pedgrp.dat \
data/pedstats.dat \
data/surface.dat \
data/timecyc.dat \
data/train.dat \
data/train2.dat \
data/water.dat \
data/waterpro.dat \
data/weapon.dat \
gta3.ini \
models/Coll/commer.col \
models/Coll/generic.col \
models/Coll/indust.col \
models/Coll/peds.col \
models/Coll/suburb.col \
models/Coll/vehicles.col \
models/Coll/weapons.col \
models/Generic/air_vlo.DFF \
models/Generic/arrow.DFF \
models/Generic/loplyguy.dff \
models/Generic/peds.dff \
models/Generic/qsphere.DFF \
models/Generic/sphere.DFF \
models/Generic/weapons.dff \
models/Generic/wheels.DFF \
models/Generic/zonecyla.DFF \
models/Generic/zonecylb.DFF \
models/Generic/zonesphr.DFF \
\
Icons/app.ico \
Icons/bin.ico \
\
skins/texture_guide.jpg \
\
movies/GTAtitles.mpg \
movies/GTAtitlesGER.mpg \
$(if $(wildcard $(GTA_DIR)/movies/LOGO.mpg), movies/LOGO.mpg, movies/Logo.mpg) \
TEXT/american.gxt \
TEXT/english.gxt \
TEXT/french.gxt \
movies/Logo.mpg \
\
TEXT/german.gxt \
TEXT/italian.gxt \
TEXT/spanish.gxt \
TEXT/american.gxt \
TEXT/french.gxt \
\
models/fonts.txd \
models/frontend.txd \
models/generic.txd \
models/hud.txd \
models/menu.txd \
models/MISC.TXD \
models/particle.txd \
txd/LOADSC0.TXD \
txd/LOADSC1.TXD \
txd/LOADSC10.TXD \
txd/LOADSC11.TXD \
txd/LOADSC12.TXD \
txd/LOADSC13.TXD \
txd/LOADSC14.TXD \
txd/LOADSC15.TXD \
txd/LOADSC16.TXD \
txd/LOADSC17.TXD \
txd/LOADSC18.TXD \
txd/LOADSC19.TXD \
txd/LOADSC2.TXD \
txd/LOADSC20.TXD \
txd/LOADSC21.TXD \
txd/LOADSC22.TXD \
txd/LOADSC23.TXD \
txd/LOADSC24.TXD \
txd/LOADSC25.TXD \
txd/LOADSC3.TXD \
txd/LOADSC4.TXD \
txd/LOADSC5.TXD \
txd/LOADSC6.TXD \
txd/LOADSC7.TXD \
txd/LOADSC8.TXD \
txd/LOADSC9.TXD \
txd/mainsc1.txd \
txd/mainsc2.txd \
txd/NEWS.TXD \
txd/SPLASH1.TXD \
txd/SPLASH2.TXD \
txd/SPLASH3.TXD \
data/weapon.dat \
data/train.dat \
\
audio/sfx.SDT
data/maps/haiti/haiti.ide \
data/maps/haiti/haiti.col \
data/maps/haiti/haiti.ipl \
data/maps/generic.ide \
\
data/maps/hotel/hotel.ipl \
data/maps/hotel/hotel.ide \
data/maps/hotel/hotel.col \
\
data/maps/islandsf/islandsf.ide \
data/maps/islandsf/islandsf.ipl \
data/maps/islandsf/islandsf.col \
\
data/maps/washintn/washintn.ipl \
data/maps/washintn/washintn.ide \
data/maps/washintn/washintn.col \
data/maps/map6.dat \
\
data/maps/littleha/littleha.ipl \
data/maps/littleha/littleha.ide \
data/maps/littleha/littleha.col \
\
data/maps/mall/mall.ide \
data/maps/mall/mall.col \
data/maps/mall/mall.ipl \
data/maps/map7.dat \
\
data/maps/bar/bar.ide \
\
data/maps/nbeach/nbeach.ipl \
data/maps/nbeach/nbeach.ide \
data/maps/nbeach/nbeach.col \
\
data/maps/golf/golf.ide \
data/maps/golf/golf.col \
data/maps/golf/golf.ipl \
data/maps/map0.dat \
\
data/maps/bank/bank.col \
data/maps/bank/bank.ide \
data/maps/bank/bank.ipl \
\
data/maps/nbeachw/nbeachw.ide \
data/maps/nbeachw/nbeachw.col \
data/maps/nbeachw/nbeachw.ipl \
data/maps/map4.dat \
\
data/maps/airport/airport.ipl \
data/maps/airport/airport.ide \
data/maps/airport/airport.col \
data/maps/nbeachbt/nbeachbt.col \
data/maps/nbeachbt/nbeachbt.ide \
data/maps/nbeachbt/nbeachbt.ipl \
data/maps/map5.dat \
data/maps/lawyers/lawyers.ide \
data/maps/lawyers/lawyers.col \
data/maps/lawyers/lawyers.ipl \
data/maps/haitiN/haitin.ipl \
data/maps/haitiN/haitin.col \
data/maps/haitiN/haitiN.ide \
data/maps/downtown/downtown.col \
data/maps/downtown/downtown.ipl \
data/maps/downtown/downtown.ide \
data/maps/stadint/stadint.col \
data/maps/stadint/stadint.ide \
data/maps/stadint/stadint.ipl \
data/maps/club/club.ide \
data/maps/club/CLUB.ipl \
data/maps/club/CLUB.col \
data/maps/yacht/yacht.ipl \
data/maps/yacht/yacht.col \
data/maps/yacht/yacht.ide \
data/maps/cull.ipl \
data/maps/map3.dat \
data/maps/airportN/airportN.ipl \
data/maps/airportN/airportN.col \
data/maps/airportN/airportN.ide \
data/maps/oceandrv/oceandrv.ipl \
data/maps/oceandrv/oceandrv.ide \
data/maps/oceandrv/oceandrv.col \
data/maps/starisl/starisl.col \
data/maps/starisl/starisl.ide \
data/maps/starisl/starisl.ipl \
data/maps/map1.dat \
data/maps/oceandn/oceandN.ide \
data/maps/oceandn/oceandN.col \
data/maps/oceandn/oceandN.ipl \
data/maps/washints/washints.ipl \
data/maps/washints/washints.col \
data/maps/washints/washints.ide \
data/maps/mansion/mansion.col \
data/maps/mansion/mansion.ipl \
data/maps/mansion/mansion.ide \
data/maps/downtows/downtows.ipl \
data/maps/downtows/downtows.col \
data/maps/downtows/downtows.ide \
data/maps/bridge/bridge.col \
data/maps/bridge/bridge.ide \
data/maps/bridge/bridge.ipl \
data/maps/docks/docks.col \
data/maps/docks/docks.ide \
data/maps/docks/docks.ipl \
data/maps/concerth/concerth.ipl \
data/maps/concerth/concerth.ide \
data/maps/concerth/concerth.col \
data/maps/paths.ipl \
data/maps/cisland/cisland.ide \
data/maps/cisland/cisland.ipl \
data/maps/cisland/cisland.col \
data/maps/stripclb/stripclb.ide \
data/maps/stripclb/stripclb.ipl \
data/maps/stripclb/stripclb.col \
data/maps/map2.dat \
data/pedstats.dat \
data/gta_vc.dat \
data/occlu.ipl \
data/handling.cfg \
data/timecyc.dat \
data/paths/flight3.dat \
data/paths/spath0.dat \
data/paths/flight2.dat \
data/paths/flight.dat \
data/map.zon \
data/water.dat \
data/particle.cfg \
data/navig.zon \
data/default.dat \
data/carcols.dat \
data/fistfite.dat \
data/train2.dat \
data/info.zon \
data/ped.dat \
data/WATERPRO.DAT \
data/main.sc \
data/debug.sc \
data/object.dat \
data/animviewer.dat \
data/Cullzoneempty.dat \
data/surface.dat \
data/main.scm \
data/default.ide \
data/pedgrp.dat \
data/Cullzone.dat

59
dreamcast/imgmisc.mk Normal file
View File

@@ -0,0 +1,59 @@
IMG_MISC = \
airport.col \
airportN.col \
bank.col \
baseball.ifp \
biked.ifp \
bikeh.ifp \
bikes.ifp \
bikev.ifp \
bridge.col \
buddy.ifp \
chainsaw.ifp \
cisland.col \
CLUB.col \
coach.ifp \
colt45.ifp \
concerth.col \
docks.col \
downtown.col \
downtows.col \
flame.ifp \
golf.col \
grenade.ifp \
haiti.col \
haitin.col \
hotel.col \
islandsf.col \
knife.ifp \
lance.ifp \
lawyers.col \
littleha.col \
m60.ifp \
mall.col \
mansion.col \
medic.ifp \
nbeachbt.col \
nbeach.col \
nbeachw.col \
oceandN.col \
oceandrv.col \
playidles.ifp \
python.ifp \
rifle.ifp \
riot.ifp \
shotgun.ifp \
skate.ifp \
sniper.ifp \
stadint.col \
starisl.col \
stripclb.col \
strip.ifp \
sunbathe.ifp \
sword.ifp \
tec.ifp \
uzi.ifp \
van.ifp \
washintn.col \
washints.col \
yacht.col

View File

@@ -5,6 +5,7 @@
#include <filesystem>
#include <cstring>
#include <iomanip>
#include <cassert>
// Sector size constant
const size_t SECTOR_SIZE = 2048;
@@ -27,6 +28,7 @@ std::vector<DirRecord> readDirFile(const std::string& dirFilePath) {
DirRecord record;
while (dirFile.read(reinterpret_cast<char*>(&record), sizeof(DirRecord))) {
assert(record.size != 0);
records.push_back(record);
}

BIN
dreamcast/loader.elf Executable file

Binary file not shown.

File diff suppressed because it is too large Load Diff

View File

@@ -1,71 +1,102 @@
STREAM_ADF = \
EMOTION.adf \
ESPANT.adf \
FEVER.adf \
FLASH.adf \
KCHAT.adf \
VCPR.adf \
VROCK.adf \
WAVE.adf \
WILD.adf
STREAM_MP3 = \
BET.mp3 \
END.mp3 \
JB.mp3 \
c1_tex.mp3 \
d1_stog.mp3 \
d2_kk.mp3 \
d3_ado.mp3 \
d4_gta.mp3 \
d4_gta2.mp3 \
d5_es.mp3 \
d6_sts.mp3 \
d7_mld.mp3 \
el_ph1.mp3 \
el_ph2.mp3 \
el_ph3.mp3 \
el_ph4.mp3 \
hd_ph1.mp3 \
hd_ph2.mp3 \
hd_ph3.mp3 \
hd_ph4.mp3 \
hd_ph5.mp3 \
j0_dm2.mp3 \
j1_lfl.mp3 \
j2_kcl.mp3 \
j3_vh.mp3 \
j4_eth.mp3 \
j5_dst.mp3 \
j6_tbj.mp3 \
k1_kbo.mp3 \
k2_gis.mp3 \
k3_ds.mp3 \
k4_shi.mp3 \
k4_shi2.mp3 \
k5_sd.mp3 \
l1_lg.mp3 \
l2_dsb.mp3 \
l3_dm.mp3 \
l4_pap.mp3 \
l5_tfb.mp3 \
mt_ph1.mp3 \
mt_ph2.mp3 \
mt_ph3.mp3 \
mt_ph4.mp3 \
r0_pdr2.mp3 \
r1_sw.mp3 \
r2_ap.mp3 \
r3_ed.mp3 \
r4_gf.mp3 \
r5_pb.mp3 \
r6_mm.mp3 \
s0_mas.mp3 \
s1_pf.mp3 \
s2_ctg.mp3 \
s2_ctg2.mp3 \
s3_rtc.mp3 \
s4_bdba.mp3 \
s4_bdbb.mp3 \
s4_bdbd.mp3 \
s5_lrq.mp3 \
s5_lrqb.mp3 \
s5_lrqc.mp3 \
t1_tol.mp3 \
t2_tpu.mp3 \
t3_mas.mp3 \
t4_tat.mp3 \
t5_bf.mp3 \
yd_ph1.mp3 \
yd_ph2.mp3 \
yd_ph3.mp3 \
yd_ph4.mp3
cnt_1b.mp3 \
int_b.mp3 \
rok_1.mp3 \
phil_2.mp3 \
cok_2b.mp3 \
Malibu.mp3 \
bank_1.mp3 \
Hwater.mp3 \
bclosed.mp3 \
resc_1a.mp3 \
bank_3a.mp3 \
bike_3.mp3 \
tex_2.mp3 \
col_2.mp3 \
porn_3.mp3 \
bike_1.mp3 \
finale.mp3 \
ass_2.mp3 \
law_4.mp3 \
car_1.mp3 \
bank_2b.mp3 \
tex_1.mp3 \
cok_4b.mp3 \
miscom.mp3 \
bank_2a.mp3 \
law_1b.mp3 \
MallAmb.mp3 \
bank_3b.mp3 \
ass_1.mp3 \
DirtRing.mp3 \
col_5a.mp3 \
tax_1.mp3 \
cnt_1a.mp3 \
bike_2.mp3 \
int_a.mp3 \
bud_1.mp3 \
cok_2a.mp3 \
City.mp3 \
cap_1.mp3 \
int_m.mp3 \
cnt_2.mp3 \
tex_3.mp3 \
law_2c.mp3 \
law_2b.mp3 \
col_3a.mp3 \
cok_4a2.mp3 \
rok_2.mp3 \
ice_1.mp3 \
hat_1.mp3 \
hat_2.mp3 \
cub_4.mp3 \
Glight.mp3 \
Strip.mp3 \
bud_3.mp3 \
Hbeach.mp3 \
bopen.mp3 \
fin2.mp3 \
cub_3.mp3 \
cok_4a.mp3 \
porn_2.mp3 \
cub_1.mp3 \
col_4a.mp3 \
Hotel.mp3 \
police.mp3 \
law_2a.mp3 \
Law4Riot.mp3 \
cok_1.mp3 \
col_5b.mp3 \
Water.mp3 \
HCity.mp3 \
cok_3.mp3 \
law_1a.mp3 \
porn_1.mp3 \
porn_4.mp3 \
taxi.mp3 \
cub_2.mp3 \
law_3.mp3 \
hat_3.mp3 \
phil_1.mp3 \
bank_4.mp3 \
BeachAmb.mp3 \
FIST.mp3 \
bud_2.mp3 \
ambsil.mp3 \
int_d.mp3 \
fin.mp3 \
rok_3a.mp3 \
drug_1.mp3 \
stripa.mp3 \
col_1.mp3

File diff suppressed because it is too large Load Diff

View File

@@ -1,23 +1,34 @@
SFX_LOOP_WAV = \
sfx_0_loop.wav \
sfx_185_loop.wav \
sfx_19_loop.wav \
sfx_176_loop.wav \
sfx_1_loop.wav \
sfx_25_loop.wav \
sfx_287_loop.wav \
sfx_2_loop.wav \
sfx_311_loop.wav \
sfx_331_loop.wav \
sfx_346_loop.wav \
sfx_349_loop.wav \
sfx_352_loop.wav \
sfx_355_loop.wav \
sfx_358_loop.wav \
sfx_361_loop.wav \
sfx_364_loop.wav \
sfx_367_loop.wav \
sfx_384_loop.wav \
sfx_387_loop.wav \
sfx_390_loop.wav \
sfx_393_loop.wav \
sfx_396_loop.wav \
sfx_399_loop.wav \
sfx_3_loop.wav \
sfx_438_loop.wav \
sfx_402_loop.wav \
sfx_408_loop.wav \
sfx_411_loop.wav \
sfx_414_loop.wav \
sfx_419_loop.wav \
sfx_420_loop.wav \
sfx_422_loop.wav \
sfx_423_loop.wav \
sfx_432_loop.wav \
sfx_436_loop.wav \
sfx_440_loop.wav \
sfx_444_loop.wav \
sfx_4_loop.wav \
sfx_5_loop.wav \
sfx_62_loop.wav \
sfx_6_loop.wav \
sfx_7_loop.wav \
sfx_82_loop.wav

View File

@@ -8,7 +8,7 @@ all: $(TARGET)
include common.mk
OBJS = $(RE3_OBJS) $(RW_OBJS) \
../src/audio/sampman_null.o
../miami/audio/sampman_null.o
OBJS_SIM=$(OBJS:.o=.sim.o) \
../vendor/koshle/hlekos.sim.o \
@@ -47,11 +47,11 @@ ifeq ($(IS_MAC), yes)
else
# Using sse2 here for valgrind compatibility
%.sim.o: %.c
$(CC) -msse2 -mfpmath=sse -c -O0 -g -fno-pic -no-pie -o $@ $(CFLAGS) -I../vendor/koshle -I../vendor/emu -m32 -U_WIN32 -UWIN32 -UWINNT -Ui386 -DDC_SIM -D_FILE_OFFSET_BITS=64 $<
$(CC) -msse2 -mfpmath=sse -c -O0 -g -fno-pic -no-pie -o $@ $(CFLAGS) -I../vendor/koshle -I../vendor/emu -U_WIN32 -UWIN32 -UWINNT -Ui386 -DDC_SIM -D_FILE_OFFSET_BITS=64 $<
%.sim.o: %.cpp
$(CXX) -msse2 -mfpmath=sse -c -O0 -g -fno-pic -no-pie -o $@ $(CXXFLAGS) -I../vendor/koshle -I../vendor/emu -m32 -U_WIN32 -UWIN32 -UWINNT -Ui386 -DDC_SIM -D_FILE_OFFSET_BITS=64 $<
$(CXX) -msse2 -mfpmath=sse -c -O0 -g -fno-pic -no-pie -o $@ $(CXXFLAGS) -I../vendor/koshle -I../vendor/emu -U_WIN32 -UWIN32 -UWINNT -Ui386 -DDC_SIM -D_FILE_OFFSET_BITS=64 $<
%.sim.o3: %.cpp
$(CXX) -msse2 -mfpmath=sse -c -O3 -g -fno-pic -no-pie -o $@ $(CXXFLAGS) -I../vendor/koshle -I../vendor/emu -m32 -U_WIN32 -UWIN32 -UWINNT -Ui386 -DDC_SIM -D_FILE_OFFSET_BITS=64 $<
$(CXX) -msse2 -mfpmath=sse -c -O3 -g -fno-pic -no-pie -o $@ $(CXXFLAGS) -I../vendor/koshle -I../vendor/emu -U_WIN32 -UWIN32 -UWINNT -Ui386 -DDC_SIM -D_FILE_OFFSET_BITS=64 $<
endif
clean:
@@ -62,6 +62,6 @@ $(TARGET): $(OBJS_SIM)
$(CXX) -fno-pic -no-pie -o $(TARGET) $(OBJS_SIM) -lX11
else
$(TARGET): $(OBJS_SIM)
$(CXX) -m32 -fno-pic -no-pie -o $(TARGET) $(OBJS_SIM) -lX11
$(CXX) -fno-pic -no-pie -o $(TARGET) $(OBJS_SIM) -lX11
endif
-include $(DEPS_SIM)

View File

@@ -52,6 +52,7 @@ void pvrRegWrite(uint32 A, uint32 D) {}
uint32_t pvr_map32(uint32_t offset32) {return 0;}
void Hackpresent() { }
void re3RemoveLeastUsedModel() { assert(false); }
void re3EmergencyRemoveModel() { assert(false); }
void RwTexDictionaryGtaStreamRead1(rw::Stream*){ assert(false); }
void RwTexDictionaryGtaStreamRead2(rw::Stream*, rw::TexDictionary*) { assert(false); }
void pvr_ta_data(void* data, int size) {

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

170
miami/CMakeLists.txt Normal file
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@@ -0,0 +1,170 @@
find_package(Threads REQUIRED)
set(THREADS_PREFER_PTHREAD_FLAG ON)
file(GLOB_RECURSE ${PROJECT}_SOURCES "*.cpp" "*.h" "*.rc")
function(header_directories RETURN_LIST)
file(GLOB_RECURSE ALL_SRCS *.h *.cpp *.c)
set(RELDIRS)
foreach(SRC ${ALL_SRCS})
file(RELATIVE_PATH RELSRC "${CMAKE_CURRENT_SOURCE_DIR}" "${SRC}")
get_filename_component(RELDIR "${RELSRC}" DIRECTORY)
list(APPEND RELDIRS ${RELDIR})
endforeach()
list(REMOVE_DUPLICATES RELDIRS)
set(${RETURN_LIST} ${RELDIRS} PARENT_SCOPE)
endfunction()
header_directories(${PROJECT}_INCLUDES)
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/extras/GitSHA1.cpp.in" "${CMAKE_CURRENT_BINARY_DIR}/extras/GitSHA1.cpp" @ONLY)
list(APPEND ${PROJECT}_SOURCES "${CMAKE_CURRENT_BINARY_DIR}/extras/GitSHA1.cpp")
add_executable(${EXECUTABLE} WIN32
${${PROJECT}_SOURCES}
)
target_link_libraries(${EXECUTABLE} PRIVATE
librw::librw
Threads::Threads
)
target_include_directories(${EXECUTABLE}
PRIVATE
$<BUILD_INTERFACE:${PROJECT_SOURCE_DIR}>
$<BUILD_INTERFACE:${${PROJECT}_INCLUDES}>
)
target_compile_definitions(${EXECUTABLE}
PRIVATE
$<IF:$<CONFIG:DEBUG>,DEBUG,NDEBUG>
LIBRW
CMAKE_NO_AUTOLINK
)
if(LIBRW_PLATFORM_D3D9)
target_compile_definitions(${EXECUTABLE}
PUBLIC
USE_D3D9
)
endif()
target_compile_definitions(${EXECUTABLE} PRIVATE CMAKE_BUILD)
target_compile_definitions(${EXECUTABLE} PRIVATE USE_OUR_VERSIONING)
if(${PROJECT}_AUDIO STREQUAL "OAL")
find_package(OpenAL REQUIRED)
if(TARGET OpenAL::OpenAL)
target_link_libraries(${EXECUTABLE} PRIVATE OpenAL::OpenAL)
else()
target_include_directories(${EXECUTABLE} PRIVATE ${OPENAL_INCLUDE_DIR})
target_link_libraries(${EXECUTABLE} PRIVATE ${OPENAL_LIBRARY})
target_compile_definitions(${EXECUTABLE} PRIVATE ${OPENAL_DEFINITIONS})
endif()
target_compile_definitions(${EXECUTABLE} PRIVATE AUDIO_OAL)
elseif(${PROJECT}_AUDIO STREQUAL "MSS")
find_package(MilesSDK REQUIRED)
target_compile_definitions(${EXECUTABLE} PRIVATE AUDIO_MSS)
target_link_libraries(${EXECUTABLE} PRIVATE MilesSDK::MilesSDK)
endif()
find_package(mpg123 REQUIRED)
target_link_libraries(${EXECUTABLE} PRIVATE
MPG123::libmpg123
)
if(${PROJECT}_WITH_OPUS)
find_package(opusfile REQUIRED)
target_link_libraries(${EXECUTABLE} PRIVATE
opusfile::opusfile
)
target_compile_definitions(${EXECUTABLE} PRIVATE AUDIO_OPUS)
endif()
if(${PROJECT}_WITH_LIBSNDFILE)
find_package(SndFile REQUIRED)
target_link_libraries(${EXECUTABLE} PRIVATE
SndFile::SndFile
)
target_compile_definitions(${EXECUTABLE} PRIVATE AUDIO_OAL_USE_SNDFILE)
endif()
target_compile_definitions(${EXECUTABLE} PRIVATE )
option(${PROJECT}_WITH_SANITIZERS "Use UB sanitizers (better crash log)" OFF)
option(${PROJECT}_WITH_ASAN "Use Address sanitizer (better crash log)" OFF)
if(${PROJECT}_WITH_SANITIZERS)
target_compile_options(${EXECUTABLE} PUBLIC
-fsanitize=undefined,float-divide-by-zero,integer,implicit-conversion,implicit-integer-truncation,implicit-integer-arithmetic-value-change,local-bounds,nullability
-g3 -fno-omit-frame-pointer)
target_link_options(${EXECUTABLE} PUBLIC -fsanitize=undefined,float-divide-by-zero,integer,implicit-conversion,implicit-integer-truncation,implicit-integer-arithmetic-value-change,local-bounds,nullability)
endif()
if(${PROJECT}_WITH_ASAN)
target_compile_options(${EXECUTABLE} PUBLIC -fsanitize=address -g3 -fno-omit-frame-pointer)
target_link_options(${EXECUTABLE} PUBLIC -fsanitize=address)
endif()
if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang" OR CMAKE_CXX_COMPILER_ID STREQUAL "AppleClang")
target_compile_options(${EXECUTABLE}
PRIVATE
"-Wall"
)
if (NOT LIBRW_PLATFORM_PS2)
target_compile_options(${EXECUTABLE}
PRIVATE
-Wextra
-Wdouble-promotion
-Wpedantic
)
endif()
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
target_compile_options(${EXECUTABLE}
PUBLIC
/Zc:sizedDealloc-
)
endif()
if(NINTENDO_SWITCH)
set(${PROJECT}_C_CXX_EXTENSIONS ON)
else()
set(${PROJECT}_C_CXX_EXTENSIONS OFF)
endif()
if(LIBRW_PLATFORM_GL3 AND LIBRW_GL3_GFXLIB STREQUAL "GLFW")
include(CheckSymbolExists)
set(CMAKE_REQUIRED_LIBRARIES glfw)
set(CMAKE_REQUIRED_DEFINITIONS -DGLFW_EXPOSE_NATIVE_X11)
check_symbol_exists(glfwGetX11Display "GLFW/glfw3.h;GLFW/glfw3native.h" GLFW_HAS_X11)
unset(CMAKE_REQUIRED_DEFINITIONS)
unset(CMAKE_REQUIRED_LIBRARIES)
if (GLFW_HAS_X11)
find_package(X11 REQUIRED)
target_link_libraries(${EXECUTABLE} PRIVATE X11::X11)
target_compile_definitions(${EXECUTABLE} PRIVATE GET_KEYBOARD_INPUT_FROM_X11)
endif (GLFW_HAS_X11)
endif()
set_target_properties(${EXECUTABLE}
PROPERTIES
C_STANDARD 11
C_EXTENSIONS ${${PROJECT}_C_CXX_EXTENSIONS}
C_STANDARD_REQUIRED ON
CXX_STANDARD 11
CXX_EXTENSIONS ${${PROJECT}_C_CXX_EXTENSIONS}
CXX_STANDARD_REQUIRED ON
)
if(${PROJECT}_INSTALL)
install(
TARGETS ${EXECUTABLE}
EXPORT ${EXECUTABLE}-targets
RUNTIME DESTINATION "."
)
if(MSVC)
install(FILES $<TARGET_PDB_FILE:${EXECUTABLE}> DESTINATION "." OPTIONAL)
endif()
endif()
reVC_platform_target(${EXECUTABLE} INSTALL)

View File

@@ -0,0 +1,187 @@
#include "common.h"
#if defined _WIN32 && !defined __MINGW32__
#if defined __MWERKS__
#include <wctype.h>
#else
#include "ctype.h"
#endif
#else
#include <cwctype>
#endif
#include "General.h"
#include "RwHelper.h"
#include "ModelIndices.h"
#include "ModelInfo.h"
#include "AnimManager.h"
#include "RpAnimBlend.h"
#include "AnimBlendAssociation.h"
#include "AnimBlendAssocGroup.h"
CAnimBlendAssocGroup::CAnimBlendAssocGroup(void)
{
animBlock = nil;
assocList = nil;
numAssociations = 0;
firstAnimId = 0;
groupId = -1;
}
CAnimBlendAssocGroup::~CAnimBlendAssocGroup(void)
{
DestroyAssociations();
}
void
CAnimBlendAssocGroup::DestroyAssociations(void)
{
if(assocList){
delete[] assocList;
assocList = nil;
numAssociations = 0;
}
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::GetAnimation(uint32 id)
{
return &assocList[id - firstAnimId];
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::GetAnimation(const char *name)
{
int i;
for(i = 0; i < numAssociations; i++)
if(!CGeneral::faststricmp(assocList[i].hierarchy->name, name))
return &assocList[i];
debug("\n\nCan't find the fucking animation %s\n\n\n", name);
return nil;
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::CopyAnimation(uint32 id)
{
CAnimBlendAssociation *anim = GetAnimation(id);
if(anim == nil)
return nil;
return new CAnimBlendAssociation(*anim);
}
CAnimBlendAssociation*
CAnimBlendAssocGroup::CopyAnimation(const char *name)
{
CAnimBlendAssociation *anim = GetAnimation(name);
if(anim == nil)
return nil;
return new CAnimBlendAssociation(*anim);
}
bool
strcmpIgnoringDigits(const char *s1, const char *s2)
{
char c1, c2;
for(;;){
c1 = *s1;
c2 = *s2;
if(c1) s1++;
if(c2) s2++;
if(c1 == '\0' && c2 == '\0') return true;
#ifndef ASCII_STRCMP
if(iswdigit(c1) && iswdigit(c2))
#else
if(__ascii_iswdigit(c1) && __ascii_iswdigit(c2))
#endif
continue;
#ifndef ASCII_STRCMP
c1 = toupper(c1);
c2 = toupper(c2);
#else
c1 = __ascii_toupper(c1);
c2 = __ascii_toupper(c2);
#endif
if(c1 && c2 && c1 != c2)
return false;
}
}
CBaseModelInfo*
GetModelFromName(const char *name)
{
int i;
CBaseModelInfo *mi;
char playername[32];
if(strncasecmp(name, "CSplay", 6) == 0 &&
strncasecmp(CModelInfo::GetModelInfo(MI_PLAYER)->GetModelName(), "ig", 2) == 0){
strcpy(playername, CModelInfo::GetModelInfo(MI_PLAYER)->GetModelName());
playername[0] = 'C';
playername[1] = 'S';
name = playername;
}
for(i = 0; i < MODELINFOSIZE; i++){
mi = CModelInfo::GetModelInfo(i);
if(mi && mi->GetRwObject() && RwObjectGetType(mi->GetRwObject()) == rpCLUMP &&
strcmpIgnoringDigits(mi->GetModelName(), name))
return mi;
}
return nil;
}
void
CAnimBlendAssocGroup::CreateAssociations(const char *name)
{
int i;
CAnimBlock *animBlock;
DestroyAssociations();
animBlock = CAnimManager::GetAnimationBlock(name);
assocList = new CAnimBlendAssociation[animBlock->numAnims];
numAssociations = 0;
for(i = 0; i < animBlock->numAnims; i++){
CAnimBlendHierarchy *anim = CAnimManager::GetAnimation(animBlock->firstIndex + i);
CBaseModelInfo *model = GetModelFromName(anim->name);
if(model){
debug("Associated anim %s with model %s\n", anim->name, model->GetModelName());
RpClump *clump = (RpClump*)model->CreateInstance();
RpAnimBlendClumpInit(clump);
assocList[i].Init(clump, anim);
if(IsClumpSkinned(clump))
RpClumpForAllAtomics(clump, AtomicRemoveAnimFromSkinCB, nil);
RpClumpDestroy(clump);
assocList[i].animId = firstAnimId + i;
assocList[i].groupId = groupId;
}else
debug("\n\nCANNOT FIND MODELINFO WITH NAME %s\n\n\n", anim->name);
}
numAssociations = animBlock->numAnims;
}
// Create associations from hierarchies for a given clump
void
CAnimBlendAssocGroup::CreateAssociations(const char *blockName, RpClump *clump, const char **animNames, int numAssocs)
{
int i;
DestroyAssociations();
animBlock = CAnimManager::GetAnimationBlock(blockName);
assocList = new CAnimBlendAssociation[numAssocs];
numAssociations = 0;
for(i = 0; i < numAssocs; i++){
assocList[i].Init(clump, CAnimManager::GetAnimation(animNames[i], animBlock));
assocList[i].animId = firstAnimId + i;
assocList[i].groupId = groupId;
}
numAssociations = numAssocs;
}

View File

@@ -0,0 +1,24 @@
#pragma once
class CAnimBlendAssociation;
struct CAnimBlock;
class CAnimBlendAssocGroup
{
public:
CAnimBlock *animBlock;
CAnimBlendAssociation *assocList;
int32 numAssociations;
int32 firstAnimId;
int32 groupId; // id of self in ms_aAnimAssocGroups
CAnimBlendAssocGroup(void);
~CAnimBlendAssocGroup(void);
void DestroyAssociations(void);
CAnimBlendAssociation *GetAnimation(uint32 id);
CAnimBlendAssociation *GetAnimation(const char *name);
CAnimBlendAssociation *CopyAnimation(uint32 id);
CAnimBlendAssociation *CopyAnimation(const char *name);
void CreateAssociations(const char *name);
void CreateAssociations(const char *blockName, RpClump *clump, const char **animNames, int numAssocs);
};

View File

@@ -0,0 +1,230 @@
#include "common.h"
#include "AnimBlendHierarchy.h"
#include "AnimBlendClumpData.h"
#include "RpAnimBlend.h"
#include "AnimManager.h"
#include "AnimBlendAssociation.h"
#include "MemoryMgr.h"
CAnimBlendAssociation::CAnimBlendAssociation(void)
{
groupId = -1;
nodes = nil;
blendAmount = 1.0f;
blendDelta = 0.0f;
currentTime = 0.0f;
speed = 1.0f;
timeStep = 0.0f;
animId = -1;
flags = 0;
callbackType = CB_NONE;
link.Init();
}
CAnimBlendAssociation::CAnimBlendAssociation(CAnimBlendAssociation &other)
{
nodes = nil;
blendAmount = 1.0f;
blendDelta = 0.0f;
currentTime = 0.0f;
speed = 1.0f;
timeStep = 0.0f;
callbackType = CB_NONE;
link.Init();
Init(other);
}
CAnimBlendAssociation::~CAnimBlendAssociation(void)
{
FreeAnimBlendNodeArray();
link.Remove();
}
void
CAnimBlendAssociation::AllocateAnimBlendNodeArray(int n)
{
int i;
nodes = (CAnimBlendNode*)RwMallocAlign(n*sizeof(CAnimBlendNode), 64);
for(i = 0; i < n; i++)
nodes[i].Init();
}
void
CAnimBlendAssociation::FreeAnimBlendNodeArray(void)
{
if(nodes)
RwFreeAlign(nodes);
}
void
CAnimBlendAssociation::Init(RpClump *clump, CAnimBlendHierarchy *hier)
{
int i;
AnimBlendFrameData *frame;
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
numNodes = clumpData->numFrames;
AllocateAnimBlendNodeArray(numNodes);
for(i = 0; i < numNodes; i++)
nodes[i].association = this;
hierarchy = hier;
// Init every node from a sequence and a Clump frame
// NB: This is where the order of nodes is defined
for(i = 0; i < hier->numSequences; i++){
CAnimBlendSequence *seq = &hier->sequences[i];
if(seq->boneTag == -1)
frame = RpAnimBlendClumpFindFrame(clump, seq->name);
else
frame = RpAnimBlendClumpFindBone(clump, seq->boneTag);
if(frame && seq->numFrames > 0)
nodes[frame - clumpData->frames].sequence = seq;
}
}
void
CAnimBlendAssociation::Init(CAnimBlendAssociation &assoc)
{
int i;
hierarchy = assoc.hierarchy;
numNodes = assoc.numNodes;
flags = assoc.flags;
animId = assoc.animId;
groupId = assoc.groupId;
AllocateAnimBlendNodeArray(numNodes);
for(i = 0; i < numNodes; i++){
nodes[i] = assoc.nodes[i];
nodes[i].association = this;
}
}
void
CAnimBlendAssociation::SetBlend(float amount, float delta)
{
blendAmount = amount;
blendDelta = delta;
}
void
CAnimBlendAssociation::SetFinishCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
{
callbackType = CB_FINISH;
callback = cb;
callbackArg = arg;
}
void
CAnimBlendAssociation::SetDeleteCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
{
callbackType = CB_DELETE;
callback = cb;
callbackArg = arg;
}
#if defined(DC_TEXCONV)
void
CAnimBlendAssociation::SetCurrentTime(float time) {
assert("false" && "Must not reach here");
}
#else
void
CAnimBlendAssociation::SetCurrentTime(float time)
{
int i;
for(currentTime = time; currentTime >= hierarchy->totalLength; currentTime -= hierarchy->totalLength)
if (!IsRepeating()) {
currentTime = hierarchy->totalLength;
break;
}
{
for(i = 0; i < numNodes; i++)
if(nodes[i].sequence)
nodes[i].FindKeyFrame(currentTime);
}
}
#endif
void
CAnimBlendAssociation::SyncAnimation(CAnimBlendAssociation *other)
{
SetCurrentTime(other->currentTime/other->hierarchy->totalLength * hierarchy->totalLength);
}
void
CAnimBlendAssociation::Start(float time)
{
flags |= ASSOC_RUNNING;
SetCurrentTime(time);
}
void
CAnimBlendAssociation::UpdateTimeStep(float timeDelta, float relSpeed)
{
if(IsRunning())
timeStep = (flags & ASSOC_MOVEMENT ? relSpeed*hierarchy->totalLength : speed) * timeDelta;
}
bool
CAnimBlendAssociation::UpdateTime(float timeDelta, float relSpeed)
{
if(!IsRunning())
return true;
if(currentTime >= hierarchy->totalLength){
flags &= ~ASSOC_RUNNING;
return true;
}
currentTime += timeStep;
if(currentTime >= hierarchy->totalLength){
// Ran past end
if(IsRepeating())
currentTime -= hierarchy->totalLength;
else{
currentTime = hierarchy->totalLength;
if(flags & ASSOC_FADEOUTWHENDONE){
flags |= ASSOC_DELETEFADEDOUT;
blendDelta = -4.0f;
}
if(callbackType == CB_FINISH){
callbackType = CB_NONE;
callback(this, callbackArg);
}
}
}
return true;
}
// return whether we still exist after this function
bool
CAnimBlendAssociation::UpdateBlend(float timeDelta)
{
blendAmount += blendDelta * timeDelta;
if(blendAmount <= 0.0f && blendDelta < 0.0f){
// We're faded out and are not fading in
blendAmount = 0.0f;
blendDelta = Max(0.0f, blendDelta);
if(flags & ASSOC_DELETEFADEDOUT){
if(callbackType == CB_FINISH || callbackType == CB_DELETE)
callback(this, callbackArg);
delete this;
return false;
}
}
if(blendAmount > 1.0f){
// Maximally faded in, clamp values
blendAmount = 1.0f;
blendDelta = Min(0.0f, blendDelta);
}
return true;
}

View File

@@ -0,0 +1,93 @@
#pragma once
#include "AnimBlendList.h"
#include "AnimBlendNode.h"
#include "AnimBlendHierarchy.h"
enum {
ASSOC_RUNNING = 1,
ASSOC_REPEAT = 2,
ASSOC_DELETEFADEDOUT = 4,
ASSOC_FADEOUTWHENDONE = 8,
ASSOC_PARTIAL = 0x10,
ASSOC_MOVEMENT = 0x20, // ???
ASSOC_HAS_TRANSLATION = 0x40,
ASSOC_HAS_X_TRANSLATION = 0x80, // for 2d velocity extraction
ASSOC_WALK = 0x100, // for CPed::PlayFootSteps(void)
ASSOC_IDLE = 0x200, // only xpress scratch has it by default, but game adds it to player's idle animations later
ASSOC_NOWALK = 0x400, // see CPed::PlayFootSteps(void)
ASSOC_BLOCK = 0x800, // unused in assoc description, blocks other anims from being played
ASSOC_FRONTAL = 0x1000, // anims that we fall to front
ASSOC_DRIVING = 0x2000, // new in VC
};
// Anim hierarchy associated with a clump
// Holds the interpolated state of all nodes.
// Also used as template for other clumps.
class CAnimBlendAssociation
{
public:
enum {
// callbackType
CB_NONE,
CB_FINISH,
CB_DELETE
};
CAnimBlendLink link;
int16 numNodes; // taken from CAnimBlendClumpData::numFrames
int16 groupId; // ID of CAnimBlendAssocGroup this is in
// NB: Order of these depends on order of nodes in Clump this was built from
CAnimBlendNode *nodes;
CAnimBlendHierarchy *hierarchy;
float blendAmount;
float blendDelta; // how much blendAmount changes over time
float currentTime;
float speed;
float timeStep;
int16 animId;
int16 flags;
int32 callbackType;
void (*callback)(CAnimBlendAssociation*, void*);
void *callbackArg;
bool IsRunning(void) { return !!(flags & ASSOC_RUNNING); }
bool IsRepeating(void) { return !!(flags & ASSOC_REPEAT); }
bool IsPartial(void) { return !!(flags & ASSOC_PARTIAL); }
bool IsMovement(void) { return !!(flags & ASSOC_MOVEMENT); }
bool HasTranslation(void) { return !!(flags & ASSOC_HAS_TRANSLATION); }
bool HasXTranslation(void) { return !!(flags & ASSOC_HAS_X_TRANSLATION); }
float GetBlendAmount(float weight) { return IsPartial() ? blendAmount : blendAmount*weight; }
CAnimBlendNode *GetNode(int i) { return &nodes[i]; }
CAnimBlendAssociation(void);
CAnimBlendAssociation(CAnimBlendAssociation &other);
#ifndef FIX_BUGS
virtual
#endif
~CAnimBlendAssociation(void);
void AllocateAnimBlendNodeArray(int n);
void FreeAnimBlendNodeArray(void);
void Init(RpClump *clump, CAnimBlendHierarchy *hier);
void Init(CAnimBlendAssociation &assoc);
void SetBlend(float amount, float delta);
void SetFinishCallback(void (*callback)(CAnimBlendAssociation*, void*), void *arg);
void SetDeleteCallback(void (*callback)(CAnimBlendAssociation*, void*), void *arg);
void SetCurrentTime(float time);
void SyncAnimation(CAnimBlendAssociation *other);
void Start(float time);
void UpdateTimeStep(float timeDelta, float relSpeed);
bool UpdateTime(float timeDelta, float relSpeed);
bool UpdateBlend(float timeDelta);
void SetRun(void) { flags |= ASSOC_RUNNING; }
float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
float GetProgress() { return currentTime / hierarchy->totalLength; }
static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) {
return (CAnimBlendAssociation*)((uint8*)l - offsetof(CAnimBlendAssociation, link));
}
};

View File

@@ -0,0 +1,36 @@
#include "common.h"
#include "AnimBlendClumpData.h"
#include "MemoryMgr.h"
CAnimBlendClumpData::CAnimBlendClumpData(void)
{
numFrames = 0;
velocity2d = nil;
frames = nil;
link.Init();
}
CAnimBlendClumpData::~CAnimBlendClumpData(void)
{
link.Remove();
if(frames)
RwFreeAlign(frames);
}
void
CAnimBlendClumpData::SetNumberOfFrames(int n)
{
if(frames)
RwFreeAlign(frames);
numFrames = n;
frames = (AnimBlendFrameData*)RwMallocAlign(numFrames * sizeof(AnimBlendFrameData), 64);
}
void
CAnimBlendClumpData::ForAllFrames(void (*cb)(AnimBlendFrameData*, void*), void *arg)
{
int i;
for(i = 0; i < numFrames; i++)
cb(&frames[i], arg);
}

View File

@@ -0,0 +1,44 @@
#pragma once
#include "AnimBlendList.h"
struct AnimBlendFrameData
{
enum {
IGNORE_ROTATION = 2,
IGNORE_TRANSLATION = 4,
VELOCITY_EXTRACTION = 8,
VELOCITY_EXTRACTION_3D = 0x10,
UPDATE_KEYFRAMES = 0x20
};
uint8 flag;
RwV3d resetPos;
union {
RwFrame *frame;
RpHAnimStdInterpFrame *hanimFrame;
};
int32 nodeID;
};
VALIDATE_SIZE(AnimBlendFrameData, 0x18);
class CAnimBlendClumpData
{
public:
CAnimBlendLink link;
int32 numFrames;
union {
CVector2D *velocity2d;
CVector *velocity3d;
};
// order of frames is determined by RW hierarchy
AnimBlendFrameData *frames;
CAnimBlendClumpData(void);
~CAnimBlendClumpData(void);
void SetNumberOfFrames(int n);
void SetNumberOfBones(int n) { SetNumberOfFrames(n); }
void ForAllFrames(void (*cb)(AnimBlendFrameData*, void*), void *arg);
};

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#include "common.h"
#include "AnimBlendSequence.h"
#include "AnimBlendHierarchy.h"
#include "AnimManager.h"
CAnimBlendHierarchy::CAnimBlendHierarchy(void)
{
sequences = nil;
numSequences = 0;
totalLength = 0.0f;
}
void
CAnimBlendHierarchy::Shutdown(void)
{
RemoveAnimSequences();
totalLength = 0.0f;
}
void
CAnimBlendHierarchy::SetName(char *name)
{
strncpy(this->name, name, 24);
}
void
CAnimBlendHierarchy::CalcTotalTime(void)
{
int i, j;
totalLength = 0.0f;
for(i = 0; i < numSequences; i++){
#ifdef FIX_BUGS
if(sequences[i].numFrames == 0)
continue;
#endif
float seqTime = 0.0f;
for(j = 0; j < sequences[i].numFrames; j++)
seqTime += sequences[i].GetDeltaTime(j);
totalLength = Max(totalLength, seqTime);
}
}
void
CAnimBlendHierarchy::RemoveQuaternionFlips(void)
{
int i;
for(i = 0; i < numSequences; i++)
sequences[i].RemoveQuaternionFlips();
}
void
CAnimBlendHierarchy::RemoveAnimSequences(void)
{
delete[] sequences;
sequences = nil;
numSequences = 0;
}
#ifdef USE_CUSTOM_ALLOCATOR
void
CAnimBlendHierarchy::MoveMemory(bool onlyone)
{
int i;
for(i = 0; i < numSequences; i++)
if(sequences[i].MoveMemory() && onlyone)
return;
}
#endif

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#pragma once
#include "templates.h"
#ifdef MoveMemory
#undef MoveMemory // windows shit
#endif
class CAnimBlendSequence;
// A collection of sequences
class CAnimBlendHierarchy
{
public:
char name[24];
CAnimBlendSequence *sequences;
int16 numSequences;
float totalLength;
CAnimBlendHierarchy(void);
void Shutdown(void);
void SetName(char *name);
void CalcTotalTime(void);
void RemoveQuaternionFlips(void);
void RemoveAnimSequences(void);
void Uncompress(void);
void RemoveUncompressedData(void);
void MoveMemory(bool onlyone = false);
};
VALIDATE_SIZE(CAnimBlendHierarchy, 0x28);

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#pragma once
// name made up
class CAnimBlendLink
{
public:
CAnimBlendLink *next;
CAnimBlendLink *prev;
void Init(void){
next = nil;
prev = nil;
}
void Prepend(CAnimBlendLink *link){
if(next)
next->prev = link;
link->next = next;
link->prev = this;
next = link;
}
void Remove(void){
if(prev)
prev->next = next;
if(next)
next->prev = prev;
Init();
}
};

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#include "common.h"
#include "AnimBlendAssociation.h"
#include "AnimBlendNode.h"
void
CAnimBlendNode::Init(void)
{
frameA = -1;
frameB = -1;
remainingTime = 0.0f;
sequence = nil;
association = nil;
}
bool
CAnimBlendNode::Update(CVector &trans, CQuaternion &rot, float weight)
{
bool looped = false;
trans = CVector(0.0f, 0.0f, 0.0f);
rot = CQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
if(association->IsRunning()){
remainingTime -= association->timeStep;
if(remainingTime <= 0.0f)
looped = NextKeyFrame();
}
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
float kfAdt = sequence->GetDeltaTime(frameA);
float t = kfAdt == 0.0f ? 0.0f : (kfAdt - remainingTime)/kfAdt;
if(sequence->type & CAnimBlendSequence::KF_TRANS){
auto kfAt = sequence->GetTranslation(frameA);
auto kfBt = sequence->GetTranslation(frameB);
trans = kfBt + t*(kfAt - kfBt);
trans *= blend;
}
if(sequence->type & CAnimBlendSequence::KF_ROT){
auto kfAr = sequence->GetRotation(frameA);
auto kfBr = sequence->GetRotation(frameB);
rot.Slerp(kfBr, kfAr, theta, invSin, t);
rot *= blend;
}
}
return looped;
}
bool
CAnimBlendNode::NextKeyFrame(void)
{
bool looped;
if(sequence->numFrames <= 1)
return false;
looped = false;
frameB = frameA;
// Advance as long as we have to
while(remainingTime <= 0.0f){
frameA++;
if(frameA >= sequence->numFrames){
// reached end of animation
if(!association->IsRepeating()){
frameA--;
remainingTime = 0.0f;
return false;
}
looped = true;
frameA = 0;
}
remainingTime += sequence->GetDeltaTime(frameA);
}
frameB = frameA - 1;
if(frameB < 0)
frameB += sequence->numFrames;
CalcDeltas();
return looped;
}
// bool
// CAnimBlendNode::NextKeyFrameCompressed(void)
// {
// bool looped;
// if(sequence->numFrames <= 1)
// return false;
// looped = false;
// frameB = frameA;
// // Advance as long as we have to
// while(remainingTime <= 0.0f){
// frameA++;
// if(frameA >= sequence->numFrames){
// // reached end of animation
// if(!association->IsRepeating()){
// frameA--;
// remainingTime = 0.0f;
// return false;
// }
// looped = true;
// frameA = 0;
// }
// remainingTime += sequence->GetKeyFrameCompressed(frameA)->GetDeltaTime();
// }
// frameB = frameA - 1;
// if(frameB < 0)
// frameB += sequence->numFrames;
// CalcDeltasCompressed();
// return looped;
// }
// Set animation to time t
bool
CAnimBlendNode::FindKeyFrame(float t)
{
if(sequence->numFrames < 1)
return false;
frameA = 0;
frameB = frameA;
if(sequence->numFrames == 1){
remainingTime = 0.0f;
}else{
// advance until t is between frameB and frameA
while (t > sequence->GetDeltaTime(++frameA)) {
t -= sequence->GetDeltaTime(frameA);
if (frameA + 1 >= sequence->numFrames) {
// reached end of animation
if (!association->IsRepeating()) {
CalcDeltas();
remainingTime = 0.0f;
return false;
}
frameA = 0;
}
frameB = frameA;
}
remainingTime = sequence->GetDeltaTime(frameA) - t;
}
CalcDeltas();
return true;
}
void
CAnimBlendNode::CalcDeltas(void)
{
if((sequence->type & CAnimBlendSequence::KF_ROT) == 0)
return;
auto kfAr = sequence->GetRotation(frameA);
auto kfBr = sequence->GetRotation(frameB);
float cos = DotProduct(kfAr, kfBr);
if(cos > 1.0f)
cos = 1.0f;
theta = Acos(cos);
invSin = theta == 0.0f ? 0.0f : 1.0f/Sin(theta);
}
void
CAnimBlendNode::GetCurrentTranslation(CVector &trans, float weight)
{
trans = CVector(0.0f, 0.0f, 0.0f);
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
auto kfAdt = sequence->GetDeltaTime(frameA);
float t = kfAdt == 0.0f ? 0.0f : (kfAdt - remainingTime)/kfAdt;
if(sequence->type & CAnimBlendSequence::KF_TRANS){
auto kfAt = sequence->GetTranslation(frameA);
auto kfBt = sequence->GetTranslation(frameB);
trans = kfBt + t*(kfAt - kfBt);
trans *= blend;
}
}
}
void
CAnimBlendNode::GetEndTranslation(CVector &trans, float weight)
{
trans = CVector(0.0f, 0.0f, 0.0f);
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
if(sequence->type & CAnimBlendSequence::KF_TRANS){
CVector pos = sequence->GetTranslation(sequence->numFrames-1);
trans = pos * blend;
}
}
}

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#pragma once
#include "AnimBlendSequence.h"
class CAnimBlendAssociation;
// The interpolated state between two key frames in a sequence
class CAnimBlendNode
{
public:
// for slerp
float theta; // angle between quaternions
float invSin; // 1/Sin(theta)
// indices into array in sequence
int32 frameA; // next key frame
int32 frameB; // previous key frame
float remainingTime; // time until frames have to advance
CAnimBlendSequence *sequence;
CAnimBlendAssociation *association;
void Init(void);
bool Update(CVector &trans, CQuaternion &rot, float weight);
bool UpdateCompressed(CVector &trans, CQuaternion &rot, float weight);
bool NextKeyFrame(void);
bool NextKeyFrameCompressed(void);
bool FindKeyFrame(float t);
void CalcDeltas(void);
void GetCurrentTranslation(CVector &trans, float weight);
void GetEndTranslation(CVector &trans, float weight);
};
VALIDATE_SIZE(CAnimBlendNode, 0x1C);

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#include "common.h"
#include "AnimBlendSequence.h"
#include "MemoryHeap.h"
CAnimBlendSequence::CAnimBlendSequence(void)
{
type = 0;
numFrames = 0;
keyFrames = nil;
boneTag = -1;
}
CAnimBlendSequence::~CAnimBlendSequence(void)
{
if(keyFrames)
RwFree(keyFrames);
}
void
CAnimBlendSequence::SetName(char *name)
{
strncpy(this->name, name, 24);
}
void
CAnimBlendSequence::SetNumFrames(int numFrames, bool translation, bool compress)
{
int sz;
if(translation){
type |= KF_ROT | KF_TRANS;
if (compress) {
type |= KF_COMPRESSED;
sz = sizeof(KeyFrameTransCompressed);
} else {
sz = sizeof(KeyFrameTransUncompressed);
}
}else{
sz = sizeof(KeyFrame);
type |= KF_ROT;
}
keyFrames = RwMalloc(sz * numFrames);
this->numFrames = numFrames;
}
void
CAnimBlendSequence::RemoveQuaternionFlips(void)
{
int i;
CQuaternion last;
if(numFrames < 2)
return;
last = GetRotation(0);
for(i = 1; i < numFrames; i++){
auto KFr = GetRotation(i);
if(DotProduct(last, KFr) < 0.0f)
SetRotation(i, -KFr);
last = GetRotation(i);
}
}
#ifdef USE_CUSTOM_ALLOCATOR
bool
CAnimBlendSequence::MoveMemory(void)
{
if(keyFrames){
void *newaddr = gMainHeap.MoveMemory(keyFrames);
if(newaddr != keyFrames){
keyFrames = newaddr;
return true;
}
}else if(keyFramesCompressed){
void *newaddr = gMainHeap.MoveMemory(keyFramesCompressed);
if(newaddr != keyFramesCompressed){
keyFramesCompressed = newaddr;
return true;
}
}
return false;
}
#endif

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#pragma once
#include "Quaternion.h"
#ifdef MoveMemory
#undef MoveMemory // windows shit
#endif
// TODO: put them somewhere else?
static int16 checked_f2i16(float f) {
assert(f >= -32768 && f <= 32767);
return f;
}
static uint16 checked_f2u16(float f) {
assert(f >= 0 && f <= 65535);
return f;
}
#define KF_MINDELTA (1/256.f)
struct KeyFrame {
int16 rot[4]; // 4096
uint16 dltTime; // 256
CQuaternion rotation_() {
return { rot[0] * (1/4096.f), rot[1] * (1/4096.f), rot[2] * (1/4096.f), rot[3] * (1/4096.f) };
}
void rotation_(const CQuaternion& q) {
rot[0] = checked_f2i16(q.x * 4096.0f);
rot[1] = checked_f2i16(q.y * 4096.0f);
rot[2] = checked_f2i16(q.z * 4096.0f);
rot[3] = checked_f2i16(q.w * 4096.0f);
}
float deltaTime_() {
return dltTime * (1/256.0f);
}
void deltaTime_(float t) {
dltTime = checked_f2u16(t * 256); // always round down
}
};
struct KeyFrameTransUncompressed : KeyFrame {
// Some animations use bigger range, eg during the intro
CVector trans;
CVector translation_() {
return trans;
}
void translation_(const CVector &v) {
trans = v;
}
};
struct KeyFrameTransCompressed : KeyFrame {
int16 trans[3]; // 128
CVector translation_() {
return { trans[0] * (1/128.f), trans[1] * (1/128.f), trans[2] * (1/128.f)};
}
void translation_(const CVector &v) {
trans[0] = checked_f2i16(v.x * 128.f);
trans[1] = checked_f2i16(v.y * 128.f);
trans[2] = checked_f2i16(v.z * 128.f);
}
};
// The sequence of key frames of one animated node
class CAnimBlendSequence
{
public:
enum {
KF_ROT = 1,
KF_TRANS = 2,
KF_COMPRESSED = 4, // only applicable for KF_TRANS
};
int32 type;
char name[24];
int32 numFrames;
int16 boneTag;
void *keyFrames;
CAnimBlendSequence(void);
virtual ~CAnimBlendSequence(void);
void SetName(char *name);
void SetNumFrames(int numFrames, bool translation, bool compressed);
void RemoveQuaternionFlips(void);
void SetTranslation(int n, const CVector &v) {
if (type & KF_COMPRESSED) {
((KeyFrameTransCompressed*)keyFrames)[n].translation_(v);
} else if (type & KF_TRANS) {
((KeyFrameTransUncompressed*)keyFrames)[n].translation_(v);
} else {
assert(false && "SetTranslation called on sequence without translation");
}
}
CVector GetTranslation(int n) {
if (type & KF_COMPRESSED) {
return ((KeyFrameTransCompressed*)keyFrames)[n].translation_();
} else if (type & KF_TRANS) {
return ((KeyFrameTransUncompressed*)keyFrames)[n].translation_();
} else {
assert(false && "GetTranslation called on sequence without translation");
}
}
void SetRotation(int n, const CQuaternion &q) {
if (type & KF_COMPRESSED) {
((KeyFrameTransCompressed*)keyFrames)[n].rotation_(q);
} else if (type & KF_TRANS) {
((KeyFrameTransUncompressed*)keyFrames)[n].rotation_(q);
} else {
((KeyFrame*)keyFrames)[n].rotation_(q);
}
}
CQuaternion GetRotation(int n) {
if (type & KF_COMPRESSED) {
return ((KeyFrameTransCompressed*)keyFrames)[n].rotation_();
} else if (type & KF_TRANS) {
return ((KeyFrameTransUncompressed*)keyFrames)[n].rotation_();
} else {
return ((KeyFrame*)keyFrames)[n].rotation_();
}
}
void SetDeltaTime(int n, float t) {
if (type & KF_COMPRESSED) {
((KeyFrameTransCompressed*)keyFrames)[n].deltaTime_(t);
} else if (type & KF_TRANS) {
((KeyFrameTransUncompressed*)keyFrames)[n].deltaTime_(t);
} else {
((KeyFrame*)keyFrames)[n].deltaTime_(t);
}
}
float GetDeltaTime(int n) {
if (type & KF_COMPRESSED) {
return ((KeyFrameTransCompressed*)keyFrames)[n].deltaTime_();
} else if (type & KF_TRANS) {
return ((KeyFrameTransUncompressed*)keyFrames)[n].deltaTime_();
} else {
return ((KeyFrame*)keyFrames)[n].deltaTime_();
}
}
bool HasTranslation(void) { return !!(type & KF_TRANS); }
bool MoveMemory(void);
void SetBoneTag(int tag) { boneTag = tag; }
};
VALIDATE_SIZE(CAnimBlendSequence, 0x30);

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#pragma once
#include "AnimBlendHierarchy.h"
#include "AnimationId.h"
enum AssocGroupId
{
ASSOCGRP_STD,
ASSOCGRP_VAN,
ASSOCGRP_COACH,
ASSOCGRP_BIKE_STANDARD,
ASSOCGRP_BIKE_VESPA,
ASSOCGRP_BIKE_HARLEY,
ASSOCGRP_BIKE_DIRT,
ASSOCGRP_UNARMED,
ASSOCGRP_SCREWDRIVER,
ASSOCGRP_KNIFE,
ASSOCGRP_BASEBALLBAT,
ASSOCGRP_GOLFCLUB,
ASSOCGRP_CHAINSAW,
ASSOCGRP_PYTHON,
ASSOCGRP_COLT,
ASSOCGRP_SHOTGUN,
ASSOCGRP_BUDDY,
ASSOCGRP_TEC,
ASSOCGRP_UZI,
ASSOCGRP_RIFLE,
ASSOCGRP_M60,
ASSOCGRP_SNIPER,
ASSOCGRP_THROW,
ASSOCGRP_FLAMETHROWER,
ASSOCGRP_MEDIC,
ASSOCGRP_SUNBATHE,
ASSOCGRP_PLAYER_IDLE,
ASSOCGRP_RIOT,
ASSOCGRP_STRIP,
ASSOCGRP_LANCE,
ASSOCGRP_PLAYER,
ASSOCGRP_PLAYERROCKET,
ASSOCGRP_PLAYER1ARMED,
ASSOCGRP_PLAYER2ARMED,
ASSOCGRP_PLAYERBBBAT,
ASSOCGRP_PLAYERCHAINSAW,
ASSOCGRP_SHUFFLE,
ASSOCGRP_OLD,
ASSOCGRP_GANG1,
ASSOCGRP_GANG2,
ASSOCGRP_FAT,
ASSOCGRP_OLDFAT,
ASSOCGRP_JOGGER,
ASSOCGRP_WOMAN,
ASSOCGRP_WOMANSHOP,
ASSOCGRP_BUSYWOMAN,
ASSOCGRP_SEXYWOMAN,
ASSOCGRP_FATWOMAN,
ASSOCGRP_OLDWOMAN,
ASSOCGRP_JOGWOMAN,
ASSOCGRP_PANICCHUNKY,
ASSOCGRP_SKATE,
#ifdef PC_PLAYER_CONTROLS
ASSOCGRP_PLAYERBACK,
ASSOCGRP_PLAYERLEFT,
ASSOCGRP_PLAYERRIGHT,
ASSOCGRP_ROCKETBACK,
ASSOCGRP_ROCKETLEFT,
ASSOCGRP_ROCKETRIGHT,
ASSOCGRP_CHAINSAWBACK,
ASSOCGRP_CHAINSAWLEFT,
ASSOCGRP_CHAINSAWRIGHT,
#endif
NUM_ANIM_ASSOC_GROUPS
};
class CAnimBlendAssociation;
class CAnimBlendAssocGroup;
#define MAX_ANIMBLOCK_NAME 20
// A block of hierarchies
struct CAnimBlock
{
char name[MAX_ANIMBLOCK_NAME];
bool isLoaded;
int16 refCount;
int32 firstIndex; // first animtion in ms_aAnimations
int32 numAnims;
};
struct AnimAssocDesc
{
int32 animId;
int32 flags;
};
struct AnimAssocDefinition
{
char const *name;
char const *blockName;
int32 modelIndex;
int32 numAnims;
char const **animNames;
AnimAssocDesc *animDescs;
};
class CAnimManager
{
static const AnimAssocDefinition ms_aAnimAssocDefinitions[NUM_ANIM_ASSOC_GROUPS];
static CAnimBlock ms_aAnimBlocks[NUMANIMBLOCKS];
static CAnimBlendHierarchy ms_aAnimations[NUMANIMATIONS];
static int32 ms_numAnimBlocks;
static int32 ms_numAnimations;
static CAnimBlendAssocGroup *ms_aAnimAssocGroups;
static CLinkList<CAnimBlendHierarchy*> ms_animCache;
public:
static void Initialise(void);
static void Shutdown(void);
static CAnimBlock *GetAnimationBlock(int32 block) { return &ms_aAnimBlocks[block]; }
static CAnimBlock *GetAnimationBlock(const char *name);
static int32 GetAnimationBlockIndex(const char *name);
static int32 RegisterAnimBlock(const char *name);
static int32 GetNumRefsToAnimBlock(int32 block);
static void AddAnimBlockRef(int32 block);
static void RemoveAnimBlockRefWithoutDelete(int32 block);
static void RemoveAnimBlockRef(int32 block);
static void RemoveAnimBlock(int32 block);
static CAnimBlendHierarchy *GetAnimation(const char *name, CAnimBlock *animBlock);
static CAnimBlendHierarchy *GetAnimation(int32 n) { return &ms_aAnimations[n]; }
static const char *GetAnimGroupName(AssocGroupId groupId);
static CAnimBlendAssociation *CreateAnimAssociation(AssocGroupId groupId, AnimationId animId);
static CAnimBlendAssociation *GetAnimAssociation(AssocGroupId groupId, AnimationId animId);
static CAnimBlendAssociation *GetAnimAssociation(AssocGroupId groupId, const char *name);
static CAnimBlendAssociation *AddAnimation(RpClump *clump, AssocGroupId groupId, AnimationId animId);
static CAnimBlendAssociation *AddAnimationAndSync(RpClump *clump, CAnimBlendAssociation *syncanim, AssocGroupId groupId, AnimationId animId);
static CAnimBlendAssociation *BlendAnimation(RpClump *clump, AssocGroupId groupId, AnimationId animId, float delta);
static void LoadAnimFiles(void);
static void LoadAnimFile(const char *filename);
static void LoadAnimFile(RwStream *stream, bool compress, char (*uncompressedAnims)[32] = nil);
static void CreateAnimAssocGroups(void);
static void RemoveLastAnimFile(void);
static CAnimBlendAssocGroup* GetAnimAssocGroups(void) { return ms_aAnimAssocGroups; }
};

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#pragma once
enum AnimationId
{
ANIM_STD_WALK,
ANIM_STD_RUN,
ANIM_STD_RUNFAST,
ANIM_STD_IDLE,
ANIM_STD_STARTWALK,
ANIM_STD_RUNSTOP1,
ANIM_STD_RUNSTOP2,
ANIM_STD_IDLE_CAM,
ANIM_STD_IDLE_HBHB,
ANIM_STD_IDLE_TIRED,
ANIM_STD_IDLE_BIGGUN,
ANIM_STD_CHAT,
ANIM_STD_HAILTAXI,
ANIM_STD_KO_FRONT,
ANIM_STD_KO_LEFT,
ANIM_STD_KO_BACK,
ANIM_STD_KO_RIGHT,
ANIM_STD_KO_SHOT_FACE,
ANIM_STD_KO_SHOT_STOMACH,
ANIM_STD_KO_SHOT_ARM_L,
ANIM_STD_KO_SHOT_ARM_R,
ANIM_STD_KO_SHOT_LEG_L,
ANIM_STD_KO_SHOT_LEG_R,
ANIM_STD_SPINFORWARD_LEFT,
ANIM_STD_SPINFORWARD_RIGHT,
ANIM_STD_HIGHIMPACT_FRONT,
ANIM_STD_HIGHIMPACT_LEFT,
ANIM_STD_HIGHIMPACT_BACK,
ANIM_STD_HIGHIMPACT_RIGHT,
ANIM_STD_HITBYGUN_FRONT,
ANIM_STD_HITBYGUN_LEFT,
ANIM_STD_HITBYGUN_BACK,
ANIM_STD_HITBYGUN_RIGHT,
ANIM_STD_HIT_FRONT,
ANIM_STD_HIT_LEFT,
ANIM_STD_HIT_BACK,
ANIM_STD_HIT_RIGHT,
ANIM_STD_HIT_FLOOR,
/* names made up */
ANIM_STD_HIT_BODYBLOW,
ANIM_STD_HIT_CHEST,
ANIM_STD_HIT_HEAD,
ANIM_STD_HIT_WALK,
/**/
ANIM_STD_HIT_WALL,
ANIM_STD_HIT_FLOOR_FRONT,
ANIM_STD_HIT_BEHIND,
ANIM_STD_FIGHT_IDLE,
ANIM_STD_FIGHT_2IDLE,
ANIM_STD_FIGHT_SHUFFLE_F,
/* names made up */
ANIM_STD_FIGHT_BODYBLOW,
ANIM_STD_FIGHT_HEAD,
ANIM_STD_FIGHT_KICK,
ANIM_STD_FIGHT_KNEE,
ANIM_STD_FIGHT_LHOOK,
ANIM_STD_FIGHT_PUNCH,
ANIM_STD_FIGHT_ROUNDHOUSE,
ANIM_STD_FIGHT_LONGKICK,
/**/
ANIM_STD_PARTIAL_PUNCH,
/* names made up */
ANIM_STD_FIGHT_JAB,
ANIM_STD_FIGHT_ELBOW_L,
ANIM_STD_FIGHT_ELBOW_R,
ANIM_STD_FIGHT_BKICK_L,
ANIM_STD_FIGHT_BKICK_R,
/**/
ANIM_STD_DETONATE,
ANIM_STD_PUNCH,
ANIM_STD_PARTIALPUNCH,
ANIM_STD_KICKGROUND,
ANIM_STD_THROW_UNDER,
ANIM_STD_FIGHT_SHUFFLE_B,
ANIM_STD_JACKEDCAR_RHS,
ANIM_STD_JACKEDCAR_LO_RHS,
ANIM_STD_JACKEDCAR_LHS,
ANIM_STD_JACKEDCAR_LO_LHS,
ANIM_STD_QUICKJACK,
ANIM_STD_QUICKJACKED,
ANIM_STD_CAR_ALIGN_DOOR_LHS,
ANIM_STD_CAR_ALIGNHI_DOOR_LHS,
ANIM_STD_CAR_OPEN_DOOR_LHS,
ANIM_STD_CARDOOR_LOCKED_LHS,
ANIM_STD_CAR_PULL_OUT_PED_LHS,
ANIM_STD_CAR_PULL_OUT_PED_LO_LHS,
ANIM_STD_CAR_GET_IN_LHS,
ANIM_STD_CAR_GET_IN_LO_LHS,
ANIM_STD_CAR_CLOSE_DOOR_LHS,
ANIM_STD_CAR_CLOSE_DOOR_LO_LHS,
ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS,
ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS,
ANIM_STD_CAR_JUMP_IN_LO_LHS,
ANIM_STD_GETOUT_LHS,
ANIM_STD_GETOUT_LO_LHS,
ANIM_STD_CAR_CLOSE_LHS,
ANIM_STD_CAR_ALIGN_DOOR_RHS,
ANIM_STD_CAR_ALIGNHI_DOOR_RHS,
ANIM_STD_CAR_OPEN_DOOR_RHS,
ANIM_STD_CARDOOR_LOCKED_RHS,
ANIM_STD_CAR_PULL_OUT_PED_RHS,
ANIM_STD_CAR_PULL_OUT_PED_LO_RHS,
ANIM_STD_CAR_GET_IN_RHS,
ANIM_STD_CAR_GET_IN_LO_RHS,
ANIM_STD_CAR_CLOSE_DOOR_RHS,
ANIM_STD_CAR_CLOSE_DOOR_LO_RHS,
ANIM_STD_CAR_SHUFFLE_RHS,
ANIM_STD_CAR_SHUFFLE_LO_RHS,
ANIM_STD_CAR_SIT,
ANIM_STD_CAR_SIT_LO,
ANIM_STD_CAR_SIT_P,
ANIM_STD_CAR_SIT_P_LO,
ANIM_STD_CAR_DRIVE_LEFT,
ANIM_STD_CAR_DRIVE_RIGHT,
ANIM_STD_CAR_DRIVE_LEFT_LO,
ANIM_STD_CAR_DRIVE_RIGHT_LO,
ANIM_STD_CAR_DRIVEBY_LEFT,
ANIM_STD_CAR_DRIVEBY_RIGHT,
ANIM_STD_CAR_DRIVEBY_LEFT_LO,
ANIM_STD_CAR_DRIVEBY_RIGHT_LO,
ANIM_STD_CAR_LOOKBEHIND,
ANIM_STD_BOAT_DRIVE,
ANIM_STD_BOAT_DRIVE_LEFT,
ANIM_STD_BOAT_DRIVE_RIGHT,
ANIM_STD_BOAT_LOOKBEHIND,
ANIM_STD_BIKE_PICKUP_LHS,
ANIM_STD_BIKE_PICKUP_RHS,
ANIM_STD_BIKE_PULLUP_LHS,
ANIM_STD_BIKE_PULLUP_RHS,
ANIM_STD_BIKE_ELBOW_LHS,
ANIM_STD_BIKE_ELBOW_RHS,
ANIM_STD_BIKE_FALLOFF,
ANIM_STD_BIKE_FALLBACK,
ANIM_STD_GETOUT_RHS,
ANIM_STD_GETOUT_LO_RHS,
ANIM_STD_CAR_CLOSE_RHS,
ANIM_STD_CAR_HOOKERTALK,
ANIM_STD_TRAIN_GETIN,
ANIM_STD_TRAIN_GETOUT,
ANIM_STD_CRAWLOUT_LHS,
ANIM_STD_CRAWLOUT_RHS,
ANIM_STD_ROLLOUT_LHS,
ANIM_STD_ROLLOUT_RHS,
ANIM_STD_GET_UP,
ANIM_STD_GET_UP_LEFT,
ANIM_STD_GET_UP_RIGHT,
ANIM_STD_GET_UP_FRONT,
ANIM_STD_JUMP_LAUNCH,
ANIM_STD_JUMP_GLIDE,
ANIM_STD_JUMP_LAND,
ANIM_STD_FALL,
ANIM_STD_FALL_GLIDE,
ANIM_STD_FALL_LAND,
ANIM_STD_FALL_COLLAPSE,
ANIM_STD_FALL_ONBACK,
ANIM_STD_FALL_ONFRONT,
ANIM_STD_EVADE_STEP,
ANIM_STD_EVADE_DIVE,
ANIM_STD_XPRESS_SCRATCH,
ANIM_STD_ROADCROSS,
ANIM_STD_TURN180,
ANIM_STD_ARREST,
ANIM_STD_DROWN,
ANIM_STD_DUCK_DOWN,
ANIM_STD_DUCK_LOW,
ANIM_STD_DUCK_WEAPON,
ANIM_STD_RBLOCK_SHOOT,
ANIM_STD_HANDSUP,
ANIM_STD_HANDSCOWER,
ANIM_STD_PARTIAL_FUCKU,
ANIM_STD_PHONE_IN,
ANIM_STD_PHONE_OUT,
ANIM_STD_PHONE_TALK,
ANIM_STD_SEAT_DOWN,
ANIM_STD_SEAT_UP,
ANIM_STD_SEAT_IDLE,
ANIM_STD_SEAT_RVRS,
ANIM_STD_ATM,
ANIM_STD_ABSEIL,
ANIM_STD_NUM,
ANIM_STD_VAN_OPEN_DOOR_REAR_LHS,
ANIM_STD_VAN_GET_IN_REAR_LHS,
ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS,
ANIM_STD_VAN_GET_OUT_REAR_LHS,
ANIM_STD_VAN_OPEN_DOOR_REAR_RHS,
ANIM_STD_VAN_GET_IN_REAR_RHS,
ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS,
ANIM_STD_VAN_GET_OUT_REAR_RHS,
ANIM_STD_COACH_OPEN_LHS,
ANIM_STD_COACH_OPEN_RHS,
ANIM_STD_COACH_GET_IN_LHS,
ANIM_STD_COACH_GET_IN_RHS,
ANIM_STD_COACH_GET_OUT_LHS,
ANIM_BIKE_RIDE,
ANIM_BIKE_READY,
ANIM_BIKE_LEFT,
ANIM_BIKE_RIGHT,
ANIM_BIKE_LEANB,
ANIM_BIKE_LEANF,
ANIM_BIKE_WALKBACK,
ANIM_BIKE_JUMPON_LHS,
ANIM_BIKE_JUMPON_RHS,
ANIM_BIKE_KICK,
ANIM_BIKE_HIT,
ANIM_BIKE_GETOFF_LHS,
ANIM_BIKE_GETOFF_RHS,
ANIM_BIKE_GETOFF_BACK,
ANIM_BIKE_DRIVEBY_LHS,
ANIM_BIKE_DRIVEBY_RHS,
ANIM_BIKE_DRIVEBY_FORWARD,
ANIM_BIKE_RIDE_P,
ANIM_ATTACK_1,
ANIM_ATTACK_2,
ANIM_ATTACK_EXTRA1,
ANIM_ATTACK_EXTRA2,
ANIM_ATTACK_3,
// our synonyms... because originals are hard to understand
ANIM_WEAPON_FIRE = ANIM_ATTACK_1,
ANIM_WEAPON_CROUCHFIRE,
ANIM_WEAPON_FIRE_2ND = ANIM_WEAPON_CROUCHFIRE,
ANIM_WEAPON_RELOAD,
ANIM_WEAPON_CROUCHRELOAD,
ANIM_WEAPON_FIRE_3RD,
ANIM_THROWABLE_THROW = ANIM_ATTACK_1,
ANIM_THROWABLE_THROWU,
ANIM_THROWABLE_START_THROW,
ANIM_MELEE_ATTACK = ANIM_ATTACK_1,
ANIM_MELEE_ATTACK_2ND,
ANIM_MELEE_ATTACK_START,
ANIM_MELEE_IDLE_FIGHTMODE,
ANIM_MELEE_ATTACK_FINISH,
ANIM_SUNBATHE_IDLE,
ANIM_SUNBATHE_DOWN,
ANIM_SUNBATHE_UP,
ANIM_SUNBATHE_ESCAPE,
ANIM_MEDIC_CPR,
ANIM_PLAYER_IDLE1,
ANIM_PLAYER_IDLE2,
ANIM_PLAYER_IDLE3,
ANIM_PLAYER_IDLE4,
ANIM_RIOT_ANGRY,
ANIM_RIOT_ANGRY_B,
ANIM_RIOT_CHANT,
ANIM_RIOT_PUNCHES,
ANIM_RIOT_SHOUT,
ANIM_RIOT_CHALLENGE,
ANIM_RIOT_FUCKYOU,
ANIM_STRIP_A,
ANIM_STRIP_B,
ANIM_STRIP_C,
ANIM_STRIP_D,
ANIM_STRIP_E,
ANIM_STRIP_F,
ANIM_STRIP_G,
};

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miami/animation/Bones.cpp Normal file
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#include "common.h"
#include "PedModelInfo.h"
#include "Bones.h"
int
ConvertPedNode2BoneTag(int node)
{
switch(node){
case PED_MID: return BONE_spine1;
case PED_HEAD: return BONE_head;
case PED_UPPERARML: return BONE_l_upperarm;
case PED_UPPERARMR: return BONE_r_upperarm;
case PED_HANDL: return BONE_l_hand;
case PED_HANDR: return BONE_r_hand;
case PED_UPPERLEGL: return BONE_l_thigh;
case PED_UPPERLEGR: return BONE_r_thigh;
case PED_FOOTL: return BONE_l_foot;
case PED_FOOTR: return BONE_r_foot;
case PED_LOWERLEGR: return BONE_r_calf;
case PED_LOWERLEGL: return BONE_l_calf;
case PED_FOREARML: return BONE_l_forearm;
case PED_FOREARMR: return BONE_r_forearm;
case PED_CLAVICLEL: return BONE_l_clavicle;
case PED_CLAVICLER: return BONE_r_clavicle;
case PED_NECK: return BONE_neck;
}
assert(0 && "this node has no bone");
return -1;
}
const char*
ConvertBoneTag2BoneName(int tag)
{
switch(tag){
case BONE_root: return "Root";
case BONE_pelvis: return "Pelvis";
case BONE_spine: return "Spine";
case BONE_spine1: return "Spine1";
case BONE_neck: return "Neck";
case BONE_head: return "Head";
case BONE_r_clavicle: return "Bip01 R Clavicle";
case BONE_r_upperarm: return "R UpperArm";
case BONE_r_forearm: return "R Forearm";
case BONE_r_hand: return "R Hand";
case BONE_r_finger: return "R Fingers";
case BONE_l_clavicle: return "Bip01 L Clavicle";
case BONE_l_upperarm: return "L UpperArm";
case BONE_l_forearm: return "L Forearm";
case BONE_l_hand: return "L Hand";
case BONE_l_finger: return "L Fingers";
case BONE_l_thigh: return "L Thigh";
case BONE_l_calf: return "L Calf";
case BONE_l_foot: return "L Foot";
case BONE_r_thigh: return "R Thigh";
case BONE_r_calf: return "R Calf";
case BONE_r_foot: return "R Foot";
}
return nil;
}

30
miami/animation/Bones.h Normal file
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#pragma once
enum BoneTag
{
BONE_root = 0,
BONE_pelvis = 1,
BONE_spine = 2,
BONE_spine1 = 3,
BONE_neck = 4,
BONE_head = 5,
BONE_l_clavicle = 31,
BONE_l_upperarm = 32,
BONE_l_forearm = 33,
BONE_l_hand = 34,
BONE_l_finger = 35,
BONE_r_clavicle = 21,
BONE_r_upperarm = 22,
BONE_r_forearm = 23,
BONE_r_hand = 24,
BONE_r_finger = 25,
BONE_l_thigh = 41,
BONE_l_calf = 42,
BONE_l_foot = 43,
BONE_r_thigh = 51,
BONE_r_calf = 52,
BONE_r_foot = 53,
};
int ConvertPedNode2BoneTag(int node);
const char *ConvertBoneTag2BoneName(int tag);

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#include "common.h"
#include "General.h"
#include "CutsceneMgr.h"
#include "Directory.h"
#include "Camera.h"
#include "Streaming.h"
#include "FileMgr.h"
#include "main.h"
#include "AnimManager.h"
#include "AnimBlendAssociation.h"
#include "AnimBlendAssocGroup.h"
#include "AnimBlendClumpData.h"
#include "Pad.h"
#include "DMAudio.h"
#include "World.h"
#include "PlayerPed.h"
#include "Wanted.h"
#include "RpAnimBlend.h"
#include "ModelIndices.h"
#include "TempColModels.h"
#include "ColStore.h"
#include "Radar.h"
#include "Pools.h"
const struct {
const char *szTrackName;
int iTrackId;
} musicNameIdAssoc[] = {
{ "ASS_1", STREAMED_SOUND_CUTSCENE_ASS_1 },
{ "ASS_2", STREAMED_SOUND_CUTSCENE_ASS_2 },
{ "BANK_1", STREAMED_SOUND_CUTSCENE_BANK_1 },
{ "BANK_2A", STREAMED_SOUND_CUTSCENE_BANK_2A },
{ "BANK_2B", STREAMED_SOUND_CUTSCENE_BANK_2B },
{ "BANK_3A", STREAMED_SOUND_CUTSCENE_BANK_3A },
{ "BANK_3B", STREAMED_SOUND_CUTSCENE_BANK_3B },
{ "BANK_4", STREAMED_SOUND_CUTSCENE_BANK_4 },
{ "BIKE_1", STREAMED_SOUND_CUTSCENE_BIKE_1 },
{ "BIKE_2", STREAMED_SOUND_CUTSCENE_BIKE_2 },
{ "BIKE_3", STREAMED_SOUND_CUTSCENE_BIKE_3 },
{ "BUD_1", STREAMED_SOUND_CUTSCENE_BUD_1 },
{ "BUD_2", STREAMED_SOUND_CUTSCENE_BUD_2 },
{ "BUD_3", STREAMED_SOUND_CUTSCENE_BUD_3 },
{ "CAP_1", STREAMED_SOUND_CUTSCENE_CAP_1 },
{ "CAR_1", STREAMED_SOUND_CUTSCENE_CAR_1 },
{ "CNT_1A", STREAMED_SOUND_CUTSCENE_CNT_1A },
{ "CNT_1B", STREAMED_SOUND_CUTSCENE_CNT_1B },
{ "CNT_2", STREAMED_SOUND_CUTSCENE_CNT_2 },
{ "COK_1", STREAMED_SOUND_CUTSCENE_COK_1 },
{ "COK_2A", STREAMED_SOUND_CUTSCENE_COK_2A },
{ "COK_2B", STREAMED_SOUND_CUTSCENE_COK_2B },
{ "COK_3", STREAMED_SOUND_CUTSCENE_COK_3 },
{ "COK_4A", STREAMED_SOUND_CUTSCENE_COK_4A },
{ "COK_4A2", STREAMED_SOUND_CUTSCENE_COK_4A2 },
{ "COK_4B", STREAMED_SOUND_CUTSCENE_COK_4B },
{ "COL_1", STREAMED_SOUND_CUTSCENE_COL_1 },
{ "COL_2", STREAMED_SOUND_CUTSCENE_COL_2 },
{ "COL_3A", STREAMED_SOUND_CUTSCENE_COL_3A },
{ "COL_4A", STREAMED_SOUND_CUTSCENE_COL_4A },
{ "COL_5A", STREAMED_SOUND_CUTSCENE_COL_5A },
{ "COL_5B", STREAMED_SOUND_CUTSCENE_COL_5B },
{ "CUB_1", STREAMED_SOUND_CUTSCENE_CUB_1 },
{ "CUB_2", STREAMED_SOUND_CUTSCENE_CUB_2 },
{ "CUB_3", STREAMED_SOUND_CUTSCENE_CUB_3 },
{ "CUB_4", STREAMED_SOUND_CUTSCENE_CUB_4 },
{ "DRUG_1", STREAMED_SOUND_CUTSCENE_DRUG_1 },
{ "FIN", STREAMED_SOUND_CUTSCENE_FIN },
{ "FIN_2", STREAMED_SOUND_CUTSCENE_FIN2 },
{ "FINALE", STREAMED_SOUND_CUTSCENE_FINALE },
{ "HAT_1", STREAMED_SOUND_CUTSCENE_HAT_1 },
{ "HAT_2", STREAMED_SOUND_CUTSCENE_HAT_2 },
{ "HAT_3", STREAMED_SOUND_CUTSCENE_HAT_3 },
{ "ICE_1", STREAMED_SOUND_CUTSCENE_ICE_1 },
{ "INT_A", STREAMED_SOUND_CUTSCENE_INT_A },
{ "INT_B", STREAMED_SOUND_CUTSCENE_INT_B },
{ "INT_D", STREAMED_SOUND_CUTSCENE_INT_D },
{ "INT_M", STREAMED_SOUND_CUTSCENE_INT_M },
{ "LAW_1A", STREAMED_SOUND_CUTSCENE_LAW_1A },
{ "LAW_1B", STREAMED_SOUND_CUTSCENE_LAW_1B },
{ "LAW_2A", STREAMED_SOUND_CUTSCENE_LAW_2A },
{ "LAW_2B", STREAMED_SOUND_CUTSCENE_LAW_2B },
{ "LAW_2C", STREAMED_SOUND_CUTSCENE_LAW_2C },
{ "LAW_3", STREAMED_SOUND_CUTSCENE_LAW_3 },
{ "LAW_4", STREAMED_SOUND_CUTSCENE_LAW_4 },
{ "PHIL_1", STREAMED_SOUND_CUTSCENE_PHIL_1 },
{ "PHIL_2", STREAMED_SOUND_CUTSCENE_PHIL_2 },
{ "PORN_1", STREAMED_SOUND_CUTSCENE_PORN_1 },
{ "PORN_2", STREAMED_SOUND_CUTSCENE_PORN_2 },
{ "PORN_3", STREAMED_SOUND_CUTSCENE_PORN_3 },
{ "PORN_4", STREAMED_SOUND_CUTSCENE_PORN_4 },
{ "RESC_1A", STREAMED_SOUND_CUTSCENE_RESC_1A },
{ "ROK_1", STREAMED_SOUND_CUTSCENE_ROK_1 },
{ "ROK_2", STREAMED_SOUND_CUTSCENE_ROK_2 },
{ "ROK_3A", STREAMED_SOUND_CUTSCENE_ROK_3A },
{ "STRIPA", STREAMED_SOUND_CUTSCENE_STRIPA },
{ "TAX_1", STREAMED_SOUND_CUTSCENE_TAX_1 },
{ "TEX_1", STREAMED_SOUND_CUTSCENE_TEX_1 },
{ "TEX_2", STREAMED_SOUND_CUTSCENE_TEX_2 },
{ "TEX_3", STREAMED_SOUND_CUTSCENE_TEX_3 },
{ "GSPOT", STREAMED_SOUND_CUTSCENE_GLIGHT },
{ "FIST", STREAMED_SOUND_CUTSCENE_FIST },
{ "EL_PH1", STREAMED_SOUND_CUTSCENE_ELBURRO1_PH1 },
{ "EL_PH2", STREAMED_SOUND_CUTSCENE_ELBURRO2_PH2 },
{ NULL, 0 }
};
int
FindCutsceneAudioTrackId(const char *szCutsceneName)
{
for (int i = 0; musicNameIdAssoc[i].szTrackName; i++) {
if (!CGeneral::faststricmp(musicNameIdAssoc[i].szTrackName, szCutsceneName))
return musicNameIdAssoc[i].iTrackId;
}
return -1;
}
bool CCutsceneMgr::ms_running;
bool CCutsceneMgr::ms_cutsceneProcessing;
CDirectory *CCutsceneMgr::ms_pCutsceneDir;
CCutsceneObject *CCutsceneMgr::ms_pCutsceneObjects[NUMCUTSCENEOBJECTS];
int32 CCutsceneMgr::ms_numCutsceneObjs;
bool CCutsceneMgr::ms_loaded;
bool CCutsceneMgr::ms_animLoaded;
bool CCutsceneMgr::ms_useLodMultiplier;
char CCutsceneMgr::ms_cutsceneName[CUTSCENENAMESIZE];
CAnimBlendAssocGroup CCutsceneMgr::ms_cutsceneAssociations;
CVector CCutsceneMgr::ms_cutsceneOffset;
float CCutsceneMgr::ms_cutsceneTimer;
bool CCutsceneMgr::ms_wasCutsceneSkipped;
uint32 CCutsceneMgr::ms_cutsceneLoadStatus;
bool CCutsceneMgr::ms_useCutsceneShadows = true;
bool bCamLoaded;
bool bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver; // pls don't shrink the name :P
int32 NumberOfSavedWeapons;
eWeaponType SavedWeaponIDs[TOTAL_WEAPON_SLOTS];
int32 SavedWeaponAmmo[TOTAL_WEAPON_SLOTS];
char uncompressedAnims[8][32];
uint32 numUncompressedAnims;
RpAtomic *
CalculateBoundingSphereRadiusCB(RpAtomic *atomic, void *data)
{
float radius = RpAtomicGetBoundingSphere(atomic)->radius;
RwV3d center = RpAtomicGetBoundingSphere(atomic)->center;
for (RwFrame *frame = RpAtomicGetFrame(atomic); RwFrameGetParent(frame); frame = RwFrameGetParent(frame))
RwV3dTransformPoints(&center, &center, 1, RwFrameGetMatrix(frame));
float size = RwV3dLength(&center) + radius;
if (size > *(float *)data)
*(float *)data = size;
return atomic;
}
void
CCutsceneMgr::Initialise(void)
{
ms_numCutsceneObjs = 0;
ms_loaded = false;
ms_wasCutsceneSkipped = false;
ms_running = false;
ms_useLodMultiplier = false;
ms_animLoaded = false;
ms_cutsceneProcessing = false;
ms_pCutsceneDir = new CDirectory(CUTSCENEDIRSIZE);
ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
numUncompressedAnims = 0;
uncompressedAnims[0][0] = '\0';
}
void
CCutsceneMgr::Shutdown(void)
{
delete ms_pCutsceneDir;
}
void
CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
{
int file;
uint32 size;
uint32 offset;
CPlayerPed *pPlayerPed;
ms_cutsceneProcessing = true;
ms_wasCutsceneSkipped = false;
CTimer::Suspend();
if (!bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver)
CStreaming::RemoveCurrentZonesModels();
ms_pCutsceneDir->numEntries = 0;
ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
CStreaming::RemoveUnusedModelsInLoadedList();
CGame::DrasticTidyUpMemory(true);
strcpy(ms_cutsceneName, szCutsceneName);
RwStream *stream;
stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "ANIM\\CUTS.IMG");
assert(stream);
// Load animations
sprintf(gString, "%s.IFP", szCutsceneName);
if (ms_pCutsceneDir->FindItem(gString, offset, size)) {
CStreaming::MakeSpaceFor(size << 11);
CStreaming::ImGonnaUseStreamingMemory();
RwStreamSkip(stream, offset << 11);
CAnimManager::LoadAnimFile(stream, true, uncompressedAnims);
ms_cutsceneAssociations.CreateAssociations(szCutsceneName);
CStreaming::IHaveUsedStreamingMemory();
ms_animLoaded = true;
} else {
ms_animLoaded = false;
}
RwStreamClose(stream, nil);
// Load camera data
file = CFileMgr::OpenFile("ANIM\\CUTS.IMG", "rb");
sprintf(gString, "%s.DAT", szCutsceneName);
if (ms_pCutsceneDir->FindItem(gString, offset, size)) {
CStreaming::ImGonnaUseStreamingMemory();
CFileMgr::Seek(file, offset << 11, SEEK_SET);
TheCamera.LoadPathSplines(file);
CStreaming::IHaveUsedStreamingMemory();
bCamLoaded = true;
} else {
bCamLoaded = false;
}
CFileMgr::CloseFile(file);
if (CGeneral::faststricmp(ms_cutsceneName, "finale")) {
DMAudio.ChangeMusicMode(MUSICMODE_CUTSCENE);
int trackId = FindCutsceneAudioTrackId(szCutsceneName);
if (trackId != -1) {
printf("Start preload audio %s\n", szCutsceneName);
DMAudio.PreloadCutSceneMusic(trackId);
printf("End preload audio %s\n", szCutsceneName);
}
}
ms_cutsceneTimer = 0.0f;
ms_loaded = true;
ms_cutsceneOffset = CVector(0.0f, 0.0f, 0.0f);
pPlayerPed = FindPlayerPed();
pPlayerPed->m_pWanted->ClearQdCrimes();
pPlayerPed->bIsVisible = false;
pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CUTSCENE);
CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(true);
CTimer::Resume();
}
void
CCutsceneMgr::FinishCutscene()
{
ms_wasCutsceneSkipped = true;
if (bCamLoaded) {
CCutsceneMgr::ms_cutsceneTimer = TheCamera.GetCutSceneFinishTime() * 0.001f;
TheCamera.FinishCutscene();
}
FindPlayerPed()->bIsVisible = true;
CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(false);
}
void
CCutsceneMgr::SetupCutsceneToStart(void)
{
if (bCamLoaded) {
TheCamera.SetCamCutSceneOffSet(ms_cutsceneOffset);
TheCamera.TakeControlWithSpline(JUMP_CUT);
TheCamera.SetWideScreenOn();
}
ms_cutsceneOffset.z++;
for (int i = ms_numCutsceneObjs - 1; i >= 0; i--) {
assert(RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP);
if (CAnimBlendAssociation *pAnimBlendAssoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)ms_pCutsceneObjects[i]->m_rwObject)) {
assert(pAnimBlendAssoc->hierarchy->sequences[0].HasTranslation());
if (ms_pCutsceneObjects[i]->m_pAttachTo != nil) {
pAnimBlendAssoc->flags &= (~ASSOC_HAS_TRANSLATION);
} else {
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + pAnimBlendAssoc->hierarchy->sequences[0].GetTranslation(0));
}
pAnimBlendAssoc->SetRun();
} else {
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset);
}
CWorld::Add(ms_pCutsceneObjects[i]);
if (RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP) {
ms_pCutsceneObjects[i]->UpdateRpHAnim();
}
}
CTimer::Update();
CTimer::Update();
ms_running = true;
ms_cutsceneTimer = 0.0f;
}
void
CCutsceneMgr::SetCutsceneAnim(const char *animName, CObject *pObject)
{
CAnimBlendAssociation *pNewAnim;
CAnimBlendClumpData *pAnimBlendClumpData;
assert(RwObjectGetType(pObject->m_rwObject) == rpCLUMP);
debug("Give cutscene anim %s\n", animName);
RpAnimBlendClumpRemoveAllAssociations((RpClump*)pObject->m_rwObject);
pNewAnim = ms_cutsceneAssociations.GetAnimation(animName);
if (!pNewAnim) {
debug("\n\nHaven't I told you I can't find the fucking animation %s\n\n\n", animName);
return;
}
CStreaming::ImGonnaUseStreamingMemory();
pNewAnim = ms_cutsceneAssociations.CopyAnimation(animName);
CStreaming::IHaveUsedStreamingMemory();
pNewAnim->SetCurrentTime(0.0f);
pNewAnim->flags |= ASSOC_HAS_TRANSLATION;
pNewAnim->flags &= ~ASSOC_RUNNING;
pAnimBlendClumpData = *RPANIMBLENDCLUMPDATA(pObject->m_rwObject);
pAnimBlendClumpData->link.Prepend(&pNewAnim->link);
}
void
CCutsceneMgr::SetCutsceneAnimToLoop(const char* animName)
{
ms_cutsceneAssociations.GetAnimation(animName)->flags |= ASSOC_REPEAT;
}
CCutsceneHead *
CCutsceneMgr::AddCutsceneHead(CObject *pObject, int modelId)
{
return nil;
}
void UpdateCutsceneObjectBoundingBox(RpClump* clump, int modelId)
{
if (modelId >= MI_CUTOBJ01 && modelId <= MI_CUTOBJ05) {
CColModel* pColModel = &CTempColModels::ms_colModelCutObj[modelId - MI_CUTOBJ01];
float radius = 0.0f;
RpClumpForAllAtomics(clump, CalculateBoundingSphereRadiusCB, &radius);
pColModel->boundingSphere.radius = radius;
pColModel->boundingBox.min = CVector(-radius, -radius, -radius);
pColModel->boundingBox.max = CVector(radius, radius, radius);
}
}
CCutsceneObject *
CCutsceneMgr::CreateCutsceneObject(int modelId)
{
CBaseModelInfo *pModelInfo;
CColModel *pColModel;
CCutsceneObject *pCutsceneObject;
CStreaming::ImGonnaUseStreamingMemory();
debug("Created cutscene object %s\n", CModelInfo::GetModelInfo(modelId)->GetModelName());
if (modelId >= MI_CUTOBJ01 && modelId <= MI_CUTOBJ05) {
pModelInfo = CModelInfo::GetModelInfo(modelId);
pColModel = &CTempColModels::ms_colModelCutObj[modelId - MI_CUTOBJ01];
pModelInfo->SetColModel(pColModel);
UpdateCutsceneObjectBoundingBox((RpClump*)pModelInfo->GetRwObject(), modelId);
} else if (modelId >= MI_SPECIAL01 && modelId <= MI_SPECIAL21) {
pModelInfo = CModelInfo::GetModelInfo(modelId);
if (pModelInfo->GetColModel() == &CTempColModels::ms_colModelPed1) {
CColModel *colModel = new CColModel();
colModel->boundingSphere.radius = 2.0f;
colModel->boundingSphere.center = CVector(0.0f, 0.0f, 0.0f);
pModelInfo->SetColModel(colModel, true);
}
pColModel = pModelInfo->GetColModel();
float radius = 2.0f;
pColModel->boundingSphere.radius = radius;
pColModel->boundingBox.min = CVector(-radius, -radius, -radius);
pColModel->boundingBox.max = CVector(radius, radius, radius);
}
pCutsceneObject = new CCutsceneObject();
pCutsceneObject->SetModelIndex(modelId);
if (ms_useCutsceneShadows)
pCutsceneObject->CreateShadow();
ms_pCutsceneObjects[ms_numCutsceneObjs++] = pCutsceneObject;
CStreaming::IHaveUsedStreamingMemory();
return pCutsceneObject;
}
void
CCutsceneMgr::DeleteCutsceneData(void)
{
if (!ms_loaded) return;
CTimer::Suspend();
ms_cutsceneProcessing = false;
ms_useLodMultiplier = false;
ms_useCutsceneShadows = true;
for (--ms_numCutsceneObjs; ms_numCutsceneObjs >= 0; ms_numCutsceneObjs--) {
CWorld::Remove(ms_pCutsceneObjects[ms_numCutsceneObjs]);
ms_pCutsceneObjects[ms_numCutsceneObjs]->DeleteRwObject();
delete ms_pCutsceneObjects[ms_numCutsceneObjs];
ms_pCutsceneObjects[ms_numCutsceneObjs] = nil;
}
ms_numCutsceneObjs = 0;
for (int i = MI_SPECIAL01; i < MI_SPECIAL21; i++) {
CBaseModelInfo *minfo = CModelInfo::GetModelInfo(i);
CColModel *colModel = minfo->GetColModel();
if (colModel != &CTempColModels::ms_colModelPed1) {
delete colModel;
minfo->SetColModel(&CTempColModels::ms_colModelPed1);
}
}
if (ms_animLoaded)
CAnimManager::RemoveLastAnimFile();
ms_animLoaded = false;
numUncompressedAnims = 0;
uncompressedAnims[0][0] = '\0';
if (bCamLoaded) {
TheCamera.RestoreWithJumpCut();
TheCamera.SetWideScreenOff();
TheCamera.DeleteCutSceneCamDataMemory();
}
ms_running = false;
ms_loaded = false;
FindPlayerPed()->bIsVisible = true;
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_CUTSCENE);
CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(false);
if (CGeneral::faststricmp(ms_cutsceneName, "finale")) {
DMAudio.StopCutSceneMusic();
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
}
CStreaming::ms_disableStreaming = false;
CWorld::bProcessCutsceneOnly = false;
if(bCamLoaded)
CGame::DrasticTidyUpMemory(TheCamera.GetScreenFadeStatus() == FADE_2);
CPad::GetPad(0)->Clear(false);
if (bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver) {
CStreaming::LoadInitialPeds();
CStreaming::LoadInitialWeapons();
CStreaming::LoadInitialVehicles();
bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver = false;
CPlayerPed *pPlayerPed = FindPlayerPed();
for (int i = 0; i < NumberOfSavedWeapons; i++) {
int32 weaponModelId = CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModelId;
uint8 flags = CStreaming::ms_aInfoForModel[weaponModelId].m_flags;
CStreaming::RequestModel(weaponModelId, STREAMFLAGS_DONT_REMOVE);
CStreaming::LoadAllRequestedModels(false);
if (CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModel2Id != -1) {
CStreaming::RequestModel(CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModel2Id, 0);
CStreaming::LoadAllRequestedModels(false);
}
if (!(flags & STREAMFLAGS_DONT_REMOVE))
CStreaming::SetModelIsDeletable(weaponModelId);
pPlayerPed->GiveWeapon(SavedWeaponIDs[i], SavedWeaponAmmo[i], true);
}
NumberOfSavedWeapons = 0;
}
CTimer::Resume();
}
void
CCutsceneMgr::Update(void)
{
enum {
CUTSCENE_LOADING_0 = 0,
CUTSCENE_LOADING_AUDIO,
CUTSCENE_LOADING_2,
CUTSCENE_LOADING_3,
CUTSCENE_LOADING_4
};
switch (ms_cutsceneLoadStatus) {
case CUTSCENE_LOADING_AUDIO:
SetupCutsceneToStart();
if (CGeneral::faststricmp(ms_cutsceneName, "finale"))
DMAudio.PlayPreloadedCutSceneMusic();
ms_cutsceneLoadStatus++;
break;
case CUTSCENE_LOADING_2:
case CUTSCENE_LOADING_3:
ms_cutsceneLoadStatus++;
break;
case CUTSCENE_LOADING_4:
ms_cutsceneLoadStatus = CUTSCENE_LOADING_0;
break;
default:
break;
}
if (!ms_running) return;
ms_cutsceneTimer += CTimer::GetTimeStepNonClippedInSeconds();
for (int i = 0; i < ms_numCutsceneObjs; i++) {
int modelId = ms_pCutsceneObjects[i]->GetModelIndex();
if (modelId >= MI_CUTOBJ01 && modelId <= MI_CUTOBJ05)
UpdateCutsceneObjectBoundingBox(ms_pCutsceneObjects[i]->GetClump(), modelId);
if (ms_pCutsceneObjects[i]->m_pAttachTo != nil && modelId >= MI_SPECIAL01 && modelId <= MI_SPECIAL21)
UpdateCutsceneObjectBoundingBox(ms_pCutsceneObjects[i]->GetClump(), modelId);
}
if (bCamLoaded)
if (CGeneral::faststricmp(ms_cutsceneName, "finale") && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FLYBY && ms_cutsceneLoadStatus == CUTSCENE_LOADING_0) {
if (CPad::GetPad(0)->GetCrossJustDown()
|| (CGame::playingIntro && CPad::GetPad(0)->GetStartJustDown())
|| CPad::GetPad(0)->GetLeftMouseJustDown()
|| CPad::GetPad(0)->GetEnterJustDown()
|| CPad::GetPad(0)->GetCharJustDown(' '))
FinishCutscene();
}
}
bool CCutsceneMgr::HasCutsceneFinished(void) { return !bCamLoaded || TheCamera.GetPositionAlongSpline() == 1.0f; }
void
CCutsceneMgr::LoadAnimationUncompressed(char const* name)
{
strcpy(uncompressedAnims[numUncompressedAnims], name);
// Because that's how CAnimManager knows the end of array
++numUncompressedAnims;
assert(numUncompressedAnims < ARRAY_SIZE(uncompressedAnims));
uncompressedAnims[numUncompressedAnims][0] = '\0';
}
void
CCutsceneMgr::AttachObjectToParent(CObject *pObject, CEntity *pAttachTo)
{
((CCutsceneObject*)pObject)->m_pAttachmentObject = nil;
((CCutsceneObject*)pObject)->m_pAttachTo = RpClumpGetFrame(pAttachTo->GetClump());
debug("Attach %s to %s\n", CModelInfo::GetModelInfo(pObject->GetModelIndex())->GetModelName(), CModelInfo::GetModelInfo(pAttachTo->GetModelIndex())->GetModelName());
}
void
CCutsceneMgr::AttachObjectToFrame(CObject *pObject, CEntity *pAttachTo, const char *frame)
{
((CCutsceneObject*)pObject)->m_pAttachmentObject = nil;
((CCutsceneObject*)pObject)->m_pAttachTo = RpAnimBlendClumpFindFrame(pAttachTo->GetClump(), frame)->frame;
debug("Attach %s to component %s of %s\n",
CModelInfo::GetModelInfo(pObject->GetModelIndex())->GetModelName(),
frame,
CModelInfo::GetModelInfo(pAttachTo->GetModelIndex())->GetModelName());
if (RwObjectGetType(pObject->m_rwObject) == rpCLUMP) {
RpClump *clump = (RpClump*)pObject->m_rwObject;
if (IsClumpSkinned(clump))
RpAtomicGetBoundingSphere(GetFirstAtomic(clump))->radius *= 1.1f;
}
}
void
CCutsceneMgr::AttachObjectToBone(CObject *pObject, CObject *pAttachTo, int bone)
{
RpHAnimHierarchy *hanim = GetAnimHierarchyFromSkinClump(pAttachTo->GetClump());
RwInt32 id = RpHAnimIDGetIndex(hanim, bone);
RwMatrix *matrixArray = RpHAnimHierarchyGetMatrixArray(hanim);
((CCutsceneObject*)pObject)->m_pAttachmentObject = pAttachTo;
((CCutsceneObject*)pObject)->m_pAttachTo = &matrixArray[id];
debug("Attach %s to %s\n",
CModelInfo::GetModelInfo(pObject->GetModelIndex())->GetModelName(),
CModelInfo::GetModelInfo(pAttachTo->GetModelIndex())->GetModelName());
}
void
CCutsceneMgr::RemoveEverythingFromTheWorldForTheBiggestFuckoffCutsceneEver()
{
CStreaming::ms_disableStreaming = true;
CColStore::RemoveAllCollision();
CWorld::bProcessCutsceneOnly = true;
ms_cutsceneProcessing = true;
for (int i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--) {
CPed *pPed = CPools::GetPedPool()->GetSlot(i);
if (pPed) {
if (!pPed->IsPlayer() && pPed->CanBeDeleted()) {
CWorld::Remove(pPed);
delete pPed;
}
}
}
for (int i = CPools::GetVehiclePool()->GetSize() - 1; i >= 0; i--) {
CVehicle *pVehicle = CPools::GetVehiclePool()->GetSlot(i);
if (pVehicle) {
if (pVehicle->CanBeDeleted()) {
CWorld::Remove(pVehicle);
delete pVehicle;
}
}
}
bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver = true;
CStreaming::RemoveCurrentZonesModels();
CStreaming::SetModelIsDeletable(MI_MALE01);
CStreaming::SetModelTxdIsDeletable(MI_MALE01);
CStreaming::SetModelIsDeletable(MI_TAXI_D);
CStreaming::SetModelTxdIsDeletable(MI_TAXI_D);
CStreaming::SetModelIsDeletable(MI_NIGHTSTICK);
CStreaming::SetModelTxdIsDeletable(MI_NIGHTSTICK);
CStreaming::SetModelIsDeletable(MI_MISSILE);
CStreaming::SetModelTxdIsDeletable(MI_MISSILE);
CStreaming::SetModelIsDeletable(MI_POLICE);
CStreaming::SetModelTxdIsDeletable(MI_POLICE);
while (CStreaming::RemoveLoadedVehicle()) ;
CRadar::RemoveRadarSections();
for (int i = CPools::GetDummyPool()->GetSize() - 1; i >= 0; i--) {
CDummy* pDummy = CPools::GetDummyPool()->GetSlot(i);
if (pDummy)
pDummy->DeleteRwObject();
}
for (int i = CPools::GetObjectPool()->GetSize() - 1; i >= 0; i--) {
CObject* pObject = CPools::GetObjectPool()->GetSlot(i);
if (pObject)
pObject->DeleteRwObject();
}
for (int i = CPools::GetBuildingPool()->GetSize() - 1; i >= 0; i--) {
CBuilding* pBuilding = CPools::GetBuildingPool()->GetSlot(i);
if (pBuilding && pBuilding->m_rwObject != nil && pBuilding->bIsBIGBuilding && pBuilding->bStreamBIGBuilding) {
if (pBuilding->bIsBIGBuilding)
CStreaming::RequestModel(pBuilding->GetModelIndex(), 0);
if (!pBuilding->bImBeingRendered)
pBuilding->DeleteRwObject();
}
}
CPlayerPed *pPlayerPed = FindPlayerPed();
pPlayerPed->RemoveWeaponAnims(0, -1000.0f);
NumberOfSavedWeapons = 0;
for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
if (pPlayerPed->m_weapons[i].m_eWeaponType != WEAPONTYPE_UNARMED) {
SavedWeaponIDs[NumberOfSavedWeapons] = pPlayerPed->m_weapons[i].m_eWeaponType;
SavedWeaponAmmo[NumberOfSavedWeapons] = pPlayerPed->m_weapons[i].m_nAmmoTotal;
NumberOfSavedWeapons++;
}
}
pPlayerPed->ClearWeapons();
CGame::DrasticTidyUpMemory(true);
}

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#pragma once
#include "CutsceneObject.h"
#define CUTSCENENAMESIZE 8
class CDirectory;
class CAnimBlendAssocGroup;
class CCutsceneHead;
class CCutsceneMgr
{
static bool ms_running;
static CCutsceneObject *ms_pCutsceneObjects[NUMCUTSCENEOBJECTS];
static int32 ms_numCutsceneObjs;
static bool ms_loaded;
static bool ms_animLoaded;
static bool ms_useLodMultiplier;
static char ms_cutsceneName[CUTSCENENAMESIZE];
static CAnimBlendAssocGroup ms_cutsceneAssociations;
static CVector ms_cutsceneOffset;
static float ms_cutsceneTimer;
static bool ms_wasCutsceneSkipped;
static bool ms_cutsceneProcessing;
static bool ms_useCutsceneShadows;
public:
static CDirectory *ms_pCutsceneDir;
static uint32 ms_cutsceneLoadStatus;
static void StartCutsceneProcessing() { ms_cutsceneProcessing = true; }
static bool IsRunning(void) { return ms_running; }
static bool HasLoaded(void) { return ms_loaded; }
static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
static bool WasCutsceneSkipped(void) { return ms_wasCutsceneSkipped; }
static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
static char *GetCutsceneName(void) { return ms_cutsceneName; }
static void SetCutsceneOffset(const CVector& vec) { ms_cutsceneOffset = vec; }
static bool HasCutsceneFinished(void);
static void Initialise(void);
static void Shutdown(void);
static void LoadCutsceneData(const char *szCutsceneName);
static void FinishCutscene(void);
static void SetupCutsceneToStart(void);
static void SetCutsceneAnim(const char *animName, CObject *pObject);
static void SetCutsceneAnimToLoop(const char *animName);
static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
static CCutsceneObject *CreateCutsceneObject(int modelId);
static void DeleteCutsceneData(void);
static void LoadAnimationUncompressed(char const*);
static void Update(void);
static void AttachObjectToParent(CObject *pObject, CEntity *pAttachTo);
static void AttachObjectToFrame(CObject *pObject, CEntity *pAttachTo, const char *frame);
static void AttachObjectToBone(CObject *pObject, CObject *pAttachTo, int frame);
static void RemoveEverythingFromTheWorldForTheBiggestFuckoffCutsceneEver();
static void DisableCutsceneShadows() { ms_useCutsceneShadows = false; }
};

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#include "common.h"
#include "NodeName.h"
#include "VisibilityPlugins.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "RpAnimBlend.h"
CAnimBlendClumpData *gpAnimBlendClump;
// PS2 names without "NonSkinned"
void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWithVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWith3dVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWithVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWith3dVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
void
FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
RwMatrix *mat = RwFrameGetMatrix(frame->frame);
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
gpAnimBlendClump->velocity2d){
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
FrameUpdateCallBackWith3dVelocityExtractionNonSkinned(frame, arg);
else
FrameUpdateCallBackWithVelocityExtractionNonSkinned(frame, arg);
return;
}
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
(*node)->Update(vec, q, 1.0f-totalBlendAmount);
if((*node)->sequence->HasTranslation())
pos += vec;
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
rot.Normalise();
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
mat->pos.x = pos.x;
mat->pos.y = pos.y;
mat->pos.z = pos.z;
mat->pos.x += frame->resetPos.x;
mat->pos.y += frame->resetPos.y;
mat->pos.z += frame->resetPos.z;
}
RwMatrixUpdate(mat);
}
void
FrameUpdateCallBackWithVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
float transx = 0.0f, transy = 0.0f;
float curx = 0.0f, cury = 0.0f;
float endx = 0.0f, endy = 0.0f;
bool looped = false;
RwMatrix *mat = RwFrameGetMatrix(frame->frame);
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
cury += vec.y;
if((*node)->association->HasXTranslation())
curx += vec.x;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
transy += vec.y;
if((*node)->association->HasXTranslation())
transx += vec.x;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
endy += vec.y;
if((*node)->association->HasXTranslation())
endx += vec.x;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
rot.Normalise();
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
gpAnimBlendClump->velocity2d->x = transx - curx;
gpAnimBlendClump->velocity2d->y = transy - cury;
if(looped){
gpAnimBlendClump->velocity2d->x += endx;
gpAnimBlendClump->velocity2d->y += endy;
}
mat->pos.x = pos.x - transx;
mat->pos.y = pos.y - transy;
mat->pos.z = pos.z;
if(mat->pos.z >= -0.8f) {
if(mat->pos.z < -0.4f)
mat->pos.z += (2.5f * mat->pos.z + 2.0f) * frame->resetPos.z;
else
mat->pos.z += frame->resetPos.z;
}
mat->pos.x += frame->resetPos.x;
mat->pos.y += frame->resetPos.y;
}
RwMatrixUpdate(mat);
}
// original code uses do loops?
void
FrameUpdateCallBackWith3dVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
CVector trans(0.0f, 0.0f, 0.0f);
CVector cur(0.0f, 0.0f, 0.0f);
CVector end(0.0f, 0.0f, 0.0f);
bool looped = false;
RwMatrix *mat = RwFrameGetMatrix(frame->frame);
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
cur += vec;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
trans += vec;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
end += vec;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
rot.Normalise();
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
*gpAnimBlendClump->velocity3d = trans - cur;
if(looped)
*gpAnimBlendClump->velocity3d += end;
mat->pos.x = (pos - trans).x + frame->resetPos.x;
mat->pos.y = (pos - trans).y + frame->resetPos.y;
mat->pos.z = (pos - trans).z + frame->resetPos.z;
}
RwMatrixUpdate(mat);
}
void
FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
float transBlendAmount = 0.0f;
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
RpHAnimStdInterpFrame *xform = frame->hanimFrame;
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
gpAnimBlendClump->velocity2d){
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
FrameUpdateCallBackWith3dVelocityExtractionSkinned(frame, arg);
else
FrameUpdateCallBackWithVelocityExtractionSkinned(frame, arg);
return;
}
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
(*node)->Update(vec, q, 1.0f-totalBlendAmount);
if((*node)->sequence->HasTranslation()){
pos += vec;
transBlendAmount += (*node)->association->blendAmount;
}
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
rot += q;
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
rot.Normalise();
xform->q.imag.x = rot.x;
xform->q.imag.y = rot.y;
xform->q.imag.z = rot.z;
xform->q.real = rot.w;
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
xform->t.x = transBlendAmount*pos.x;
xform->t.y = transBlendAmount*pos.y;
xform->t.z = transBlendAmount*pos.z;
xform->t.x += (1.0f-transBlendAmount)*frame->resetPos.x;
xform->t.y += (1.0f-transBlendAmount)*frame->resetPos.y;
xform->t.z += (1.0f-transBlendAmount)*frame->resetPos.z;
}
}
void
FrameUpdateCallBackWithVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
float transx = 0.0f, transy = 0.0f;
float curx = 0.0f, cury = 0.0f;
float endx = 0.0f, endy = 0.0f;
bool looped = false;
RpHAnimStdInterpFrame *xform = frame->hanimFrame;
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
cury += vec.y;
if((*node)->association->HasXTranslation())
curx += vec.x;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
transy += vec.y;
if((*node)->association->HasXTranslation())
transx += vec.x;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
endy += vec.y;
if((*node)->association->HasXTranslation())
endx += vec.x;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
rot.Normalise();
xform->q.imag.x = rot.x;
xform->q.imag.y = rot.y;
xform->q.imag.z = rot.z;
xform->q.real = rot.w;
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
gpAnimBlendClump->velocity2d->x = transx - curx;
gpAnimBlendClump->velocity2d->y = transy - cury;
if(looped){
gpAnimBlendClump->velocity2d->x += endx;
gpAnimBlendClump->velocity2d->y += endy;
}
xform->t.x = pos.x - transx;
xform->t.y = pos.y - transy;
xform->t.z = pos.z;
if(xform->t.z >= -0.8f) {
if(xform->t.z < -0.4f)
xform->t.z += (2.5f * xform->t.z + 2.0f) * frame->resetPos.z;
else
xform->t.z += frame->resetPos.z;
}
xform->t.x += frame->resetPos.x;
xform->t.y += frame->resetPos.y;
}
}
void
FrameUpdateCallBackWith3dVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
CVector trans(0.0f, 0.0f, 0.0f);
CVector cur(0.0f, 0.0f, 0.0f);
CVector end(0.0f, 0.0f, 0.0f);
bool looped = false;
RpHAnimStdInterpFrame *xform = frame->hanimFrame;
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
cur += vec;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
trans += vec;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
end += vec;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
rot.Normalise();
xform->q.imag.x = rot.x;
xform->q.imag.y = rot.y;
xform->q.imag.z = rot.z;
xform->q.real = rot.w;
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
*gpAnimBlendClump->velocity3d = trans - cur;
if(looped)
*gpAnimBlendClump->velocity3d += end;
xform->t.x = (pos - trans).x + frame->resetPos.x;
xform->t.y = (pos - trans).y + frame->resetPos.y;
xform->t.z = (pos - trans).z + frame->resetPos.z;
}
}
void
FrameUpdateCallBackOffscreen(AnimBlendFrameData *frame, void *arg)
{
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION && gpAnimBlendClump->velocity2d)
FrameUpdateCallBackWithVelocityExtractionSkinned(frame, arg);
}

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#include "common.h"
#include "RwHelper.h"
#include "General.h"
#include "NodeName.h"
#include "VisibilityPlugins.h"
#include "Bones.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendHierarchy.h"
#include "AnimBlendAssociation.h"
#include "AnimManager.h"
#include "RpAnimBlend.h"
#include "PedModelInfo.h"
RwInt32 ClumpOffset;
enum
{
ID_RPANIMBLEND = MAKECHUNKID(rwVENDORID_ROCKSTAR, 0xFD),
};
void*
AnimBlendClumpCreate(void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
*RWPLUGINOFFSET(CAnimBlendClumpData*, object, offsetInObject) = nil;
return object;
}
void*
AnimBlendClumpDestroy(void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
CAnimBlendClumpData *data;
data = *RPANIMBLENDCLUMPDATA(object);
if(data){
RpAnimBlendClumpRemoveAllAssociations((RpClump*)object);
delete data;
*RPANIMBLENDCLUMPDATA(object) = nil;
}
return object;
}
void *AnimBlendClumpCopy(void *dstObject, const void *srcObject, RwInt32 offsetInObject, RwInt32 sizeInObject) { return nil; }
bool
RpAnimBlendPluginAttach(void)
{
ClumpOffset = RpClumpRegisterPlugin(sizeof(CAnimBlendClumpData*), ID_RPANIMBLEND,
AnimBlendClumpCreate, AnimBlendClumpDestroy, AnimBlendClumpCopy);
return ClumpOffset >= 0;
}
CAnimBlendAssociation*
RpAnimBlendGetNextAssociation(CAnimBlendAssociation *assoc)
{
if(assoc->link.next)
return CAnimBlendAssociation::FromLink(assoc->link.next);
return nil;
}
CAnimBlendAssociation*
RpAnimBlendGetNextAssociation(CAnimBlendAssociation *assoc, uint32 mask)
{
CAnimBlendLink *link;
for(link = assoc->link.next; link; link = link->next){
assoc = CAnimBlendAssociation::FromLink(link);
if(assoc->flags & mask)
return assoc;
}
return nil;
}
void
RpAnimBlendAllocateData(RpClump *clump)
{
*RPANIMBLENDCLUMPDATA(clump) = new CAnimBlendClumpData;
}
void
RpAnimBlendClumpSetBlendDeltas(RpClump *clump, uint32 mask, float delta)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
for(CAnimBlendLink *link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(mask == 0 || (assoc->flags & mask))
assoc->blendDelta = delta;
}
}
void
RpAnimBlendClumpRemoveAllAssociations(RpClump *clump)
{
RpAnimBlendClumpRemoveAssociations(clump, 0);
}
void
RpAnimBlendClumpRemoveAssociations(RpClump *clump, uint32 mask)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
CAnimBlendLink *next;
for(CAnimBlendLink *link = clumpData->link.next; link; link = next){
next = link->next;
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(mask == 0 || (assoc->flags & mask))
if(assoc)
delete assoc;
}
}
RwFrame*
FrameForAllChildrenCountCallBack(RwFrame *frame, void *data)
{
int *numFrames = (int*)data;
(*numFrames)++;
RwFrameForAllChildren(frame, FrameForAllChildrenCountCallBack, data);
return frame;
}
RwFrame*
FrameForAllChildrenFillFrameArrayCallBack(RwFrame *frame, void *data)
{
AnimBlendFrameData **frames = (AnimBlendFrameData**)data;
(*frames)->frame = frame;
(*frames)++;
RwFrameForAllChildren(frame, FrameForAllChildrenFillFrameArrayCallBack, frames);
return frame;
}
// FrameInitCallBack on PS2
void
FrameInitCBnonskin(AnimBlendFrameData *frameData, void*)
{
frameData->flag = 0;
frameData->resetPos = *RwMatrixGetPos(RwFrameGetMatrix(frameData->frame));
}
void
FrameInitCBskin(AnimBlendFrameData *frameData, void*)
{
frameData->flag = 0;
}
void
RpAnimBlendClumpInitSkinned(RpClump *clump)
{
int i;
RwV3d boneTab[64];
CAnimBlendClumpData *clumpData;
RpAtomic *atomic;
RpSkin *skin;
RpHAnimHierarchy *hier;
int numBones;
RpAnimBlendAllocateData(clump);
clumpData = *RPANIMBLENDCLUMPDATA(clump);
atomic = GetFirstAtomic(clump);
assert(atomic);
skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
assert(skin);
numBones = RpSkinGetNumBones(skin);
clumpData->SetNumberOfBones(numBones);
hier = GetAnimHierarchyFromSkinClump(clump);
assert(hier);
memset(boneTab, 0, sizeof(boneTab));
SkinGetBonePositionsToTable(clump, boneTab);
AnimBlendFrameData *frames = clumpData->frames;
for(i = 0; i < numBones; i++){
frames[i].nodeID = HIERNODEID(hier, i);
frames[i].resetPos = boneTab[i];
#ifdef LIBRW
frames[i].hanimFrame = (RpHAnimStdInterpFrame*)rpHANIMHIERARCHYGETINTERPFRAME(hier, i);
#else
frames[i].hanimFrame = (RpHAnimStdInterpFrame*)rtANIMGETINTERPFRAME(hier->currentAnim, i);
#endif
}
clumpData->ForAllFrames(FrameInitCBskin, nil);
clumpData->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION;
}
void
RpAnimBlendClumpInitNotSkinned(RpClump *clump)
{
int numFrames = 0;
CAnimBlendClumpData *clumpData;
RwFrame *root;
AnimBlendFrameData *frames;
RpAnimBlendAllocateData(clump);
clumpData = *RPANIMBLENDCLUMPDATA(clump);
root = RpClumpGetFrame(clump);
RwFrameForAllChildren(root, FrameForAllChildrenCountCallBack, &numFrames);
clumpData->SetNumberOfFrames(numFrames);
frames = clumpData->frames;
RwFrameForAllChildren(root, FrameForAllChildrenFillFrameArrayCallBack, &frames);
clumpData->ForAllFrames(FrameInitCBnonskin, nil);
clumpData->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION;
}
void
RpAnimBlendClumpInit(RpClump *clump)
{
if(IsClumpSkinned(clump))
RpAnimBlendClumpInitSkinned(clump);
else
RpAnimBlendClumpInitNotSkinned(clump);
}
bool
RpAnimBlendClumpIsInitialized(RpClump *clump)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
return clumpData && clumpData->numFrames != 0;
}
CAnimBlendAssociation*
RpAnimBlendClumpGetAssociation(RpClump *clump, uint32 id)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(clumpData == nil) return nil;
for(CAnimBlendLink *link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(assoc->animId == id)
return assoc;
}
return nil;
}
CAnimBlendAssociation*
RpAnimBlendClumpGetMainAssociation(RpClump *clump, CAnimBlendAssociation **assocRet, float *blendRet)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(clumpData == nil) return nil;
CAnimBlendAssociation *mainAssoc = nil;
CAnimBlendAssociation *secondAssoc = nil;
float mainBlend = 0.0f;
float secondBlend = 0.0f;
for(CAnimBlendLink *link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(assoc->IsPartial())
continue;
if(assoc->blendAmount > mainBlend){
secondBlend = mainBlend;
mainBlend = assoc->blendAmount;
secondAssoc = mainAssoc;
mainAssoc = assoc;
}else if(assoc->blendAmount > secondBlend){
secondBlend = assoc->blendAmount;
secondAssoc = assoc;
}
}
if(assocRet) *assocRet = secondAssoc;
if(blendRet) *blendRet = secondBlend;
return mainAssoc;
}
CAnimBlendAssociation*
RpAnimBlendClumpGetMainPartialAssociation(RpClump *clump)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(clumpData == nil) return nil;
CAnimBlendAssociation *mainAssoc = nil;
float mainBlend = 0.0f;
for(CAnimBlendLink *link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(!assoc->IsPartial())
continue;
if(assoc->blendAmount > mainBlend){
mainBlend = assoc->blendAmount;
mainAssoc = assoc;
}
}
return mainAssoc;
}
CAnimBlendAssociation*
RpAnimBlendClumpGetMainAssociation_N(RpClump *clump, int n)
{
int i;
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(clumpData == nil) return nil;
i = 0;
for(CAnimBlendLink *link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(assoc->IsPartial())
continue;
if(i == n)
return assoc;
i++;
}
return nil;
}
CAnimBlendAssociation*
RpAnimBlendClumpGetMainPartialAssociation_N(RpClump *clump, int n)
{
int i;
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(clumpData == nil) return nil;
i = 0;
for(CAnimBlendLink *link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(!assoc->IsPartial())
continue;
if(i == n)
return assoc;
i++;
}
return nil;
}
CAnimBlendAssociation*
RpAnimBlendClumpGetFirstAssociation(RpClump *clump, uint32 mask)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(clumpData == nil) return nil;
for(CAnimBlendLink *link = clumpData->link.next; link; link = link->next){
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(assoc->flags & mask)
return assoc;
}
return nil;
}
CAnimBlendAssociation*
RpAnimBlendClumpGetFirstAssociation(RpClump *clump)
{
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(!RpAnimBlendClumpIsInitialized(clump))
return nil;
if(clumpData->link.next)
return CAnimBlendAssociation::FromLink(clumpData->link.next);
return nil;
}
// FillFrameArrayCallBack on PS2
void
FillFrameArrayCBnonskin(AnimBlendFrameData *frame, void *arg)
{
AnimBlendFrameData **frames = (AnimBlendFrameData**)arg;
frames[CVisibilityPlugins::GetFrameHierarchyId(frame->frame)] = frame;
}
void
RpAnimBlendClumpFillFrameArraySkin(RpClump *clump, AnimBlendFrameData **frames)
{
int i;
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(clump);
for(i = PED_MID; i < PED_NODE_MAX; i++)
frames[i] = &clumpData->frames[RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(i))];
}
void
RpAnimBlendClumpFillFrameArray(RpClump *clump, AnimBlendFrameData **frames)
{
if(IsClumpSkinned(clump))
RpAnimBlendClumpFillFrameArraySkin(clump, frames);
else
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FillFrameArrayCBnonskin, frames);
}
AnimBlendFrameData *pFrameDataFound;
void
FrameFindByNameCBnonskin(AnimBlendFrameData *frame, void *arg)
{
char *nodename = GetFrameNodeName(frame->frame);
if(!CGeneral::faststricmp(nodename, (char*)arg))
pFrameDataFound = frame;
}
void
FrameFindByNameCBskin(AnimBlendFrameData *frame, void *arg)
{
const char *name = ConvertBoneTag2BoneName(frame->nodeID);
if(name && CGeneral::faststricmp(name, (char*)arg) == 0)
pFrameDataFound = frame;
}
void
FrameFindByBoneCB(AnimBlendFrameData *frame, void *arg)
{
if(frame->nodeID == (int32)(uintptr)arg)
pFrameDataFound = frame;
}
AnimBlendFrameData*
RpAnimBlendClumpFindFrame(RpClump *clump, const char *name)
{
pFrameDataFound = nil;
if(IsClumpSkinned(clump))
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBskin, (void*)name);
else
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBnonskin, (void*)name);
return pFrameDataFound;
}
AnimBlendFrameData*
RpAnimBlendClumpFindBone(RpClump *clump, uint32 boneTag)
{
pFrameDataFound = nil;
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByBoneCB, (void*)boneTag);
return pFrameDataFound;
}
#if !defined(DC_TEXCONV)
void
RpAnimBlendNodeUpdateKeyframes(AnimBlendFrameData *frames, AnimBlendFrameUpdateData *updateData, int32 numNodes)
{
CAnimBlendNode **node;
int i;
for(node = updateData->nodes; *node; node++){
CAnimBlendAssociation *a = (*node)->association;
for(i = 0; i < numNodes; i++)
if((frames[i].flag & AnimBlendFrameData::VELOCITY_EXTRACTION) == 0 ||
gpAnimBlendClump->velocity2d == nil){
if((*node)[i].sequence)
(*node)[i].FindKeyFrame(a->currentTime - a->timeStep);
}
}
}
#else
void
RpAnimBlendNodeUpdateKeyframes(AnimBlendFrameData *frames, AnimBlendFrameUpdateData *updateData, int32 numNodes) { assert(false); }
#endif
#if !defined(DC_TEXCONV)
// TODO:
// CAnimBlendClumpData::LoadFramesIntoSPR
// CAnimBlendClumpData::ForAllFramesInSPR
void
RpAnimBlendClumpUpdateAnimations(RpClump *clump, float timeDelta, bool doRender)
{
int i;
CAnimBlendAssociation *assoc;
AnimBlendFrameUpdateData updateData;
float totalLength = 0.0f;
float totalBlend = 0.0f;
CAnimBlendLink *link, *next;
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
gpAnimBlendClump = clumpData;
if(clumpData->link.next == nil)
return;
// Update blend and get node array
i = 0;
updateData.foobar = 0;
for(link = clumpData->link.next; link; link = next){
next = link->next;
assoc = CAnimBlendAssociation::FromLink(link);
if(assoc->UpdateBlend(timeDelta)){
if(assoc->hierarchy->sequences){
if(i < 11)
updateData.nodes[i++] = assoc->GetNode(0);
if(assoc->flags & ASSOC_MOVEMENT){
totalLength += assoc->hierarchy->totalLength/assoc->speed * assoc->blendAmount;
totalBlend += assoc->blendAmount;
}else
updateData.foobar = 1;
}else
debug("anim %s is not loaded\n", assoc->hierarchy->name);
}
}
for(link = clumpData->link.next; link; link = link->next){
assoc = CAnimBlendAssociation::FromLink(link);
assoc->UpdateTimeStep(timeDelta, totalLength == 0.0f ? 1.0f : totalBlend/totalLength);
}
updateData.nodes[i] = nil;
if(doRender){
if(clumpData->frames[0].flag & AnimBlendFrameData::UPDATE_KEYFRAMES)
RpAnimBlendNodeUpdateKeyframes(clumpData->frames, &updateData, clumpData->numFrames);
if(IsClumpSkinned(clump))
clumpData->ForAllFrames(FrameUpdateCallBackSkinned, &updateData);
else
clumpData->ForAllFrames(FrameUpdateCallBackNonSkinned, &updateData);
clumpData->frames[0].flag &= ~AnimBlendFrameData::UPDATE_KEYFRAMES;
}else{
clumpData->ForAllFrames(FrameUpdateCallBackOffscreen, &updateData);
clumpData->frames[0].flag |= AnimBlendFrameData::UPDATE_KEYFRAMES;
}
for(link = clumpData->link.next; link; link = link->next){
assoc = CAnimBlendAssociation::FromLink(link);
assoc->UpdateTime(timeDelta, totalLength == 0.0f ? 1.0f : totalBlend/totalLength);
}
RwFrameUpdateObjects(RpClumpGetFrame(clump));
}
#else
void
RpAnimBlendClumpUpdateAnimations(RpClump *clump, float timeDelta, bool doRender) { assert(false); }
#endif

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#pragma once
class CAnimBlendNode;
class CAnimBlendAssociation;
class CAnimBlendClumpData;
struct AnimBlendFrameData;
struct AnimBlendFrameUpdateData
{
int foobar; // TODO: figure out what this actually means
CAnimBlendNode *nodes[16];
};
extern RwInt32 ClumpOffset;
#define RPANIMBLENDCLUMPDATA(o) (RWPLUGINOFFSET(CAnimBlendClumpData*, o, ClumpOffset))
bool RpAnimBlendPluginAttach(void);
CAnimBlendAssociation *RpAnimBlendGetNextAssociation(CAnimBlendAssociation *assoc);
CAnimBlendAssociation *RpAnimBlendGetNextAssociation(CAnimBlendAssociation *assoc, uint32 mask);
void RpAnimBlendAllocateData(RpClump *clump);
void RpAnimBlendClumpSetBlendDeltas(RpClump *clump, uint32 mask, float delta);
void RpAnimBlendClumpRemoveAllAssociations(RpClump *clump);
void RpAnimBlendClumpRemoveAssociations(RpClump *clump, uint32 mask);
void RpAnimBlendClumpInit(RpClump *clump);
bool RpAnimBlendClumpIsInitialized(RpClump *clump);
void RpAnimBlendClumpFillFrameArray(RpClump* clump, AnimBlendFrameData** frames);
AnimBlendFrameData *RpAnimBlendClumpFindFrame(RpClump *clump, const char *name);
AnimBlendFrameData *RpAnimBlendClumpFindBone(RpClump *clump, uint32 boneTag);
void FillFrameArrayCallBack(AnimBlendFrameData *frame, void *arg);
CAnimBlendAssociation *RpAnimBlendClumpGetAssociation(RpClump *clump, uint32 id);
CAnimBlendAssociation *RpAnimBlendClumpGetMainAssociation(RpClump *clump, CAnimBlendAssociation **assocRet, float *blendRet);
CAnimBlendAssociation *RpAnimBlendClumpGetMainPartialAssociation(RpClump *clump);
CAnimBlendAssociation *RpAnimBlendClumpGetMainAssociation_N(RpClump *clump, int n);
CAnimBlendAssociation *RpAnimBlendClumpGetMainPartialAssociation_N(RpClump *clump, int n);
CAnimBlendAssociation *RpAnimBlendClumpGetFirstAssociation(RpClump *clump, uint32 mask);
CAnimBlendAssociation *RpAnimBlendClumpGetFirstAssociation(RpClump *clump);
void RpAnimBlendNodeUpdateKeyframes(AnimBlendFrameData *frames, AnimBlendFrameUpdateData *updateData, int32 numNodes);
void RpAnimBlendClumpUpdateAnimations(RpClump* clump, float timeDelta, bool doRender = true);
extern CAnimBlendClumpData *gpAnimBlendClump;
void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackOffscreen(AnimBlendFrameData *frame, void *arg);

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#include "common.h"
#include "DMAudio.h"
#include "Entity.h"
#include "AudioCollision.h"
#include "AudioManager.h"
#include "AudioSamples.h"
#include "SurfaceTable.h"
#include "sampman.h"
void
cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
float velocity)
{
float distSquared;
CVector v1;
CVector v2;
if(!m_bIsInitialised || m_nCollisionEntity < 0 || m_bIsPaused ||
(velocity < 0.0016f && collisionPower < 0.01f))
return;
if(entity1->IsBuilding()) {
v1 = v2 = entity2->GetPosition();
} else if(entity2->IsBuilding()) {
v1 = v2 = entity1->GetPosition();
} else {
v1 = entity1->GetPosition();
v2 = entity2->GetPosition();
}
CVector pos = (v1 + v2) * 0.5f;
distSquared = GetDistanceSquared(pos);
if(distSquared < SQR(COLLISION_MAX_DIST)) {
m_sCollisionManager.m_sQueue.m_pEntity1 = entity1;
m_sCollisionManager.m_sQueue.m_pEntity2 = entity2;
m_sCollisionManager.m_sQueue.m_bSurface1 = surface1;
m_sCollisionManager.m_sQueue.m_bSurface2 = surface2;
m_sCollisionManager.m_sQueue.m_fIntensity1 = collisionPower;
m_sCollisionManager.m_sQueue.m_fIntensity2 = velocity;
m_sCollisionManager.m_sQueue.m_vecPosition = pos;
m_sCollisionManager.m_sQueue.m_fDistance = distSquared;
m_sCollisionManager.AddCollisionToRequestedQueue();
}
}
void
cAudioCollisionManager::AddCollisionToRequestedQueue()
{
uint32 collisionsIndex;
uint32 i;
if (m_bCollisionsInQueue < NUMAUDIOCOLLISIONS)
collisionsIndex = m_bCollisionsInQueue++;
else {
collisionsIndex = m_bIndicesTable[NUMAUDIOCOLLISIONS - 1];
if (m_sQueue.m_fDistance >= m_asCollisions1[collisionsIndex].m_fDistance) return;
}
m_asCollisions1[collisionsIndex] = m_sQueue;
i = 0;
if(collisionsIndex) {
while(m_asCollisions1[m_bIndicesTable[i]].m_fDistance <= m_asCollisions1[collisionsIndex].m_fDistance) {
if(++i >= collisionsIndex) {
m_bIndicesTable[i] = collisionsIndex;
return;
}
}
memmove(&m_bIndicesTable[i + 1], &m_bIndicesTable[i], NUMAUDIOCOLLISIONS - 1 - i);
}
m_bIndicesTable[i] = collisionsIndex;
}
void
cAudioManager::ServiceCollisions()
{
int i, j;
bool8 abRepeatedCollision1[NUMAUDIOCOLLISIONS];
bool8 abRepeatedCollision2[NUMAUDIOCOLLISIONS];
m_sQueueSample.m_nEntityIndex = m_nCollisionEntity;
for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
abRepeatedCollision1[i] = abRepeatedCollision2[i] = FALSE;
for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
int index = m_sCollisionManager.m_bIndicesTable[i];
if ((m_sCollisionManager.m_asCollisions1[index].m_pEntity1 == m_sCollisionManager.m_asCollisions2[j].m_pEntity1)
&& (m_sCollisionManager.m_asCollisions1[index].m_pEntity2 == m_sCollisionManager.m_asCollisions2[j].m_pEntity2)
&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface1 == m_sCollisionManager.m_asCollisions2[j].m_bSurface1)
&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface2 == m_sCollisionManager.m_asCollisions2[j].m_bSurface2)
) {
abRepeatedCollision1[index] = TRUE;
abRepeatedCollision2[j] = TRUE;
m_sCollisionManager.m_asCollisions1[index].m_nBaseVolume = ++m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume;
SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j);
break;
}
}
}
for (i = 0; i < NUMAUDIOCOLLISIONS; i++) {
if (!abRepeatedCollision2[i]) {
m_sCollisionManager.m_asCollisions2[i].m_pEntity1 = nil;
m_sCollisionManager.m_asCollisions2[i].m_pEntity2 = nil;
m_sCollisionManager.m_asCollisions2[i].m_bSurface1 = SURFACE_DEFAULT;
m_sCollisionManager.m_asCollisions2[i].m_bSurface2 = SURFACE_DEFAULT;
m_sCollisionManager.m_asCollisions2[i].m_fIntensity2 = 0.0f;
m_sCollisionManager.m_asCollisions2[i].m_fIntensity1 = 0.0f;
m_sCollisionManager.m_asCollisions2[i].m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
m_sCollisionManager.m_asCollisions2[i].m_fDistance = 0.0f;
}
}
for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
int index = m_sCollisionManager.m_bIndicesTable[i];
if (!abRepeatedCollision1[index]) {
for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
if (!abRepeatedCollision2[j]) {
m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume = 1;
m_sCollisionManager.m_asCollisions2[j].m_pEntity1 = m_sCollisionManager.m_asCollisions1[index].m_pEntity1;
m_sCollisionManager.m_asCollisions2[j].m_pEntity2 = m_sCollisionManager.m_asCollisions1[index].m_pEntity2;
m_sCollisionManager.m_asCollisions2[j].m_bSurface1 = m_sCollisionManager.m_asCollisions1[index].m_bSurface1;
m_sCollisionManager.m_asCollisions2[j].m_bSurface2 = m_sCollisionManager.m_asCollisions1[index].m_bSurface2;
break;
}
}
SetUpOneShotCollisionSound(m_sCollisionManager.m_asCollisions1[index]);
SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j);
}
}
for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
m_sCollisionManager.m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
m_sCollisionManager.m_bCollisionsInQueue = 0;
}
static const uint32 gOneShotCol[] = {SFX_COL_TARMAC_1,
SFX_COL_TARMAC_1,
SFX_COL_GRASS_1,
SFX_COL_GRAVEL_1,
SFX_COL_MUD_1,
SFX_COL_TARMAC_1,
SFX_COL_CAR_1,
SFX_COL_GRASS_1,
SFX_COL_SCAFFOLD_POLE_1,
SFX_COL_GARAGE_DOOR_1,
SFX_COL_CAR_PANEL_1,
SFX_COL_THICK_METAL_PLATE_1,
SFX_COL_SCAFFOLD_POLE_1,
SFX_COL_LAMP_POST_1,
SFX_COL_HYDRANT_1,
SFX_COL_HYDRANT_1,
SFX_COL_METAL_CHAIN_FENCE_1,
SFX_COL_PED_1,
SFX_COL_SAND_1,
SFX_SPLASH_1,
SFX_COL_WOOD_CRATES_1,
SFX_COL_WOOD_BENCH_1,
SFX_COL_WOOD_SOLID_1,
SFX_COL_GRASS_1,
SFX_COL_GRASS_1,
SFX_COL_VEG_1,
SFX_COL_TARMAC_1,
SFX_COL_CONTAINER_1,
SFX_COL_NEWS_VENDOR_1,
SFX_TYRE_BUMP,
SFX_COL_CARDBOARD_1,
SFX_COL_TARMAC_1,
SFX_COL_GATE,
SFX_COL_SAND_1,
SFX_COL_TARMAC_1 };
void
cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
{
uint16 s1;
uint16 s2;
uint32 emittingVol;
float ratio;
static uint16 counter = 28;
for(int32 i = 0; i < 2; i++) {
if(i) {
s1 = col.m_bSurface2;
s2 = col.m_bSurface1;
} else {
s1 = col.m_bSurface1;
s2 = col.m_bSurface2;
}
ratio = GetCollisionOneShotRatio(s1, col.m_fIntensity1);
if(s1 == SURFACE_CAR && s2 == SURFACE_PED) ratio /= 4.0f;
if(s1 == SURFACE_CAR && ratio < 0.6f) {
s1 = SURFACE_CAR_PANEL;
ratio = Min(1.f, 2.f * ratio);
}
emittingVol = 40 * ratio;
if(emittingVol) {
m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
m_sQueueSample.m_nVolume =
ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
switch(m_sQueueSample.m_nSampleIndex) {
case SFX_COL_TARMAC_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 5;
break;
case SFX_COL_CAR_PANEL_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[0] % 6;
break;
case SFX_COL_LAMP_POST_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 2;
break;
case SFX_COL_METAL_CHAIN_FENCE_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 4;
break;
case SFX_COL_PED_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 2;
break;
case SFX_COL_WOOD_CRATES_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 4;
break;
case SFX_COL_WOOD_BENCH_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 4;
break;
case SFX_COL_VEG_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 5;
break;
case SFX_COL_NEWS_VENDOR_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 3;
break;
case SFX_COL_CAR_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 5;
break;
case SFX_COL_CARDBOARD_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 2;
break;
default: break;
}
switch(s1) {
case SURFACE_GLASS: m_sQueueSample.m_nFrequency = 13500; break;
case SURFACE_GIRDER: m_sQueueSample.m_nFrequency = 8819; break;
case SURFACE_WATER:
m_sQueueSample.m_nFrequency =
2 * SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
break;
case SURFACE_RUBBER: m_sQueueSample.m_nFrequency = 6000; break;
case SURFACE_PLASTIC: m_sQueueSample.m_nFrequency = 8000; break;
default:
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
break;
}
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = counter++;
if(counter >= 255) counter = 28;
m_sQueueSample.m_vecPos = col.m_vecPosition;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 11;
m_sQueueSample.m_nLoopCount = 1;
SET_EMITTING_VOLUME(emittingVol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
m_sQueueSample.m_bStatic = TRUE;
SET_SOUND_REVERB(TRUE);
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
}
}
}
void
cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter)
{
bool8 distCalculated = FALSE;
if(col.m_fIntensity2 > 0.0016f) {
uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
if(emittingVol) {
CalculateDistance(distCalculated, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_vecPos = col.m_vecPosition;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 7;
m_sQueueSample.m_nLoopCount = 0;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 5;
SET_SOUND_REVERB(TRUE);
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
}
}
}
uint32
cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision)
{
uint8 surface1 = audioCollision.m_bSurface1;
uint8 surface2 = audioCollision.m_bSurface2;
int32 vol;
float ratio;
if(surface1 == SURFACE_GRASS || surface2 == SURFACE_GRASS || surface1 == SURFACE_HEDGE ||
surface2 == SURFACE_HEDGE) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_RAIN;
m_sQueueSample.m_nFrequency = 13000.f * ratio + 35000;
vol = 50.f * ratio;
} else if(surface1 == SURFACE_WATER || surface2 == SURFACE_WATER) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
m_sQueueSample.m_nFrequency = 6050.f * ratio + 16000;
vol = 30.f * ratio;
} else if(surface1 == SURFACE_GRAVEL || surface2 == SURFACE_GRAVEL || surface1 == SURFACE_MUD_DRY || surface2 == SURFACE_MUD_DRY ||
surface1 == SURFACE_SAND || surface2 == SURFACE_SAND || surface1 == SURFACE_SAND_BEACH || surface2 == SURFACE_SAND_BEACH) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
m_sQueueSample.m_nFrequency = 6000.f * ratio + 10000;
vol = 50.f * ratio;
} else if(surface1 == SURFACE_PED || surface2 == SURFACE_PED) {
return 0;
} else {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_SCRAPE_CAR_1;
m_sQueueSample.m_nFrequency = 10000.f * ratio + 10000;
vol = 40.f * ratio;
}
if(audioCollision.m_nBaseVolume < 2) vol = audioCollision.m_nBaseVolume * vol / 2;
return vol;
}
float
cAudioManager::GetCollisionOneShotRatio(uint32 a, float b)
{
switch(a) {
case SURFACE_DEFAULT:
case SURFACE_TARMAC:
case SURFACE_PAVEMENT:
case SURFACE_STEEP_CLIFF:
case SURFACE_TRANSPARENT_STONE:
case SURFACE_CONCRETE_BEACH: return GetCollisionRatio(b, 10.f, 60.f, 50.f);
case SURFACE_GRASS:
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
case SURFACE_CARDBOARDBOX: return GetCollisionRatio(b, 0.f, 2.f, 2.f);
case SURFACE_CAR: return GetCollisionRatio(b, 6.f, 50.f, 44.f);
case SURFACE_GLASS:
case SURFACE_METAL_CHAIN_FENCE: return GetCollisionRatio(b, 0.1f, 10.f, 9.9f);
case SURFACE_TRANSPARENT_CLOTH:
case SURFACE_THICK_METAL_PLATE: return GetCollisionRatio(b, 30.f, 130.f, 100.f);
case SURFACE_GARAGE_DOOR: return GetCollisionRatio(b, 20.f, 100.f, 80.f);
case SURFACE_CAR_PANEL: return GetCollisionRatio(b, 0.f, 4.f, 4.f);
case SURFACE_SCAFFOLD_POLE:
case SURFACE_METAL_GATE:
case SURFACE_LAMP_POST: return GetCollisionRatio(b, 1.f, 10.f, 9.f);
case SURFACE_FIRE_HYDRANT: return GetCollisionRatio(b, 1.f, 15.f, 14.f);
case SURFACE_GIRDER: return GetCollisionRatio(b, 8.f, 50.f, 42.f);
case SURFACE_PED: return GetCollisionRatio(b, 0.f, 20.f, 20.f);
case SURFACE_SAND:
case SURFACE_WATER:
case SURFACE_RUBBER:
case SURFACE_WHEELBASE:
case SURFACE_SAND_BEACH: return GetCollisionRatio(b, 0.f, 10.f, 10.f);
case SURFACE_WOOD_CRATES: return GetCollisionRatio(b, 1.f, 4.f, 3.f);
case SURFACE_WOOD_BENCH: return GetCollisionRatio(b, 0.1f, 5.f, 4.9f);
case SURFACE_WOOD_SOLID: return GetCollisionRatio(b, 0.1f, 40.f, 39.9f);
case SURFACE_PLASTIC: return GetCollisionRatio(b, 0.1f, 4.f, 3.9f);
case SURFACE_HEDGE: return GetCollisionRatio(b, 0.f, 0.5f, 0.5f);
case SURFACE_CONTAINER: return GetCollisionRatio(b, 4.f, 40.f, 36.f);
case SURFACE_NEWS_VENDOR: return GetCollisionRatio(b, 0.f, 5.f, 5.f);
default: break;
}
return 0.f;
}
float
cAudioManager::GetCollisionLoopingRatio(uint32 a, uint32 b, float c)
{
return GetCollisionRatio(c, 0.0f, 0.02f, 0.02f);
}
float
cAudioManager::GetCollisionRatio(float a, float b, float c, float d)
{
float e;
e = a;
if(a <= b) return 0.0f;
if(c <= a) e = c;
return (e - b) / d;
}

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#pragma once
#define NUMAUDIOCOLLISIONS 10
class CEntity;
class cAudioCollision
{
public:
CEntity *m_pEntity1;
CEntity *m_pEntity2;
uint8 m_bSurface1;
uint8 m_bSurface2;
float m_fIntensity1;
float m_fIntensity2;
CVector m_vecPosition;
float m_fDistance;
int32 m_nBaseVolume;
cAudioCollision() { Reset(); }
void Reset()
{
m_pEntity1 = nil;
m_pEntity2 = nil;
m_bSurface1 = 0;
m_bSurface2 = 0;
m_fIntensity1 = m_fIntensity2 = 0.0f;
m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
m_fDistance = 0.0f;
}
};
VALIDATE_SIZE(cAudioCollision, 40);
class cAudioCollisionManager
{
public:
cAudioCollision m_asCollisions1[NUMAUDIOCOLLISIONS];
cAudioCollision m_asCollisions2[NUMAUDIOCOLLISIONS];
uint8 m_bIndicesTable[NUMAUDIOCOLLISIONS];
uint8 m_bCollisionsInQueue;
cAudioCollision m_sQueue;
cAudioCollisionManager()
{
m_sQueue.Reset();
for(int i = 0; i < NUMAUDIOCOLLISIONS; i++)
m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
m_bCollisionsInQueue = 0;
}
void AddCollisionToRequestedQueue();
};
VALIDATE_SIZE(cAudioCollisionManager, 0x354);

10279
miami/audio/AudioLogic.cpp Normal file

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1434
miami/audio/AudioManager.cpp Normal file

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649
miami/audio/AudioManager.h Normal file
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#pragma once
#include "audio_enums.h"
#include "AudioCollision.h"
#include "PolRadio.h"
#include "VehicleModelInfo.h"
#include "Vehicle.h"
class tSound
{
public:
int32 m_nEntityIndex; // audio entity index
uint32 m_nCounter; // I'm not sure what this is but it looks like a virtual counter to determine the same sound in queue
// Values higher than 255 are used by reflections
uint32 m_nSampleIndex; // An index of sample from AudioSamples.h
uint8 m_nBankIndex; // A sound bank index. IDK what's the point of it here since samples are hardcoded anyway
bool8 m_bIs2D; // If TRUE then sound is played in 2D space (such as frontend or police radio)
uint32 m_nPriority; // The multiplier for the sound priority (see m_nFinalPriority below). Lesser value means higher priority
uint32 m_nFrequency; // Sound frequency, plain and simple
uint8 m_nVolume; // Sound volume (0..127), only used as an actual volume without EXTERNAL_3D_SOUND (see m_nEmittingVolume)
float m_fDistance; // Distance to camera (useless if m_bIs2D == TRUE)
uint32 m_nLoopCount; // 0 - always loop, 1 - don't loop, other values never seen
#ifndef GTA_PS2
// Loop offsets
uint32 m_nLoopStart;
int32 m_nLoopEnd;
#endif
#ifdef EXTERNAL_3D_SOUND
uint8 m_nEmittingVolume; // The volume in 3D space, provided to 3D audio engine
#endif
float m_fSpeedMultiplier; // Used for doppler effect. 0.0f - unaffected by doppler
float m_MaxDistance; // The maximum distance at which sound could be heard. Minimum distance = MaxDistance / 5 or MaxDistance / 4 in case of emitting volume (useless if m_bIs2D == TRUE)
bool8 m_bStatic; // If TRUE then sound parameters cannot be changed during playback (frequency, position, etc.)
CVector m_vecPos; // Position of sound in 3D space. Unused if m_bIs2D == TRUE
#if !defined(GTA_PS2) || defined(AUDIO_REVERB) // GTA_PS2 because this field exists on mobile but not on PS2
bool8 m_bReverb; // Toggles reverb effect
#endif
#ifdef AUDIO_REFLECTIONS
uint8 m_nReflectionDelay; // Number of frames before reflection could be played. This is calculated internally by AudioManager and shouldn't be set by queued sample
bool8 m_bReflections; // Add sound reflections
#endif
uint8 m_nPan; // Sound panning (0-127). Controls the volume of the playback coming from left and right speaker. Calculated internally unless m_bIs2D==TRUE.
// 0 = L 100% R 0%
// 63 = L 100% R 100%
// 127 = L 0% R 100%
uint8 m_nFrontRearPan; // Used on PS2 for surround panning
#ifndef FIX_BUGS
uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
#else
float m_nFramesToPlay; // Made into float for high fps fix
#endif
// all fields below are internal to AudioManager calculations and aren't set by queued sample
bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free
uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
#endif
};
VALIDATE_SIZE(tSound, 96);
class CPhysical;
class CAutomobile;
class tAudioEntity
{
public:
eAudioType m_nType;
void *m_pEntity;
bool8 m_bIsUsed;
bool8 m_bStatus;
int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
uint8 m_AudioEvents;
};
VALIDATE_SIZE(tAudioEntity, 40);
class tPedComment
{
public:
uint32 m_nSampleIndex;
int32 m_nEntityIndex;
CVector m_vecPos;
float m_fDistance;
uint8 m_nVolume;
int8 m_nLoadingTimeout; // how many iterations we gonna wait until dropping the sample if it's still not loaded (only useful on PS2)
#if defined(EXTERNAL_3D_SOUND) && defined(FIX_BUGS)
uint8 m_nEmittingVolume;
#endif
};
VALIDATE_SIZE(tPedComment, 28);
class cPedComments
{
public:
tPedComment m_aPedCommentQueue[NUM_SOUND_QUEUES][NUM_PED_COMMENTS_SLOTS];
uint8 m_aPedCommentOrderList[NUM_SOUND_QUEUES][NUM_PED_COMMENTS_SLOTS];
uint8 m_nPedCommentCount[NUM_SOUND_QUEUES];
uint8 m_nActiveQueue;
#ifdef GTA_PC
bool8 m_bDelay;
uint32 m_nDelayTimer;
#endif
cPedComments()
{
for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
for (int j = 0; j < NUM_SOUND_QUEUES; j++) {
m_aPedCommentQueue[j][i].m_nLoadingTimeout = -1;
m_aPedCommentOrderList[j][i] = NUM_PED_COMMENTS_SLOTS;
}
for (int i = 0; i < NUM_SOUND_QUEUES; i++)
m_nPedCommentCount[i] = 0;
m_nActiveQueue = 0;
}
void Add(tPedComment *com);
void Process();
};
VALIDATE_SIZE(cPedComments, 0x490);
#define MISSION_AUDIO_SLOTS (2)
// name made up
class cAudioScriptObjectManager
{
public:
int32 m_anScriptObjectEntityIndices[NUM_SCRIPT_MAX_ENTITIES];
int32 m_nScriptObjectEntityTotal;
cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
~cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
};
class cTransmission;
class CEntity;
class CPlane;
class CVehicle;
class CPed;
class cPedParams
{
public:
bool8 m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
cPedParams()
{
m_bDistanceCalculated = false;
m_fDistance = 0.0f;
m_pPed = nil;
}
};
class cVehicleParams
{
public:
int32 m_VehicleType;
bool8 m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
uint32 m_nIndex;
float m_fVelocityChange;
cVehicleParams()
{
m_VehicleType = -1;
m_bDistanceCalculated = false;
m_fDistance = 0.0f;
m_pVehicle = nil;
m_pTransmission = nil;
m_nIndex = 0;
m_fVelocityChange = 0.0f;
}
};
VALIDATE_SIZE(cVehicleParams, 0x1C);
#if GTA_VERSION < GTAVC_PC_10
enum {
/*
REFLECTION_YMAX = 0, top
REFLECTION_YMIN = 1, bottom
REFLECTION_XMIN = 2, left
REFLECTION_XMAX = 3, right
REFLECTION_ZMAX = 4,
*/
REFLECTION_TOP = 0,
REFLECTION_BOTTOM,
REFLECTION_LEFT,
REFLECTION_RIGHT,
REFLECTION_UP,
MAX_REFLECTIONS,
};
#else
enum {
REFLECTION_NORTH = 0,
REFLECTION_SOUTH,
REFLECTION_WEST,
REFLECTION_EAST,
REFLECTION_CEIL_NORTH,
REFLECTION_CEIL_SOUTH,
REFLECTION_CEIL_WEST,
REFLECTION_CEIL_EAST,
MAX_REFLECTIONS,
};
#endif
enum PLAY_STATUS { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED };
enum LOADING_STATUS { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_LOADING };
class cAudioManager
{
public:
bool8 m_bIsInitialised;
bool8 m_bIsSurround; // used on PS2
bool8 m_bReduceReleasingPriority;
uint8 m_nActiveSamples;
bool8 m_bDoubleVolume; // unused
bool8 m_bDynamicAcousticModelingStatus;
uint8 m_nChannelOffset;
float m_fSpeedOfSound;
bool8 m_bTimerJustReset;
uint32 m_nTimer;
tSound m_sQueueSample;
uint8 m_nActiveQueue;
tSound m_aRequestedQueue[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
uint8 m_aRequestedOrderList[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
uint8 m_nRequestedCount[NUM_SOUND_QUEUES];
tSound m_asActiveSamples[NUM_CHANNELS_GENERIC];
tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
uint32 m_aAudioEntityOrderList[NUM_AUDIOENTITIES];
uint32 m_nAudioEntitiesCount;
#ifdef AUDIO_REFLECTIONS
CVector m_avecReflectionsPos[MAX_REFLECTIONS];
float m_afReflectionsDistances[MAX_REFLECTIONS];
#endif
cAudioScriptObjectManager m_sAudioScriptObjectManager;
// miami
bool8 m_bIsPlayerShutUp;
uint8 m_nPlayerMood;
uint32 m_nPlayerMoodTimer;
uint32 field_4B38_vc;
bool8 m_bGenericSfx;
cPedComments m_sPedComments;
int32 m_nFireAudioEntity;
int32 m_nWaterCannonEntity;
int32 m_nPoliceChannelEntity;
cPoliceRadioQueue m_sPoliceRadioQueue;
cAMCrime m_aCrimes[10];
int32 m_nFrontEndEntity;
int32 m_nCollisionEntity;
cAudioCollisionManager m_sCollisionManager;
int32 m_nProjectileEntity;
int32 m_nEscalatorEntity;
int32 m_nExtraSoundsEntity;
#ifdef GTA_BRIDGE
int32 m_nBridgeEntity;
#endif
// Mission audio stuff
// So instead of making an array of struct they've added [MISSION_AUDIO_SLOTS] to every field...
// Only someone with a VERY EXTRAORDINARY mind could have come up with that
CVector m_vecMissionAudioPosition[MISSION_AUDIO_SLOTS];
bool8 m_bIsMissionAudio2D[MISSION_AUDIO_SLOTS];
uint32 m_nMissionAudioSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nMissionAudioLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nMissionAudioPlayStatus[MISSION_AUDIO_SLOTS];
bool8 m_bIsMissionAudioPlaying[MISSION_AUDIO_SLOTS];
int32 m_nMissionAudioFramesToPlay[MISSION_AUDIO_SLOTS]; // possibly unsigned
bool8 m_bIsMissionAudioAllowedToPlay[MISSION_AUDIO_SLOTS];
bool8 m_bIsMissionAudioPhoneCall[MISSION_AUDIO_SLOTS];
uint8 m_nGlobalSfxVolumeMultiplier; // used to lower sfx volume during phone calls
int32 m_anRandomTable[5];
uint8 m_nTimeSpent;
bool8 m_bIsPaused;
bool8 m_bWasPaused;
uint32 m_FrameCounter;
cAudioManager();
~cAudioManager();
void Initialise();
void Terminate();
void Service();
int32 CreateEntity(eAudioType type, void *entity);
void DestroyEntity(int32 id); // inlined in vc
bool8 GetEntityStatus(int32 id);
void SetEntityStatus(int32 id, bool8 status);
void *GetEntityPointer(int32 id);
void PlayOneShot(int32 index, uint16 sound, float vol);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetMP3BoostVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
void SetMusicFadeVol(uint8 volume);
void SetOutputMode(bool8 surround);
void ResetTimers(uint32 time);
void DestroyAllGameCreatedEntities();
#ifdef GTA_PC
uint8 GetNum3DProvidersAvailable();
char *Get3DProviderName(uint8 id);
int8 GetCurrent3DProviderIndex();
int8 AutoDetect3DProviders();
int8 SetCurrent3DProvider(uint8 which);
void SetSpeakerConfig(int32 conf);
bool8 IsMP3RadioChannelAvailable();
void ReleaseDigitalHandle();
void ReacquireDigitalHandle();
#ifdef AUDIO_REFLECTIONS
void SetDynamicAcousticModelingStatus(bool8 status);
#endif
bool8 CheckForAnAudioFileOnCD();
char GetCDAudioDriveLetter();
bool8 IsAudioInitialised();
#endif
void ServiceSoundEffects();
uint8 ComputeVolume(uint8 emittingVolume, float maxDistance, float distance);
void TranslateEntity(Const CVector *v1, CVector *v2);
int32 ComputeFrontRearMix(float, CVector *);
int32 ComputePan(float, CVector *);
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
int32 RandomDisplacement(uint32 seed);
void InterrogateAudioEntities(); // inlined
void AddSampleToRequestedQueue();
void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
#ifdef AUDIO_REFLECTIONS
void AddReflectionsToRequestedQueue();
void UpdateReflections();
#endif
void AddReleasingSounds();
void ProcessActiveQueues();
void ClearRequestedQueue(); // inlined in vc
void ClearActiveSamples();
void GenerateIntegerRandomNumberTable();
#ifdef GTA_PS2
void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
#endif
#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
void AdjustSamplesVolume(); // inlined
uint8 ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance); // inlined
#endif
// audio logic
void PreInitialiseGameSpecificSetup();
void PostInitialiseGameSpecificSetup();
void PreTerminateGameSpecificShutdown();
void PostTerminateGameSpecificShutdown();
void ResetAudioLogicTimers(uint32 timer);
void ProcessReverb();
float GetDistanceSquared(const CVector &v); // inlined in vc
void CalculateDistance(bool8 &condition, float dist);
CVehicle *FindVehicleOfPlayer();
void ProcessSpecial();
void ProcessEntity(int32 sound);
void ProcessPhysical(int32 id);
// vehicles
void ProcessVehicle(CVehicle *vehicle);
bool8 ProcessCarHeli(cVehicleParams &params);
void ProcessRainOnVehicle(cVehicleParams &params);
bool8 ProcessReverseGear(cVehicleParams &params);
void ProcessModelHeliVehicle(cVehicleParams &params);
void ProcessModelVehicle(cVehicleParams &params);
bool8 ProcessVehicleFlatTyre(cVehicleParams &params);
bool8 ProcessVehicleRoadNoise(cVehicleParams &params);
bool8 ProcessWetRoadNoise(cVehicleParams &params);
bool8 ProcessVehicleEngine(cVehicleParams &params);
void UpdateGasPedalAudio(CVehicle *veh, int vehType);
void PlayerJustGotInCar();
void PlayerJustLeftCar();
void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
void ProcessCesna(cVehicleParams &params);
void ProcessPlayersVehicleEngine(cVehicleParams &params, CVehicle *veh);
bool8 ProcessVehicleSkidding(cVehicleParams &params);
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float velocityChange);
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
bool8 ProcessVehicleHorn(cVehicleParams &params);
bool8 UsesSiren(cVehicleParams &params);
bool8 UsesSirenSwitching(cVehicleParams &params);
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params);
bool8 UsesReverseWarning(uint32 model);
bool8 ProcessVehicleReverseWarning(cVehicleParams &params);
bool8 ProcessVehicleDoors(cVehicleParams &params);
bool8 ProcessAirBrakes(cVehicleParams &params);
bool8 HasAirBrakes(uint32 model);
bool8 ProcessEngineDamage(cVehicleParams &params);
bool8 ProcessCarBombTick(cVehicleParams &params);
void ProcessVehicleOneShots(cVehicleParams &params);
#ifdef GTA_TRAIN
bool8 ProcessTrainNoise(cVehicleParams &params);
#endif
bool8 ProcessBoatEngine(cVehicleParams &params);
bool8 ProcessBoatMovingOverWater(cVehicleParams &params);
void ProcessPlane(cVehicleParams &params);
void ProcessJumbo(cVehicleParams &params);
void ProcessJumboTaxi();
void ProcessJumboAccel(CPlane *plane);
void ProcessJumboTakeOff(CPlane *plane);
void ProcessJumboFlying();
void ProcessJumboLanding(CPlane *plane);
void ProcessJumboDecel(CPlane *plane);
bool8 SetupJumboTaxiSound(uint8 vol);
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
bool8 SetupJumboFlySound(uint8 emittingVol);
bool8 SetupJumboRumbleSound(uint8 emittingVol);
int32 GetJumboTaxiFreq(); // inlined in vc
// peds
void ProcessPed(CPhysical *ped);
void ProcessPedOneShots(cPedParams &params);
void SetPedTalkingStatus(CPed *ped, bool8 status);
void SetPlayersMood(uint8 mood, uint32 time);
void ProcessPlayerMood();
// ped comments
void SetupPedComments(cPedParams &params, uint16 sound);
uint32 GetPedCommentSfx(CPed *ped, uint16 sound);
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset);
uint32 GetPlayerTalkSfx(CPed *ped, uint16 sound);
uint32 GetGenericMaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
uint32 GetGenericFemaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
uint32 GetDefaultTalkSfx(CPed *ped, uint16 sound);
uint32 GetCopTalkSfx(CPed *ped, uint16 sound);
uint32 GetSwatTalkSfx(CPed *ped, uint16 sound);
uint32 GetFBITalkSfx(CPed *ped, uint16 sound);
uint32 GetArmyTalkSfx(CPed *ped, uint16 sound);
uint32 GetMedicTalkSfx(CPed *ped, uint16 sound);
uint32 GetFiremanTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYG1TalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYG2TalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYRITalkSfx(CPed *ped, uint16 sound);
uint32 GetHFORITalkSfx(CPed *ped, uint16 sound);
uint32 GetHMYRITalkSfx(CPed *ped, uint16 sound);
uint32 GetHMORITalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYBETalkSfx(CPed *ped, uint16 sound);
uint32 GetHFOBETalkSfx(CPed *ped, uint16 sound);
uint32 GetHMYBETalkSfx(CPed *ped, uint16 sound);
uint32 GetHMOBETalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYBUTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYMDTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYCGTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFYPRTalkSfx(CPed *ped, uint16 sound);
uint32 GetHFOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMOCATalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYCRTalkSfx(CPed *ped, uint16 sound);
uint32 GetBFYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetBFOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetBMOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetBFYRITalkSfx(CPed *ped, uint16 sound);
uint32 GetBFORITalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYRITalkSfx(CPed *ped, uint16 sound);
uint32 GetBFYBETalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYBETalkSfx(CPed *ped, uint16 sound);
uint32 GetBFOBETalkSfx(CPed *ped, uint16 sound);
uint32 GetBMOBETalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYBUTalkSfx(CPed *ped, uint16 sound);
uint32 GetBFYPRTalkSfx(CPed *ped, uint16 sound);
uint32 GetBFOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetBMOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYPITalkSfx(CPed *ped, uint16 sound);
uint32 GetBMYBBTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYCRTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYSKTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYSKTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOSTTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYRITalkSfx(CPed *ped, uint16 sound);
uint32 GetWFORITalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYRITalkSfx(CPed *ped, uint16 sound);
uint32 GetWMORITalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYBETalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYBETalkSfx(CPed *ped, uint16 sound);
uint32 GetWFOBETalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOBETalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYCWTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYGOTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFOGOTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOGOTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYLGTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYLGTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYBUTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYBUTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOBUTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYPRTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOTRTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYPITalkSfx(CPed *ped, uint16 sound);
uint32 GetWMOCATalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYSHTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFOSHTalkSfx(CPed *ped, uint16 sound);
uint32 GetJFOTOTalkSfx(CPed *ped, uint16 sound);
uint32 GetJMOTOTalkSfx(CPed *ped, uint16 sound);
uint32 GetHNTalkSfx(CPed *ped, uint16 sound);
uint32 GetBKTalkSfx(CPed *ped, uint16 sound);
uint32 GetCBTalkSfx(CPed *ped, uint16 sound);
uint32 GetSGTalkSfx(CPed *ped, uint16 sound);
uint32 GetCLTalkSfx(CPed *ped, uint16 sound);
uint32 GetGDTalkSfx(CPed *ped, uint16 sound);
uint32 GetPGTalkSfx(CPed *ped, uint16 sound);
uint32 GetViceWhiteTalkSfx(CPed *ped, uint16 sound);
uint32 GetViceBlackTalkSfx(CPed *ped, uint16 sound);
uint32 GetBMODKTalkSfx(CPed *ped, uint16 sound);
uint32 GetHMYAPTalkSfx(CPed *ped, uint16 sound);
uint32 GetWFYJGTalkSfx(CPed *ped, uint16 sound);
uint32 GetWMYJGTalkSfx(CPed *ped, uint16 sound);
uint32 GetSpecialCharacterTalkSfx(CPed *ped, int32 model, uint16 sound);
void DebugPlayPedComment(int32 sound);
// particles
void ProcessExplosions(int32 explosion);
void ProcessFires(int32 entity);
void ProcessWaterCannon(int32);
// script objects
void ProcessScriptObject(int32 id);
void ProcessOneShotScriptObject(uint8 sound);
void ProcessLoopingScriptObject(uint8 sound);
// misc
void ProcessWeather(int32 id);
void ProcessFrontEnd();
//void ProcessCrane();
void ProcessProjectiles();
void ProcessEscalators();
void ProcessExtraSounds();
void ProcessGarages();
void ProcessFireHydrant();
#ifdef GTA_BRIDGE
void ProcessBridge();
void ProcessBridgeWarning();
void ProcessBridgeMotor();
void ProcessBridgeOneShots();
#endif
// mission audio
const char *GetMissionAudioLoadedLabel(uint8 slot);
bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
void PreloadMissionAudio(uint8 slot, Const char *name);
uint8 GetMissionAudioLoadingStatus(uint8 slot);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void PlayLoadedMissionAudio(uint8 slot);
bool8 ShouldDuckMissionAudio(uint8 slot);
bool8 IsMissionAudioSamplePlaying(uint8 slot);
bool8 IsMissionAudioSampleFinished(uint8 slot);
void ClearMissionAudio(uint8 slot); // inlined in vc
void ProcessMissionAudioSlot(uint8 slot);
void ProcessMissionAudio();
// police radio
void InitialisePoliceRadioZones();
void InitialisePoliceRadio();
void ResetPoliceRadio();
void SetMissionScriptPoliceAudio(uint32 sfx); // inlined and optimized
int8 GetMissionScriptPoliceAudioPlayingStatus();
void DoPoliceRadioCrackle();
void ServicePoliceRadio();
void ServicePoliceRadioChannel(uint8 wantedLevel);
bool8 SetupCrimeReport();
void SetupSuspectLastSeenReport();
void ReportCrime(eCrimeType crime, const CVector &pos);
void PlaySuspectLastSeen(float x, float y, float z);
void AgeCrimes(); // inlined in vc
// collision stuff
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
void ServiceCollisions();
void SetUpOneShotCollisionSound(const cAudioCollision &col);
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
float GetCollisionOneShotRatio(uint32 a, float b);
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
};
/*
Manual loop points are not on PS2 so let's have these macros to avoid massive ifndefs.
Setting these manually was pointless anyway since they never change from sdt values.
What were they thinking?
*/
#ifndef GTA_PS2
#define RESET_LOOP_OFFSETS \
m_sQueueSample.m_nLoopStart = 0; \
m_sQueueSample.m_nLoopEnd = -1;
#define SET_LOOP_OFFSETS(sample) \
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(sample); \
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(sample);
#else
#define RESET_LOOP_OFFSETS
#define SET_LOOP_OFFSETS(sample)
#endif
#ifdef EXTERNAL_3D_SOUND
#define SET_EMITTING_VOLUME(vol) m_sQueueSample.m_nEmittingVolume = vol
#else
#define SET_EMITTING_VOLUME(vol)
#endif
#ifdef AUDIO_REFLECTIONS
#define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bReflections = b
#else
#define SET_SOUND_REFLECTION(b)
#endif
#ifdef AUDIO_REVERB
#define SET_SOUND_REVERB(b) m_sQueueSample.m_bReverb = b
#else
#define SET_SOUND_REVERB(b)
#endif
#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
#endif
extern cAudioManager AudioManager;
enum
{
PED_COMMENT_VOLUME = 127,
PED_COMMENT_VOLUME_BEHIND_WALL = 31,
COLLISION_MAX_DIST = 60,
};

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miami/audio/AudioSamples.h Normal file

File diff suppressed because it is too large Load Diff

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#include "common.h"
#include "AudioScriptObject.h"
#include "Pools.h"
#include "DMAudio.h"
#include "SaveBuf.h"
cAudioScriptObject::cAudioScriptObject()
{
Reset();
};
cAudioScriptObject::~cAudioScriptObject()
{
Reset();
};
void
cAudioScriptObject::Reset()
{
AudioId = SCRIPT_SOUND_INVALID;
Posn = CVector(0.0f, 0.0f, 0.0f);
AudioEntity = AEHANDLE_NONE;
}
void *
cAudioScriptObject::operator new(size_t sz) throw()
{
return CPools::GetAudioScriptObjectPool()->New();
}
void *
cAudioScriptObject::operator new(size_t sz, int handle) throw()
{
return CPools::GetAudioScriptObjectPool()->New(handle);
}
void
cAudioScriptObject::operator delete(void *p, size_t sz) throw()
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
void
cAudioScriptObject::operator delete(void *p, int handle) throw()
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
void
cAudioScriptObject::LoadAllAudioScriptObjects(uint8 *buf, uint32 size)
{
INITSAVEBUF
CheckSaveHeader(buf, 'A', 'U', 'D', '\0', size - SAVE_HEADER_SIZE);
int32 pool_size;
ReadSaveBuf(&pool_size, buf);
for (int32 i = 0; i < pool_size; i++) {
int32 handle;
ReadSaveBuf(&handle, buf);
cAudioScriptObject *p = new(handle) cAudioScriptObject;
assert(p != nil);
ReadSaveBuf(p, buf);
p->AudioEntity = DMAudio.CreateLoopingScriptObject(p);
}
VALIDATESAVEBUF(size);
}
void
cAudioScriptObject::SaveAllAudioScriptObjects(uint8 *buf, uint32 *size)
{
INITSAVEBUF
int32 pool_size = CPools::GetAudioScriptObjectPool()->GetNoOfUsedSpaces();
*size = SAVE_HEADER_SIZE + sizeof(int32) + pool_size * (sizeof(cAudioScriptObject) + sizeof(int32));
WriteSaveHeader(buf, 'A', 'U', 'D', '\0', *size - SAVE_HEADER_SIZE);
WriteSaveBuf(buf, pool_size);
int32 i = CPools::GetAudioScriptObjectPool()->GetSize();
while (i--) {
cAudioScriptObject *p = CPools::GetAudioScriptObjectPool()->GetSlot(i);
if (p != nil) {
WriteSaveBuf(buf, CPools::GetAudioScriptObjectPool()->GetIndex(p));
WriteSaveBuf(buf, *p);
}
}
VALIDATESAVEBUF(*size);
}
void
PlayOneShotScriptObject(uint8 id, CVector const &pos)
{
if (!DMAudio.IsAudioInitialised()) return;
cAudioScriptObject *audioScriptObject = new cAudioScriptObject();
audioScriptObject->Posn = pos;
audioScriptObject->AudioId = id;
audioScriptObject->AudioEntity = AEHANDLE_NONE;
DMAudio.CreateOneShotScriptObject(audioScriptObject);
}

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#pragma once
class cAudioScriptObject
{
public:
int16 AudioId;
CVector Posn;
int32 AudioEntity;
cAudioScriptObject();
~cAudioScriptObject();
void Reset(); /// ok
static void* operator new(size_t) throw();
static void* operator new(size_t, int) throw();
static void operator delete(void*, size_t) throw();
static void operator delete(void*, int) throw();
static void LoadAllAudioScriptObjects(uint8 *buf, uint32 size);
static void SaveAllAudioScriptObjects(uint8 *buf, uint32 *size);
};
VALIDATE_SIZE(cAudioScriptObject, 20);
extern void PlayOneShotScriptObject(uint8 id, CVector const &pos);

408
miami/audio/DMAudio.cpp Normal file
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#include "common.h"
#include "DMAudio.h"
#include "MusicManager.h"
#include "AudioManager.h"
#include "AudioScriptObject.h"
#include "sampman.h"
cDMAudio DMAudio;
void
cDMAudio::Initialise(void)
{
AudioManager.Initialise();
}
void
cDMAudio::Terminate(void)
{
AudioManager.Terminate();
}
void
cDMAudio::Service(void)
{
AudioManager.Service();
}
int32
cDMAudio::CreateEntity(eAudioType type, void *UID)
{
return AudioManager.CreateEntity(type, (CPhysical *)UID);
}
void
cDMAudio::DestroyEntity(int32 audioEntity)
{
AudioManager.DestroyEntity(audioEntity);
}
bool8
cDMAudio::GetEntityStatus(int32 audioEntity)
{
return AudioManager.GetEntityStatus(audioEntity);
}
void
cDMAudio::SetEntityStatus(int32 audioEntity, bool8 status)
{
AudioManager.SetEntityStatus(audioEntity, status);
}
void
cDMAudio::PlayOneShot(int32 audioEntity, uint16 oneShot, float volume)
{
AudioManager.PlayOneShot(audioEntity, oneShot, volume);
}
void
cDMAudio::DestroyAllGameCreatedEntities(void)
{
AudioManager.DestroyAllGameCreatedEntities();
}
void
cDMAudio::SetOutputMode(bool8 surround)
{
AudioManager.SetOutputMode(surround);
}
void
cDMAudio::SetMP3BoostVolume(uint8 volume)
{
uint8 vol = volume;
if (vol > MAX_VOLUME) vol = MAX_VOLUME;
AudioManager.SetMP3BoostVolume(vol);
}
void
cDMAudio::SetEffectsMasterVolume(uint8 volume)
{
uint8 vol = volume;
if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
AudioManager.SetEffectsMasterVolume(vol);
}
void
cDMAudio::SetMusicMasterVolume(uint8 volume)
{
uint8 vol = volume;
if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
AudioManager.SetMusicMasterVolume(vol);
}
void
cDMAudio::SetEffectsFadeVol(uint8 volume)
{
uint8 vol = volume;
if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
AudioManager.SetEffectsFadeVol(vol);
}
void
cDMAudio::SetMusicFadeVol(uint8 volume)
{
uint8 vol = volume;
if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
AudioManager.SetMusicFadeVol(vol);
}
uint8
cDMAudio::GetNum3DProvidersAvailable(void)
{
return AudioManager.GetNum3DProvidersAvailable();
}
char *
cDMAudio::Get3DProviderName(uint8 id)
{
return AudioManager.Get3DProviderName(id);
}
int8 cDMAudio::AutoDetect3DProviders(void)
{
return AudioManager.AutoDetect3DProviders();
}
int8
cDMAudio::GetCurrent3DProviderIndex(void)
{
return AudioManager.GetCurrent3DProviderIndex();
}
int8
cDMAudio::SetCurrent3DProvider(uint8 which)
{
return AudioManager.SetCurrent3DProvider(which);
}
void
cDMAudio::SetSpeakerConfig(int32 config)
{
AudioManager.SetSpeakerConfig(config);
}
bool8
cDMAudio::IsMP3RadioChannelAvailable(void)
{
return AudioManager.IsMP3RadioChannelAvailable();
}
void
cDMAudio::ReleaseDigitalHandle(void)
{
AudioManager.ReleaseDigitalHandle();
}
void
cDMAudio::ReacquireDigitalHandle(void)
{
AudioManager.ReacquireDigitalHandle();
}
void
cDMAudio::SetDynamicAcousticModelingStatus(bool8 status)
{
#ifdef AUDIO_REFLECTIONS
AudioManager.SetDynamicAcousticModelingStatus(status);
#endif
}
bool8
cDMAudio::CheckForAnAudioFileOnCD(void)
{
return AudioManager.CheckForAnAudioFileOnCD();
}
char
cDMAudio::GetCDAudioDriveLetter(void)
{
return AudioManager.GetCDAudioDriveLetter();
}
bool8
cDMAudio::IsAudioInitialised(void)
{
return AudioManager.IsAudioInitialised();
}
void
cDMAudio::ResetPoliceRadio()
{
AudioManager.ResetPoliceRadio();
}
void
cDMAudio::ReportCrime(eCrimeType crime, const CVector &pos)
{
AudioManager.ReportCrime(crime, pos);
}
int32
cDMAudio::CreateLoopingScriptObject(cAudioScriptObject *scriptObject)
{
int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);
if ( AEHANDLE_IS_OK(audioEntity) )
AudioManager.SetEntityStatus(audioEntity, TRUE);
return audioEntity;
}
void
cDMAudio::DestroyLoopingScriptObject(int32 audioEntity)
{
AudioManager.DestroyEntity(audioEntity);
}
void
cDMAudio::CreateOneShotScriptObject(cAudioScriptObject *scriptObject)
{
int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);
if ( AEHANDLE_IS_OK(audioEntity) )
{
AudioManager.SetEntityStatus(audioEntity, TRUE);
AudioManager.PlayOneShot(audioEntity, scriptObject->AudioId, 0.0f);
}
}
void
cDMAudio::PlaySuspectLastSeen(float x, float y, float z)
{
AudioManager.PlaySuspectLastSeen(x, y, z);
}
void
cDMAudio::ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity)
{
AudioManager.ReportCollision(entityA, entityB, surfaceTypeA, surfaceTypeB, collisionPower, velocity);
}
void
cDMAudio::PlayFrontEndSound(uint16 frontend, uint32 volume)
{
AudioManager.PlayOneShot(AudioManager.m_nFrontEndEntity, frontend, (float)volume);
}
void
cDMAudio::PlayRadioAnnouncement(uint32 announcement)
{
MusicManager.PlayAnnouncement(announcement);
}
void
cDMAudio::PlayFrontEndTrack(uint32 track, bool8 frontendFlag)
{
MusicManager.PlayFrontEndTrack(track, frontendFlag);
}
void
cDMAudio::StopFrontEndTrack(void)
{
MusicManager.StopFrontEndTrack();
}
void
cDMAudio::ResetTimers(uint32 time)
{
AudioManager.ResetTimers(time);
}
void
cDMAudio::ChangeMusicMode(uint8 mode)
{
MusicManager.ChangeMusicMode(mode);
}
void
cDMAudio::PreloadCutSceneMusic(uint32 track)
{
MusicManager.PreloadCutSceneMusic(track);
}
void
cDMAudio::PlayPreloadedCutSceneMusic(void)
{
MusicManager.PlayPreloadedCutSceneMusic();
}
void
cDMAudio::StopCutSceneMusic(void)
{
MusicManager.StopCutSceneMusic();
}
void
cDMAudio::PreloadMissionAudio(uint8 slot, Const char *missionAudio)
{
AudioManager.PreloadMissionAudio(slot, missionAudio);
}
uint8
cDMAudio::GetMissionAudioLoadingStatus(uint8 slot)
{
return AudioManager.GetMissionAudioLoadingStatus(slot);
}
void
cDMAudio::SetMissionAudioLocation(uint8 slot, float x, float y, float z)
{
AudioManager.SetMissionAudioLocation(slot, x, y, z);
}
void
cDMAudio::PlayLoadedMissionAudio(uint8 slot)
{
AudioManager.PlayLoadedMissionAudio(slot);
}
bool8
cDMAudio::IsMissionAudioSamplePlaying(uint8 slot)
{
return AudioManager.IsMissionAudioSamplePlaying(slot);
}
bool8
cDMAudio::IsMissionAudioSampleFinished(uint8 slot)
{
return AudioManager.IsMissionAudioSampleFinished(slot);
}
void
cDMAudio::ClearMissionAudio(uint8 slot)
{
AudioManager.ClearMissionAudio(slot);
}
const char *
cDMAudio::GetMissionAudioLoadedLabel(uint8 slot)
{
return AudioManager.GetMissionAudioLoadedLabel(slot);
}
uint8
cDMAudio::GetRadioInCar(void)
{
return MusicManager.GetRadioInCar();
}
void
cDMAudio::SetRadioInCar(uint32 radio)
{
MusicManager.SetRadioInCar(radio);
}
void
cDMAudio::SetRadioChannel(uint32 radio, int32 pos)
{
MusicManager.SetRadioChannelByScript(radio, pos);
}
void
cDMAudio::SetStartingTrackPositions(bool8 isStartGame)
{
MusicManager.SetStartingTrackPositions(isStartGame);
}
float *
cDMAudio::GetListenTimeArray()
{
return MusicManager.GetListenTimeArray();
}
uint32
cDMAudio::GetFavouriteRadioStation()
{
return MusicManager.GetFavouriteRadioStation();
}
int32
cDMAudio::GetRadioPosition(uint32 station)
{
return MusicManager.GetRadioPosition(station);
}
void
cDMAudio::SetPedTalkingStatus(CPed *ped, bool8 status)
{
return AudioManager.SetPedTalkingStatus(ped, status);
}
void
cDMAudio::SetPlayersMood(uint8 mood, uint32 time)
{
return AudioManager.SetPlayersMood(mood, time);
}
void
cDMAudio::ShutUpPlayerTalking(bool8 state)
{
AudioManager.m_bIsPlayerShutUp = state;
}

107
miami/audio/DMAudio.h Normal file
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#pragma once
#include "audio_enums.h"
#include "soundlist.h"
#include "Crime.h"
#define AEHANDLE_IS_FAILED(h) ((h)<0)
#define AEHANDLE_IS_OK(h) ((h)>=0)
#define NO_AUDIO_PROVIDER -3
#define AUDIO_PROVIDER_NOT_DETERMINED -99
class cAudioScriptObject;
class CEntity;
class cDMAudio
{
public:
~cDMAudio()
{ }
void Initialise(void);
void Terminate(void);
void Service(void);
int32 CreateEntity(eAudioType type, void *UID);
void DestroyEntity(int32 audioEntity);
bool8 GetEntityStatus(int32 audioEntity);
void SetEntityStatus(int32 audioEntity, bool8 status);
void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
void DestroyAllGameCreatedEntities(void);
void SetOutputMode(bool8 surround);
void SetMP3BoostVolume(uint8 volume);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
void SetMusicFadeVol(uint8 volume);
uint8 GetNum3DProvidersAvailable(void);
char *Get3DProviderName(uint8 id);
int8 AutoDetect3DProviders(void);
int8 GetCurrent3DProviderIndex(void);
int8 SetCurrent3DProvider(uint8 which);
void SetSpeakerConfig(int32 config);
bool8 IsMP3RadioChannelAvailable(void);
void ReleaseDigitalHandle(void);
void ReacquireDigitalHandle(void);
void SetDynamicAcousticModelingStatus(bool8 status);
bool8 CheckForAnAudioFileOnCD(void);
char GetCDAudioDriveLetter(void);
bool8 IsAudioInitialised(void);
void ResetPoliceRadio();
void ReportCrime(eCrimeType crime, CVector const &pos);
int32 CreateLoopingScriptObject(cAudioScriptObject *scriptObject);
void DestroyLoopingScriptObject(int32 audioEntity);
void CreateOneShotScriptObject(cAudioScriptObject *scriptObject);
void PlaySuspectLastSeen(float x, float y, float z);
void ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity);
void PlayFrontEndSound(uint16 frontend, uint32 volume);
void PlayRadioAnnouncement(uint32 announcement);
void PlayFrontEndTrack(uint32 track, bool8 frontendFlag);
void StopFrontEndTrack(void);
void ResetTimers(uint32 time);
void ChangeMusicMode(uint8 mode);
void PreloadCutSceneMusic(uint32 track);
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
void PreloadMissionAudio(uint8 slot, Const char *missionAudio);
uint8 GetMissionAudioLoadingStatus(uint8 slot);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void PlayLoadedMissionAudio(uint8 slot);
bool8 IsMissionAudioSamplePlaying(uint8 slot);
bool8 IsMissionAudioSampleFinished(uint8 slot);
void ClearMissionAudio(uint8 slot);
const char *GetMissionAudioLoadedLabel(uint8 slot);
uint8 GetRadioInCar(void);
void SetRadioInCar(uint32 radio);
void SetRadioChannel(uint32 radio, int32 pos);
void SetStartingTrackPositions(bool8 isStartGame);
float *GetListenTimeArray();
uint32 GetFavouriteRadioStation();
int32 GetRadioPosition(uint32 station);
void SetPedTalkingStatus(class CPed *ped, bool8 status);
void SetPlayersMood(uint8 mood, uint32 time);
void ShutUpPlayerTalking(bool8 state);
};
extern cDMAudio DMAudio;

1423
miami/audio/MusicManager.cpp Normal file

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113
miami/audio/MusicManager.h Normal file
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#pragma once
#include "audio_enums.h"
class tStreamedSample
{
public:
uint32 m_nLength;
uint32 m_nPosition;
uint32 m_nLastPosCheckTimer;
};
class CVehicle;
class CPed;
class cMusicManager
{
public:
bool8 m_bIsInitialised;
bool8 m_bDisabled;
bool8 m_bSetNextStation;
uint8 m_nVolumeLatency;
uint8 m_nCurrentVolume;
uint8 m_nMaxVolume;
uint32 m_nAnnouncement;
bool8 m_bAnnouncementInProgress;
tStreamedSample m_aTracks[TOTAL_STREAMED_SOUNDS];
bool8 m_bResetTimers;
uint32 m_nResetTime;
bool8 m_bRadioSetByScript;
uint8 m_nRadioStationScript;
int32 m_nRadioPosition;
uint32 m_nRadioInCar;
uint32 m_nFrontendTrack;
uint32 m_nPlayingTrack;
uint8 m_nUpcomingMusicMode;
uint8 m_nMusicMode;
bool8 m_FrontendLoopFlag;
bool8 m_bTrackChangeStarted;
uint32 m_nNextTrack;
bool8 m_nNextLoopFlag;
bool8 m_bVerifyNextTrackStartedToPlay;
bool8 m_bGameplayAllowsRadio;
bool8 m_bRadioStreamReady;
int8 nFramesSinceCutsceneEnded;
bool8 m_bUserResumedGame;
bool8 m_bMusicModeChangeStarted;
uint8 m_nMusicModeToBeSet;
bool8 m_bEarlyFrontendTrack;
float aListenTimeArray[NUM_RADIOS];
float m_nLastTrackServiceTime;
public:
cMusicManager();
bool8 IsInitialised() { return m_bIsInitialised; }
uint8 GetMusicMode() { return m_nMusicMode; }
uint32 GetCurrentTrack() { return m_nPlayingTrack; }
void ResetMusicAfterReload();
void SetStartingTrackPositions(bool8 isNewGameTimer);
bool8 Initialise();
void Terminate();
void ChangeMusicMode(uint8 mode);
void StopFrontEndTrack();
bool8 PlayerInCar();
void DisplayRadioStationName();
void PlayAnnouncement(uint32);
void PlayFrontEndTrack(uint32, bool8);
void PreloadCutSceneMusic(uint32);
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
uint32 GetRadioInCar(void);
void SetRadioInCar(uint32);
void SetRadioChannelByScript(uint32, int32);
void ResetTimers(uint32);
void Service();
void ServiceFrontEndMode();
void ServiceGameMode();
void ServiceAmbience();
void ServiceTrack(CVehicle *veh, CPed *ped);
bool8 UsesPoliceRadio(CVehicle *veh);
bool8 UsesTaxiRadio(CVehicle *veh);
uint32 GetTrackStartPos(uint32 track);
void ComputeAmbienceVol(bool8 reset, uint8& outVolume);
bool8 ServiceAnnouncement();
uint32 GetCarTuning();
uint32 GetNextCarTuning();
bool8 ChangeRadioChannel();
void RecordRadioStats();
void SetUpCorrectAmbienceTrack();
float *GetListenTimeArray();
uint32 GetRadioPosition(uint32 station);
uint32 GetFavouriteRadioStation();
void SetMalibuClubTrackPos(uint8 pos);
void SetStripClubTrackPos(uint8 pos);
bool8 CheckForMusicInterruptions();
void Enable();
void Disable();
};
VALIDATE_SIZE(cMusicManager, 0x95C);
extern cMusicManager MusicManager;
extern bool8 g_bAnnouncementReadPosAlready; // we have a symbol of this so it was declared in .h
float GetHeightScale();

750
miami/audio/PolRadio.cpp Normal file
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#include "common.h"
#include "DMAudio.h"
#include "AudioManager.h"
#include "AudioSamples.h"
#include "MusicManager.h"
#include "PlayerPed.h"
#include "PolRadio.h"
#include "Replay.h"
#include "Vehicle.h"
#include "World.h"
#include "Zones.h"
#include "sampman.h"
#include "Wanted.h"
struct tPoliceRadioZone {
char m_aName[8];
uint32 m_nSampleIndex;
int32 field_12;
};
tPoliceRadioZone ZoneSfx[NUMAUDIOZONES];
uint32 g_nMissionAudioSfx = TOTAL_AUDIO_SAMPLES;
int8 g_nMissionAudioPlayingStatus = PLAY_STATUS_FINISHED;
bool8 gSpecialSuspectLastSeenReport;
uint32 gMinTimeToNextReport[NUM_CRIME_TYPES];
void
cAudioManager::InitialisePoliceRadioZones()
{
for (int32 i = 0; i < NUMAUDIOZONES; i++)
memset(ZoneSfx[i].m_aName, 0, 8);
#define SETZONESFX(i, name, sample) \
strcpy(ZoneSfx[i].m_aName, name); \
ZoneSfx[i].m_nSampleIndex = sample;
SETZONESFX(0, "VICE_C", SFX_POLICE_RADIO_VICE_CITY);
SETZONESFX(1, "IND_ZON", SFX_POLICE_RADIO_VICE_CITY_BEACH);
SETZONESFX(2, "COM_ZON", SFX_POLICE_RADIO_VICE_CITY_MAINLAND);
SETZONESFX(3, "BEACH1", SFX_POLICE_RADIO_OCEAN_BEACH);
SETZONESFX(4, "BEACH2", SFX_POLICE_RADIO_WASHINGTON_BEACH);
SETZONESFX(5, "BEACH3", SFX_POLICE_RADIO_VICE_POINT);
SETZONESFX(6, "GOLFC", SFX_POLICE_RADIO_LEAF_LINKS);
SETZONESFX(7, "STARI", SFX_POLICE_RADIO_STARFISH_ISLAND);
SETZONESFX(8, "DOCKS", SFX_POLICE_RADIO_VICEPORT);
SETZONESFX(9, "HAVANA", SFX_POLICE_RADIO_LITTLE_HAVANA);
SETZONESFX(10, "HAITI", SFX_POLICE_RADIO_LITTLE_HAITI);
SETZONESFX(11, "PORNI", SFX_POLICE_RADIO_PRAWN_ISLAND);
SETZONESFX(12, "DTOWN", SFX_POLICE_RADIO_DOWNTOWN);
SETZONESFX(13, "A_PORT", SFX_POLICE_RADIO_ESCOBAR_INTERNATIONAL);
#undef SETZONESFX
}
void
cAudioManager::InitialisePoliceRadio()
{
m_sPoliceRadioQueue.Reset();
for (int32 i = 0; i < ARRAY_SIZE(m_aCrimes); i++)
m_aCrimes[i].type = CRIME_NONE;
#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
SampleManager.SetChannelReverbFlag(CHANNEL_POLICE_RADIO, FALSE);
#endif
gSpecialSuspectLastSeenReport = FALSE;
for (int32 i = 0; i < ARRAY_SIZE(gMinTimeToNextReport); i++)
gMinTimeToNextReport[i] = m_FrameCounter;
}
void
cAudioManager::ResetPoliceRadio()
{
if (!m_bIsInitialised) return;
if (SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
InitialisePoliceRadio();
}
void
cAudioManager::SetMissionScriptPoliceAudio(uint32 sfx)
{
if (!m_bIsInitialised) return;
if (g_nMissionAudioPlayingStatus != PLAY_STATUS_PLAYING) {
g_nMissionAudioPlayingStatus = PLAY_STATUS_STOPPED;
g_nMissionAudioSfx = sfx;
}
}
int8
cAudioManager::GetMissionScriptPoliceAudioPlayingStatus()
{
return g_nMissionAudioPlayingStatus;
}
void
cAudioManager::DoPoliceRadioCrackle()
{
m_sQueueSample.m_nEntityIndex = m_nPoliceChannelEntity;
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = TRUE;
m_sQueueSample.m_nPriority = 10;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
m_sQueueSample.m_nVolume = m_anRandomTable[2] % 20 + 15;
m_sQueueSample.m_nLoopCount = 0;
SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
SET_LOOP_OFFSETS(SFX_POLICE_RADIO_CRACKLE)
m_sQueueSample.m_bStatic = FALSE;
SET_SOUND_REVERB(FALSE);
m_sQueueSample.m_nPan = 63;
m_sQueueSample.m_nFramesToPlay = 3;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
void
cAudioManager::ServicePoliceRadio()
{
int32 wantedLevel = 0; // uninitialized variable
static uint32 nLastSeen = 300;
if(!m_bIsInitialised) return;
if(!m_bIsPaused) {
bool8 crimeReport = SetupCrimeReport();
#ifdef FIX_BUGS // Crash at 0x5fe6ef
if(CReplay::IsPlayingBack() || !FindPlayerPed() || !FindPlayerPed()->m_pWanted)
return;
#endif
CPlayerPed *playerPed = FindPlayerPed();
if (playerPed) {
wantedLevel = playerPed->m_pWanted->GetWantedLevel();
if (!crimeReport) {
if (wantedLevel != 0) {
if (nLastSeen != 0)
#ifdef FIX_BUGS
nLastSeen -= CTimer::GetLogicalFramesPassed();
#else
nLastSeen--;
#endif
else {
nLastSeen = m_anRandomTable[1] % 1000 + 2000;
SetupSuspectLastSeenReport();
}
}
}
}
}
ServicePoliceRadioChannel(wantedLevel);
}
void
cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
{
bool8 processed = FALSE;
uint32 sample;
uint32 freq;
static int cWait = 0;
static bool8 bChannelOpen = FALSE;
static uint8 bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_STOPPED;
static uint32 PoliceChannelFreq = 22050;
if (!m_bIsInitialised) return;
if (m_bIsPaused) {
if (SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
if (g_nMissionAudioSfx != NO_SAMPLE && bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_PLAYING &&
SampleManager.IsStreamPlaying(1)) {
SampleManager.PauseStream(TRUE, 1);
}
} else {
if (m_bWasPaused && g_nMissionAudioSfx != NO_SAMPLE &&
bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_PLAYING) {
SampleManager.PauseStream(FALSE, 1);
}
if (m_sPoliceRadioQueue.m_nSamplesInQueue == 0) bChannelOpen = FALSE;
if (cWait) {
#ifdef FIX_BUGS
cWait -= CTimer::GetLogicalFramesPassed();
#else
--cWait;
#endif
return;
}
if (g_nMissionAudioSfx != NO_SAMPLE && !bChannelOpen) {
if (g_nMissionAudioPlayingStatus != PLAY_STATUS_STOPPED) {
if (g_nMissionAudioPlayingStatus == PLAY_STATUS_PLAYING && bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_STOPPED &&
SampleManager.IsStreamPlaying(1)) {
bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_PLAYING;
}
if (bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_PLAYING) {
if (SampleManager.IsStreamPlaying(1)) {
DoPoliceRadioCrackle();
} else {
bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_FINISHED;
g_nMissionAudioPlayingStatus = PLAY_STATUS_FINISHED;
g_nMissionAudioSfx = NO_SAMPLE;
cWait = 30;
}
return;
}
} else if (!SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) {
SampleManager.PreloadStreamedFile(g_nMissionAudioSfx, 1);
SampleManager.SetStreamedVolumeAndPan(MAX_VOLUME, 63, TRUE, 1);
SampleManager.StartPreloadedStreamedFile(1);
g_nMissionAudioPlayingStatus = PLAY_STATUS_PLAYING;
bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_STOPPED;
return;
}
}
if (bChannelOpen) DoPoliceRadioCrackle();
if ((g_nMissionAudioSfx == NO_SAMPLE || g_nMissionAudioPlayingStatus != PLAY_STATUS_PLAYING) &&
!SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO) && m_sPoliceRadioQueue.m_nSamplesInQueue != 0) {
sample = m_sPoliceRadioQueue.Remove();
if (wantedLevel == 0) {
if (gSpecialSuspectLastSeenReport) {
gSpecialSuspectLastSeenReport = FALSE;
} else if (sample == SFX_POLICE_RADIO_MESSAGE_NOISE_1) {
bChannelOpen = FALSE;
processed = TRUE;
}
}
if (sample == NO_SAMPLE) {
if (!processed) cWait = 30;
} else {
SampleManager.InitialiseChannel(CHANNEL_POLICE_RADIO, sample, SFX_BANK_0);
switch (sample) {
case SFX_POLICE_RADIO_MESSAGE_NOISE_1:
freq = m_anRandomTable[4] % 2000 + 10025;
bChannelOpen = bChannelOpen == FALSE;
break;
default: freq = SampleManager.GetSampleBaseFrequency(sample); break;
}
PoliceChannelFreq = freq;
#ifdef USE_TIME_SCALE_FOR_AUDIO
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq * CTimer::GetTimeScale());
#else
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
#endif
SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
#ifndef GTA_PS2
SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
#endif
SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
}
if (processed) ResetPoliceRadio();
}
}
}
bool8
cAudioManager::SetupCrimeReport()
{
int16 audioZoneId;
CZone *zone;
float rangeX;
float rangeY;
float halfX;
float halfY;
float quarterX;
float quarterY;
int i;
uint32 sampleIndex;
bool8 processed = FALSE;
if (MusicManager.m_nMusicMode == MUSICMODE_CUTSCENE) return FALSE;
if (POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue <= 9) {
AgeCrimes();
return TRUE;
}
for (i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
if (m_aCrimes[i].type != CRIME_NONE)
break;
}
if (i == ARRAY_SIZE(m_aCrimes)) return FALSE;
audioZoneId = CTheZones::FindAudioZone(&m_aCrimes[i].position);
if (audioZoneId >= 0 && audioZoneId < NUMAUDIOZONES) {
zone = CTheZones::GetAudioZone(audioZoneId);
for (int j = 0; j < NUMAUDIOZONES; j++) {
if (strcmp(zone->name, ZoneSfx[j].m_aName) == 0) {
sampleIndex = ZoneSfx[j].m_nSampleIndex;
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(m_anRandomTable[0] % 3 + SFX_WEVE_GOT);
m_sPoliceRadioQueue.Add(SFX_A_10);
switch (m_aCrimes[i].type) {
case CRIME_PED_BURNED:
case CRIME_HIT_PED_NASTYWEAPON:
m_aCrimes[i].type = CRIME_HIT_PED;
break;
case CRIME_COP_BURNED:
case CRIME_HIT_COP_NASTYWEAPON:
m_aCrimes[i].type = CRIME_HIT_COP;
break;
case CRIME_VEHICLE_BURNED: m_aCrimes[i].type = CRIME_STEAL_CAR; break;
case CRIME_DESTROYED_CESSNA: m_aCrimes[i].type = CRIME_SHOOT_HELI; break;
case CRIME_EXPLOSION: m_aCrimes[i].type = CRIME_STEAL_CAR; break; // huh?
default: break;
}
#ifdef FIX_BUGS
m_sPoliceRadioQueue.Add(m_aCrimes[i].type + SFX_CRIME_1 - 1);
#else
m_sPoliceRadioQueue.Add(m_aCrimes[i].type + SFX_CRIME_1);
#endif
m_sPoliceRadioQueue.Add(SFX_IN);
rangeX = zone->maxx - zone->minx;
rangeY = zone->maxy - zone->miny;
halfX = 0.5f * rangeX + zone->minx;
halfY = 0.5f * rangeY + zone->miny;
quarterX = 0.25f * rangeX;
quarterY = 0.25f * rangeY;
if (m_aCrimes[i].position.y > halfY + quarterY) {
m_sPoliceRadioQueue.Add(SFX_NORTH);
processed = TRUE;
} else if (m_aCrimes[i].position.y < halfY - quarterY) {
m_sPoliceRadioQueue.Add(SFX_SOUTH);
processed = TRUE;
}
if (m_aCrimes[i].position.x > halfX + quarterX)
m_sPoliceRadioQueue.Add(SFX_EAST);
else if (m_aCrimes[i].position.x < halfX - quarterX)
m_sPoliceRadioQueue.Add(SFX_WEST);
else if (!processed)
m_sPoliceRadioQueue.Add(SFX_CENTRAL);
m_sPoliceRadioQueue.Add(sampleIndex);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(NO_SAMPLE);
break;
}
}
}
m_aCrimes[i].type = CRIME_NONE;
AgeCrimes();
return TRUE;
}
Const uint32 gCarColourTable[][3] = {
{NO_SAMPLE, SFX_POLICE_RADIO_BLACK, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_WHITE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_PURPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_YELLOW, NO_SAMPLE},
{SFX_POLICE_RADIO_BRIGHT, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_BLUE, SFX_POLICE_RADIO_GREY},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_RED, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_ORANGE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_ORANGE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_ORANGE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_ORANGE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_ORANGE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_ORANGE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_YELLOW, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_YELLOW, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_YELLOW, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_YELLOW, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_YELLOW, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_YELLOW, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_GREEN, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_GREEN, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_GREEN, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_GREEN, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_GREEN, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_GREEN, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_BLUE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_PURPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_PURPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_PURPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_PURPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_PURPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_PURPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_SILVER, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_SILVER, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_SILVER, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_SILVER, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_SILVER, NO_SAMPLE},
{NO_SAMPLE, SFX_POLICE_RADIO_SILVER, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_LIGHT, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE},
{SFX_POLICE_RADIO_DARK, NO_SAMPLE, NO_SAMPLE}
};
void
cAudioManager::SetupSuspectLastSeenReport()
{
CVehicle *veh;
uint8 color1;
uint32 main_color;
uint32 sample;
uint32 color_pre_modifier;
uint32 color_post_modifier;
if (MusicManager.m_nMusicMode != MUSICMODE_CUTSCENE) {
veh = FindVehicleOfPlayer();
if (veh != nil) {
if (POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue > 9) {
color1 = veh->m_currentColour1;
if (color1 >= ARRAY_SIZE(gCarColourTable)) {
debug("\n *** UNKNOWN CAR COLOUR %d *** ", color1);
} else {
main_color = gCarColourTable[color1][1];
color_pre_modifier = gCarColourTable[color1][0];
color_post_modifier = gCarColourTable[color1][2];
switch (veh->GetModelIndex()) {
case MI_LANDSTAL:
case MI_PATRIOT:
case MI_RANCHER:
case MI_FBIRANCH:
case MI_SANDKING:
sample = SFX_POLICE_RADIO_OFFROAD;
break;
case MI_IDAHO:
case MI_MANANA:
case MI_ESPERANT:
case MI_CUBAN:
case MI_STALLION:
case MI_SABRE:
case MI_SABRETUR:
case MI_VIRGO:
case MI_BLISTAC:
sample = SFX_POLICE_RADIO_TUDOOR;
break;
case MI_STINGER:
case MI_INFERNUS:
case MI_CHEETAH:
case MI_BANSHEE:
case MI_PHEONIX:
case MI_COMET:
case MI_DELUXO:
case MI_HOTRING:
sample = SFX_POLICE_RADIO_SPORTS_CAR;
break;
case MI_LINERUN:
sample = SFX_POLICE_RADIO_RIG;
break;
case MI_PEREN:
case MI_REGINA:
sample = SFX_POLICE_RADIO_STATION_WAGON;
break;
case MI_SENTINEL:
case MI_FBICAR:
case MI_WASHING:
case MI_SENTXS:
case MI_ADMIRAL:
case MI_GLENDALE:
case MI_OCEANIC:
case MI_HERMES:
case MI_GREENWOO:
sample = SFX_POLICE_RADIO_SEDAN;
break;
case MI_RIO:
sample = SFX_POLICE_RADIO_CRUISER;
break;
case MI_FIRETRUCK:
sample = SFX_POLICE_RADIO_FIRE_TRUCK;
break;
case MI_TRASH:
sample = SFX_POLICE_RADIO_GARBAGE_TRUCK;
break;
case MI_STRETCH:
case MI_LOVEFIST:
sample = SFX_POLICE_RADIO_STRETCH;
break;
case MI_VOODOO:
sample = SFX_POLICE_RADIO_LOWRIDER;
break;
case MI_PONY:
case MI_MOONBEAM:
case MI_SECURICA:
case MI_RUMPO:
case MI_GANGBUR:
case MI_YANKEE:
case MI_TOPFUN:
case MI_BURRITO:
case MI_SPAND:
sample = SFX_POLICE_RADIO_VAN;
break;
case MI_MULE:
case MI_BARRACKS:
case MI_PACKER:
case MI_FLATBED:
sample = SFX_POLICE_RADIO_TRUCK;
break;
case MI_AMBULAN:
sample = SFX_POLICE_RADIO_AMBULANCE;
break;
case MI_TAXI:
case MI_CABBIE:
case MI_ZEBRA:
case MI_KAUFMAN:
sample = SFX_POLICE_RADIO_TAXI;
break;
case MI_BOBCAT:
case MI_WALTON:
sample = SFX_POLICE_RADIO_PICKUP;
break;
case MI_MRWHOOP:
sample = SFX_POLICE_RADIO_ICE_CREAM_VAN;
break;
case MI_BFINJECT:
sample = SFX_POLICE_RADIO_BUGGY;
break;
case MI_HUNTER:
case MI_CHOPPER:
case MI_SEASPAR:
case MI_SPARROW:
case MI_MAVERICK:
case MI_VCNMAV:
case MI_POLMAV:
sample = SFX_POLICE_RADIO_HELICOPTER;
break;
case MI_POLICE:
sample = SFX_POLICE_RADIO_POLICE_CAR;
break;
case MI_ENFORCER:
sample = SFX_POLICE_RADIO_SWAT_VAN;
break;
case MI_PREDATOR:
case MI_SQUALO:
case MI_SPEEDER:
sample = SFX_POLICE_RADIO_SPEEDBOAT;
break;
case MI_BUS:
sample = SFX_POLICE_RADIO_BUS;
break;
case MI_RHINO:
sample = SFX_POLICE_RADIO_TANK;
break;
case MI_ANGEL:
case MI_PCJ600:
case MI_FREEWAY:
case MI_SANCHEZ:
sample = SFX_POLICE_RADIO_MOTOBIKE;
break;
case MI_COACH:
sample = SFX_POLICE_RADIO_COACH;
break;
case MI_ROMERO:
sample = SFX_POLICE_RADIO_HEARSE;
break;
case MI_PIZZABOY:
case MI_FAGGIO:
sample = SFX_POLICE_RADIO_MOPED;
break;
case MI_DEADDODO:
case MI_SKIMMER:
sample = SFX_POLICE_RADIO_PLANE;
break;
case MI_REEFER:
case MI_TROPIC:
case MI_COASTG:
case MI_MARQUIS:
case MI_JETMAX:
sample = SFX_POLICE_RADIO_BOAT;
break;
case MI_CADDY:
sample = SFX_POLICE_RADIO_GOLF_CART;
break;
case MI_DINGHY:
sample = SFX_POLICE_RADIO_DINGHY;
break;
default:
//debug("\n *** UNKNOWN CAR MODEL INDEX %d *** ", veh->GetModelIndex());
return;
}
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_SUSPECT);
if (m_anRandomTable[3] % 2)
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_LAST_SEEN);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_IN_A);
if (color_pre_modifier != NO_SAMPLE)
m_sPoliceRadioQueue.Add(color_pre_modifier);
if (main_color != NO_SAMPLE)
m_sPoliceRadioQueue.Add(main_color);
if (color_post_modifier != NO_SAMPLE)
m_sPoliceRadioQueue.Add(color_post_modifier);
m_sPoliceRadioQueue.Add(sample);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(NO_SAMPLE);
}
}
} else if (POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue > 4) {
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_SUSPECT);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_ON_FOOT);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(NO_SAMPLE);
}
}
}
void
cAudioManager::ReportCrime(eCrimeType type, const CVector &pos)
{
int32 lastCrime = ARRAY_SIZE(m_aCrimes);
if (m_bIsInitialised && MusicManager.m_nMusicMode != MUSICMODE_CUTSCENE && FindPlayerPed()->m_pWanted->GetWantedLevel() > 0 &&
(type > CRIME_NONE || type < NUM_CRIME_TYPES) && m_FrameCounter >= gMinTimeToNextReport[type]) {
for (int32 i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
if (m_aCrimes[i].type != CRIME_NONE) {
if (m_aCrimes[i].type == type) {
m_aCrimes[i].position = pos;
m_aCrimes[i].timer = 0;
return;
}
} else
lastCrime = i;
}
if (lastCrime < ARRAY_SIZE(m_aCrimes)) {
m_aCrimes[lastCrime].type = type;
m_aCrimes[lastCrime].position = pos;
m_aCrimes[lastCrime].timer = 0;
gMinTimeToNextReport[type] = m_FrameCounter + 500;
}
}
}
void
cAudioManager::PlaySuspectLastSeen(float x, float y, float z)
{
int16 audioZone;
CZone *zone;
float rangeX;
float rangeY;
float halfX;
float halfY;
float quarterX;
float quarterY;
uint32 sample;
bool8 processed = FALSE;
CVector vec = CVector(x, y, z);
if (!m_bIsInitialised) return;
if (MusicManager.m_nMusicMode != MUSICMODE_CUTSCENE && POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue > 9) {
audioZone = CTheZones::FindAudioZone(&vec);
if (audioZone >= 0 && audioZone < NUMAUDIOZONES) {
zone = CTheZones::GetAudioZone(audioZone);
for (int i = 0; i < NUMAUDIOZONES; i++) {
if (strcmp(zone->name, ZoneSfx[i].m_aName) == 0) {
sample = ZoneSfx[i].m_nSampleIndex;
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_SUSPECT);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_LAST_SEEN);
m_sPoliceRadioQueue.Add(SFX_IN);
rangeX = zone->maxx - zone->minx;
rangeY = zone->maxy - zone->miny;
halfX = 0.5f * rangeX + zone->minx;
halfY = 0.5f * rangeY + zone->miny;
quarterX = 0.25f * rangeX;
quarterY = 0.25f * rangeY;
if (vec.y > halfY + quarterY) {
m_sPoliceRadioQueue.Add(SFX_NORTH);
processed = TRUE;
} else if (vec.y < halfY - quarterY) {
m_sPoliceRadioQueue.Add(SFX_SOUTH);
processed = TRUE;
}
if (vec.x > halfX + quarterX)
m_sPoliceRadioQueue.Add(SFX_EAST);
else if (vec.x < halfX - quarterX)
m_sPoliceRadioQueue.Add(SFX_WEST);
else if (!processed)
m_sPoliceRadioQueue.Add(SFX_CENTRAL);
m_sPoliceRadioQueue.Add(sample);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(NO_SAMPLE);
gSpecialSuspectLastSeenReport = TRUE;
break;
}
}
}
}
}
void
cAudioManager::AgeCrimes()
{
for (uint8 i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
if (m_aCrimes[i].type != CRIME_NONE) {
if (++m_aCrimes[i].timer > 1200) m_aCrimes[i].type = CRIME_NONE;
}
}
}

67
miami/audio/PolRadio.h Normal file
View File

@@ -0,0 +1,67 @@
#pragma once
#include "Crime.h"
#include "AudioSamples.h"
struct cAMCrime {
int32 type;
CVector position;
uint16 timer;
cAMCrime()
{
type = CRIME_NONE;
position = CVector(0.0f, 0.0f, 0.0f);
timer = 0;
}
};
VALIDATE_SIZE(cAMCrime, 20);
#define POLICE_RADIO_QUEUE_MAX_SAMPLES 60
class cPoliceRadioQueue
{
public:
uint32 m_aSamples[POLICE_RADIO_QUEUE_MAX_SAMPLES];
uint8 m_nSamplesInQueue;
uint8 m_nAddOffset;
uint8 m_nRemoveOffset;
cPoliceRadioQueue()
{
Reset();
}
void Reset()
{
m_nAddOffset = 0;
m_nRemoveOffset = 0;
m_nSamplesInQueue = 0;
}
bool8 Add(uint32 sample)
{
if (m_nSamplesInQueue != POLICE_RADIO_QUEUE_MAX_SAMPLES) {
m_aSamples[m_nAddOffset] = sample;
m_nSamplesInQueue++;
m_nAddOffset = (m_nAddOffset + 1) % POLICE_RADIO_QUEUE_MAX_SAMPLES;
return TRUE;
}
return FALSE;
}
uint32 Remove()
{
if (m_nSamplesInQueue != 0) {
uint32 sample = m_aSamples[m_nRemoveOffset];
m_nSamplesInQueue--;
m_nRemoveOffset = (m_nRemoveOffset + 1) % POLICE_RADIO_QUEUE_MAX_SAMPLES;
return sample;
}
return NO_SAMPLE;
}
};
VALIDATE_SIZE(cPoliceRadioQueue, 244);

1336
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/***********************************************************************************************\
* *
* EAX-UTIL.CPP - utilities for EAX 3.0 *
* Function declaration for EAX Morphing *
* String names of the all the presets defined in eax-util.h *
* Arrays grouping together all the EAX presets in a scenario *
* *
************************************************************************************************/
#include "eax-util.h"
#include <math.h>
// Function prototypes used by EAX3ListenerInterpolate
void Clamp(EAXVECTOR *eaxVector);
bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP);
/***********************************************************************************************\
*
* Definition of the EAXMorph function - EAX3ListenerInterpolate
*
\***********************************************************************************************/
/*
EAX3ListenerInterpolate
lpStart - Initial EAX 3 Listener parameters
lpFinish - Final EAX 3 Listener parameters
flRatio - Ratio Destination : Source (0.0 == Source, 1.0 == Destination)
lpResult - Interpolated EAX 3 Listener parameters
bCheckValues - Check EAX 3.0 parameters are in range, default = false (no checking)
*/
bool EAX3ListenerInterpolate(LPEAXLISTENERPROPERTIES lpStart, LPEAXLISTENERPROPERTIES lpFinish,
float flRatio, LPEAXLISTENERPROPERTIES lpResult, bool bCheckValues)
{
EAXVECTOR StartVector, FinalVector;
float flInvRatio;
if (bCheckValues)
{
if (!CheckEAX3LP(lpStart))
return false;
if (!CheckEAX3LP(lpFinish))
return false;
}
if (flRatio >= 1.0f)
{
memcpy(lpResult, lpFinish, sizeof(EAXLISTENERPROPERTIES));
return true;
}
else if (flRatio <= 0.0f)
{
memcpy(lpResult, lpStart, sizeof(EAXLISTENERPROPERTIES));
return true;
}
flInvRatio = (1.0f - flRatio);
// Environment
lpResult->ulEnvironment = 26; // (UNDEFINED environment)
// Environment Size
if (lpStart->flEnvironmentSize == lpFinish->flEnvironmentSize)
lpResult->flEnvironmentSize = lpStart->flEnvironmentSize;
else
lpResult->flEnvironmentSize = (float)exp( (log(lpStart->flEnvironmentSize) * flInvRatio) + (log(lpFinish->flEnvironmentSize) * flRatio) );
// Environment Diffusion
if (lpStart->flEnvironmentDiffusion == lpFinish->flEnvironmentDiffusion)
lpResult->flEnvironmentDiffusion = lpStart->flEnvironmentDiffusion;
else
lpResult->flEnvironmentDiffusion = (lpStart->flEnvironmentDiffusion * flInvRatio) + (lpFinish->flEnvironmentDiffusion * flRatio);
// Room
if (lpStart->lRoom == lpFinish->lRoom)
lpResult->lRoom = lpStart->lRoom;
else
lpResult->lRoom = (int)( ((float)lpStart->lRoom * flInvRatio) + ((float)lpFinish->lRoom * flRatio) );
// Room HF
if (lpStart->lRoomHF == lpFinish->lRoomHF)
lpResult->lRoomHF = lpStart->lRoomHF;
else
lpResult->lRoomHF = (int)( ((float)lpStart->lRoomHF * flInvRatio) + ((float)lpFinish->lRoomHF * flRatio) );
// Room LF
if (lpStart->lRoomLF == lpFinish->lRoomLF)
lpResult->lRoomLF = lpStart->lRoomLF;
else
lpResult->lRoomLF = (int)( ((float)lpStart->lRoomLF * flInvRatio) + ((float)lpFinish->lRoomLF * flRatio) );
// Decay Time
if (lpStart->flDecayTime == lpFinish->flDecayTime)
lpResult->flDecayTime = lpStart->flDecayTime;
else
lpResult->flDecayTime = (float)exp( (log(lpStart->flDecayTime) * flInvRatio) + (log(lpFinish->flDecayTime) * flRatio) );
// Decay HF Ratio
if (lpStart->flDecayHFRatio == lpFinish->flDecayHFRatio)
lpResult->flDecayHFRatio = lpStart->flDecayHFRatio;
else
lpResult->flDecayHFRatio = (float)exp( (log(lpStart->flDecayHFRatio) * flInvRatio) + (log(lpFinish->flDecayHFRatio) * flRatio) );
// Decay LF Ratio
if (lpStart->flDecayLFRatio == lpFinish->flDecayLFRatio)
lpResult->flDecayLFRatio = lpStart->flDecayLFRatio;
else
lpResult->flDecayLFRatio = (float)exp( (log(lpStart->flDecayLFRatio) * flInvRatio) + (log(lpFinish->flDecayLFRatio) * flRatio) );
// Reflections
if (lpStart->lReflections == lpFinish->lReflections)
lpResult->lReflections = lpStart->lReflections;
else
lpResult->lReflections = (int)( ((float)lpStart->lReflections * flInvRatio) + ((float)lpFinish->lReflections * flRatio) );
// Reflections Delay
if (lpStart->flReflectionsDelay == lpFinish->flReflectionsDelay)
lpResult->flReflectionsDelay = lpStart->flReflectionsDelay;
else
lpResult->flReflectionsDelay = (float)exp( (log(lpStart->flReflectionsDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReflectionsDelay+0.0001f) * flRatio) );
// Reflections Pan
// To interpolate the vector correctly we need to ensure that both the initial and final vectors vectors are clamped to a length of 1.0f
StartVector = lpStart->vReflectionsPan;
FinalVector = lpFinish->vReflectionsPan;
Clamp(&StartVector);
Clamp(&FinalVector);
if (lpStart->vReflectionsPan.x == lpFinish->vReflectionsPan.x)
lpResult->vReflectionsPan.x = lpStart->vReflectionsPan.x;
else
lpResult->vReflectionsPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x));
if (lpStart->vReflectionsPan.y == lpFinish->vReflectionsPan.y)
lpResult->vReflectionsPan.y = lpStart->vReflectionsPan.y;
else
lpResult->vReflectionsPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y));
if (lpStart->vReflectionsPan.z == lpFinish->vReflectionsPan.z)
lpResult->vReflectionsPan.z = lpStart->vReflectionsPan.z;
else
lpResult->vReflectionsPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z));
// Reverb
if (lpStart->lReverb == lpFinish->lReverb)
lpResult->lReverb = lpStart->lReverb;
else
lpResult->lReverb = (int)( ((float)lpStart->lReverb * flInvRatio) + ((float)lpFinish->lReverb * flRatio) );
// Reverb Delay
if (lpStart->flReverbDelay == lpFinish->flReverbDelay)
lpResult->flReverbDelay = lpStart->flReverbDelay;
else
lpResult->flReverbDelay = (float)exp( (log(lpStart->flReverbDelay+0.0001f) * flInvRatio) + (log(lpFinish->flReverbDelay+0.0001f) * flRatio) );
// Reverb Pan
// To interpolate the vector correctly we need to ensure that both the initial and final vectors are clamped to a length of 1.0f
StartVector = lpStart->vReverbPan;
FinalVector = lpFinish->vReverbPan;
Clamp(&StartVector);
Clamp(&FinalVector);
if (lpStart->vReverbPan.x == lpFinish->vReverbPan.x)
lpResult->vReverbPan.x = lpStart->vReverbPan.x;
else
lpResult->vReverbPan.x = FinalVector.x + (flInvRatio * (StartVector.x - FinalVector.x));
if (lpStart->vReverbPan.y == lpFinish->vReverbPan.y)
lpResult->vReverbPan.y = lpStart->vReverbPan.y;
else
lpResult->vReverbPan.y = FinalVector.y + (flInvRatio * (StartVector.y - FinalVector.y));
if (lpStart->vReverbPan.z == lpFinish->vReverbPan.z)
lpResult->vReverbPan.z = lpStart->vReverbPan.z;
else
lpResult->vReverbPan.z = FinalVector.z + (flInvRatio * (StartVector.z - FinalVector.z));
// Echo Time
if (lpStart->flEchoTime == lpFinish->flEchoTime)
lpResult->flEchoTime = lpStart->flEchoTime;
else
lpResult->flEchoTime = (float)exp( (log(lpStart->flEchoTime) * flInvRatio) + (log(lpFinish->flEchoTime) * flRatio) );
// Echo Depth
if (lpStart->flEchoDepth == lpFinish->flEchoDepth)
lpResult->flEchoDepth = lpStart->flEchoDepth;
else
lpResult->flEchoDepth = (lpStart->flEchoDepth * flInvRatio) + (lpFinish->flEchoDepth * flRatio);
// Modulation Time
if (lpStart->flModulationTime == lpFinish->flModulationTime)
lpResult->flModulationTime = lpStart->flModulationTime;
else
lpResult->flModulationTime = (float)exp( (log(lpStart->flModulationTime) * flInvRatio) + (log(lpFinish->flModulationTime) * flRatio) );
// Modulation Depth
if (lpStart->flModulationDepth == lpFinish->flModulationDepth)
lpResult->flModulationDepth = lpStart->flModulationDepth;
else
lpResult->flModulationDepth = (lpStart->flModulationDepth * flInvRatio) + (lpFinish->flModulationDepth * flRatio);
// Air Absorption HF
if (lpStart->flAirAbsorptionHF == lpFinish->flAirAbsorptionHF)
lpResult->flAirAbsorptionHF = lpStart->flAirAbsorptionHF;
else
lpResult->flAirAbsorptionHF = (lpStart->flAirAbsorptionHF * flInvRatio) + (lpFinish->flAirAbsorptionHF * flRatio);
// HF Reference
if (lpStart->flHFReference == lpFinish->flHFReference)
lpResult->flHFReference = lpStart->flHFReference;
else
lpResult->flHFReference = (float)exp( (log(lpStart->flHFReference) * flInvRatio) + (log(lpFinish->flHFReference) * flRatio) );
// LF Reference
if (lpStart->flLFReference == lpFinish->flLFReference)
lpResult->flLFReference = lpStart->flLFReference;
else
lpResult->flLFReference = (float)exp( (log(lpStart->flLFReference) * flInvRatio) + (log(lpFinish->flLFReference) * flRatio) );
// Room Rolloff Factor
if (lpStart->flRoomRolloffFactor == lpFinish->flRoomRolloffFactor)
lpResult->flRoomRolloffFactor = lpStart->flRoomRolloffFactor;
else
lpResult->flRoomRolloffFactor = (lpStart->flRoomRolloffFactor * flInvRatio) + (lpFinish->flRoomRolloffFactor * flRatio);
// Flags
lpResult->ulFlags = (lpStart->ulFlags & lpFinish->ulFlags);
// Clamp Delays
if (lpResult->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY)
lpResult->flReflectionsDelay = EAXLISTENER_MAXREFLECTIONSDELAY;
if (lpResult->flReverbDelay > EAXLISTENER_MAXREVERBDELAY)
lpResult->flReverbDelay = EAXLISTENER_MAXREVERBDELAY;
return true;
}
/*
CheckEAX3LP
Checks that the parameters in the EAX 3 Listener Properties structure are in-range
*/
bool CheckEAX3LP(LPEAXLISTENERPROPERTIES lpEAX3LP)
{
if ( (lpEAX3LP->lRoom < EAXLISTENER_MINROOM) || (lpEAX3LP->lRoom > EAXLISTENER_MAXROOM) )
return false;
if ( (lpEAX3LP->lRoomHF < EAXLISTENER_MINROOMHF) || (lpEAX3LP->lRoomHF > EAXLISTENER_MAXROOMHF) )
return false;
if ( (lpEAX3LP->lRoomLF < EAXLISTENER_MINROOMLF) || (lpEAX3LP->lRoomLF > EAXLISTENER_MAXROOMLF) )
return false;
if ( (lpEAX3LP->ulEnvironment < EAXLISTENER_MINENVIRONMENT) || (lpEAX3LP->ulEnvironment > EAXLISTENER_MAXENVIRONMENT) )
return false;
if ( (lpEAX3LP->flEnvironmentSize < EAXLISTENER_MINENVIRONMENTSIZE) || (lpEAX3LP->flEnvironmentSize > EAXLISTENER_MAXENVIRONMENTSIZE) )
return false;
if ( (lpEAX3LP->flEnvironmentDiffusion < EAXLISTENER_MINENVIRONMENTDIFFUSION) || (lpEAX3LP->flEnvironmentDiffusion > EAXLISTENER_MAXENVIRONMENTDIFFUSION) )
return false;
if ( (lpEAX3LP->flDecayTime < EAXLISTENER_MINDECAYTIME) || (lpEAX3LP->flDecayTime > EAXLISTENER_MAXDECAYTIME) )
return false;
if ( (lpEAX3LP->flDecayHFRatio < EAXLISTENER_MINDECAYHFRATIO) || (lpEAX3LP->flDecayHFRatio > EAXLISTENER_MAXDECAYHFRATIO) )
return false;
if ( (lpEAX3LP->flDecayLFRatio < EAXLISTENER_MINDECAYLFRATIO) || (lpEAX3LP->flDecayLFRatio > EAXLISTENER_MAXDECAYLFRATIO) )
return false;
if ( (lpEAX3LP->lReflections < EAXLISTENER_MINREFLECTIONS) || (lpEAX3LP->lReflections > EAXLISTENER_MAXREFLECTIONS) )
return false;
if ( (lpEAX3LP->flReflectionsDelay < EAXLISTENER_MINREFLECTIONSDELAY) || (lpEAX3LP->flReflectionsDelay > EAXLISTENER_MAXREFLECTIONSDELAY) )
return false;
if ( (lpEAX3LP->lReverb < EAXLISTENER_MINREVERB) || (lpEAX3LP->lReverb > EAXLISTENER_MAXREVERB) )
return false;
if ( (lpEAX3LP->flReverbDelay < EAXLISTENER_MINREVERBDELAY) || (lpEAX3LP->flReverbDelay > EAXLISTENER_MAXREVERBDELAY) )
return false;
if ( (lpEAX3LP->flEchoTime < EAXLISTENER_MINECHOTIME) || (lpEAX3LP->flEchoTime > EAXLISTENER_MAXECHOTIME) )
return false;
if ( (lpEAX3LP->flEchoDepth < EAXLISTENER_MINECHODEPTH) || (lpEAX3LP->flEchoDepth > EAXLISTENER_MAXECHODEPTH) )
return false;
if ( (lpEAX3LP->flModulationTime < EAXLISTENER_MINMODULATIONTIME) || (lpEAX3LP->flModulationTime > EAXLISTENER_MAXMODULATIONTIME) )
return false;
if ( (lpEAX3LP->flModulationDepth < EAXLISTENER_MINMODULATIONDEPTH) || (lpEAX3LP->flModulationDepth > EAXLISTENER_MAXMODULATIONDEPTH) )
return false;
if ( (lpEAX3LP->flAirAbsorptionHF < EAXLISTENER_MINAIRABSORPTIONHF) || (lpEAX3LP->flAirAbsorptionHF > EAXLISTENER_MAXAIRABSORPTIONHF) )
return false;
if ( (lpEAX3LP->flHFReference < EAXLISTENER_MINHFREFERENCE) || (lpEAX3LP->flHFReference > EAXLISTENER_MAXHFREFERENCE) )
return false;
if ( (lpEAX3LP->flLFReference < EAXLISTENER_MINLFREFERENCE) || (lpEAX3LP->flLFReference > EAXLISTENER_MAXLFREFERENCE) )
return false;
if ( (lpEAX3LP->flRoomRolloffFactor < EAXLISTENER_MINROOMROLLOFFFACTOR) || (lpEAX3LP->flRoomRolloffFactor > EAXLISTENER_MAXROOMROLLOFFFACTOR) )
return false;
if (lpEAX3LP->ulFlags & EAXLISTENERFLAGS_RESERVED)
return false;
return true;
}
/*
Clamp
Clamps the length of the vector to 1.0f
*/
void Clamp(EAXVECTOR *eaxVector)
{
float flMagnitude;
float flInvMagnitude;
flMagnitude = (float)sqrt((eaxVector->x*eaxVector->x) + (eaxVector->y*eaxVector->y) + (eaxVector->z*eaxVector->z));
if (flMagnitude <= 1.0f)
return;
flInvMagnitude = 1.0f / flMagnitude;
eaxVector->x *= flInvMagnitude;
eaxVector->y *= flInvMagnitude;
eaxVector->z *= flInvMagnitude;
}
/***********************************************************************************************\
*
* To assist those developers wishing to add EAX effects to their level editors, each of the
* List of string names of the various EAX 3.0 presets defined in eax-util.h
* Arrays to group together presets of the same scenario
*
\***********************************************************************************************/
//////////////////////////////////////////////////////
// Array of scenario names //
//////////////////////////////////////////////////////
const char* EAX30_SCENARIO_NAMES[] =
{
"Castle",
"Factory",
"IcePalace",
"SpaceStation",
"WoodenShip",
"Sports",
"Prefab",
"Domes and Pipes",
"Outdoors",
"Mood",
"Driving",
"City",
"Miscellaneous",
"Original"
};
//////////////////////////////////////////////////////
// Array of standardised location names //
//////////////////////////////////////////////////////
const char* EAX30_LOCATION_NAMES[] =
{
"Hall",
"Large Room",
"Medium Room",
"Small Room",
"Cupboard",
"Alcove",
"Long Passage",
"Short Passage",
"Courtyard"
};
//////////////////////////////////////////////////////
// Standardised Location effects can be accessed //
// from a matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30_NUM_LOCATIONS]=
{
{EAX30_PRESET_CASTLE_HALL, EAX30_PRESET_CASTLE_LARGEROOM, EAX30_PRESET_CASTLE_MEDIUMROOM, EAX30_PRESET_CASTLE_SMALLROOM, EAX30_PRESET_CASTLE_CUPBOARD, EAX30_PRESET_CASTLE_ALCOVE, EAX30_PRESET_CASTLE_LONGPASSAGE, EAX30_PRESET_CASTLE_SHORTPASSAGE, EAX30_PRESET_CASTLE_COURTYARD},
{EAX30_PRESET_FACTORY_HALL, EAX30_PRESET_FACTORY_LARGEROOM, EAX30_PRESET_FACTORY_MEDIUMROOM, EAX30_PRESET_FACTORY_SMALLROOM, EAX30_PRESET_FACTORY_CUPBOARD, EAX30_PRESET_FACTORY_ALCOVE, EAX30_PRESET_FACTORY_LONGPASSAGE, EAX30_PRESET_FACTORY_SHORTPASSAGE, EAX30_PRESET_FACTORY_COURTYARD},
{EAX30_PRESET_ICEPALACE_HALL, EAX30_PRESET_ICEPALACE_LARGEROOM, EAX30_PRESET_ICEPALACE_MEDIUMROOM, EAX30_PRESET_ICEPALACE_SMALLROOM, EAX30_PRESET_ICEPALACE_CUPBOARD, EAX30_PRESET_ICEPALACE_ALCOVE, EAX30_PRESET_ICEPALACE_LONGPASSAGE, EAX30_PRESET_ICEPALACE_SHORTPASSAGE, EAX30_PRESET_ICEPALACE_COURTYARD},
{EAX30_PRESET_SPACESTATION_HALL,EAX30_PRESET_SPACESTATION_LARGEROOM,EAX30_PRESET_SPACESTATION_MEDIUMROOM, EAX30_PRESET_SPACESTATION_SMALLROOM,EAX30_PRESET_SPACESTATION_CUPBOARD, EAX30_PRESET_SPACESTATION_ALCOVE, EAX30_PRESET_SPACESTATION_LONGPASSAGE, EAX30_PRESET_SPACESTATION_SHORTPASSAGE, EAX30_PRESET_SPACESTATION_HALL},
{EAX30_PRESET_WOODEN_HALL, EAX30_PRESET_WOODEN_LARGEROOM, EAX30_PRESET_WOODEN_MEDIUMROOM, EAX30_PRESET_WOODEN_SMALLROOM, EAX30_PRESET_WOODEN_CUPBOARD, EAX30_PRESET_WOODEN_ALCOVE, EAX30_PRESET_WOODEN_LONGPASSAGE, EAX30_PRESET_WOODEN_SHORTPASSAGE, EAX30_PRESET_WOODEN_COURTYARD},
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of original environment names //
//////////////////////////////////////////////////////
const char* EAX30_ORIGINAL_PRESET_NAMES[] =
{
"Generic",
"Padded Cell",
"Room",
"Bathroom",
"Living Room",
"Stone Room",
"Auditorium",
"Concert Hall",
"Cave",
"Arena",
"Hangar",
"Carpetted Hallway",
"Hallway",
"Stone Corridor",
"Alley",
"Forest",
"City",
"Mountains",
"Quarry",
"Plain",
"Parking Lot",
"Sewer Pipe",
"Underwater",
"Drugged",
"Dizzy",
"Psychotic"
};
//////////////////////////////////////////////////////
// Sports effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_ORIGINAL_PRESETS[] =
{
EAX30_PRESET_GENERIC,
EAX30_PRESET_PADDEDCELL,
EAX30_PRESET_ROOM,
EAX30_PRESET_BATHROOM,
EAX30_PRESET_LIVINGROOM,
EAX30_PRESET_STONEROOM,
EAX30_PRESET_AUDITORIUM,
EAX30_PRESET_CONCERTHALL,
EAX30_PRESET_CAVE,
EAX30_PRESET_ARENA,
EAX30_PRESET_HANGAR,
EAX30_PRESET_CARPETTEDHALLWAY,
EAX30_PRESET_HALLWAY,
EAX30_PRESET_STONECORRIDOR,
EAX30_PRESET_ALLEY,
EAX30_PRESET_FOREST,
EAX30_PRESET_CITY,
EAX30_PRESET_MOUNTAINS,
EAX30_PRESET_QUARRY,
EAX30_PRESET_PLAIN,
EAX30_PRESET_PARKINGLOT,
EAX30_PRESET_SEWERPIPE,
EAX30_PRESET_UNDERWATER,
EAX30_PRESET_DRUGGED,
EAX30_PRESET_DIZZY,
EAX30_PRESET_PSYCHOTIC
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of sport environment names //
//////////////////////////////////////////////////////
const char* EAX30_SPORTS_PRESET_NAMES[] =
{
"Empty Stadium",
"Full Stadium",
"Stadium Tannoy",
"Squash Court",
"Small Swimming Pool",
"Large Swimming Pool",
"Gymnasium"
};
//////////////////////////////////////////////////////
// Sports effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_SPORTS_PRESETS[] =
{
EAX30_PRESET_SPORT_EMPTYSTADIUM,
EAX30_PRESET_SPORT_FULLSTADIUM,
EAX30_PRESET_SPORT_STADIUMTANNOY,
EAX30_PRESET_SPORT_SQUASHCOURT,
EAX30_PRESET_SPORT_SMALLSWIMMINGPOOL,
EAX30_PRESET_SPORT_LARGESWIMMINGPOOL,
EAX30_PRESET_SPORT_GYMNASIUM
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of prefab environment names //
//////////////////////////////////////////////////////
const char* EAX30_PREFAB_PRESET_NAMES[] =
{
"Workshop",
"School Room",
"Practise Room",
"Outhouse",
"Caravan"
};
//////////////////////////////////////////////////////
// Prefab effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_PREFAB_PRESETS[] =
{
EAX30_PRESET_PREFAB_WORKSHOP,
EAX30_PRESET_PREFAB_SCHOOLROOM,
EAX30_PRESET_PREFAB_PRACTISEROOM,
EAX30_PRESET_PREFAB_OUTHOUSE,
EAX30_PRESET_PREFAB_CARAVAN
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of Domes & Pipes environment names //
//////////////////////////////////////////////////////
const char* EAX30_DOMESNPIPES_PRESET_NAMES[] =
{
"Domed Tomb",
"Saint Paul's Dome",
"Small Pipe",
"Long Thin Pipe",
"Large Pipe",
"Resonant Pipe"
};
//////////////////////////////////////////////////////
// Domes & Pipes effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_DOMESNPIPES_PRESETS[] =
{
EAX30_PRESET_DOME_TOMB,
EAX30_PRESET_DOME_SAINTPAULS,
EAX30_PRESET_PIPE_SMALL,
EAX30_PRESET_PIPE_LONGTHIN,
EAX30_PRESET_PIPE_LARGE,
EAX30_PRESET_PIPE_RESONANT
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of Outdoors environment names //
//////////////////////////////////////////////////////
const char* EAX30_OUTDOORS_PRESET_NAMES[] =
{
"Backyard",
"Rolling Plains",
"Deep Canyon",
"Creek",
"Valley"
};
//////////////////////////////////////////////////////
// Outdoors effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_OUTDOORS_PRESETS[] =
{
EAX30_PRESET_OUTDOORS_BACKYARD,
EAX30_PRESET_OUTDOORS_ROLLINGPLAINS,
EAX30_PRESET_OUTDOORS_DEEPCANYON,
EAX30_PRESET_OUTDOORS_CREEK,
EAX30_PRESET_OUTDOORS_VALLEY
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of Mood environment names //
//////////////////////////////////////////////////////
const char* EAX30_MOOD_PRESET_NAMES[] =
{
"Heaven",
"Hell",
"Memory"
};
//////////////////////////////////////////////////////
// Mood effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_MOOD_PRESETS[] =
{
EAX30_PRESET_MOOD_HEAVEN,
EAX30_PRESET_MOOD_HELL,
EAX30_PRESET_MOOD_MEMORY
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of driving environment names //
//////////////////////////////////////////////////////
const char* EAX30_DRIVING_PRESET_NAMES[] =
{
"Race Commentator",
"Pit Garage",
"In-car (Stripped out racer)",
"In-car (Sportscar)",
"In-car (Luxury)",
"Full Grandstand",
"Empty Grandstand",
"Tunnel"
};
//////////////////////////////////////////////////////
// Driving effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_DRIVING_PRESETS[] =
{
EAX30_PRESET_DRIVING_COMMENTATOR,
EAX30_PRESET_DRIVING_PITGARAGE,
EAX30_PRESET_DRIVING_INCAR_RACER,
EAX30_PRESET_DRIVING_INCAR_SPORTS,
EAX30_PRESET_DRIVING_INCAR_LUXURY,
EAX30_PRESET_DRIVING_FULLGRANDSTAND,
EAX30_PRESET_DRIVING_EMPTYGRANDSTAND,
EAX30_PRESET_DRIVING_TUNNEL
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of City environment names //
//////////////////////////////////////////////////////
const char* EAX30_CITY_PRESET_NAMES[] =
{
"City Streets",
"Subway",
"Museum",
"Library",
"Underpass",
"Abandoned City"
};
//////////////////////////////////////////////////////
// City effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_CITY_PRESETS[] =
{
EAX30_PRESET_CITY_STREETS,
EAX30_PRESET_CITY_SUBWAY,
EAX30_PRESET_CITY_MUSEUM,
EAX30_PRESET_CITY_LIBRARY,
EAX30_PRESET_CITY_UNDERPASS,
EAX30_PRESET_CITY_ABANDONED
};
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Array of Misc environment names //
//////////////////////////////////////////////////////
const char* EAX30_MISC_PRESET_NAMES[] =
{
"Dusty Box Room",
"Chapel",
"Small Water Room"
};
//////////////////////////////////////////////////////
// Misc effects matrix //
//////////////////////////////////////////////////////
EAXLISTENERPROPERTIES EAX30_MISC_PRESETS[] =
{
EAX30_PRESET_DUSTYROOM,
EAX30_PRESET_CHAPEL,
EAX30_PRESET_SMALLWATERROOM
};

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/*******************************************************************\
* *
* EAX-UTIL.H - utilities for Environmental Audio Extensions v. 3.0 *
* Definitions of the Original 26 EAX Presets *
* Definitions for some new EAX Presets *
* Definitions of some Material Presets *
* Function declaration for EAX Morphing *
* *
\*******************************************************************/
#ifndef EAXUTIL_INCLUDED
#define EAXUTIL_INCLUDED
#include <eax.h>
/***********************************************************************************************
* Function : EAX3ListenerInterpolate
* Params : lpStart - Initial EAX 3 Listener parameters
* : lpFinish - Final EAX 3 Listener parameters
* : flRatio - Ratio Destination : Source (0.0 == Source, 1.0 == Destination)
* : lpResult - Interpolated EAX 3 Listener parameters
* : bCheckValues - Check EAX 3.0 parameters are in range,
- default == false (no checking)
************************************************************************************************/
bool EAX3ListenerInterpolate(EAXLISTENERPROPERTIES *lpStartEAX3LP, EAXLISTENERPROPERTIES *lpFinishEAX3LP,
float flRatio, EAXLISTENERPROPERTIES *lpResultEAX3LP, bool bCheckValues = false);
/***********************************************************************************************\
*
* Legacy environment presets for use with DSPROPERTY_EAXLISTENER_ALLPARAMETERS.
* Each array conforms to the DSPROPSETID_EAX30_ListenerProperties structure defined in EAX.H.
*
************************************************************************************************/
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_GENERIC \
{0, 7.5f, 1.000f, -1000, -100, 0, 1.49f, 0.83f, 1.00f, -2602, 0.007f, 0.00f,0.00f,0.00f, 200, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_PADDEDCELL \
{1, 1.4f, 1.000f, -1000, -6000, 0, 0.17f, 0.10f, 1.00f, -1204, 0.001f, 0.00f,0.00f,0.00f, 207, 0.002f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_ROOM \
{2, 1.9f, 1.000f, -1000, -454, 0, 0.40f, 0.83f, 1.00f, -1646, 0.002f, 0.00f,0.00f,0.00f, 53, 0.003f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_BATHROOM \
{3, 1.4f, 1.000f, -1000, -1200, 0, 1.49f, 0.54f, 1.00f, -370, 0.007f, 0.00f,0.00f,0.00f, 1030, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_LIVINGROOM \
{4, 2.5f, 1.000f, -1000, -6000, 0, 0.50f, 0.10f, 1.00f, -1376, 0.003f, 0.00f,0.00f,0.00f, -1104, 0.004f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_STONEROOM \
{5, 11.6f, 1.000f, -1000, -300, 0, 2.31f, 0.64f, 1.00f, -711, 0.012f, 0.00f,0.00f,0.00f, 83, 0.017f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_AUDITORIUM \
{6, 21.6f, 1.000f, -1000, -476, 0, 4.32f, 0.59f, 1.00f, -789, 0.020f, 0.00f,0.00f,0.00f, -289, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_CONCERTHALL \
{7, 19.6f, 1.000f, -1000, -500, 0, 3.92f, 0.70f, 1.00f, -1230, 0.020f, 0.00f,0.00f,0.00f, -02, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_CAVE \
{8, 14.6f, 1.000f, -1000, 0, 0, 2.91f, 1.30f, 1.00f, -602, 0.015f, 0.00f,0.00f,0.00f, -302, 0.022f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_ARENA \
{9, 36.2f, 1.000f, -1000, -698, 0, 7.24f, 0.33f, 1.00f, -1166, 0.020f, 0.00f,0.00f,0.00f, 16, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_HANGAR \
{10, 50.3f, 1.000f, -1000, -1000, 0, 10.05f, 0.23f, 1.00f, -602, 0.020f, 0.00f,0.00f,0.00f, 198, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_CARPETTEDHALLWAY \
{11, 1.9f, 1.000f, -1000, -4000, 0, 0.30f, 0.10f, 1.00f, -1831, 0.002f, 0.00f,0.00f,0.00f, -1630, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_HALLWAY \
{12, 1.8f, 1.000f, -1000, -300, 0, 1.49f, 0.59f, 1.00f, -1219, 0.007f, 0.00f,0.00f,0.00f, 441, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_STONECORRIDOR \
{13, 13.5f, 1.000f, -1000, -237, 0, 2.70f, 0.79f, 1.00f, -1214, 0.013f, 0.00f,0.00f,0.00f, 395, 0.020f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_ALLEY \
{14, 7.5f, 0.300f, -1000, -270, 0, 1.49f, 0.86f, 1.00f, -1204, 0.007f, 0.00f,0.00f,0.00f, -4, 0.011f, 0.00f,0.00f,0.00f, 0.125f, 0.950f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_FOREST \
{15, 38.0f, 0.300f, -1000, -3300, 0, 1.49f, 0.54f, 1.00f, -2560, 0.162f, 0.00f,0.00f,0.00f, -229, 0.088f, 0.00f,0.00f,0.00f, 0.125f, 1.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_CITY \
{16, 7.5f, 0.500f, -1000, -800, 0, 1.49f, 0.67f, 1.00f, -2273, 0.007f, 0.00f,0.00f,0.00f, -1691, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_MOUNTAINS \
{17, 100.0f, 0.270f, -1000, -2500, 0, 1.49f, 0.21f, 1.00f, -2780, 0.300f, 0.00f,0.00f,0.00f, -1434, 0.100f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_QUARRY \
{18, 17.5f, 1.000f, -1000, -1000, 0, 1.49f, 0.83f, 1.00f, -10000, 0.061f, 0.00f,0.00f,0.00f, 500, 0.025f, 0.00f,0.00f,0.00f, 0.125f, 0.700f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_PLAIN \
{19, 42.5f, 0.210f, -1000, -2000, 0, 1.49f, 0.50f, 1.00f, -2466, 0.179f, 0.00f,0.00f,0.00f, -1926, 0.100f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_PARKINGLOT \
{20, 8.3f, 1.000f, -1000, 0, 0, 1.65f, 1.50f, 1.00f, -1363, 0.008f, 0.00f,0.00f,0.00f, -1153, 0.012f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_SEWERPIPE \
{21, 1.7f, 0.800f, -1000, -1000, 0, 2.81f, 0.14f, 1.00f, 429, 0.014f, 0.00f,0.00f,0.00f, 1023, 0.021f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_UNDERWATER \
{22, 1.8f, 1.000f, -1000, -4000, 0, 1.49f, 0.10f, 1.00f, -449, 0.007f, 0.00f,0.00f,0.00f, 1700, 0.011f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 1.180f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_DRUGGED \
{23, 1.9f, 0.500f, -1000, 0, 0, 8.39f, 1.39f, 1.00f, -115, 0.002f, 0.00f,0.00f,0.00f, 985, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_DIZZY \
{24, 1.8f, 0.600f, -1000, -400, 0, 17.23f, 0.56f, 1.00f, -1713, 0.020f, 0.00f,0.00f,0.00f, -613, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.810f, 0.310f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_PSYCHOTIC \
{25, 1.0f, 0.500f, -1000, -151, 0, 7.56f, 0.91f, 1.00f, -626, 0.020f, 0.00f,0.00f,0.00f, 774, 0.030f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 4.000f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
/***********************************************************************************************\
*
* New environment presets for use with DSPROPERTY_EAXLISTENER_ALLPARAMETERS.
* Each array conforms to the DSPROPSETID_EAX30_ListenerProperties structure defined in EAX.H.
*
************************************************************************************************/
// STANDARDISED-LOCATION SCENARIOS
// CASTLE PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_CASTLE_SMALLROOM \
{ 26, 8.3f, 0.890f, -1100, -800, -2000, 1.22f, 0.83f, 0.31f, -100, 0.022f, 0.00f,0.00f,0.00f, 0, 0.011f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
#define EAX30_PRESET_CASTLE_SHORTPASSAGE \
{ 26, 8.3f, 0.890f, -1000, -1000, -2000, 2.32f, 0.83f, 0.31f, -100, 0.007f, 0.00f,0.00f,0.00f, -500, 0.023f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
#define EAX30_PRESET_CASTLE_MEDIUMROOM \
{ 26, 8.3f, 0.930f, -1000, -1100, -2000, 2.04f, 0.83f, 0.46f, -300, 0.022f, 0.00f,0.00f,0.00f, -200, 0.011f, 0.00f,0.00f,0.00f, 0.155f, 0.030f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
#define EAX30_PRESET_CASTLE_LONGPASSAGE \
{ 26, 8.3f, 0.890f, -1000, -800, -2000, 3.42f, 0.83f, 0.31f, -200, 0.007f, 0.00f,0.00f,0.00f, -600, 0.023f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
#define EAX30_PRESET_CASTLE_LARGEROOM \
{ 26, 8.3f, 0.820f, -1000, -1100, -1800, 2.53f, 0.83f, 0.50f, -900, 0.034f, 0.00f,0.00f,0.00f, -400, 0.016f, 0.00f,0.00f,0.00f, 0.185f, 0.070f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
#define EAX30_PRESET_CASTLE_HALL \
{ 26, 8.3f, 0.810f, -1000, -1100, -1500, 3.14f, 0.79f, 0.62f, -1300, 0.056f, 0.00f,0.00f,0.00f, -500, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
#define EAX30_PRESET_CASTLE_CUPBOARD \
{ 26, 8.3f, 0.890f, -1000, -1100, -2000, 0.67f, 0.87f, 0.31f, 300, 0.010f, 0.00f,0.00f,0.00f, 300, 0.007f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
#define EAX30_PRESET_CASTLE_COURTYARD \
{ 26, 8.3f, 0.420f, -1100, -700, -900, 2.13f, 0.61f, 0.23f, -2300, 0.112f, 0.00f,0.00f,0.00f, -1500, 0.036f, 0.00f,0.00f,0.00f, 0.250f, 0.370f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_CASTLE_ALCOVE \
{ 26, 8.3f, 0.890f, -1000, -600, -2000, 1.64f, 0.87f, 0.31f, -100, 0.007f, 0.00f,0.00f,0.00f, -500, 0.034f, 0.00f,0.00f,0.00f, 0.138f, 0.080f, 0.250f, 0.000f, -5.0f, 5168.6f, 139.5f, 0.00f, 0x20 }
// FACTORY PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_FACTORY_ALCOVE \
{ 26, 1.8f, 0.590f, -1200, -200, -600, 3.14f, 0.65f, 1.31f, 300, 0.010f, 0.00f,0.00f,0.00f, -1200, 0.038f, 0.00f,0.00f,0.00f, 0.114f, 0.100f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_SHORTPASSAGE \
{ 26, 1.8f, 0.640f, -1200, -200, -600, 2.53f, 0.65f, 1.31f, 0, 0.010f, 0.00f,0.00f,0.00f, -600, 0.038f, 0.00f,0.00f,0.00f, 0.135f, 0.230f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_MEDIUMROOM \
{ 26, 1.9f, 0.820f, -1200, -200, -600, 2.76f, 0.65f, 1.31f, -1100, 0.022f, 0.00f,0.00f,0.00f, -400, 0.023f, 0.00f,0.00f,0.00f, 0.174f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_LONGPASSAGE \
{ 26, 1.8f, 0.640f, -1200, -200, -600, 4.06f, 0.65f, 1.31f, 0, 0.020f, 0.00f,0.00f,0.00f, -900, 0.037f, 0.00f,0.00f,0.00f, 0.135f, 0.230f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_LARGEROOM \
{ 26, 1.9f, 0.750f, -1200, -300, -400, 4.24f, 0.51f, 1.31f, -1500, 0.039f, 0.00f,0.00f,0.00f, -600, 0.023f, 0.00f,0.00f,0.00f, 0.231f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_HALL \
{ 26, 1.9f, 0.750f, -1000, -300, -400, 7.43f, 0.51f, 1.31f, -2400, 0.073f, 0.00f,0.00f,0.00f, -500, 0.027f, 0.00f,0.00f,0.00f, 0.250f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_CUPBOARD \
{ 26, 1.7f, 0.630f, -1200, -200, -600, 0.49f, 0.65f, 1.31f, 200, 0.010f, 0.00f,0.00f,0.00f, 200, 0.032f, 0.00f,0.00f,0.00f, 0.107f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_COURTYARD \
{ 26, 1.7f, 0.570f, -1000, -1000, -400, 2.32f, 0.29f, 0.56f, -2400, 0.090f, 0.00f,0.00f,0.00f, -2000, 0.039f, 0.00f,0.00f,0.00f, 0.250f, 0.290f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
#define EAX30_PRESET_FACTORY_SMALLROOM \
{ 26, 1.8f, 0.820f, -1200, -200, -600, 1.72f, 0.65f, 1.31f, -300, 0.010f, 0.00f,0.00f,0.00f, -200, 0.024f, 0.00f,0.00f,0.00f, 0.119f, 0.070f, 0.250f, 0.000f, -0.0f, 3762.6f, 362.5f, 0.00f, 0x20 }
// ICE PALACE PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_ICEPALACE_ALCOVE \
{ 26, 2.7f, 0.840f, -1000, -500, -1100, 2.76f, 1.46f, 0.28f, 100, 0.010f, 0.00f,0.00f,0.00f, -1200, 0.030f, 0.00f,0.00f,0.00f, 0.161f, 0.090f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_SHORTPASSAGE \
{ 26, 2.7f, 0.750f, -1000, -500, -1100, 1.79f, 1.46f, 0.28f, -600, 0.010f, 0.00f,0.00f,0.00f, -700, 0.019f, 0.00f,0.00f,0.00f, 0.177f, 0.090f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_MEDIUMROOM \
{ 26, 2.7f, 0.870f, -1000, -500, -700, 2.22f, 1.53f, 0.32f, -800, 0.039f, 0.00f,0.00f,0.00f, -1200, 0.027f, 0.00f,0.00f,0.00f, 0.186f, 0.120f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_LONGPASSAGE \
{ 26, 2.7f, 0.770f, -1000, -500, -800, 3.01f, 1.46f, 0.28f, -200, 0.012f, 0.00f,0.00f,0.00f, -800, 0.025f, 0.00f,0.00f,0.00f, 0.186f, 0.040f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_LARGEROOM \
{ 26, 2.9f, 0.810f, -1000, -500, -700, 3.14f, 1.53f, 0.32f, -1200, 0.039f, 0.00f,0.00f,0.00f, -1300, 0.027f, 0.00f,0.00f,0.00f, 0.214f, 0.110f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_HALL \
{ 26, 2.9f, 0.760f, -1000, -700, -500, 5.49f, 1.53f, 0.38f, -1900, 0.054f, 0.00f,0.00f,0.00f, -1400, 0.052f, 0.00f,0.00f,0.00f, 0.226f, 0.110f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_CUPBOARD \
{ 26, 2.7f, 0.830f, -1000, -600, -1300, 0.76f, 1.53f, 0.26f, 100, 0.012f, 0.00f,0.00f,0.00f, 100, 0.016f, 0.00f,0.00f,0.00f, 0.143f, 0.080f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_COURTYARD \
{ 26, 2.9f, 0.590f, -1000, -1100, -1000, 2.04f, 1.20f, 0.38f, -2000, 0.073f, 0.00f,0.00f,0.00f, -2200, 0.043f, 0.00f,0.00f,0.00f, 0.235f, 0.480f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
#define EAX30_PRESET_ICEPALACE_SMALLROOM \
{ 26, 2.7f, 0.840f, -1000, -500, -1100, 1.51f, 1.53f, 0.27f, -100, 0.010f, 0.00f,0.00f,0.00f, -900, 0.011f, 0.00f,0.00f,0.00f, 0.164f, 0.140f, 0.250f, 0.000f, -0.0f, 12428.5f, 99.6f, 0.00f, 0x20 }
// SPACE STATION PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_SPACESTATION_ALCOVE \
{ 26, 1.5f, 0.780f, -1100, -300, -100, 1.16f, 0.81f, 0.55f, 300, 0.007f, 0.00f,0.00f,0.00f, -500, 0.018f, 0.00f,0.00f,0.00f, 0.192f, 0.210f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPACESTATION_MEDIUMROOM \
{ 26, 1.5f, 0.750f, -1000, -400, -100, 3.01f, 0.50f, 0.55f, -1000, 0.034f, 0.00f,0.00f,0.00f, -700, 0.035f, 0.00f,0.00f,0.00f, 0.209f, 0.310f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPACESTATION_SHORTPASSAGE \
{ 26, 1.5f, 0.870f, -1000, -400, -100, 3.57f, 0.50f, 0.55f, 0, 0.012f, 0.00f,0.00f,0.00f, -600, 0.016f, 0.00f,0.00f,0.00f, 0.172f, 0.200f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPACESTATION_LONGPASSAGE \
{ 26, 1.9f, 0.820f, -1000, -400, -100, 4.62f, 0.62f, 0.55f, 0, 0.012f, 0.00f,0.00f,0.00f, -800, 0.031f, 0.00f,0.00f,0.00f, 0.250f, 0.230f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPACESTATION_LARGEROOM \
{ 26, 1.8f, 0.810f, -1000, -400, -100, 3.89f, 0.38f, 0.61f, -1200, 0.056f, 0.00f,0.00f,0.00f, -800, 0.035f, 0.00f,0.00f,0.00f, 0.233f, 0.280f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPACESTATION_HALL \
{ 26, 1.9f, 0.870f, -1000, -400, -100, 7.11f, 0.38f, 0.61f, -1500, 0.100f, 0.00f,0.00f,0.00f, -1000, 0.047f, 0.00f,0.00f,0.00f, 0.250f, 0.250f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPACESTATION_CUPBOARD \
{ 26, 1.4f, 0.560f, -1000, -300, -100, 0.79f, 0.81f, 0.55f, 200, 0.007f, 0.00f,0.00f,0.00f, 400, 0.018f, 0.00f,0.00f,0.00f, 0.181f, 0.310f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPACESTATION_SMALLROOM \
{ 26, 1.5f, 0.700f, -1000, -300, -100, 1.72f, 0.82f, 0.55f, -400, 0.007f, 0.00f,0.00f,0.00f, -500, 0.013f, 0.00f,0.00f,0.00f, 0.188f, 0.260f, 0.250f, 0.000f, -5.0f, 3316.1f, 458.2f, 0.00f, 0x20 }
// WOODEN GALLEON PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_WOODEN_ALCOVE \
{ 26, 7.5f, 1.000f, -1100, -1800, -1000, 1.22f, 0.62f, 0.91f, -100, 0.012f, 0.00f,0.00f,0.00f, -600, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_SHORTPASSAGE \
{ 26, 7.5f, 1.000f, -1100, -1800, -1000, 1.45f, 0.50f, 0.87f, -300, 0.012f, 0.00f,0.00f,0.00f, -700, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_MEDIUMROOM \
{ 26, 7.5f, 1.000f, -1200, -2000, -1100, 1.07f, 0.42f, 0.82f, -300, 0.039f, 0.00f,0.00f,0.00f, -400, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_LONGPASSAGE \
{ 26, 7.5f, 1.000f, -1100, -2000, -1000, 1.79f, 0.40f, 0.79f, -200, 0.020f, 0.00f,0.00f,0.00f, -1000, 0.036f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_LARGEROOM \
{ 26, 7.5f, 1.000f, -1200, -2100, -1100, 1.45f, 0.33f, 0.82f, -300, 0.056f, 0.00f,0.00f,0.00f, -500, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_HALL \
{ 26, 7.5f, 1.000f, -1200, -2200, -1100, 1.95f, 0.30f, 0.82f, -300, 0.068f, 0.00f,0.00f,0.00f, -500, 0.063f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_CUPBOARD \
{ 26, 7.5f, 1.000f, -1000, -1700, -1000, 0.56f, 0.46f, 0.91f, -100, 0.012f, 0.00f,0.00f,0.00f, -100, 0.028f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_SMALLROOM \
{ 26, 7.5f, 1.000f, -1200, -1900, -1000, 0.79f, 0.32f, 0.87f, -200, 0.032f, 0.00f,0.00f,0.00f, -300, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
#define EAX30_PRESET_WOODEN_COURTYARD \
{ 26, 7.5f, 0.650f, -1700, -2200, -1000, 1.79f, 0.35f, 0.79f, -700, 0.063f, 0.00f,0.00f,0.00f, -2300, 0.032f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 4705.0f, 99.6f, 0.00f, 0x3f }
// OTHER SCENARIOS
// SPORTS PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_SPORT_EMPTYSTADIUM \
{ 26, 7.2f, 1.000f, -1300, -700, -200, 6.26f, 0.51f, 1.10f, -2400, 0.183f, 0.00f,0.00f,0.00f, -1100, 0.038f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
#define EAX30_PRESET_SPORT_SQUASHCOURT \
{ 26, 7.5f, 0.750f, -1100, -1000, -200, 2.22f, 0.91f, 1.16f, -700, 0.007f, 0.00f,0.00f,0.00f, -300, 0.011f, 0.00f,0.00f,0.00f, 0.126f, 0.190f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPORT_SMALLSWIMMINGPOOL \
{ 26, 36.2f, 0.700f, -1400, -200, -100, 2.76f, 1.25f, 1.14f, -400, 0.020f, 0.00f,0.00f,0.00f, -300, 0.030f, 0.00f,0.00f,0.00f, 0.179f, 0.150f, 0.895f, 0.190f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 }
#define EAX30_PRESET_SPORT_LARGESWIMMINGPOOL\
{ 26, 36.2f, 0.820f, -1200, -200, 0, 5.49f, 1.31f, 1.14f, -700, 0.039f, 0.00f,0.00f,0.00f, -800, 0.049f, 0.00f,0.00f,0.00f, 0.222f, 0.550f, 1.159f, 0.210f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 }
#define EAX30_PRESET_SPORT_GYMNASIUM \
{ 26, 7.5f, 0.810f, -1200, -700, -100, 3.14f, 1.06f, 1.35f, -800, 0.029f, 0.00f,0.00f,0.00f, -700, 0.045f, 0.00f,0.00f,0.00f, 0.146f, 0.140f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 }
#define EAX30_PRESET_SPORT_FULLSTADIUM \
{ 26, 7.2f, 1.000f, -1300, -2300, -200, 5.25f, 0.17f, 0.80f, -2000, 0.188f, 0.00f,0.00f,0.00f, -1300, 0.038f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
#define EAX30_PRESET_SPORT_STADIUMTANNOY \
{ 26, 3.0f, 0.780f, -900, -500, -600, 2.53f, 0.88f, 0.68f, -1100, 0.230f, 0.00f,0.00f,0.00f, -600, 0.063f, 0.00f,0.00f,0.00f, 0.250f, 0.200f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
// PREFAB PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_PREFAB_WORKSHOP \
{ 26, 1.9f, 1.000f, -1000, -1700, -800, 0.76f, 1.00f, 1.00f, 0, 0.012f, 0.00f,0.00f,0.00f, -200, 0.012f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 }
#define EAX30_PRESET_PREFAB_SCHOOLROOM \
{ 26, 1.86f, 0.690f, -1100, -400, -600, 0.98f, 0.45f, 0.18f, 300, 0.017f, 0.00f,0.00f,0.00f, 0, 0.015f, 0.00f,0.00f,0.00f, 0.095f, 0.140f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 }
#define EAX30_PRESET_PREFAB_PRACTISEROOM \
{ 26, 1.86f, 0.870f, -1000, -800, -600, 1.12f, 0.56f, 0.18f, 200, 0.010f, 0.00f,0.00f,0.00f, -200, 0.011f, 0.00f,0.00f,0.00f, 0.095f, 0.140f, 0.250f, 0.000f, -0.0f, 7176.9f, 211.2f, 0.00f, 0x20 }
#define EAX30_PRESET_PREFAB_OUTHOUSE \
{ 26, 80.3f, 0.820f, -1100, -1900, -1600, 1.38f, 0.38f, 0.35f, -100, 0.024f, 0.00f,0.00f,-0.00f, -800, 0.044f, 0.00f,0.00f,0.00f, 0.121f, 0.170f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 }
#define EAX30_PRESET_PREFAB_CARAVAN \
{ 26, 8.3f, 1.000f, -1000, -2100, -1800, 0.43f, 1.50f, 1.00f, 0, 0.012f, 0.00f,0.00f,0.00f, 400, 0.012f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x1f }
// for US developers, a caravan is the same as a trailer =o)
// DOME AND PIPE PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_DOME_TOMB \
{ 26, 51.8f, 0.790f, -1000, -900, -1300, 4.18f, 0.21f, 0.10f, -825, 0.030f, 0.00f,0.00f,0.00f, -125, 0.022f, 0.00f,0.00f,0.00f, 0.177f, 0.190f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x0 }
#define EAX30_PRESET_PIPE_SMALL \
{ 26, 50.3f, 1.000f, -1000, -900, -1300, 5.04f, 0.10f, 0.10f, -600, 0.032f, 0.00f,0.00f,0.00f, 400, 0.015f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x3f }
#define EAX30_PRESET_DOME_SAINTPAULS \
{ 26, 50.3f, 0.870f, -1000, -900, -1300, 10.48f, 0.19f, 0.10f, -1500, 0.090f, 0.00f,0.00f,0.00f, -500, 0.042f, 0.00f,0.00f,0.00f, 0.250f, 0.120f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x3f }
#define EAX30_PRESET_PIPE_LONGTHIN \
{ 26, 1.6f, 0.910f, -1200, -700, -1100, 9.21f, 0.18f, 0.10f, -300, 0.010f, 0.00f,0.00f,0.00f, -1000, 0.022f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x0 }
#define EAX30_PRESET_PIPE_LARGE \
{ 26, 50.3f, 1.000f, -1000, -900, -1300, 8.45f, 0.10f, 0.10f, -800, 0.046f, 0.00f,0.00f,0.00f, 0, 0.032f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x3f }
#define EAX30_PRESET_PIPE_RESONANT \
{ 26, 1.3f, 0.910f, -1200, -700, -1100, 6.81f, 0.18f, 0.10f, -300, 0.010f, 0.00f,0.00f,0.00f, -700, 0.022f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 2854.4f, 20.0f, 0.00f, 0x0 }
// OUTDOORS PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_OUTDOORS_BACKYARD \
{ 26, 80.3f, 0.450f, -1100, -1200, -600, 1.12f, 0.34f, 0.46f, -1100, 0.049f, 0.00f,0.00f,-0.00f, -1300, 0.023f, 0.00f,0.00f,0.00f, 0.218f, 0.340f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 }
#define EAX30_PRESET_OUTDOORS_ROLLINGPLAINS \
{ 26, 80.3f, 0.000f, -1100, -3900, -400, 2.13f, 0.21f, 0.46f, -2000, 0.300f, 0.00f,0.00f,-0.00f, -1500, 0.019f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 }
#define EAX30_PRESET_OUTDOORS_DEEPCANYON \
{ 26, 80.3f, 0.740f, -1100, -1500, -400, 3.89f, 0.21f, 0.46f, -2000, 0.193f, 0.00f,0.00f,-0.00f, -1100, 0.019f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 }
#define EAX30_PRESET_OUTDOORS_CREEK \
{ 26, 80.3f, 0.350f, -1100, -1500, -600, 2.13f, 0.21f, 0.46f, -1700, 0.115f, 0.00f,0.00f,-0.00f, -1100, 0.031f, 0.00f,0.00f,0.00f, 0.218f, 0.340f, 0.250f, 0.000f, -5.0f, 4399.1f, 242.9f, 0.00f, 0x0 }
#define EAX30_PRESET_OUTDOORS_VALLEY \
{ 26, 80.3f, 0.280f, -1100, -3100, -1600, 2.88f, 0.26f, 0.35f, -3200, 0.163f, 0.00f,0.00f,-0.00f, -1000, 0.100f, 0.00f,0.00f,0.00f, 0.250f, 0.340f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 }
// MOOD PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_MOOD_HEAVEN \
{ 26, 19.6f, 0.940f, -1000, -200, -700, 5.04f, 1.12f, 0.56f, -1230, 0.020f, 0.00f,0.00f,0.00f, -200, 0.029f, 0.00f,0.00f,0.00f, 0.250f, 0.080f, 2.742f, 0.050f, -2.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_MOOD_HELL \
{ 26, 100.0f, 0.570f, -1000, -900, -700, 3.57f, 0.49f, 2.00f, -10000, 0.020f, 0.00f,0.00f,0.00f, 100, 0.030f, 0.00f,0.00f,0.00f, 0.110f, 0.040f, 2.109f, 0.520f, -5.0f, 5000.0f, 139.5f, 0.00f, 0x40 }
#define EAX30_PRESET_MOOD_MEMORY \
{ 26, 8.0f, 0.850f, -1000, -400, -900, 4.06f, 0.82f, 0.56f, -2800, 0.000f, 0.00f,0.00f,0.00f, -500, 0.000f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.474f, 0.450f, -2.0f, 5000.0f, 250.0f, 0.00f, 0x0 }
// DRIVING SIMULATION PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_DRIVING_COMMENTATOR \
{ 26, 3.0f, 0.000f, -900, -500, -600, 2.42f, 0.88f, 0.68f, -1400, 0.093f, 0.00f,0.00f,0.00f, -1200, 0.017f, 0.00f,0.00f,0.00f, 0.250f, 1.000f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
#define EAX30_PRESET_DRIVING_PITGARAGE \
{ 26, 1.9f, 0.590f, -1400, -300, -500, 1.72f, 0.93f, 0.87f, -500, 0.000f, 0.00f,0.00f,0.00f, 0, 0.016f, 0.00f,0.00f,0.00f, 0.250f, 0.110f, 0.250f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 }
#define EAX30_PRESET_DRIVING_INCAR_RACER \
{ 26, 1.1f, 0.800f, -700, 0, -200, 0.17f, 2.00f, 0.41f, 500, 0.007f, 0.00f,0.00f,0.00f, -500, 0.015f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -0.0f, 10268.2f, 251.0f, 0.00f, 0x20 }
#define EAX30_PRESET_DRIVING_INCAR_SPORTS \
{ 26, 1.1f, 0.800f, -900, -400, 0, 0.17f, 0.75f, 0.41f, 0, 0.010f, 0.00f,0.00f,0.00f, -600, 0.000f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -0.0f, 10268.2f, 251.0f, 0.00f, 0x20 }
#define EAX30_PRESET_DRIVING_INCAR_LUXURY \
{ 26, 1.6f, 1.000f, -800, -2000, -600, 0.13f, 0.41f, 0.46f, -200, 0.010f, 0.00f,0.00f,0.00f, 300, 0.010f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -0.0f, 10268.2f, 251.0f, 0.00f, 0x20 }
#define EAX30_PRESET_DRIVING_FULLGRANDSTAND \
{ 26, 8.3f, 1.000f, -1100, -1100, -400, 3.01f, 1.37f, 1.28f, -900, 0.090f, 0.00f,0.00f,0.00f, -1700, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 10420.2f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_DRIVING_EMPTYGRANDSTAND \
{ 26, 8.3f, 1.000f, -700, 0, -200, 4.62f, 1.75f, 1.40f, -1363, 0.090f, 0.00f,0.00f,0.00f, -1900, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.000f, -5.0f, 10420.2f, 250.0f, 0.00f, 0x1f }
#define EAX30_PRESET_DRIVING_TUNNEL \
{ 26, 3.1f, 0.810f, -900, -800, -100, 3.42f, 0.94f, 1.31f, -300, 0.051f, 0.00f,0.00f,0.00f, -500, 0.047f, 0.00f,0.00f,0.00f, 0.214f, 0.050f, 0.250f, 0.000f, -0.0f, 5000.0f, 155.3f, 0.00f, 0x20 }
// CITY PRESETS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_CITY_STREETS \
{ 26, 3.0f, 0.780f, -1100, -300, -100, 1.79f, 1.12f, 0.91f, -1700, 0.046f, 0.00f,0.00f,0.00f, -2800, 0.028f, 0.00f,0.00f,0.00f, 0.250f, 0.200f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
#define EAX30_PRESET_CITY_SUBWAY \
{ 26, 3.0f, 0.740f, -1100, -300, -100, 3.01f, 1.23f, 0.91f, -700, 0.046f, 0.00f,0.00f,0.00f, -1000, 0.028f, 0.00f,0.00f,0.00f, 0.125f, 0.210f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
#define EAX30_PRESET_CITY_MUSEUM \
{ 26, 80.3f, 0.820f, -1100, -1500, -1500, 3.28f, 1.40f, 0.57f, -1600, 0.039f, 0.00f,0.00f,-0.00f, -600, 0.034f, 0.00f,0.00f,0.00f, 0.130f, 0.170f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 }
#define EAX30_PRESET_CITY_LIBRARY \
{ 26, 80.3f, 0.820f, -1100, -1100, -2100, 2.76f, 0.89f, 0.41f, -1100, 0.029f, 0.00f,0.00f,-0.00f, -500, 0.020f, 0.00f,0.00f,0.00f, 0.130f, 0.170f, 0.250f, 0.000f, -0.0f, 2854.4f, 107.5f, 0.00f, 0x0 }
#define EAX30_PRESET_CITY_UNDERPASS \
{ 26, 3.0f, 0.820f, -1500, -700, -100, 3.57f, 1.12f, 0.91f, -1500, 0.059f, 0.00f,0.00f,0.00f, -1100, 0.037f, 0.00f,0.00f,0.00f, 0.250f, 0.140f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
#define EAX30_PRESET_CITY_ABANDONED \
{ 26, 3.0f, 0.690f, -1100, -200, -100, 3.28f, 1.17f, 0.91f, -1400, 0.044f, 0.00f,0.00f,0.00f, -2400, 0.024f, 0.00f,0.00f,0.00f, 0.250f, 0.200f, 0.250f, 0.000f, -0.0f, 5000.0f, 250.0f, 0.00f, 0x20 }
// MISC ROOMS
// Env Size Diffus Room RoomHF RoomLF DecTm DcHF DcLF Refl RefDel Ref Pan Revb RevDel Rev Pan EchTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff FLAGS
#define EAX30_PRESET_DUSTYROOM \
{ 26, 1.8f, 0.560f, -1100, -200, -300, 1.79f, 0.38f, 0.21f, -600, 0.002f, 0.00f,0.00f,0.00f, 200, 0.006f, 0.00f,0.00f,0.00f, 0.202f, 0.050f, 0.250f, 0.000f, -3.0f, 13046.0f, 163.3f, 0.00f, 0x20 }
#define EAX30_PRESET_CHAPEL \
{ 26, 19.6f, 0.840f, -1000, -500, 0, 4.62f, 0.64f, 1.23f, -700, 0.032f, 0.00f,0.00f,0.00f, -800, 0.049f, 0.00f,0.00f,0.00f, 0.250f, 0.000f, 0.250f, 0.110f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x3f }
#define EAX30_PRESET_SMALLWATERROOM \
{ 26, 36.2f, 0.700f, -1200, -698, 0, 1.51f, 1.25f, 1.14f, -100, 0.020f, 0.00f,0.00f,0.00f, 200, 0.030f, 0.00f,0.00f,0.00f, 0.179f, 0.150f, 0.895f, 0.190f, -5.0f, 5000.0f, 250.0f, 0.00f, 0x0 }
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Effect Scenarios enumerated //
//////////////////////////////////////////////////////
typedef enum
{
EAX30_SCENARIO_CASTLE = 0,
EAX30_SCENARIO_FACTORY,
EAX30_SCENARIO_ICEPALACE,
EAX30_SCENARIO_SPACESTATION,
EAX30_SCENARIO_WOODGALLEON,
EAX30_SCENARIO_SPORTS,
EAX30_SCENARIO_PREFAB,
EAX30_SCENARIO_DOMESNPIPES,
EAX30_SCENARIO_OUTDOORS,
EAX30_SCENARIO_MOOD,
EAX30_SCENARIO_DRIVING,
EAX30_SCENARIO_CITY,
EAX30_SCENARIO_MISC,
EAX30_SCENARIO_ORIGINAL
}
EAX30_SCENARIO;
//////////////////////////////////////////////////////
// Number of Effect Scenarios //
//////////////////////////////////////////////////////
#define EAX30_NUM_SCENARIOS 14
//////////////////////////////////////////////////////
// Number of Effect Scenarios with standardised //
// locations //
//////////////////////////////////////////////////////
#define EAX30_NUM_STANDARD_SCENARIOS 5
//////////////////////////////////////////////////////
// Array of scenario names //
//////////////////////////////////////////////////////
extern const char* EAX30_SCENARIO_NAMES[];
//////////////////////////////////////////////////////
// Standardised Locations enumerated //
//////////////////////////////////////////////////////
typedef enum
{
EAX30_LOCATION_HALL = 0,
EAX30_LOCATION_LARGEROOM,
EAX30_LOCATION_MEDIUMROOM,
EAX30_LOCATION_SMALLROOM,
EAX30_LOCATION_CUPBOARD,
EAX30_LOCATION_ALCOVE,
EAX30_LOCATION_LONGPASSAGE,
EAX30_LOCATION_SHORTPASSAGE,
EAX30_LOCATION_COURTYARD
}
EAX30_LOCATION;
//////////////////////////////////////////////////////
// Number of Standardised Locations //
//////////////////////////////////////////////////////
#define EAX30_NUM_LOCATIONS 9
//////////////////////////////////////////////////////
// Array of standardised location names //
//////////////////////////////////////////////////////
extern const char* EAX30_LOCATION_NAMES[];
//////////////////////////////////////////////////////
// Number of effects in each scenario //
//////////////////////////////////////////////////////
#define EAX30_NUM_ORIGINAL_PRESETS 26
#define EAX30_NUM_CASTLE_PRESETS EAX30_NUM_LOCATIONS
#define EAX30_NUM_FACTORY_PRESETS EAX30_NUM_LOCATIONS
#define EAX30_NUM_ICEPALACE_PRESETS EAX30_NUM_LOCATIONS
#define EAX30_NUM_SPACESTATION_PRESETS EAX30_NUM_LOCATIONS
#define EAX30_NUM_WOODGALLEON_PRESETS EAX30_NUM_LOCATIONS
#define EAX30_NUM_SPORTS_PRESETS 7
#define EAX30_NUM_PREFAB_PRESETS 5
#define EAX30_NUM_DOMESNPIPES_PRESETS 6
#define EAX30_NUM_OUTDOORS_PRESETS 5
#define EAX30_NUM_MOOD_PRESETS 3
#define EAX30_NUM_DRIVING_PRESETS 8
#define EAX30_NUM_CITY_PRESETS 6
#define EAX30_NUM_MISC_PRESETS 3
//////////////////////////////////////////////////////
// Standardised Location effects can be accessed //
// from a matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_STANDARD_PRESETS[EAX30_NUM_STANDARD_SCENARIOS][EAX30_NUM_LOCATIONS];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Original Preset effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
ORIGINAL_GENERIC = 0,
ORIGINAL_PADDEDCELL,
ORIGINAL_ROOM,
ORIGINAL_BATHROOM,
ORIGINAL_LIVINGROOM,
ORIGINAL_STONEROOM,
ORIGINAL_AUDITORIUM,
ORIGINAL_CONCERTHALL,
ORIGINAL_CAVE,
ORIGINAL_ARENA,
ORIGINAL_HANGAR,
ORIGINAL_CARPETTEDHALLWAY,
ORIGINAL_HALLWAY,
ORIGINAL_STONECORRIDOR,
ORIGINAL_ALLEY,
ORIGINAL_FOREST,
ORIGINAL_CITY,
ORIGINAL_MOUNTAINS,
ORIGINAL_QUARRY,
ORIGINAL_PLAIN,
ORIGINAL_PARKINGLOT,
ORIGINAL_SEWERPIPE,
ORIGINAL_UNDERWATER,
ORIGINAL_DRUGGED,
ORIGINAL_DIZZY,
ORIGINAL_PSYCHOTIC
}
EAX30_ORIGINAL_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of original environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_ORIGINAL_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Original effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_ORIGINAL_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Sports scenario effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
SPORT_EMPTYSTADIUM=0,
SPORT_FULLSTADIUM,
SPORT_STADIUMTANNOY,
SPORT_SQUASHCOURT,
SPORT_SMALLSWIMMINGPOOL,
SPORT_LARGESWIMMINGPOOL,
SPORT_GYMNASIUM
}
EAX30_SPORTS_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of sport environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_SPORTS_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Sports effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_SPORTS_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Prefab scenario effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
PREFAB_WORKSHOP,
PREFAB_SCHOOLROOM,
PREFAB_PRACTISEROOM,
PREFAB_OUTHOUSE,
PREFAB_CARAVAN
}
EAX30_PREFAB_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of prefab environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_PREFAB_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Prefab effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_PREFAB_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Domes & Pipes effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
DOME_TOMB,
DOME_SAINTPAULS,
PIPE_SMALL,
PIPE_LONGTHIN,
PIPE_LARGE,
PIPE_RESONANT
}
EAX30_DOMESNPIPES_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of Domes & Pipes environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_DOMESNPIPES_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Domes & Pipes effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_DOMESNPIPES_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Outdoors scenario effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
OUTDOORS_BACKYARD,
OUTDOORS_ROLLINGPLAINS,
OUTDOORS_DEEPCANYON,
OUTDOORS_CREEK,
OUTDOORS_VALLEY
}
EAX30_OUTDOORS_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of Outdoors environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_OUTDOORS_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Outdoors effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_OUTDOORS_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Mood scenario effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
MOOD_HEAVEN,
MOOD_HELL,
MOOD_MEMORY
}
EAX30_MOOD_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of Mood environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_MOOD_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Mood effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_MOOD_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Driving scenario effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
DRIVING_COMMENTATOR,
DRIVING_PITGARAGE,
DRIVING_INCAR_RACER,
DRIVING_INCAR_SPORTS,
DRIVING_INCAR_LUXURY,
DRIVING_FULLGRANDSTAND,
DRIVING_EMPTYGRANDSTAND,
DRIVING_TUNNEL
}
EAX30_DRIVING_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of driving environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_DRIVING_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Driving effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_DRIVING_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// City scenario effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
CITY_STREETS,
CITY_SUBWAY,
CITY_MUSEUM,
CITY_LIBRARY,
CITY_UNDERPASS,
CITY_ABANDONED
}
EAX30_CITY_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of City environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_CITY_PRESET_NAMES[];
//////////////////////////////////////////////////////
// City effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_CITY_PRESETS[];
/********************************************************************************************************/
//////////////////////////////////////////////////////
// Misc scenario effects enumerated //
//////////////////////////////////////////////////////
typedef enum
{
DUSTYROOM,
CHAPEL,
SMALLWATERROOM
}
EAX30_MISC_PRESET_ENUMS;
//////////////////////////////////////////////////////
// Array of Misc environment names //
//////////////////////////////////////////////////////
extern const char* EAX30_MISC_PRESET_NAMES[];
//////////////////////////////////////////////////////
// Misc effects matrix //
//////////////////////////////////////////////////////
extern EAXLISTENERPROPERTIES EAX30_MISC_PRESETS[];
/***********************************************************************************************\
*
* Material transmission presets
*
* Three values in this order :-
*
* 1. Occlusion (or Obstruction)
* 2. Occlusion LF Ratio (or Obstruction LF Ratio)
* 3. Occlusion Room Ratio
*
************************************************************************************************/
// Single window material preset
#define EAX_MATERIAL_SINGLEWINDOW (-2800)
#define EAX_MATERIAL_SINGLEWINDOWLF 0.71f
#define EAX_MATERIAL_SINGLEWINDOWROOMRATIO 0.43f
// Double window material preset
#define EAX_MATERIAL_DOUBLEWINDOW (-5000)
#define EAX_MATERIAL_DOUBLEWINDOWLF 0.40f
#define EAX_MATERIAL_DOUBLEWINDOWROOMRATIO 0.24f
// Thin door material preset
#define EAX_MATERIAL_THINDOOR (-1800)
#define EAX_MATERIAL_THINDOORLF 0.66f
#define EAX_MATERIAL_THINDOORROOMRATIO 0.66f
// Thick door material preset
#define EAX_MATERIAL_THICKDOOR (-4400)
#define EAX_MATERIAL_THICKDOORLF 0.64f
#define EAX_MATERIAL_THICKDOORROOMRATIO 0.27f
// Wood wall material preset
#define EAX_MATERIAL_WOODWALL (-4000)
#define EAX_MATERIAL_WOODWALLLF 0.50f
#define EAX_MATERIAL_WOODWALLROOMRATIO 0.30f
// Brick wall material preset
#define EAX_MATERIAL_BRICKWALL (-5000)
#define EAX_MATERIAL_BRICKWALLLF 0.60f
#define EAX_MATERIAL_BRICKWALLROOMRATIO 0.24f
// Stone wall material preset
#define EAX_MATERIAL_STONEWALL (-6000)
#define EAX_MATERIAL_STONEWALLLF 0.68f
#define EAX_MATERIAL_STONEWALLROOMRATIO 0.20f
// Curtain material preset
#define EAX_MATERIAL_CURTAIN (-1200)
#define EAX_MATERIAL_CURTAINLF 0.15f
#define EAX_MATERIAL_CURTAINROOMRATIO 1.00f
#endif // EAXUTIL_INCLUDED

536
miami/audio/eax/eax.h Normal file
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@@ -0,0 +1,536 @@
/*******************************************************************\
* *
* EAX.H - Environmental Audio Extensions version 3.0 *
* for OpenAL and DirectSound3D *
* *
********************************************************************/
#ifndef EAX_H_INCLUDED
#define EAX_H_INCLUDED
#ifdef __cplusplus
extern "C" {
#endif // __cplusplus
#ifndef AUDIO_OAL
#include <dsound.h>
/*
* EAX Wrapper Interface (using Direct X 7) {4FF53B81-1CE0-11d3-AAB8-00A0C95949D5}
*/
DEFINE_GUID(CLSID_EAXDirectSound,
0x4ff53b81,
0x1ce0,
0x11d3,
0xaa, 0xb8, 0x0, 0xa0, 0xc9, 0x59, 0x49, 0xd5);
/*
* EAX Wrapper Interface (using Direct X 8) {CA503B60-B176-11d4-A094-D0C0BF3A560C}
*/
DEFINE_GUID(CLSID_EAXDirectSound8,
0xca503b60,
0xb176,
0x11d4,
0xa0, 0x94, 0xd0, 0xc0, 0xbf, 0x3a, 0x56, 0xc);
#ifdef DIRECTSOUND_VERSION
#if DIRECTSOUND_VERSION >= 0x0800
__declspec(dllimport) HRESULT WINAPI EAXDirectSoundCreate8(GUID*, LPDIRECTSOUND8*, IUnknown FAR *);
typedef HRESULT (FAR PASCAL *LPEAXDIRECTSOUNDCREATE8)(GUID*, LPDIRECTSOUND8*, IUnknown FAR*);
#endif
#endif
__declspec(dllimport) HRESULT WINAPI EAXDirectSoundCreate(GUID*, LPDIRECTSOUND*, IUnknown FAR *);
typedef HRESULT (FAR PASCAL *LPEAXDIRECTSOUNDCREATE)(GUID*, LPDIRECTSOUND*, IUnknown FAR*);
__declspec(dllimport) void CDECL GetCurrentVersion(LPDWORD major, LPDWORD minor);
typedef void (CDECL *LPGETCURRENTVERSION)(LPDWORD major, LPDWORD minor);
#else // AUDIO_OAL
#include <AL/al.h>
#include <string.h>
#ifndef GUID_DEFINED
#define GUID_DEFINED
typedef struct _GUID
{
unsigned long Data1;
unsigned short Data2;
unsigned short Data3;
unsigned char Data4[8];
} GUID;
#endif // !GUID_DEFINED
#ifndef DEFINE_GUID
#ifndef INITGUID
#define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
extern const GUID /*FAR*/ name
#else
#define DEFINE_GUID(name, l, w1, w2, b1, b2, b3, b4, b5, b6, b7, b8) \
extern const GUID name = { l, w1, w2, { b1, b2, b3, b4, b5, b6, b7, b8 } }
#endif // INITGUID
#endif // DEFINE_GUID
/*
* EAX OpenAL Extension
*/
typedef ALenum (*EAXSet)(const GUID*, ALuint, ALuint, ALvoid*, ALuint);
typedef ALenum (*EAXGet)(const GUID*, ALuint, ALuint, ALvoid*, ALuint);
#endif
#pragma pack(push, 4)
/*
* EAX 3.0 listener property set {A8FA6880-B476-11d3-BDB9-00C0F02DDF87}
*/
DEFINE_GUID(DSPROPSETID_EAX30_ListenerProperties,
0xa8fa6882,
0xb476,
0x11d3,
0xbd, 0xb9, 0x00, 0xc0, 0xf0, 0x2d, 0xdf, 0x87);
// For compatibility with future EAX versions:
#define DSPROPSETID_EAX_ListenerProperties DSPROPSETID_EAX30_ListenerProperties
typedef enum
{
DSPROPERTY_EAXLISTENER_NONE,
DSPROPERTY_EAXLISTENER_ALLPARAMETERS,
DSPROPERTY_EAXLISTENER_ENVIRONMENT,
DSPROPERTY_EAXLISTENER_ENVIRONMENTSIZE,
DSPROPERTY_EAXLISTENER_ENVIRONMENTDIFFUSION,
DSPROPERTY_EAXLISTENER_ROOM,
DSPROPERTY_EAXLISTENER_ROOMHF,
DSPROPERTY_EAXLISTENER_ROOMLF,
DSPROPERTY_EAXLISTENER_DECAYTIME,
DSPROPERTY_EAXLISTENER_DECAYHFRATIO,
DSPROPERTY_EAXLISTENER_DECAYLFRATIO,
DSPROPERTY_EAXLISTENER_REFLECTIONS,
DSPROPERTY_EAXLISTENER_REFLECTIONSDELAY,
DSPROPERTY_EAXLISTENER_REFLECTIONSPAN,
DSPROPERTY_EAXLISTENER_REVERB,
DSPROPERTY_EAXLISTENER_REVERBDELAY,
DSPROPERTY_EAXLISTENER_REVERBPAN,
DSPROPERTY_EAXLISTENER_ECHOTIME,
DSPROPERTY_EAXLISTENER_ECHODEPTH,
DSPROPERTY_EAXLISTENER_MODULATIONTIME,
DSPROPERTY_EAXLISTENER_MODULATIONDEPTH,
DSPROPERTY_EAXLISTENER_AIRABSORPTIONHF,
DSPROPERTY_EAXLISTENER_HFREFERENCE,
DSPROPERTY_EAXLISTENER_LFREFERENCE,
DSPROPERTY_EAXLISTENER_ROOMROLLOFFFACTOR,
DSPROPERTY_EAXLISTENER_FLAGS
} DSPROPERTY_EAX_LISTENERPROPERTY;
// OR these flags with property id
#define DSPROPERTY_EAXLISTENER_IMMEDIATE 0x00000000 // changes take effect immediately
#define DSPROPERTY_EAXLISTENER_DEFERRED 0x80000000 // changes take effect later
#define DSPROPERTY_EAXLISTENER_COMMITDEFERREDSETTINGS (DSPROPERTY_EAXLISTENER_NONE | \
DSPROPERTY_EAXLISTENER_IMMEDIATE)
typedef struct _EAXVECTOR {
float x;
float y;
float z;
} EAXVECTOR;
// Use this structure for DSPROPERTY_EAXLISTENER_ALLPARAMETERS
// - all levels are hundredths of decibels
// - all times and delays are in seconds
//
// NOTE: This structure may change in future EAX versions.
// It is recommended to initialize fields by name:
// myListener.lRoom = -1000;
// myListener.lRoomHF = -100;
// ...
// myListener.dwFlags = myFlags /* see EAXLISTENERFLAGS below */ ;
// instead of:
// myListener = { -1000, -100, ... , 0x00000009 };
// If you want to save and load presets in binary form, you
// should define your own structure to insure future compatibility.
//
typedef struct _EAXLISTENERPROPERTIES
{
unsigned long ulEnvironment; // sets all listener properties
float flEnvironmentSize; // environment size in meters
float flEnvironmentDiffusion; // environment diffusion
long lRoom; // room effect level (at mid frequencies)
long lRoomHF; // relative room effect level at high frequencies
long lRoomLF; // relative room effect level at low frequencies
float flDecayTime; // reverberation decay time at mid frequencies
float flDecayHFRatio; // high-frequency to mid-frequency decay time ratio
float flDecayLFRatio; // low-frequency to mid-frequency decay time ratio
long lReflections; // early reflections level relative to room effect
float flReflectionsDelay; // initial reflection delay time
EAXVECTOR vReflectionsPan; // early reflections panning vector
long lReverb; // late reverberation level relative to room effect
float flReverbDelay; // late reverberation delay time relative to initial reflection
EAXVECTOR vReverbPan; // late reverberation panning vector
float flEchoTime; // echo time
float flEchoDepth; // echo depth
float flModulationTime; // modulation time
float flModulationDepth; // modulation depth
float flAirAbsorptionHF; // change in level per meter at high frequencies
float flHFReference; // reference high frequency
float flLFReference; // reference low frequency
float flRoomRolloffFactor; // like DS3D flRolloffFactor but for room effect
unsigned long ulFlags; // modifies the behavior of properties
} EAXLISTENERPROPERTIES, *LPEAXLISTENERPROPERTIES;
// used by DSPROPERTY_EAXLISTENER_ENVIRONMENT
enum
{
EAX_ENVIRONMENT_GENERIC,
EAX_ENVIRONMENT_PADDEDCELL,
EAX_ENVIRONMENT_ROOM,
EAX_ENVIRONMENT_BATHROOM,
EAX_ENVIRONMENT_LIVINGROOM,
EAX_ENVIRONMENT_STONEROOM,
EAX_ENVIRONMENT_AUDITORIUM,
EAX_ENVIRONMENT_CONCERTHALL,
EAX_ENVIRONMENT_CAVE,
EAX_ENVIRONMENT_ARENA,
EAX_ENVIRONMENT_HANGAR,
EAX_ENVIRONMENT_CARPETEDHALLWAY,
EAX_ENVIRONMENT_HALLWAY,
EAX_ENVIRONMENT_STONECORRIDOR,
EAX_ENVIRONMENT_ALLEY,
EAX_ENVIRONMENT_FOREST,
EAX_ENVIRONMENT_CITY,
EAX_ENVIRONMENT_MOUNTAINS,
EAX_ENVIRONMENT_QUARRY,
EAX_ENVIRONMENT_PLAIN,
EAX_ENVIRONMENT_PARKINGLOT,
EAX_ENVIRONMENT_SEWERPIPE,
EAX_ENVIRONMENT_UNDERWATER,
EAX_ENVIRONMENT_DRUGGED,
EAX_ENVIRONMENT_DIZZY,
EAX_ENVIRONMENT_PSYCHOTIC,
EAX_ENVIRONMENT_UNDEFINED,
EAX_ENVIRONMENT_COUNT
};
// Used by DSPROPERTY_EAXLISTENER_FLAGS
//
// Note: The number and order of flags may change in future EAX versions.
// It is recommended to use the flag defines as follows:
// myFlags = EAXLISTENERFLAGS_DECAYTIMESCALE | EAXLISTENERFLAGS_REVERBSCALE;
// instead of:
// myFlags = 0x00000009;
//
// These flags determine what properties are affected by environment size.
#define EAXLISTENERFLAGS_DECAYTIMESCALE 0x00000001 // reverberation decay time
#define EAXLISTENERFLAGS_REFLECTIONSSCALE 0x00000002 // reflection level
#define EAXLISTENERFLAGS_REFLECTIONSDELAYSCALE 0x00000004 // initial reflection delay time
#define EAXLISTENERFLAGS_REVERBSCALE 0x00000008 // reflections level
#define EAXLISTENERFLAGS_REVERBDELAYSCALE 0x00000010 // late reverberation delay time
#define EAXLISTENERFLAGS_ECHOTIMESCALE 0x00000040 // echo time
#define EAXLISTENERFLAGS_MODULATIONTIMESCALE 0x00000080 // modulation time
// This flag limits high-frequency decay time according to air absorption.
#define EAXLISTENERFLAGS_DECAYHFLIMIT 0x00000020
#define EAXLISTENERFLAGS_RESERVED 0xFFFFFF00 // reserved future use
// Property ranges and defaults:
#define EAXLISTENER_MINENVIRONMENT 0
#define EAXLISTENER_MAXENVIRONMENT (EAX_ENVIRONMENT_COUNT-1)
#define EAXLISTENER_DEFAULTENVIRONMENT EAX_ENVIRONMENT_GENERIC
#define EAXLISTENER_MINENVIRONMENTSIZE 1.0f
#define EAXLISTENER_MAXENVIRONMENTSIZE 100.0f
#define EAXLISTENER_DEFAULTENVIRONMENTSIZE 7.5f
#define EAXLISTENER_MINENVIRONMENTDIFFUSION 0.0f
#define EAXLISTENER_MAXENVIRONMENTDIFFUSION 1.0f
#define EAXLISTENER_DEFAULTENVIRONMENTDIFFUSION 1.0f
#define EAXLISTENER_MINROOM (-10000)
#define EAXLISTENER_MAXROOM 0
#define EAXLISTENER_DEFAULTROOM (-1000)
#define EAXLISTENER_MINROOMHF (-10000)
#define EAXLISTENER_MAXROOMHF 0
#define EAXLISTENER_DEFAULTROOMHF (-100)
#define EAXLISTENER_MINROOMLF (-10000)
#define EAXLISTENER_MAXROOMLF 0
#define EAXLISTENER_DEFAULTROOMLF 0
#define EAXLISTENER_MINDECAYTIME 0.1f
#define EAXLISTENER_MAXDECAYTIME 20.0f
#define EAXLISTENER_DEFAULTDECAYTIME 1.49f
#define EAXLISTENER_MINDECAYHFRATIO 0.1f
#define EAXLISTENER_MAXDECAYHFRATIO 2.0f
#define EAXLISTENER_DEFAULTDECAYHFRATIO 0.83f
#define EAXLISTENER_MINDECAYLFRATIO 0.1f
#define EAXLISTENER_MAXDECAYLFRATIO 2.0f
#define EAXLISTENER_DEFAULTDECAYLFRATIO 1.00f
#define EAXLISTENER_MINREFLECTIONS (-10000)
#define EAXLISTENER_MAXREFLECTIONS 1000
#define EAXLISTENER_DEFAULTREFLECTIONS (-2602)
#define EAXLISTENER_MINREFLECTIONSDELAY 0.0f
#define EAXLISTENER_MAXREFLECTIONSDELAY 0.3f
#define EAXLISTENER_DEFAULTREFLECTIONSDELAY 0.007f
#define EAXLISTENER_MINREVERB (-10000)
#define EAXLISTENER_MAXREVERB 2000
#define EAXLISTENER_DEFAULTREVERB 200
#define EAXLISTENER_MINREVERBDELAY 0.0f
#define EAXLISTENER_MAXREVERBDELAY 0.1f
#define EAXLISTENER_DEFAULTREVERBDELAY 0.011f
#define EAXLISTENER_MINECHOTIME 0.075f
#define EAXLISTENER_MAXECHOTIME 0.25f
#define EAXLISTENER_DEFAULTECHOTIME 0.25f
#define EAXLISTENER_MINECHODEPTH 0.0f
#define EAXLISTENER_MAXECHODEPTH 1.0f
#define EAXLISTENER_DEFAULTECHODEPTH 0.0f
#define EAXLISTENER_MINMODULATIONTIME 0.04f
#define EAXLISTENER_MAXMODULATIONTIME 4.0f
#define EAXLISTENER_DEFAULTMODULATIONTIME 0.25f
#define EAXLISTENER_MINMODULATIONDEPTH 0.0f
#define EAXLISTENER_MAXMODULATIONDEPTH 1.0f
#define EAXLISTENER_DEFAULTMODULATIONDEPTH 0.0f
#define EAXLISTENER_MINAIRABSORPTIONHF (-100.0f)
#define EAXLISTENER_MAXAIRABSORPTIONHF 0.0f
#define EAXLISTENER_DEFAULTAIRABSORPTIONHF (-5.0f)
#define EAXLISTENER_MINHFREFERENCE 1000.0f
#define EAXLISTENER_MAXHFREFERENCE 20000.0f
#define EAXLISTENER_DEFAULTHFREFERENCE 5000.0f
#define EAXLISTENER_MINLFREFERENCE 20.0f
#define EAXLISTENER_MAXLFREFERENCE 1000.0f
#define EAXLISTENER_DEFAULTLFREFERENCE 250.0f
#define EAXLISTENER_MINROOMROLLOFFFACTOR 0.0f
#define EAXLISTENER_MAXROOMROLLOFFFACTOR 10.0f
#define EAXLISTENER_DEFAULTROOMROLLOFFFACTOR 0.0f
#define EAXLISTENER_DEFAULTFLAGS (EAXLISTENERFLAGS_DECAYTIMESCALE | \
EAXLISTENERFLAGS_REFLECTIONSSCALE | \
EAXLISTENERFLAGS_REFLECTIONSDELAYSCALE | \
EAXLISTENERFLAGS_REVERBSCALE | \
EAXLISTENERFLAGS_REVERBDELAYSCALE | \
EAXLISTENERFLAGS_DECAYHFLIMIT)
/*
* EAX 3.0 buffer property set {A8FA6881-B476-11d3-BDB9-00C0F02DDF87}
*/
DEFINE_GUID(DSPROPSETID_EAX30_BufferProperties,
0xa8fa6881,
0xb476,
0x11d3,
0xbd, 0xb9, 0x0, 0xc0, 0xf0, 0x2d, 0xdf, 0x87);
// For compatibility with future EAX versions:
#define DSPROPSETID_EAX_BufferProperties DSPROPSETID_EAX30_BufferProperties
#define DSPROPSETID_EAX_SourceProperties DSPROPSETID_EAX30_BufferProperties
typedef enum
{
DSPROPERTY_EAXBUFFER_NONE,
DSPROPERTY_EAXBUFFER_ALLPARAMETERS,
DSPROPERTY_EAXBUFFER_OBSTRUCTIONPARAMETERS,
DSPROPERTY_EAXBUFFER_OCCLUSIONPARAMETERS,
DSPROPERTY_EAXBUFFER_EXCLUSIONPARAMETERS,
DSPROPERTY_EAXBUFFER_DIRECT,
DSPROPERTY_EAXBUFFER_DIRECTHF,
DSPROPERTY_EAXBUFFER_ROOM,
DSPROPERTY_EAXBUFFER_ROOMHF,
DSPROPERTY_EAXBUFFER_OBSTRUCTION,
DSPROPERTY_EAXBUFFER_OBSTRUCTIONLFRATIO,
DSPROPERTY_EAXBUFFER_OCCLUSION,
DSPROPERTY_EAXBUFFER_OCCLUSIONLFRATIO,
DSPROPERTY_EAXBUFFER_OCCLUSIONROOMRATIO,
DSPROPERTY_EAXBUFFER_OCCLUSIONDIRECTRATIO,
DSPROPERTY_EAXBUFFER_EXCLUSION,
DSPROPERTY_EAXBUFFER_EXCLUSIONLFRATIO,
DSPROPERTY_EAXBUFFER_OUTSIDEVOLUMEHF,
DSPROPERTY_EAXBUFFER_DOPPLERFACTOR,
DSPROPERTY_EAXBUFFER_ROLLOFFFACTOR,
DSPROPERTY_EAXBUFFER_ROOMROLLOFFFACTOR,
DSPROPERTY_EAXBUFFER_AIRABSORPTIONFACTOR,
DSPROPERTY_EAXBUFFER_FLAGS
} DSPROPERTY_EAX_BUFFERPROPERTY;
// OR these flags with property id
#define DSPROPERTY_EAXBUFFER_IMMEDIATE 0x00000000 // changes take effect immediately
#define DSPROPERTY_EAXBUFFER_DEFERRED 0x80000000 // changes take effect later
#define DSPROPERTY_EAXBUFFER_COMMITDEFERREDSETTINGS (DSPROPERTY_EAXBUFFER_NONE | \
DSPROPERTY_EAXBUFFER_IMMEDIATE)
// Use this structure for DSPROPERTY_EAXBUFFER_ALLPARAMETERS
// - all levels are hundredths of decibels
// - all delays are in seconds
//
// NOTE: This structure may change in future EAX versions.
// It is recommended to initialize fields by name:
// myBuffer.lDirect = 0;
// myBuffer.lDirectHF = -200;
// ...
// myBuffer.dwFlags = myFlags /* see EAXBUFFERFLAGS below */ ;
// instead of:
// myBuffer = { 0, -200, ... , 0x00000003 };
//
typedef struct _EAXBUFFERPROPERTIES
{
long lDirect; // direct path level (at low and mid frequencies)
long lDirectHF; // relative direct path level at high frequencies
long lRoom; // room effect level (at low and mid frequencies)
long lRoomHF; // relative room effect level at high frequencies
long lObstruction; // main obstruction control (attenuation at high frequencies)
float flObstructionLFRatio; // obstruction low-frequency level re. main control
long lOcclusion; // main occlusion control (attenuation at high frequencies)
float flOcclusionLFRatio; // occlusion low-frequency level re. main control
float flOcclusionRoomRatio; // relative occlusion control for room effect
float flOcclusionDirectRatio; // relative occlusion control for direct path
long lExclusion; // main exlusion control (attenuation at high frequencies)
float flExclusionLFRatio; // exclusion low-frequency level re. main control
long lOutsideVolumeHF; // outside sound cone level at high frequencies
float flDopplerFactor; // like DS3D flDopplerFactor but per source
float flRolloffFactor; // like DS3D flRolloffFactor but per source
float flRoomRolloffFactor; // like DS3D flRolloffFactor but for room effect
float flAirAbsorptionFactor; // multiplies DSPROPERTY_EAXLISTENER_AIRABSORPTIONHF
unsigned long ulFlags; // modifies the behavior of properties
} EAXBUFFERPROPERTIES, *LPEAXBUFFERPROPERTIES;
// Use this structure for DSPROPERTY_EAXBUFFER_OBSTRUCTION,
typedef struct _EAXOBSTRUCTIONPROPERTIES
{
long lObstruction;
float flObstructionLFRatio;
} EAXOBSTRUCTIONPROPERTIES, *LPEAXOBSTRUCTIONPROPERTIES;
// Use this structure for DSPROPERTY_EAXBUFFER_OCCLUSION
typedef struct _EAXOCCLUSIONPROPERTIES
{
long lOcclusion;
float flOcclusionLFRatio;
float flOcclusionRoomRatio;
float flOcclusionDirectRatio;
} EAXOCCLUSIONPROPERTIES, *LPEAXOCCLUSIONPROPERTIES;
// Use this structure for DSPROPERTY_EAXBUFFER_EXCLUSION
typedef struct _EAXEXCLUSIONPROPERTIES
{
long lExclusion;
float flExclusionLFRatio;
} EAXEXCLUSIONPROPERTIES, *LPEAXEXCLUSIONPROPERTIES;
// Used by DSPROPERTY_EAXBUFFER_FLAGS
// TRUE: value is computed automatically - property is an offset
// FALSE: value is used directly
//
// Note: The number and order of flags may change in future EAX versions.
// To insure future compatibility, use flag defines as follows:
// myFlags = EAXBUFFERFLAGS_DIRECTHFAUTO | EAXBUFFERFLAGS_ROOMAUTO;
// instead of:
// myFlags = 0x00000003;
//
#define EAXBUFFERFLAGS_DIRECTHFAUTO 0x00000001 // affects DSPROPERTY_EAXBUFFER_DIRECTHF
#define EAXBUFFERFLAGS_ROOMAUTO 0x00000002 // affects DSPROPERTY_EAXBUFFER_ROOM
#define EAXBUFFERFLAGS_ROOMHFAUTO 0x00000004 // affects DSPROPERTY_EAXBUFFER_ROOMHF
#define EAXBUFFERFLAGS_RESERVED 0xFFFFFFF8 // reserved future use
// Property ranges and defaults:
#define EAXBUFFER_MINDIRECT (-10000)
#define EAXBUFFER_MAXDIRECT 1000
#define EAXBUFFER_DEFAULTDIRECT 0
#define EAXBUFFER_MINDIRECTHF (-10000)
#define EAXBUFFER_MAXDIRECTHF 0
#define EAXBUFFER_DEFAULTDIRECTHF 0
#define EAXBUFFER_MINROOM (-10000)
#define EAXBUFFER_MAXROOM 1000
#define EAXBUFFER_DEFAULTROOM 0
#define EAXBUFFER_MINROOMHF (-10000)
#define EAXBUFFER_MAXROOMHF 0
#define EAXBUFFER_DEFAULTROOMHF 0
#define EAXBUFFER_MINOBSTRUCTION (-10000)
#define EAXBUFFER_MAXOBSTRUCTION 0
#define EAXBUFFER_DEFAULTOBSTRUCTION 0
#define EAXBUFFER_MINOBSTRUCTIONLFRATIO 0.0f
#define EAXBUFFER_MAXOBSTRUCTIONLFRATIO 1.0f
#define EAXBUFFER_DEFAULTOBSTRUCTIONLFRATIO 0.0f
#define EAXBUFFER_MINOCCLUSION (-10000)
#define EAXBUFFER_MAXOCCLUSION 0
#define EAXBUFFER_DEFAULTOCCLUSION 0
#define EAXBUFFER_MINOCCLUSIONLFRATIO 0.0f
#define EAXBUFFER_MAXOCCLUSIONLFRATIO 1.0f
#define EAXBUFFER_DEFAULTOCCLUSIONLFRATIO 0.25f
#define EAXBUFFER_MINOCCLUSIONROOMRATIO 0.0f
#define EAXBUFFER_MAXOCCLUSIONROOMRATIO 10.0f
#define EAXBUFFER_DEFAULTOCCLUSIONROOMRATIO 1.5f
#define EAXBUFFER_MINOCCLUSIONDIRECTRATIO 0.0f
#define EAXBUFFER_MAXOCCLUSIONDIRECTRATIO 10.0f
#define EAXBUFFER_DEFAULTOCCLUSIONDIRECTRATIO 1.0f
#define EAXBUFFER_MINEXCLUSION (-10000)
#define EAXBUFFER_MAXEXCLUSION 0
#define EAXBUFFER_DEFAULTEXCLUSION 0
#define EAXBUFFER_MINEXCLUSIONLFRATIO 0.0f
#define EAXBUFFER_MAXEXCLUSIONLFRATIO 1.0f
#define EAXBUFFER_DEFAULTEXCLUSIONLFRATIO 1.0f
#define EAXBUFFER_MINOUTSIDEVOLUMEHF (-10000)
#define EAXBUFFER_MAXOUTSIDEVOLUMEHF 0
#define EAXBUFFER_DEFAULTOUTSIDEVOLUMEHF 0
#define EAXBUFFER_MINDOPPLERFACTOR 0.0f
#define EAXBUFFER_MAXDOPPLERFACTOR 10.f
#define EAXBUFFER_DEFAULTDOPPLERFACTOR 0.0f
#define EAXBUFFER_MINROLLOFFFACTOR 0.0f
#define EAXBUFFER_MAXROLLOFFFACTOR 10.f
#define EAXBUFFER_DEFAULTROLLOFFFACTOR 0.0f
#define EAXBUFFER_MINROOMROLLOFFFACTOR 0.0f
#define EAXBUFFER_MAXROOMROLLOFFFACTOR 10.f
#define EAXBUFFER_DEFAULTROOMROLLOFFFACTOR 0.0f
#define EAXBUFFER_MINAIRABSORPTIONFACTOR 0.0f
#define EAXBUFFER_MAXAIRABSORPTIONFACTOR 10.0f
#define EAXBUFFER_DEFAULTAIRABSORPTIONFACTOR 1.0f
#define EAXBUFFER_DEFAULTFLAGS (EAXBUFFERFLAGS_DIRECTHFAUTO | \
EAXBUFFERFLAGS_ROOMAUTO | \
EAXBUFFERFLAGS_ROOMHFAUTO )
#pragma pack(pop)
#ifdef __cplusplus
}
#endif // __cplusplus
#endif

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/*
* Copyright (c) 2006, Creative Labs Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted provided
* that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice, this list of conditions and
* the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice, this list of conditions
* and the following disclaimer in the documentation and/or other materials provided with the distribution.
* * Neither the name of Creative Labs Inc. nor the names of its contributors may be used to endorse or
* promote products derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#include "aldlist.h"
#ifdef AUDIO_OAL
/*
* Init call
*/
ALDeviceList::ALDeviceList()
{
char *devices;
int index;
const char *defaultDeviceName;
const char *actualDeviceName;
// DeviceInfo vector stores, for each enumerated device, it's device name, selection status, spec version #, and extension support
nNumOfDevices = 0;
defaultDeviceIndex = 0;
if (alcIsExtensionPresent(NULL, "ALC_ENUMERATION_EXT")) {
devices = (char *)alcGetString(NULL, ALC_ALL_DEVICES_SPECIFIER);
defaultDeviceName = (char *)alcGetString(NULL, ALC_DEFAULT_ALL_DEVICES_SPECIFIER);
index = 0;
// go through device list (each device terminated with a single NULL, list terminated with double NULL)
while (*devices != '\0') {
if (strcmp(defaultDeviceName, devices) == 0) {
defaultDeviceIndex = index;
}
ALCdevice *device = alcOpenDevice(devices);
if (device) {
ALCcontext *context = alcCreateContext(device, NULL);
if (context) {
alcMakeContextCurrent(context);
// if new actual device name isn't already in the list, then add it...
actualDeviceName = alcGetString(device, ALC_ALL_DEVICES_SPECIFIER);
if ((actualDeviceName != NULL) && (strlen(actualDeviceName) > 0)) {
ALDEVICEINFO &ALDeviceInfo = aDeviceInfo[nNumOfDevices++];
ALDeviceInfo.bSelected = true;
ALDeviceInfo.SetName(actualDeviceName);
alcGetIntegerv(device, ALC_MAJOR_VERSION, sizeof(int), &ALDeviceInfo.iMajorVersion);
alcGetIntegerv(device, ALC_MINOR_VERSION, sizeof(int), &ALDeviceInfo.iMinorVersion);
// Check for ALC Extensions
if (alcIsExtensionPresent(device, "ALC_EXT_CAPTURE") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EXT_CAPTURE;
if (alcIsExtensionPresent(device, "ALC_EXT_EFX") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EXT_EFX;
// Check for AL Extensions
if (alIsExtensionPresent("AL_EXT_OFFSET") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EXT_OFFSET;
if (alIsExtensionPresent("AL_EXT_LINEAR_DISTANCE") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EXT_LINEAR_DISTANCE;
if (alIsExtensionPresent("AL_EXT_EXPONENT_DISTANCE") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EXT_EXPONENT_DISTANCE;
if (alIsExtensionPresent("EAX2.0") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EAX2;
if (alIsExtensionPresent("EAX3.0") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EAX3;
if (alIsExtensionPresent("EAX4.0") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EAX4;
if (alIsExtensionPresent("EAX5.0") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EAX5;
if (alIsExtensionPresent("EAX-RAM") == AL_TRUE)
ALDeviceInfo.Extensions |= ADEXT_EAX_RAM;
// Get Source Count
ALDeviceInfo.uiSourceCount = GetMaxNumSources();
}
alcMakeContextCurrent(NULL);
alcDestroyContext(context);
}
alcCloseDevice(device);
}
devices += strlen(devices) + 1;
index += 1;
}
}
ResetFilters();
}
/*
* Exit call
*/
ALDeviceList::~ALDeviceList()
{
}
/*
* Returns the number of devices in the complete device list
*/
unsigned int ALDeviceList::GetNumDevices()
{
return nNumOfDevices;
}
/*
* Returns the device name at an index in the complete device list
*/
const char * ALDeviceList::GetDeviceName(unsigned int index)
{
if (index < GetNumDevices())
return aDeviceInfo[index].strDeviceName;
else
return NULL;
}
/*
* Returns the major and minor version numbers for a device at a specified index in the complete list
*/
void ALDeviceList::GetDeviceVersion(unsigned int index, int *major, int *minor)
{
if (index < GetNumDevices()) {
if (major)
*major = aDeviceInfo[index].iMajorVersion;
if (minor)
*minor = aDeviceInfo[index].iMinorVersion;
}
return;
}
/*
* Returns the maximum number of Sources that can be generate on the given device
*/
unsigned int ALDeviceList::GetMaxNumSources(unsigned int index)
{
if (index < GetNumDevices())
return aDeviceInfo[index].uiSourceCount;
else
return 0;
}
/*
* Checks if the extension is supported on the given device
*/
bool ALDeviceList::IsExtensionSupported(int index, unsigned short ext)
{
return !!(aDeviceInfo[index].Extensions & ext);
}
/*
* returns the index of the default device in the complete device list
*/
int ALDeviceList::GetDefaultDevice()
{
return defaultDeviceIndex;
}
/*
* Deselects devices which don't have the specified minimum version
*/
void ALDeviceList::FilterDevicesMinVer(int major, int minor)
{
int dMajor, dMinor;
for (unsigned int i = 0; i < nNumOfDevices; i++) {
GetDeviceVersion(i, &dMajor, &dMinor);
if ((dMajor < major) || ((dMajor == major) && (dMinor < minor))) {
aDeviceInfo[i].bSelected = false;
}
}
}
/*
* Deselects devices which don't have the specified maximum version
*/
void ALDeviceList::FilterDevicesMaxVer(int major, int minor)
{
int dMajor, dMinor;
for (unsigned int i = 0; i < nNumOfDevices; i++) {
GetDeviceVersion(i, &dMajor, &dMinor);
if ((dMajor > major) || ((dMajor == major) && (dMinor > minor))) {
aDeviceInfo[i].bSelected = false;
}
}
}
/*
* Deselects device which don't support the given extension name
*/
void
ALDeviceList::FilterDevicesExtension(unsigned short ext)
{
for (unsigned int i = 0; i < nNumOfDevices; i++) {
if (!IsExtensionSupported(i, ext))
aDeviceInfo[i].bSelected = false;
}
}
/*
* Resets all filtering, such that all devices are in the list
*/
void ALDeviceList::ResetFilters()
{
for (unsigned int i = 0; i < GetNumDevices(); i++) {
aDeviceInfo[i].bSelected = true;
}
filterIndex = 0;
}
/*
* Gets index of first filtered device
*/
int ALDeviceList::GetFirstFilteredDevice()
{
unsigned int i;
for (i = 0; i < GetNumDevices(); i++) {
if (aDeviceInfo[i].bSelected == true) {
break;
}
}
filterIndex = i + 1;
return i;
}
/*
* Gets index of next filtered device
*/
int ALDeviceList::GetNextFilteredDevice()
{
unsigned int i;
for (i = filterIndex; i < GetNumDevices(); i++) {
if (aDeviceInfo[i].bSelected == true) {
break;
}
}
filterIndex = i + 1;
return i;
}
/*
* Internal function to detemine max number of Sources that can be generated
*/
unsigned int ALDeviceList::GetMaxNumSources()
{
ALuint uiSources[256];
unsigned int iSourceCount = 0;
// Clear AL Error Code
alGetError();
// Generate up to 256 Sources, checking for any errors
for (iSourceCount = 0; iSourceCount < 256; iSourceCount++)
{
alGenSources(1, &uiSources[iSourceCount]);
if (alGetError() != AL_NO_ERROR)
break;
}
// Release the Sources
alDeleteSources(iSourceCount, uiSources);
if (alGetError() != AL_NO_ERROR)
{
for (unsigned int i = 0; i < 256; i++)
{
alDeleteSources(1, &uiSources[i]);
}
}
return iSourceCount;
}
#endif

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#ifndef ALDEVICELIST_H
#define ALDEVICELIST_H
#include "oal_utils.h"
#ifdef AUDIO_OAL
#pragma warning(disable: 4786) //disable warning "identifier was truncated to '255' characters in the browser information"
enum
{
ADEXT_EXT_CAPTURE = (1 << 0),
ADEXT_EXT_EFX = (1 << 1),
ADEXT_EXT_OFFSET = (1 << 2),
ADEXT_EXT_LINEAR_DISTANCE = (1 << 3),
ADEXT_EXT_EXPONENT_DISTANCE = (1 << 4),
ADEXT_EAX2 = (1 << 5),
ADEXT_EAX3 = (1 << 6),
ADEXT_EAX4 = (1 << 7),
ADEXT_EAX5 = (1 << 8),
ADEXT_EAX_RAM = (1 << 9),
};
struct ALDEVICEINFO {
char *strDeviceName;
int iMajorVersion;
int iMinorVersion;
unsigned int uiSourceCount;
unsigned short Extensions;
bool bSelected;
ALDEVICEINFO() : iMajorVersion(0), iMinorVersion(0), uiSourceCount(0), bSelected(false)
{
strDeviceName = NULL;
Extensions = 0;
}
~ALDEVICEINFO()
{
delete[] strDeviceName;
strDeviceName = NULL;
}
void SetName(const char *name)
{
if(strDeviceName) delete[] strDeviceName;
strDeviceName = new char[strlen(name) + 1];
strcpy(strDeviceName, name);
}
};
typedef ALDEVICEINFO *LPALDEVICEINFO;
class ALDeviceList
{
private:
ALDEVICEINFO aDeviceInfo[64];
unsigned int nNumOfDevices;
int defaultDeviceIndex;
int filterIndex;
public:
ALDeviceList ();
~ALDeviceList ();
unsigned int GetNumDevices();
const char *GetDeviceName(unsigned int index);
void GetDeviceVersion(unsigned int index, int *major, int *minor);
unsigned int GetMaxNumSources(unsigned int index);
bool IsExtensionSupported(int index, unsigned short ext);
int GetDefaultDevice();
void FilterDevicesMinVer(int major, int minor);
void FilterDevicesMaxVer(int major, int minor);
void FilterDevicesExtension(unsigned short ext);
void ResetFilters();
int GetFirstFilteredDevice();
int GetNextFilteredDevice();
private:
unsigned int GetMaxNumSources();
};
#endif
#endif // ALDEVICELIST_H

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#include "common.h"
#ifdef AUDIO_OAL
#include "channel.h"
#include "sampman.h"
#ifndef _WIN32
#include <float.h>
#endif
extern bool IsFXSupported();
ALuint alSources[NUM_CHANNELS];
ALuint alFilters[NUM_CHANNELS];
ALuint alBuffers[NUM_CHANNELS];
bool bChannelsCreated = false;
int32 CChannel::channelsThatNeedService = 0;
uint8 tempStereoBuffer[PED_BLOCKSIZE * 2];
void
CChannel::InitChannels()
{
alGenSources(NUM_CHANNELS, alSources);
alGenBuffers(NUM_CHANNELS, alBuffers);
if (IsFXSupported())
alGenFilters(NUM_CHANNELS, alFilters);
bChannelsCreated = true;
}
void
CChannel::DestroyChannels()
{
if (bChannelsCreated)
{
alDeleteSources(NUM_CHANNELS, alSources);
memset(alSources, 0, sizeof(alSources));
alDeleteBuffers(NUM_CHANNELS, alBuffers);
memset(alBuffers, 0, sizeof(alBuffers));
if (IsFXSupported())
{
alDeleteFilters(NUM_CHANNELS, alFilters);
memset(alFilters, 0, sizeof(alFilters));
}
bChannelsCreated = false;
}
}
CChannel::CChannel()
{
Data = nil;
DataSize = 0;
bIs2D = false;
SetDefault();
}
void CChannel::SetDefault()
{
Pitch = 1.0f;
Gain = 1.0f;
Mix = 0.0f;
Position[0] = 0.0f; Position[1] = 0.0f; Position[2] = 0.0f;
Distances[0] = 0.0f; Distances[1] = FLT_MAX;
LoopCount = 1;
LastProcessedOffset = UINT32_MAX;
LoopPoints[0] = 0; LoopPoints[1] = -1;
Frequency = MAX_FREQ;
}
void CChannel::Reset()
{
// Here is safe because ctor don't call this
if (LoopCount > 1)
channelsThatNeedService--;
ClearBuffer();
SetDefault();
}
void CChannel::Init(uint32 _id, bool Is2D)
{
id = _id;
if ( HasSource() )
{
alSourcei(alSources[id], AL_SOURCE_RELATIVE, AL_TRUE);
if ( IsFXSupported() )
alSource3i(alSources[id], AL_AUXILIARY_SEND_FILTER, AL_EFFECTSLOT_NULL, 0, AL_FILTER_NULL);
if ( Is2D )
{
bIs2D = true;
alSource3f(alSources[id], AL_POSITION, 0.0f, 0.0f, 0.0f);
alSourcef(alSources[id], AL_GAIN, 1.0f);
}
}
}
void CChannel::Term()
{
Stop();
if ( HasSource() )
{
if ( IsFXSupported() )
{
alSource3i(alSources[id], AL_AUXILIARY_SEND_FILTER, AL_EFFECTSLOT_NULL, 0, AL_FILTER_NULL);
}
}
}
void CChannel::Start()
{
if ( !HasSource() ) return;
if ( !Data ) return;
if ( bIs2D )
{
// convert mono data to stereo
int16 *monoData = (int16*)Data;
int16 *stereoData = (int16*)tempStereoBuffer;
for (size_t i = 0; i < DataSize / 2; i++)
{
*(stereoData++) = *monoData;
*(stereoData++) = *(monoData++);
}
alBufferData(alBuffers[id], AL_FORMAT_STEREO16, tempStereoBuffer, DataSize * 2, Frequency);
}
else
alBufferData(alBuffers[id], AL_FORMAT_MONO16, Data, DataSize, Frequency);
if ( LoopPoints[0] != 0 && LoopPoints[0] != -1 )
alBufferiv(alBuffers[id], AL_LOOP_POINTS_SOFT, LoopPoints);
alSourcei(alSources[id], AL_BUFFER, alBuffers[id]);
alSourcePlay(alSources[id]);
}
void CChannel::Stop()
{
if ( HasSource() )
alSourceStop(alSources[id]);
Reset();
}
bool CChannel::HasSource()
{
return alSources[id] != AL_NONE;
}
bool CChannel::IsUsed()
{
if ( HasSource() )
{
ALint sourceState;
alGetSourcei(alSources[id], AL_SOURCE_STATE, &sourceState);
return sourceState == AL_PLAYING;
}
return false;
}
void CChannel::SetPitch(float pitch)
{
if ( !HasSource() ) return;
alSourcef(alSources[id], AL_PITCH, pitch);
}
void CChannel::SetGain(float gain)
{
if ( !HasSource() ) return;
alSourcef(alSources[id], AL_GAIN, gain);
}
void CChannel::SetVolume(int32 vol)
{
SetGain(ALfloat(vol) / MAX_VOLUME);
}
void CChannel::SetSampleData(void *_data, size_t _DataSize, int32 freq)
{
Data = _data;
DataSize = _DataSize;
Frequency = freq;
}
void CChannel::SetCurrentFreq(uint32 freq)
{
SetPitch(ALfloat(freq) / Frequency);
}
void CChannel::SetLoopCount(int32 count)
{
if ( !HasSource() ) return;
// 0: loop indefinitely, 1: play one time, 2: play two times etc...
// only > 1 needs manual processing
if (LoopCount > 1 && count < 2)
channelsThatNeedService--;
else if (LoopCount < 2 && count > 1)
channelsThatNeedService++;
alSourcei(alSources[id], AL_LOOPING, count == 1 ? AL_FALSE : AL_TRUE);
LoopCount = count;
}
bool CChannel::Update()
{
if (!HasSource()) return false;
if (LoopCount < 2) return false;
ALint state;
alGetSourcei(alSources[id], AL_SOURCE_STATE, &state);
if (state == AL_STOPPED) {
debug("Looping channels(%d in this case) shouldn't report AL_STOPPED, but nvm\n", id);
SetLoopCount(1);
return true;
}
assert(channelsThatNeedService > 0 && "Ref counting is broken");
ALint offset;
alGetSourcei(alSources[id], AL_SAMPLE_OFFSET, &offset);
// Rewound
if (offset < LastProcessedOffset) {
LoopCount--;
if (LoopCount == 1) {
// Playing last tune...
channelsThatNeedService--;
alSourcei(alSources[id], AL_LOOPING, AL_FALSE);
}
}
LastProcessedOffset = offset;
return true;
}
void CChannel::SetLoopPoints(ALint start, ALint end)
{
LoopPoints[0] = start;
LoopPoints[1] = end;
}
void CChannel::SetPosition(float x, float y, float z)
{
if ( !HasSource() ) return;
alSource3f(alSources[id], AL_POSITION, x, y, z);
}
void CChannel::SetDistances(float max, float min)
{
if ( !HasSource() ) return;
alSourcef (alSources[id], AL_MAX_DISTANCE, max);
alSourcef (alSources[id], AL_REFERENCE_DISTANCE, min);
alSourcef (alSources[id], AL_MAX_GAIN, 1.0f);
alSourcef (alSources[id], AL_ROLLOFF_FACTOR, 1.0f);
}
void CChannel::SetPan(int32 pan)
{
SetPosition((pan-63)/64.0f, 0.0f, Sqrt(1.0f-SQR((pan-63)/64.0f)));
}
void CChannel::ClearBuffer()
{
if ( !HasSource() ) return;
alSourcei(alSources[id], AL_LOOPING, AL_FALSE);
alSourcei(alSources[id], AL_BUFFER, AL_NONE);
Data = nil;
DataSize = 0;
}
void CChannel::SetReverbMix(ALuint slot, float mix)
{
if ( !IsFXSupported() ) return;
if ( !HasSource() ) return;
if ( alFilters[id] == AL_FILTER_NULL ) return;
Mix = mix;
EAX3_SetReverbMix(alFilters[id], mix);
alSource3i(alSources[id], AL_AUXILIARY_SEND_FILTER, slot, 0, alFilters[id]);
}
void CChannel::UpdateReverb(ALuint slot)
{
if ( !IsFXSupported() ) return;
if ( !HasSource() ) return;
if ( alFilters[id] == AL_FILTER_NULL ) return;
EAX3_SetReverbMix(alFilters[id], Mix);
alSource3i(alSources[id], AL_AUXILIARY_SEND_FILTER, slot, 0, alFilters[id]);
}
#endif

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#pragma once
#ifdef AUDIO_OAL
#include "oal/oal_utils.h"
#include <AL/al.h>
#include <AL/alext.h>
#include <AL/efx.h>
class CChannel
{
uint32 id;
float Pitch, Gain;
float Mix;
void *Data;
size_t DataSize;
int32 Frequency;
float Position[3];
float Distances[2];
int32 LoopCount;
ALint LoopPoints[2];
ALint LastProcessedOffset;
bool bIs2D;
public:
static int32 channelsThatNeedService;
static void InitChannels();
static void DestroyChannels();
CChannel();
void SetDefault();
void Reset();
void Init(uint32 _id, bool Is2D = false);
void Term();
void Start();
void Stop();
bool HasSource();
bool IsUsed();
void SetPitch(float pitch);
void SetGain(float gain);
void SetVolume(int32 vol);
void SetSampleData(void *_data, size_t _DataSize, int32 freq);
void SetCurrentFreq(uint32 freq);
void SetLoopCount(int32 count);
void SetLoopPoints(ALint start, ALint end);
void SetPosition(float x, float y, float z);
void SetDistances(float max, float min);
void SetPan(int32 pan);
void ClearBuffer();
void SetReverbMix(ALuint slot, float mix);
void UpdateReverb(ALuint slot);
bool Update();
};
#endif

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#include "common.h"
#include "oal_utils.h"
#ifdef AUDIO_OAL
/*
* When linking to a static openal-soft library,
* the extension function inside the openal library conflict with the variables here.
* Therefore declare these re3 owned symbols in a private namespace.
*/
namespace re3_openal {
LPALGENEFFECTS alGenEffects;
LPALDELETEEFFECTS alDeleteEffects;
LPALISEFFECT alIsEffect;
LPALEFFECTI alEffecti;
LPALEFFECTIV alEffectiv;
LPALEFFECTF alEffectf;
LPALEFFECTFV alEffectfv;
LPALGETEFFECTI alGetEffecti;
LPALGETEFFECTIV alGetEffectiv;
LPALGETEFFECTF alGetEffectf;
LPALGETEFFECTFV alGetEffectfv;
LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
LPALGENFILTERS alGenFilters;
LPALDELETEFILTERS alDeleteFilters;
LPALISFILTER alIsFilter;
LPALFILTERI alFilteri;
LPALFILTERIV alFilteriv;
LPALFILTERF alFilterf;
LPALFILTERFV alFilterfv;
LPALGETFILTERI alGetFilteri;
LPALGETFILTERIV alGetFilteriv;
LPALGETFILTERF alGetFilterf;
LPALGETFILTERFV alGetFilterfv;
}
using namespace re3_openal;
void EFXInit()
{
/* Define a macro to help load the function pointers. */
#define LOAD_PROC(T, x) ((x) = (T)alGetProcAddress(#x))
LOAD_PROC(LPALGENEFFECTS, alGenEffects);
LOAD_PROC(LPALDELETEEFFECTS, alDeleteEffects);
LOAD_PROC(LPALISEFFECT, alIsEffect);
LOAD_PROC(LPALEFFECTI, alEffecti);
LOAD_PROC(LPALEFFECTIV, alEffectiv);
LOAD_PROC(LPALEFFECTF, alEffectf);
LOAD_PROC(LPALEFFECTFV, alEffectfv);
LOAD_PROC(LPALGETEFFECTI, alGetEffecti);
LOAD_PROC(LPALGETEFFECTIV, alGetEffectiv);
LOAD_PROC(LPALGETEFFECTF, alGetEffectf);
LOAD_PROC(LPALGETEFFECTFV, alGetEffectfv);
LOAD_PROC(LPALGENFILTERS, alGenFilters);
LOAD_PROC(LPALDELETEFILTERS, alDeleteFilters);
LOAD_PROC(LPALISFILTER, alIsFilter);
LOAD_PROC(LPALFILTERI, alFilteri);
LOAD_PROC(LPALFILTERIV, alFilteriv);
LOAD_PROC(LPALFILTERF, alFilterf);
LOAD_PROC(LPALFILTERFV, alFilterfv);
LOAD_PROC(LPALGETFILTERI, alGetFilteri);
LOAD_PROC(LPALGETFILTERIV, alGetFilteriv);
LOAD_PROC(LPALGETFILTERF, alGetFilterf);
LOAD_PROC(LPALGETFILTERFV, alGetFilterfv);
LOAD_PROC(LPALGENAUXILIARYEFFECTSLOTS, alGenAuxiliaryEffectSlots);
LOAD_PROC(LPALDELETEAUXILIARYEFFECTSLOTS, alDeleteAuxiliaryEffectSlots);
LOAD_PROC(LPALISAUXILIARYEFFECTSLOT, alIsAuxiliaryEffectSlot);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTI, alAuxiliaryEffectSloti);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTIV, alAuxiliaryEffectSlotiv);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTF, alAuxiliaryEffectSlotf);
LOAD_PROC(LPALAUXILIARYEFFECTSLOTFV, alAuxiliaryEffectSlotfv);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTI, alGetAuxiliaryEffectSloti);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTIV, alGetAuxiliaryEffectSlotiv);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTF, alGetAuxiliaryEffectSlotf);
LOAD_PROC(LPALGETAUXILIARYEFFECTSLOTFV, alGetAuxiliaryEffectSlotfv);
#undef LOAD_PROC
}
void SetEffectsLevel(ALuint uiFilter, float level)
{
alFilteri(uiFilter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
alFilterf(uiFilter, AL_LOWPASS_GAIN, 1.0f);
alFilterf(uiFilter, AL_LOWPASS_GAINHF, level);
}
static inline float gain_to_mB(float gain)
{
return (gain > 1e-5f) ? (float)(log10f(gain) * 2000.0f) : -10000l;
}
static inline float mB_to_gain(float millibels)
{
return (millibels > -10000.0f) ? powf(10.0f, millibels/2000.0f) : 0.0f;
}
static inline float clampF(float val, float minval, float maxval)
{
if(val >= maxval) return maxval;
if(val <= minval) return minval;
return val;
}
void EAX3_Set(ALuint effect, const EAXLISTENERPROPERTIES *props)
{
alEffecti (effect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
alEffectf (effect, AL_EAXREVERB_DENSITY, clampF(powf(props->flEnvironmentSize, 3.0f) / 16.0f, 0.0f, 1.0f));
alEffectf (effect, AL_EAXREVERB_DIFFUSION, props->flEnvironmentDiffusion);
alEffectf (effect, AL_EAXREVERB_GAIN, mB_to_gain((float)props->lRoom));
alEffectf (effect, AL_EAXREVERB_GAINHF, mB_to_gain((float)props->lRoomHF));
alEffectf (effect, AL_EAXREVERB_GAINLF, mB_to_gain((float)props->lRoomLF));
alEffectf (effect, AL_EAXREVERB_DECAY_TIME, props->flDecayTime);
alEffectf (effect, AL_EAXREVERB_DECAY_HFRATIO, props->flDecayHFRatio);
alEffectf (effect, AL_EAXREVERB_DECAY_LFRATIO, props->flDecayLFRatio);
alEffectf (effect, AL_EAXREVERB_REFLECTIONS_GAIN, clampF(mB_to_gain((float)props->lReflections), AL_EAXREVERB_MIN_REFLECTIONS_GAIN, AL_EAXREVERB_MAX_REFLECTIONS_GAIN));
alEffectf (effect, AL_EAXREVERB_REFLECTIONS_DELAY, props->flReflectionsDelay);
alEffectfv(effect, AL_EAXREVERB_REFLECTIONS_PAN, &props->vReflectionsPan.x);
alEffectf (effect, AL_EAXREVERB_LATE_REVERB_GAIN, clampF(mB_to_gain((float)props->lReverb), AL_EAXREVERB_MIN_LATE_REVERB_GAIN, AL_EAXREVERB_MAX_LATE_REVERB_GAIN));
alEffectf (effect, AL_EAXREVERB_LATE_REVERB_DELAY, props->flReverbDelay);
alEffectfv(effect, AL_EAXREVERB_LATE_REVERB_PAN, &props->vReverbPan.x);
alEffectf (effect, AL_EAXREVERB_ECHO_TIME, props->flEchoTime);
alEffectf (effect, AL_EAXREVERB_ECHO_DEPTH, props->flEchoDepth);
alEffectf (effect, AL_EAXREVERB_MODULATION_TIME, props->flModulationTime);
alEffectf (effect, AL_EAXREVERB_MODULATION_DEPTH, props->flModulationDepth);
alEffectf (effect, AL_EAXREVERB_AIR_ABSORPTION_GAINHF, clampF(mB_to_gain(props->flAirAbsorptionHF), AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF, AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF));
alEffectf (effect, AL_EAXREVERB_HFREFERENCE, props->flHFReference);
alEffectf (effect, AL_EAXREVERB_LFREFERENCE, props->flLFReference);
alEffectf (effect, AL_EAXREVERB_ROOM_ROLLOFF_FACTOR, props->flRoomRolloffFactor);
alEffecti (effect, AL_EAXREVERB_DECAY_HFLIMIT, (props->ulFlags&EAXLISTENERFLAGS_DECAYHFLIMIT) ? AL_TRUE : AL_FALSE);
}
void EFX_Set(ALuint effect, const EAXLISTENERPROPERTIES *props)
{
alEffecti(effect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
alEffectf(effect, AL_REVERB_DENSITY, clampF(powf(props->flEnvironmentSize, 3.0f) / 16.0f, 0.0f, 1.0f));
alEffectf(effect, AL_REVERB_DIFFUSION, props->flEnvironmentDiffusion);
alEffectf(effect, AL_REVERB_GAIN, mB_to_gain((float)props->lRoom));
alEffectf(effect, AL_REVERB_GAINHF, mB_to_gain((float)props->lRoomHF));
alEffectf(effect, AL_REVERB_DECAY_TIME, props->flDecayTime);
alEffectf(effect, AL_REVERB_DECAY_HFRATIO, props->flDecayHFRatio);
alEffectf(effect, AL_REVERB_REFLECTIONS_GAIN, clampF(mB_to_gain((float)props->lReflections), AL_EAXREVERB_MIN_REFLECTIONS_GAIN, AL_EAXREVERB_MAX_REFLECTIONS_GAIN));
alEffectf(effect, AL_REVERB_REFLECTIONS_DELAY, props->flReflectionsDelay);
alEffectf(effect, AL_REVERB_LATE_REVERB_GAIN, clampF(mB_to_gain((float)props->lReverb), AL_EAXREVERB_MIN_LATE_REVERB_GAIN, AL_EAXREVERB_MAX_LATE_REVERB_GAIN));
alEffectf(effect, AL_REVERB_LATE_REVERB_DELAY, props->flReverbDelay);
alEffectf(effect, AL_REVERB_AIR_ABSORPTION_GAINHF, clampF(mB_to_gain(props->flAirAbsorptionHF), AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF, AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF));
alEffectf(effect, AL_REVERB_ROOM_ROLLOFF_FACTOR, props->flRoomRolloffFactor);
alEffecti(effect, AL_REVERB_DECAY_HFLIMIT, (props->ulFlags&EAXLISTENERFLAGS_DECAYHFLIMIT) ? AL_TRUE : AL_FALSE);
}
void EAX3_SetReverbMix(ALuint filter, float mix)
{
//long vol=(long)linear_to_dB(mix);
//DSPROPERTY_EAXBUFFER_ROOMHF,
//DSPROPERTY_EAXBUFFER_ROOM,
//DSPROPERTY_EAXBUFFER_REVERBMIX,
long mbvol = gain_to_mB(mix);
float mb = mbvol;
float mbhf = mbvol;
alFilteri(filter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
alFilterf(filter, AL_LOWPASS_GAIN, mB_to_gain(Min(mb, 0.0f)));
alFilterf(filter, AL_LOWPASS_GAINHF, mB_to_gain(mbhf));
}
#endif

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#pragma once
#ifdef AUDIO_OAL
#include "eax.h"
#include "AL/efx.h"
void EFXInit();
void EAX3_Set(ALuint effect, const EAXLISTENERPROPERTIES *props);
void EFX_Set(ALuint effect, const EAXLISTENERPROPERTIES *props);
void EAX3_SetReverbMix(ALuint filter, float mix);
void SetEffectsLevel(ALuint uiFilter, float level);
namespace re3_openal {
extern LPALGENEFFECTS alGenEffects;
extern LPALDELETEEFFECTS alDeleteEffects;
extern LPALISEFFECT alIsEffect;
extern LPALEFFECTI alEffecti;
extern LPALEFFECTIV alEffectiv;
extern LPALEFFECTF alEffectf;
extern LPALEFFECTFV alEffectfv;
extern LPALGETEFFECTI alGetEffecti;
extern LPALGETEFFECTIV alGetEffectiv;
extern LPALGETEFFECTF alGetEffectf;
extern LPALGETEFFECTFV alGetEffectfv;
extern LPALGENAUXILIARYEFFECTSLOTS alGenAuxiliaryEffectSlots;
extern LPALDELETEAUXILIARYEFFECTSLOTS alDeleteAuxiliaryEffectSlots;
extern LPALISAUXILIARYEFFECTSLOT alIsAuxiliaryEffectSlot;
extern LPALAUXILIARYEFFECTSLOTI alAuxiliaryEffectSloti;
extern LPALAUXILIARYEFFECTSLOTIV alAuxiliaryEffectSlotiv;
extern LPALAUXILIARYEFFECTSLOTF alAuxiliaryEffectSlotf;
extern LPALAUXILIARYEFFECTSLOTFV alAuxiliaryEffectSlotfv;
extern LPALGETAUXILIARYEFFECTSLOTI alGetAuxiliaryEffectSloti;
extern LPALGETAUXILIARYEFFECTSLOTIV alGetAuxiliaryEffectSlotiv;
extern LPALGETAUXILIARYEFFECTSLOTF alGetAuxiliaryEffectSlotf;
extern LPALGETAUXILIARYEFFECTSLOTFV alGetAuxiliaryEffectSlotfv;
extern LPALGENFILTERS alGenFilters;
extern LPALDELETEFILTERS alDeleteFilters;
extern LPALISFILTER alIsFilter;
extern LPALFILTERI alFilteri;
extern LPALFILTERIV alFilteriv;
extern LPALFILTERF alFilterf;
extern LPALFILTERFV alFilterfv;
extern LPALGETFILTERI alGetFilteri;
extern LPALGETFILTERIV alGetFilteriv;
extern LPALGETFILTERF alGetFilterf;
extern LPALGETFILTERFV alGetFilterfv;
}
using namespace re3_openal;
#endif

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#pragma once
#ifdef AUDIO_OAL
#include <AL/al.h>
#define NUM_STREAMBUFFERS 8
class IDecoder
{
public:
virtual ~IDecoder() { }
virtual bool IsOpened() = 0;
virtual void FileOpen() = 0;
virtual uint32 GetSampleSize() = 0;
virtual uint32 GetSampleCount() = 0;
virtual uint32 GetSampleRate() = 0;
virtual uint32 GetChannels() = 0;
uint32 GetAvgSamplesPerSec()
{
return GetChannels() * GetSampleRate();
}
uint32 ms2samples(uint32 ms)
{
return float(ms) / 1000.0f * float(GetSampleRate());
}
uint32 samples2ms(uint32 sm)
{
return float(sm) * 1000.0f / float(GetSampleRate());
}
uint32 GetBufferSamples()
{
//return (GetAvgSamplesPerSec() >> 2) - (GetSampleCount() % GetChannels());
return (GetAvgSamplesPerSec() / 4); // 250ms
}
uint32 GetBufferSize()
{
return GetBufferSamples() * GetSampleSize();
}
virtual void Seek(uint32 milliseconds) = 0;
virtual uint32 Tell() = 0;
uint32 GetLength()
{
FileOpen(); // abort deferred init, we need length now - game has to cache audio file sizes
return float(GetSampleCount()) * 1000.0f / float(GetSampleRate());
}
virtual uint32 Decode(void *buffer) = 0;
};
#ifdef MULTITHREADED_AUDIO
template <typename T> class tsQueue
{
public:
tsQueue() : count(0) { }
void push(const T &value)
{
std::lock_guard<std::mutex> lock(m_mutex);
m_queue.push(value);
count++;
}
bool peekPop(T *retVal)
{
std::lock_guard<std::mutex> lock(m_mutex);
if (count == 0)
return false;
*retVal = m_queue.front();
m_queue.pop();
count--;
return true;
}
void swapNts(tsQueue<T> &replaceWith)
{
m_queue.swap(replaceWith.m_queue);
replaceWith.count = count;
}
/*
void swapTs(tsQueue<T> &replaceWith)
{
std::lock_guard<std::mutex> lock(m_mutex);
std::lock_guard<std::mutex> lock2(replaceWith.m_mutex);
swapNts(replaceWith);
}
*/
bool emptyNts()
{
return count == 0;
}
/*
bool emptyTs()
{
std::lock_guard<std::mutex> lock(m_mutex);
return emptyNts();
}
*/
std::queue<T> m_queue;
int count;
mutable std::mutex m_mutex;
};
#endif
class CStream
{
char m_aFilename[128];
ALuint *m_pAlSources;
ALuint (&m_alBuffers)[NUM_STREAMBUFFERS];
bool m_bPaused;
bool m_bActive;
public:
#ifdef MULTITHREADED_AUDIO
std::mutex m_mutex;
std::queue<std::pair<ALuint, ALuint>> m_fillBuffers; // left and right buffer
tsQueue<std::pair<ALuint, ALuint>> m_queueBuffers;
// std::condition_variable m_closeCv;
bool m_bDoSeek;
uint32 m_SeekPos;
bool m_bIExist;
#endif
void *m_pBuffer;
bool m_bReset;
uint32 m_nVolume;
uint8 m_nPan;
uint32 m_nPosBeforeReset;
int32 m_nLoopCount;
IDecoder *m_pSoundFile;
void BuffersShouldBeFilled(); // all
bool BufferShouldBeFilledAndQueued(std::pair<ALuint, ALuint>*); // two (left-right)
#ifdef MULTITHREADED_AUDIO
void FlagAsToBeProcessed(bool close = false);
bool QueueBuffers();
#endif
bool HasSource();
void SetPosition(int i, float x, float y, float z);
void SetPitch(float pitch);
void SetGain(float gain);
void Pause();
void SetPlay(bool state);
bool FillBuffer(ALuint *alBuffer);
int32 FillBuffers();
void ClearBuffers();
//public:
static void Initialise();
static void Terminate();
CStream(ALuint *sources, ALuint (&buffers)[NUM_STREAMBUFFERS]);
~CStream();
void Delete();
bool Open(const char *filename, uint32 overrideSampleRate = 32000);
void Close();
bool IsOpened();
bool IsPlaying();
void SetPause (bool bPause);
void SetVolume(uint32 nVol);
void SetPan (uint8 nPan);
void SetPosMS (uint32 nPos);
uint32 GetPosMS();
uint32 GetLengthMS();
bool Setup(bool imSureQueueIsEmpty = false, bool lock = true);
void Start();
void Stop();
void Update(void);
void SetLoopCount(int32);
void ProviderInit();
void ProviderTerm();
};
#endif

3957
miami/audio/sampman.h Normal file

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1475
miami/audio/sampman_dc.cpp Normal file

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#include "common.h"
#if !defined(AUDIO_OAL) && !defined(AUDIO_MSS)
#include "sampman.h"
#include "AudioManager.h"
cSampleManager SampleManager;
bool8 _bSampmanInitialised = FALSE;
uint32 BankStartOffset[MAX_SFX_BANKS];
uint32 nNumMP3s;
cSampleManager::cSampleManager(void)
{
;
}
cSampleManager::~cSampleManager(void)
{
}
#ifdef EXTERNAL_3D_SOUND
void cSampleManager::SetSpeakerConfig(int32 nConfig)
{
}
uint32 cSampleManager::GetMaximumSupportedChannels(void)
{
return MAXCHANNELS;
}
uint32 cSampleManager::GetNum3DProvidersAvailable()
{
return 1;
}
void cSampleManager::SetNum3DProvidersAvailable(uint32 num)
{
}
char *cSampleManager::Get3DProviderName(uint8 id)
{
static char name[64] = "NULL";
return name;
}
void cSampleManager::Set3DProviderName(uint8 id, char *name)
{
}
int8 cSampleManager::GetCurrent3DProviderIndex(void)
{
return 0;
}
int8 cSampleManager::SetCurrent3DProvider(uint8 nProvider)
{
return 0;
}
#endif
bool8
cSampleManager::IsMP3RadioChannelAvailable(void)
{
return nNumMP3s != 0;
}
void cSampleManager::ReleaseDigitalHandle(void)
{
}
void cSampleManager::ReacquireDigitalHandle(void)
{
}
bool8
cSampleManager::Initialise(void)
{
return TRUE;
}
void
cSampleManager::Terminate(void)
{
}
bool8 cSampleManager::CheckForAnAudioFileOnCD(void)
{
return TRUE;
}
char cSampleManager::GetCDAudioDriveLetter(void)
{
return '\0';
}
void
cSampleManager::UpdateEffectsVolume(void)
{
}
void
cSampleManager::SetEffectsMasterVolume(uint8 nVolume)
{
}
void
cSampleManager::SetMusicMasterVolume(uint8 nVolume)
{
}
void
cSampleManager::SetMP3BoostVolume(uint8 nVolume)
{
}
void
cSampleManager::SetEffectsFadeVolume(uint8 nVolume)
{
}
void
cSampleManager::SetMusicFadeVolume(uint8 nVolume)
{
}
void
cSampleManager::SetMonoMode(bool8 nMode)
{
}
bool8
cSampleManager::LoadSampleBank(uint8 nBank)
{
ASSERT( nBank < MAX_SFX_BANKS );
return FALSE;
}
void
cSampleManager::UnloadSampleBank(uint8 nBank)
{
ASSERT( nBank < MAX_SFX_BANKS );
}
int8
cSampleManager::IsSampleBankLoaded(uint8 nBank)
{
ASSERT( nBank < MAX_SFX_BANKS );
return LOADING_STATUS_NOT_LOADED;
}
uint8
cSampleManager::IsMissionAudioLoaded(uint8 nSlot, uint32 nSample)
{
ASSERT(nSlot < MISSION_AUDIO_COUNT);
return LOADING_STATUS_NOT_LOADED;
}
bool8
cSampleManager::LoadMissionAudio(uint8 nSlot, uint32 nSample)
{
ASSERT(nSlot < MISSION_AUDIO_COUNT);
return FALSE;
}
uint8
cSampleManager::IsPedCommentLoaded(uint32 nComment)
{
ASSERT( nComment < TOTAL_AUDIO_SAMPLES );
return LOADING_STATUS_NOT_LOADED;
}
int32
cSampleManager::_GetPedCommentSlot(uint32 nComment)
{
return -1;
}
bool8
cSampleManager::LoadPedComment(uint32 nComment)
{
ASSERT( nComment < TOTAL_AUDIO_SAMPLES );
return FALSE;
}
int32
cSampleManager::GetBankContainingSound(uint32 offset)
{
return INVALID_SFX_BANK;
}
uint32
cSampleManager::GetSampleBaseFrequency(uint32 nSample)
{
ASSERT( nSample < TOTAL_AUDIO_SAMPLES );
return 0;
}
uint32
cSampleManager::GetSampleLoopStartOffset(uint32 nSample)
{
ASSERT( nSample < TOTAL_AUDIO_SAMPLES );
return 0;
}
int32
cSampleManager::GetSampleLoopEndOffset(uint32 nSample)
{
ASSERT( nSample < TOTAL_AUDIO_SAMPLES );
return 0;
}
uint32
cSampleManager::GetSampleLength(uint32 nSample)
{
ASSERT( nSample < TOTAL_AUDIO_SAMPLES );
return 0;
}
bool8 cSampleManager::UpdateReverb(void)
{
return FALSE;
}
void
cSampleManager::SetChannelReverbFlag(uint32 nChannel, bool8 nReverbFlag)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
bool8
cSampleManager::InitialiseChannel(uint32 nChannel, uint32 nSfx, uint8 nBank)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
return FALSE;
}
#ifdef EXTERNAL_3D_SOUND
void
cSampleManager::SetChannelEmittingVolume(uint32 nChannel, uint32 nVolume)
{
ASSERT( nChannel < MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannel3DPosition(uint32 nChannel, float fX, float fY, float fZ)
{
ASSERT( nChannel < MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannel3DDistances(uint32 nChannel, float fMax, float fMin)
{
ASSERT( nChannel < MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
#endif
void
cSampleManager::SetChannelVolume(uint32 nChannel, uint32 nVolume)
{
ASSERT( nChannel >= MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannelPan(uint32 nChannel, uint32 nPan)
{
ASSERT( nChannel >= MAXCHANNELS );
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannelFrequency(uint32 nChannel, uint32 nFreq)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannelLoopPoints(uint32 nChannel, uint32 nLoopStart, int32 nLoopEnd)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::SetChannelLoopCount(uint32 nChannel, uint32 nLoopCount)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
bool8
cSampleManager::GetChannelUsedFlag(uint32 nChannel)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
return FALSE;
}
void
cSampleManager::StartChannel(uint32 nChannel)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::StopChannel(uint32 nChannel)
{
ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
}
void
cSampleManager::PreloadStreamedFile(uint32 nFile, uint8 nStream, uint32_t)
{
ASSERT( nStream < MAX_STREAMS );
}
void
cSampleManager::PauseStream(bool8 nPauseFlag, uint8 nStream)
{
ASSERT( nStream < MAX_STREAMS );
}
void
cSampleManager::StartPreloadedStreamedFile(uint8 nStream)
{
ASSERT( nStream < MAX_STREAMS );
}
bool8
cSampleManager::StartStreamedFile(uint32 nFile, uint32 nPos, uint8 nStream)
{
ASSERT( nStream < MAX_STREAMS );
return FALSE;
}
void
cSampleManager::StopStreamedFile(uint8 nStream)
{
ASSERT( nStream < MAX_STREAMS );
}
int32
cSampleManager::GetStreamedFilePosition(uint8 nStream)
{
ASSERT( nStream < MAX_STREAMS );
return 0;
}
void
cSampleManager::SetStreamedVolumeAndPan(uint8 nVolume, uint8 nPan, bool8 nEffectFlag, uint8 nStream)
{
ASSERT( nStream < MAX_STREAMS );
}
int32
cSampleManager::GetStreamedFileLength(uint8 nStream)
{
ASSERT( nStream < TOTAL_STREAMED_SOUNDS );
return 1;
}
bool8
cSampleManager::IsStreamPlaying(uint8 nStream)
{
ASSERT( nStream < MAX_STREAMS );
return FALSE;
}
bool8
cSampleManager::InitialiseSampleBanks(void)
{
return TRUE;
}
void
cSampleManager::SetStreamedFileLoopFlag(bool8 nLoopFlag, uint8 nChannel)
{
}
int8 cSampleManager::AutoDetect3DProviders()
{
return -1;
}
#endif

2082
miami/audio/sampman_oal.cpp Normal file

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282
miami/audio/soundlist.h Normal file
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#pragma once
enum eSound
{
SOUND_CAR_DOOR_CLOSE_BONNET = 0,
SOUND_CAR_DOOR_CLOSE_BUMPER,
SOUND_CAR_DOOR_CLOSE_FRONT_LEFT,
SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT,
SOUND_CAR_DOOR_CLOSE_BACK_LEFT,
SOUND_CAR_DOOR_CLOSE_BACK_RIGHT,
SOUND_CAR_DOOR_OPEN_BONNET,
SOUND_CAR_DOOR_OPEN_BUMPER,
SOUND_CAR_DOOR_OPEN_FRONT_LEFT,
SOUND_CAR_DOOR_OPEN_FRONT_RIGHT,
SOUND_CAR_DOOR_OPEN_BACK_LEFT,
SOUND_CAR_DOOR_OPEN_BACK_RIGHT,
SOUND_CAR_WINDSHIELD_CRACK,
SOUND_CAR_JUMP,
SOUND_CAR_JUMP_2,
SOUND_CAR_TYRE_POP,
SOUND_16,
SOUND_17,
SOUND_CAR_ENGINE_START,
SOUND_CAR_LIGHT_BREAK,
SOUND_CAR_HYDRAULIC_1,
SOUND_CAR_HYDRAULIC_2,
SOUND_CAR_HYDRAULIC_3,
SOUND_CAR_JERK,
SOUND_CAR_SPLASH,
SOUND_BOAT_SLOWDOWN,
SOUND_TRAIN_DOOR_CLOSE,
SOUND_TRAIN_DOOR_OPEN,
SOUND_CAR_TANK_TURRET_ROTATE,
SOUND_CAR_BOMB_TICK,
SOUND_PLANE_ON_GROUND,
SOUND_HELI_BLADE,
SOUND_32,
SOUND_STEP_START,
SOUND_STEP_END,
SOUND_FALL_LAND,
SOUND_FALL_COLLAPSE,
SOUND_FIGHT_37,
SOUND_FIGHT_38,
SOUND_FIGHT_39,
SOUND_FIGHT_40,
SOUND_FIGHT_41,
SOUND_FIGHT_42,
SOUND_FIGHT_43,
SOUND_FIGHT_44,
SOUND_FIGHT_45,
SOUND_FIGHT_46,
SOUND_FIGHT_47,
SOUND_FIGHT_48,
SOUND_49,
SOUND_WEAPON_BAT_ATTACK,
SOUND_WEAPON_KNIFE_ATTACK,
SOUND_WEAPON_CHAINSAW_IDLE,
SOUND_WEAPON_CHAINSAW_ATTACK,
SOUND_WEAPON_CHAINSAW_MADECONTACT,
SOUND_WEAPON_SHOT_FIRED,
SOUND_WEAPON_RELOAD,
SOUND_WEAPON_AK47_BULLET_ECHO,
SOUND_WEAPON_FLAMETHROWER_FIRE,
SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM,
SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM,
SOUND_WEAPON_HIT_PED,
SOUND_WEAPON_HIT_VEHICLE,
SOUND_GARAGE_NO_MONEY,
SOUND_GARAGE_BAD_VEHICLE,
SOUND_GARAGE_OPENING,
SOUND_GARAGE_BOMB_ALREADY_SET,
SOUND_GARAGE_BOMB1_SET,
SOUND_GARAGE_BOMB2_SET,
SOUND_GARAGE_BOMB3_SET,
SOUND_70,
SOUND_71,
SOUND_GARAGE_VEHICLE_DECLINED,
SOUND_GARAGE_VEHICLE_ACCEPTED,
SOUND_GARAGE_DOOR_CLOSED,
SOUND_GARAGE_DOOR_OPENED,
SOUND_CRANE_PICKUP,
SOUND_PICKUP_WEAPON_BOUGHT,
SOUND_PICKUP_WEAPON,
SOUND_PICKUP_HEALTH,
SOUND_80,
SOUND_81,
SOUND_PICKUP_ADRENALINE,
SOUND_PICKUP_ARMOUR,
SOUND_PICKUP_BONUS,
SOUND_PICKUP_MONEY,
SOUND_PICKUP_HIDDEN_PACKAGE,
SOUND_PICKUP_PACMAN_PILL,
SOUND_PICKUP_PACMAN_PACKAGE,
SOUND_PICKUP_FLOAT_PACKAGE,
SOUND_BOMB_TIMED_ACTIVATED,
SOUND_91,
SOUND_BOMB_ONIGNITION_ACTIVATED,
SOUND_BOMB_TICK,
SOUND_RAMPAGE_START,
SOUND_RAMPAGE_ONGOING,
SOUND_RAMPAGE_PASSED,
SOUND_RAMPAGE_FAILED,
SOUND_RAMPAGE_KILL,
SOUND_RAMPAGE_CAR_BLOWN,
SOUND_EVIDENCE_PICKUP,
SOUND_UNLOAD_GOLD,
SOUND_PAGER,
SOUND_PED_DEATH,
SOUND_PED_DAMAGE,
SOUND_PED_HIT,
SOUND_PED_LAND,
SOUND_PED_BULLET_HIT,
SOUND_PED_BURNING,
SOUND_PED_PLAYER_REACTTOCOP,
SOUND_PED_ARREST_COP,
SOUND_PED_MIAMIVICE_EXITING_CAR,
SOUND_PED_COP_HELIPILOTPHRASE,
SOUND_PED_PULLOUTWEAPON,
SOUND_PED_HELI_PLAYER_FOUND,
SOUND_PED_VCPA_PLAYER_FOUND,
SOUND_PED_ON_FIRE,
SOUND_PED_AIMING,
SOUND_PED_HANDS_UP,
SOUND_PED_HANDS_COWER,
SOUND_PED_FLEE_SPRINT,
SOUND_PED_CAR_JACKING,
SOUND_PED_MUGGING,
SOUND_PED_CAR_JACKED,
SOUND_PED_ROBBED,
SOUND_PED_ACCIDENTREACTION1,
SOUND_PED_INNOCENT,
SOUND_PED_PLAYER_AFTERSEX,
SOUND_PED_PLAYER_BEFORESEX,
SOUND_PED_COP_TARGETING, // also used for medics
SOUND_PED_COP_MANYCOPSAROUND, // also used for medics
SOUND_PED_GUNAIMEDAT2,
SOUND_PED_COP_ALONE, // also used for medics
SOUND_PED_GUNAIMEDAT3,
SOUND_PED_COP_ASK_FOR_ID,
SOUND_PED_COP_LITTLECOPSAROUND, // also used for medics
SOUND_PED_PLAYER_FARFROMCOPS, // also used for medics
SOUND_PED_TAXI_WAIT,
SOUND_PED_ATTACK,
SOUND_PED_DEFEND,
SOUND_PED_HEALING,
SOUND_PED_LEAVE_VEHICLE,
SOUND_PED_EVADE,
SOUND_PED_FLEE_RUN,
SOUND_PED_CRASH_VEHICLE,
SOUND_PED_CRASH_CAR,
SOUND_PED_ANNOYED_DRIVER,
SOUND_PED_147,
SOUND_PED_SOLICIT,
SOUND_PED_JEER,
SOUND_PED_150,
SOUND_PED_EXTINGUISHING_FIRE,
SOUND_PED_WAIT_DOUBLEBACK,
SOUND_PED_CHAT_SEXY_FEMALE,
SOUND_PED_CHAT_SEXY_MALE,
SOUND_PED_CHAT_EVENT,
SOUND_PED_PED_COLLISION,
SOUND_PED_CHAT,
SOUND_PED_TAXI_CALL,
SOUND_RACE_START_3,
SOUND_RACE_START_2,
SOUND_RACE_START_1,
SOUND_RACE_START_GO,
SOUND_SPLASH,
SOUND_WATER_FALL,
SOUND_SPLATTER,
SOUND_CAR_PED_COLLISION,
SOUND_CLOCK_TICK,
SOUND_PART_MISSION_COMPLETE,
SOUND_FRONTEND_MENU_STARTING, // same sound as SOUND_HUD
// TODO(Miami): What are 170-175??
SOUND_FRONTEND_RADIO_TURN_OFF = 176, // those 2 are same sound
SOUND_FRONTEND_RADIO_TURN_ON,
SOUND_FRONTEND_HURRICANE, // yes, frontend
SOUND_HUD,
SOUND_180,
SOUND_181,
SOUND_182,
SOUND_LIGHTNING,
SOUND_BULLETTRACE_1,
SOUND_BULLETTRACE_2,
SOUND_186, // makes same sound as 40
SOUND_187, // makes same sound as 46
SOUND_MELEE_ATTACK_START,
SOUND_SKATING,
SOUND_WEAPON_MINIGUN_ATTACK,
SOUND_WEAPON_MINIGUN_2,
SOUND_WEAPON_MINIGUN_3,
SOUND_AMMUNATION_IMRAN_ARM_BOMB,
SOUND_RADIO_CHANGE,
SOUND_FRONTEND_HIGHLIGHT_OPTION,
SOUND_FRONTEND_ENTER_OR_ADJUST,
SOUND_FRONTEND_BACK,
SOUND_FRONTEND_FAIL,
SOUND_FRONTEND_AUDIO_TEST,
SOUND_INJURED_PED_MALE_OUCH,
SOUND_INJURED_PED_FEMALE,
SOUND_SHIRT_WIND_FLAP,
SOUND_SET_203,
SOUND_TOTAL_SOUNDS = 204,
SOUND_NO_SOUND = 205,
};
enum eScriptSounds {
SCRIPT_SOUND_BANK_ALARM_LOOP = 0,
SCRIPT_SOUND_PART_MISSION_COMPLETE,
SCRIPT_SOUND_POLICE_CELL_DOOR_SLIDING_LOOP,
SCRIPT_SOUND_POLICE_CELL_DOOR_CLUNK,
SCRIPT_SOUND_GARAGE_DOOR_SLIDING_LOOP,
SCRIPT_SOUND_GARAGE_DOOR_CLUNK,
SCRIPT_SOUND_SNORING_LOOP,
SCRIPT_SOUND_RACE_START_3,
SCRIPT_SOUND_RACE_START_2,
SCRIPT_SOUND_RACE_START_1,
SCRIPT_SOUND_RACE_START_GO,
SCRIPT_SOUND_SHOOTING_RANGE_TARGET_MOVING_LOOP,
SCRIPT_SOUND_SHOOTING_RANGE_TARGET_HIT,
SCRIPT_SOUND_AMMUNATION_BUY_WEAPON,
SCRIPT_SOUND_AMMUNATION_BUY_WEAPON_DENIED,
SCRIPT_SOUND_WMYCW_TICKET_SPEECH,
SCRIPT_SOUND_IMRAN_ARM_BOMB,
SCRIPT_SOUND_ANDY_SNIPER_SHOT,
SCRIPT_SOUND_WILLIE_CARD_SWIPE,
SCRIPT_SOUND_MALE_AMBULANCE_OUCH,
SCRIPT_SOUND_FEMALE_AMBULANCE_OUCH,
SCRIPT_SOUND_BUILDING_BAR_1,
SCRIPT_SOUND_BUILDING_BAR_2,
SCRIPT_SOUND_BUILDING_BAR_3,
SCRIPT_SOUND_BUILDING_BAR_4,
SCRIPT_SOUND_BUILDING_BIKER_BAR,
SCRIPT_SOUND_BUILDING_CHURCH,
SCRIPT_SOUND_BUILDING_CLUB,
SCRIPT_SOUND_BUILDING_CUBA_1,
SCRIPT_SOUND_BUILDING_CUBA_2,
SCRIPT_SOUND_BUILDING_VOODOO,
SCRIPT_SOUND_BUILDING_MUSIC_SHOP,
SCRIPT_SOUND_BUILDING_STRIPCLUB_1,
SCRIPT_SOUND_BUILDING_STRIPCLUB_2,
SCRIPT_SOUND_BUILDING_SUPERSWEEP,
SCRIPT_SOUND_SEAPLANE_LOW_FUEL,
SCRIPT_SOUND_NEW_BUILDING_BAR_1,
SCRIPT_SOUND_NEW_BUILDING_BAR_2,
SCRIPT_SOUND_NEW_BUILDING_BAR_3,
SCRIPT_SOUND_NEW_BUILDING_BAR_4,
SCRIPT_SOUND_NEW_BUILDING_MALIBU_1,
SCRIPT_SOUND_NEW_BUILDING_MALIBU_2,
SCRIPT_SOUND_NEW_BUILDING_MALIBU_3,
SCRIPT_SOUND_NEW_BUILDING_STRIP_1,
SCRIPT_SOUND_NEW_BUILDING_STRIP_2,
SCRIPT_SOUND_NEW_BUILDING_STRIP_3,
SCRIPT_SOUND_NEW_BUILDING_CHURCH,
SCRIPT_SOUND_NEW_BUILDING_FAN_1,
SCRIPT_SOUND_NEW_BUILDING_FAN_2,
SCRIPT_SOUND_NEW_BUILDING_INSECT_1,
SCRIPT_SOUND_NEW_BUILDING_INSECT_2,
SCRIPT_SOUND_NEW_WATERFALL,
SCRIPT_SOUND_BULLET_HIT_GROUND_1,
SCRIPT_SOUND_BULLET_HIT_GROUND_2,
SCRIPT_SOUND_BULLET_HIT_GROUND_3,
SCRIPT_SOUND_BULLET_HIT_WATER, // no sound
SCRIPT_SOUND_PAYPHONE_RINGING,
SCRIPT_SOUND_GLASS_BREAK_L,
SCRIPT_SOUND_GLASS_BREAK_S,
SCRIPT_SOUND_GLASS_CRACK,
SCRIPT_SOUND_GLASS_LIGHT_BREAK,
SCRIPT_SOUND_BOX_DESTROYED_1,
SCRIPT_SOUND_BOX_DESTROYED_2,
SCRIPT_SOUND_METAL_COLLISION,
SCRIPT_SOUND_TIRE_COLLISION,
SCRIPT_SOUND_HIT_BALL,
SCRIPT_SOUND_GUNSHELL_DROP,
SCRIPT_SOUND_GUNSHELL_DROP_SOFT,
SCRIPT_SOUND_TOTAL,
SCRIPT_SOUND_INVALID,
};

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#include "common.h"
#include "Building.h"
#include "Streaming.h"
#include "Pools.h"
void *CBuilding::operator new(size_t sz) throw() { return CPools::GetBuildingPool()->New(); }
void CBuilding::operator delete(void *p, size_t sz) throw() { CPools::GetBuildingPool()->Delete((CBuilding*)p); }
void
CBuilding::ReplaceWithNewModel(int32 id)
{
DeleteRwObject();
if (CModelInfo::GetModelInfo(m_modelIndex)->GetNumRefs() == 0)
CStreaming::RemoveModel(m_modelIndex);
m_modelIndex = id;
if(bIsBIGBuilding)
if(m_level == LEVEL_GENERIC || m_level == CGame::currLevel)
CStreaming::RequestModel(id, STREAMFLAGS_DONT_REMOVE);
}
bool
IsBuildingPointerValid(CBuilding* pBuilding)
{
if (!pBuilding)
return false;
if (pBuilding->GetIsATreadable()) {
int index = CPools::GetTreadablePool()->GetJustIndex_NoFreeAssert((CTreadable*)pBuilding);
#ifdef FIX_BUGS
return index >= 0 && index < CPools::GetTreadablePool()->GetSize();
#else
return index >= 0 && index <= CPools::GetTreadablePool()->GetSize();
#endif
} else {
int index = CPools::GetBuildingPool()->GetJustIndex_NoFreeAssert(pBuilding);
#ifdef FIX_BUGS
return index >= 0 && index < CPools::GetBuildingPool()->GetSize();
#else
return index >= 0 && index <= CPools::GetBuildingPool()->GetSize();
#endif
}
}

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#pragma once
#include "Entity.h"
class CBuilding : public CEntity
{
public:
CBuilding(void) {
m_type = ENTITY_TYPE_BUILDING;
bUsesCollision = true;
}
static void *operator new(size_t) throw();
static void operator delete(void*, size_t) throw();
void ReplaceWithNewModel(int32 id);
virtual bool GetIsATreadable(void) { return false; }
};
bool IsBuildingPointerValid(CBuilding*);

12
miami/buildings/Solid.h Normal file
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#pragma once
#include "Entity.h"
class CSolid : public CEntity
{
public:
CSolid(void) {
m_type = ENTITY_TYPE_BUILDING;
bUsesCollision = true;
}
};

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#include "common.h"
#include "rpworld.h"
#include "Treadable.h"
#include "Pools.h"
void *CTreadable::operator new(size_t sz) throw() { return CPools::GetTreadablePool()->New(); }
void CTreadable::operator delete(void *p, size_t sz) throw() { CPools::GetTreadablePool()->Delete((CTreadable*)p); }

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#pragma once
#include "Building.h"
class CTreadable : public CBuilding
{
public:
static void *operator new(size_t) throw();
static void operator delete(void*, size_t) throw();
bool GetIsATreadable(void) { return true; }
};

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#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;
}

22
miami/collision/ColBox.h Normal file
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#pragma once
#include "SurfaceTable.h"
struct CBox
{
CVector min;
CVector max;
CVector GetSize(void) { return max - min; }
void Set(const CVector &min, const CVector &max) { this->min = min; this->max = max; }
};
struct CColBox : public CBox
{
uint8 surface;
uint8 piece;
void Set(const CVector &min, const CVector &max, uint8 surf, uint8 piece);
using CBox::Set;
CColBox& operator=(const CColBox &other);
};

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#include "common.h"
#include "ColLine.h"
void
CColLine::Set(const CVector &p0, const CVector &p1)
{
this->p0 = p0;
this->p1 = p1;
}

14
miami/collision/ColLine.h Normal file
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#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);
};

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#include "common.h"
#include "ColModel.h"
#include "Collision.h"
#include "Game.h"
#include "MemoryHeap.h"
#include "Pools.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 = LEVEL_GENERIC; // generic col slot
ownsCollisionVolumes = true;
}
CColModel::~CColModel(void)
{
RemoveCollisionVolumes();
}
void*
CColModel::operator new(size_t) throw()
{
CColModel* node = CPools::GetColModelPool()->New();
assert(node);
return node;
}
void
CColModel::operator delete(void *p, size_t) throw()
{
CPools::GetColModelPool()->Delete((CColModel*)p);
}
void
CColModel::RemoveCollisionVolumes(void)
{
if(ownsCollisionVolumes){
RwFree(spheres);
RwFree(lines);
RwFree(boxes);
RwFree(vertices);
RwFree(triangles);
CCollision::RemoveTrianglePlanes(this);
}
numSpheres = 0;
numLines = 0;
numBoxes = 0;
numTriangles = 0;
spheres = nil;
lines = nil;
boxes = nil;
vertices = nil;
triangles = nil;
}
void
CColModel::CalculateTrianglePlanes(void)
{
PUSH_MEMID(MEMID_COLLISION);
// HACK: allocate space for one more element to stuff the link pointer into
trianglePlanes = (CColTrianglePlane*)RwMalloc(sizeof(CColTrianglePlane) * (numTriangles+1));
REGISTER_MEMPTR(&trianglePlanes);
for(int i = 0; i < numTriangles; i++)
trianglePlanes[i].Set(vertices, triangles[i]);
POP_MEMID();
}
void
CColModel::RemoveTrianglePlanes(void)
{
RwFree(trianglePlanes);
trianglePlanes = nil;
}
void
CColModel::SetLinkPtr(CLink<CColModel*> *lptr)
{
assert(trianglePlanes);
*(CLink<CColModel*>**)ALIGNPTR(&trianglePlanes[numTriangles]) = lptr;
}
CLink<CColModel*>*
CColModel::GetLinkPtr(void)
{
assert(trianglePlanes);
return *(CLink<CColModel*>**)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;
}

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#pragma once
#include "templates.h"
#include "ColBox.h"
#include "ColSphere.h"
#include "ColLine.h"
#include "ColPoint.h"
#include "ColTriangle.h"
struct CColModel
{
CSphere boundingSphere;
CBox boundingBox;
int16 numSpheres;
int16 numBoxes;
int16 numTriangles;
int8 numLines;
uint8 level; // colstore slot but probably still named level
bool ownsCollisionVolumes;
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<CColModel*> *GetLinkPtr(void);
void SetLinkPtr(CLink<CColModel*>*);
void GetTrianglePoint(CVector &v, int i) const;
void *operator new(size_t) throw();
void operator delete(void *p, size_t) throw();
CColModel& operator=(const CColModel& other);
};

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#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;
}

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#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);
};

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#include "common.h"
#include "ColSphere.h"
#include "General.h"
void
CColSphere::Set(float radius, const CVector &center, uint8 surf, uint8 piece)
{
this->radius = radius;
this->center = center;
this->surface = surf;
this->piece = piece;
}
bool
CColSphere::IntersectRay(CVector const& from, CVector const& dir, CVector &entry, CVector &exit)
{
CVector distToCenter = from - center;
float distToTouchSqr = distToCenter.MagnitudeSqr() - sq(radius);
float root1, root2;
if (!CGeneral::SolveQuadratic(1.0f, DotProduct(distToCenter, dir) * 2.f, distToTouchSqr, root1, root2))
return false;
entry = from + dir * root1;
exit = from + dir * root2;
return true;
}

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#pragma once
#include "SurfaceTable.h"
struct CSphere
{
// NB: this has to be compatible with a CVuVector
CVector center;
float radius;
void Set(float radius, const CVector &center) { this->center = center; this->radius = radius; }
};
struct CColSphere : public CSphere
{
uint8 surface;
uint8 piece;
void Set(float radius, const CVector &center, uint8 surf, uint8 piece);
bool IntersectRay(CVector const &from, CVector const &dir, CVector &entry, CVector &exit);
using CSphere::Set;
};

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#include "common.h"
#include "templates.h"
#include "General.h"
#include "ModelInfo.h"
#include "Streaming.h"
#include "FileLoader.h"
#include "Script.h"
#include "Timer.h"
#include "Camera.h"
#include "Frontend.h"
#include "Physical.h"
#include "ColStore.h"
#include "VarConsole.h"
#include "Pools.h"
CPool<ColDef,ColDef> *CColStore::ms_pColPool;
#ifndef MASTER
bool bDispColInMem;
#endif
void
CColStore::Initialise(void)
{
if(ms_pColPool == nil)
ms_pColPool = new CPool<ColDef,ColDef>(COLSTORESIZE, "CollisionFiles");
AddColSlot("generic"); // slot 0. not streamed
#ifndef MASTER
VarConsole.Add("Display collision in memory", &bDispColInMem, true);
#endif
}
void
CColStore::Shutdown(void)
{
int i;
for(i = 0; i < COLSTORESIZE; i++)
RemoveColSlot(i);
if(ms_pColPool)
delete ms_pColPool;
ms_pColPool = nil;
}
int
CColStore::AddColSlot(const char *name)
{
ColDef *def = ms_pColPool->New();
assert(def);
def->isLoaded = false;
def->unused = 0;
def->bounds.left = 1000000.0f;
def->bounds.top = 1000000.0f;
def->bounds.right = -1000000.0f;
def->bounds.bottom = -1000000.0f;
def->minIndex = INT16_MAX;
def->maxIndex = INT16_MIN;
strcpy(def->name, name);
return ms_pColPool->GetJustIndex(def);
}
void
CColStore::RemoveColSlot(int32 slot)
{
if(GetSlot(slot)){
if(GetSlot(slot)->isLoaded)
RemoveCol(slot);
ms_pColPool->Delete(GetSlot(slot));
}
}
int
CColStore::FindColSlot(const char *name)
{
ColDef *def;
int size = ms_pColPool->GetSize();
for(int i = 0; i < size; i++){
def = GetSlot(i);
if(def && !CGeneral::faststricmp(def->name, name))
return i;
}
return -1;
}
char*
CColStore::GetColName(int32 slot)
{
return GetSlot(slot)->name;
}
CRect&
CColStore::GetBoundingBox(int32 slot)
{
return GetSlot(slot)->bounds;
}
void
CColStore::IncludeModelIndex(int32 slot, int32 modelIndex)
{
ColDef *def = GetSlot(slot);
if(modelIndex < def->minIndex)
def->minIndex = modelIndex;
if(modelIndex > def->maxIndex)
def->maxIndex = modelIndex;
}
bool
CColStore::LoadCol(int32 slot, uint8 *buffer, int32 bufsize)
{
bool success;
ColDef *def = GetSlot(slot);
if(def->minIndex > def->maxIndex)
success = CFileLoader::LoadCollisionFileFirstTime(buffer, bufsize, slot);
else
success = CFileLoader::LoadCollisionFile(buffer, bufsize, slot);
if(success)
def->isLoaded = true;
else
debug("Failed to load Collision\n");
return success;
}
void
CColStore::RemoveCol(int32 slot)
{
int id;
GetSlot(slot)->isLoaded = false;
for(id = 0; id < MODELINFOSIZE; id++){
CBaseModelInfo *mi = CModelInfo::GetModelInfo(id);
if(mi){
CColModel *col = mi->GetColModel();
if(col && col->level == slot)
col->RemoveCollisionVolumes();
}
}
}
void
CColStore::LoadAllCollision(void)
{
int i;
for(i = 1; i < COLSTORESIZE; i++)
if(GetSlot(i))
CStreaming::RequestCol(i, 0);
CStreaming::LoadAllRequestedModels(false);
}
void
CColStore::RemoveAllCollision(void)
{
int i;
for(i = 1; i < COLSTORESIZE; i++)
if(GetSlot(i))
if(CStreaming::CanRemoveCol(i))
CStreaming::RemoveCol(i);
}
static bool bLoadAtSecondPosition;
static CVector2D secondPosition;
void
CColStore::AddCollisionNeededAtPosn(const CVector2D &pos)
{
bLoadAtSecondPosition = true;
secondPosition = pos;
}
void
CColStore::LoadCollision(const CVector2D &pos)
{
int i;
if(CStreaming::ms_disableStreaming)
return;
for(i = 1; i < COLSTORESIZE; i++){
if(GetSlot(i) == nil)
continue;
bool wantThisOne = false;
if(GetBoundingBox(i).IsPointInside(pos) ||
bLoadAtSecondPosition && GetBoundingBox(i).IsPointInside(secondPosition, -119.0f) ||
strcmp(GetColName(i), "yacht") == 0){
wantThisOne = true;
}else{
for (int j = 0; j < MAX_CLEANUP; j++) {
CPhysical* pEntity = nil;
cleanup_entity_struct* pCleanup = &CTheScripts::MissionCleanUp.m_sEntities[j];
if (pCleanup->type == CLEANUP_CAR) {
pEntity = CPools::GetVehiclePool()->GetAt(pCleanup->id);
if (!pEntity || pEntity->GetStatus() == STATUS_WRECKED)
continue;
}
else if (pCleanup->type == CLEANUP_CHAR) {
pEntity = CPools::GetPedPool()->GetAt(pCleanup->id);
if (!pEntity || ((CPed*)pEntity)->DyingOrDead())
continue;
}
if (pEntity && !pEntity->bDontLoadCollision && !pEntity->bIsFrozen) {
if (GetBoundingBox(i).IsPointInside(pEntity->GetPosition(), -80.0f))
wantThisOne = true;
}
}
}
if(wantThisOne)
CStreaming::RequestCol(i, STREAMFLAGS_PRIORITY);
else
CStreaming::RemoveCol(i);
}
bLoadAtSecondPosition = false;
}
void
CColStore::RequestCollision(const CVector2D &pos)
{
int i;
for(i = 1; i < COLSTORESIZE; i++)
if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -115.0f))
CStreaming::RequestCol(i, STREAMFLAGS_PRIORITY);
}
void
CColStore::EnsureCollisionIsInMemory(const CVector2D &pos)
{
int i;
if(CStreaming::ms_disableStreaming)
return;
for(i = 1; i < COLSTORESIZE; i++)
if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -110.0f) &&
!CStreaming::HasColLoaded(i)){
CStreaming::RequestCol(i, 0);
if(TheCamera.GetScreenFadeStatus() == FADE_0)
FrontEndMenuManager.MessageScreen("LOADCOL", false);
CTimer::Suspend();
CStreaming::LoadAllRequestedModels(false);
CTimer::Resume();
}
}
bool
CColStore::HasCollisionLoaded(const CVector2D &pos)
{
int i;
for(i = 1; i < COLSTORESIZE; i++)
if(GetSlot(i) && GetBoundingBox(i).IsPointInside(pos, -115.0f) &&
!GetSlot(i)->isLoaded)
return false;
return true;
}

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#pragma once
#include "templates.h"
struct ColDef { // made up name
int32 unused;
bool isLoaded;
CRect bounds;
char name[20];
int16 minIndex;
int16 maxIndex;
};
class CColStore
{
static CPool<ColDef,ColDef> *ms_pColPool;
public:
static void Initialise(void);
static void Shutdown(void);
static int AddColSlot(const char *name);
static void RemoveColSlot(int32 slot);
static int FindColSlot(const char *name);
static char *GetColName(int32 slot);
static CRect &GetBoundingBox(int32 slot);
static void IncludeModelIndex(int32 slot, int32 modelIndex);
static bool LoadCol(int32 storeID, uint8 *buffer, int32 bufsize);
static void RemoveCol(int32 slot);
static void AddCollisionNeededAtPosn(const CVector2D &pos);
static void LoadAllCollision(void);
static void RemoveAllCollision(void);
static void LoadCollision(const CVector2D &pos);
static void RequestCollision(const CVector2D &pos);
static void EnsureCollisionIsInMemory(const CVector2D &pos);
static bool HasCollisionLoaded(const CVector2D &pos);
static ColDef *GetSlot(int slot) {
assert(slot >= 0);
assert(ms_pColPool);
assert(slot < ms_pColPool->GetSize());
return ms_pColPool->GetSlot(slot);
}
};

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#include "common.h"
#include "ColTriangle.h"
#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

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#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(int a, int b, int c, uint8 surf)
{
this->a = a;
this->b = b;
this->c = c;
this->surface = surf;
}
};
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 GetNormalX() const { return normal.x; }
float GetNormalY() const { return normal.y; }
float GetNormalZ() const { return normal.z; }
float CalcPoint(const CVector &v) const { return DotProduct(normal, v) - dist; };
#endif
};

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#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<CColModel*> ms_colModelCache;
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);
static void RemoveTrianglePlanes(CColModel *model);
// all these return true if there's a collision
static bool TestSphereSphere(const CSphere &s1, const CSphere &s2);
static bool TestSphereBox(const CSphere &sph, const CBox &box);
static bool TestLineBox(const CColLine &line, const CBox &box);
static bool TestVerticalLineBox(const CColLine &line, const CBox &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, bool ignoreShootThrough);
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, CStoredCollPoly *poly = nil);
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, bool ignoreShootThrough);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, 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);
};

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#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
};

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#include "common.h"
#include "TempColModels.h"
#include "Game.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;
CColModel CTempColModels::ms_colModelWeapon;
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);
ms_colModelWeapon.boundingSphere.radius = 0.25f;
ms_colModelWeapon.boundingBox.min.x = -0.25f;
ms_colModelWeapon.boundingBox.min.y = -0.25f;
ms_colModelWeapon.boundingBox.min.z = -0.25f;
ms_colModelWeapon.boundingBox.max.x = 0.25f;
ms_colModelWeapon.boundingBox.max.y = 0.25f;
ms_colModelWeapon.boundingBox.max.z = 0.25f;
#undef SET_COLMODEL_SPHERES
}

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#pragma once
#include "ColModel.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 CColModel ms_colModelWeapon;
static void Initialise(void);
};

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#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 &center, 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

View File

@@ -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);
}

View File

@@ -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

View File

@@ -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:

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