Fix build without FIX_BUGS, divide to 0 fixes
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4097c20bdd
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57201187de
@ -226,11 +226,15 @@ enum Config {
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# define TIMEBARS // print debug timers
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# define TIMEBARS // print debug timers
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#endif
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#endif
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#define FIX_BUGS // fixes bugs that we've came across during reversing
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#define FIX_BUGS // fixes bugs that we've came across during reversing. You can undefine this only on release builds.
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#define MORE_LANGUAGES // Add more translations to the game
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#define MORE_LANGUAGES // Add more translations to the game
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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#if defined(__LP64__) || defined(_WIN64)
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#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
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#endif
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// Just debug menu entries
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// Just debug menu entries
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#ifdef DEBUGMENU
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#ifdef DEBUGMENU
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#define MISSION_SWITCHER // from debug menu
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#define MISSION_SWITCHER // from debug menu
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@ -783,9 +783,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(B->GetStatus() == STATUS_PLAYER)
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if(B->GetStatus() == STATUS_PLAYER)
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pointposB *= 0.8f;
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pointposB *= 0.8f;
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if(CWorld::bNoMoreCollisionTorque){
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if(CWorld::bNoMoreCollisionTorque){
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// BUG: the game actually uses A here, but this can't be right
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#ifdef FIX_BUGS
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B->ApplyFrictionMoveForce(fB*-0.3f);
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B->ApplyFrictionMoveForce(fB*-0.3f);
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B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
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B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
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#else
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A->ApplyFrictionMoveForce(fB*-0.3f);
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A->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
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#endif
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}
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}
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}
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}
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if(!A->bInfiniteMass){
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if(!A->bInfiniteMass){
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@ -881,7 +885,13 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
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speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
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if(fOtherSpeedA > speedSum){
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if(fOtherSpeedA > speedSum){
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impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
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impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
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@ -911,7 +921,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massB = B->GetMass(pointposB, frictionDir);
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float massB = B->GetMass(pointposB, frictionDir);
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speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
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speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
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if(fOtherSpeedA > speedSum){
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if(fOtherSpeedA > speedSum){
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@ -939,7 +954,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massA = A->GetMass(pointposA, frictionDir);
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float massA = A->GetMass(pointposA, frictionDir);
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speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
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speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
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if(fOtherSpeedA > speedSum){
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if(fOtherSpeedA > speedSum){
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@ -967,7 +987,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massA = A->GetMass(pointposA, frictionDir);
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float massA = A->GetMass(pointposA, frictionDir);
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float massB = B->GetMass(pointposB, frictionDir);
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float massB = B->GetMass(pointposB, frictionDir);
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speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
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speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
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@ -1004,7 +1029,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeed = vOtherSpeed.Magnitude();
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fOtherSpeed = vOtherSpeed.Magnitude();
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if(fOtherSpeed > 0.0f){
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if(fOtherSpeed > 0.0f){
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeed;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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#endif
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// not really impulse but speed
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// not really impulse but speed
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// maybe use ApplyFrictionMoveForce instead?
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// maybe use ApplyFrictionMoveForce instead?
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fImpulse = -fOtherSpeed;
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fImpulse = -fOtherSpeed;
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@ -1022,7 +1052,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeed = vOtherSpeed.Magnitude();
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fOtherSpeed = vOtherSpeed.Magnitude();
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if(fOtherSpeed > 0.0f){
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if(fOtherSpeed > 0.0f){
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeed;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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#endif
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fImpulse = -fOtherSpeed * m_fMass;
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fImpulse = -fOtherSpeed * m_fMass;
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impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
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impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
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if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
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if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
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@ -93,7 +93,7 @@ MemoryMgrFree(void *ptr)
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void *
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void *
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RwMallocAlign(RwUInt32 size, RwUInt32 align)
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RwMallocAlign(RwUInt32 size, RwUInt32 align)
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{
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{
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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uintptr ptralign = align-1;
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uintptr ptralign = align-1;
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void *mem = (void *)MemoryMgrMalloc(size + sizeof(uintptr) + ptralign);
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void *mem = (void *)MemoryMgrMalloc(size + sizeof(uintptr) + ptralign);
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@ -291,7 +291,8 @@ SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable)
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parent = stack[sp--];
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parent = stack[sp--];
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else
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else
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parent = i;
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parent = i;
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assert(parent >= 0 && parent < numBones);
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//assert(parent >= 0 && parent < numBones);
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}
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}
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}
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}
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@ -299,7 +300,7 @@ RpHAnimAnimation*
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HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
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HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
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{
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{
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int i;
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int i;
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#ifdef FIX_BUGS
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#if defined FIX_BUGS || defined LIBRW
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int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
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int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
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#else
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#else
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int numNodes = hier->numNodes;
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int numNodes = hier->numNodes;
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@ -313,7 +314,7 @@ HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
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frame->q.real = 1.0f;
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frame->q.real = 1.0f;
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frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
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frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
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frame->t.x = frame->t.y = frame->t.z = 0.0f;
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frame->t.x = frame->t.y = frame->t.z = 0.0f;
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#ifdef FIX_BUGS
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#if defined FIX_BUGS || defined LIBRW
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// times are subtracted and divided giving NaNs
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// times are subtracted and divided giving NaNs
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// so they can't both be 0
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// so they can't both be 0
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frame->time = i/hier->numNodes;
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frame->time = i/hier->numNodes;
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@ -401,7 +402,7 @@ CameraSize(RwCamera * camera, RwRect * rect,
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RwRaster *zRaster;
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RwRaster *zRaster;
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// BUG: game just changes camera raster's sizes, but this is a hack
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// BUG: game just changes camera raster's sizes, but this is a hack
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#ifdef FIX_BUGS
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#if defined FIX_BUGS || defined LIBRW
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/*
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/*
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* Destroy rasters...
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* Destroy rasters...
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*/
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*/
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@ -97,7 +97,7 @@ CText::Unload(void)
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wchar*
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wchar*
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CText::Get(const char *key)
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CText::Get(const char *key)
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{
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{
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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return keyArray.Search(key, data.chars);
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return keyArray.Search(key, data.chars);
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#else
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#else
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return keyArray.Search(key);
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return keyArray.Search(key);
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@ -201,7 +201,7 @@ CKeyArray::Unload(void)
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void
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void
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CKeyArray::Update(wchar *chars)
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CKeyArray::Update(wchar *chars)
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{
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{
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#ifndef FIX_BUGS
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#if !defined(FIX_BUGS) && !defined(FIX_BUGS_64)
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int i;
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int i;
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for(i = 0; i < numEntries; i++)
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for(i = 0; i < numEntries; i++)
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entries[i].value = (wchar*)((uint8*)chars + (uintptr)entries[i].value);
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entries[i].value = (wchar*)((uint8*)chars + (uintptr)entries[i].value);
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@ -229,7 +229,7 @@ CKeyArray::BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 hi
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}
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}
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wchar*
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wchar*
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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CKeyArray::Search(const char *key, wchar *data)
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CKeyArray::Search(const char *key, wchar *data)
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#else
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#else
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CKeyArray::Search(const char *key)
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CKeyArray::Search(const char *key)
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@ -239,7 +239,7 @@ CKeyArray::Search(const char *key)
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char errstr[25];
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char errstr[25];
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int i;
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int i;
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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found = BinarySearch(key, entries, 0, numEntries-1);
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found = BinarySearch(key, entries, 0, numEntries-1);
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if(found)
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if(found)
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return (wchar*)((uint8*)data + found->valueOffset);
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return (wchar*)((uint8*)data + found->valueOffset);
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@ -7,7 +7,7 @@ void TextCopy(wchar *dst, const wchar *src);
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struct CKeyEntry
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struct CKeyEntry
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{
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{
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#ifdef FIX_BUGS
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#if defined(FIX_BUGS) || defined(FIX_BUGS_64)
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uint32 valueOffset;
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uint32 valueOffset;
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#else
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#else
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wchar *value;
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wchar *value;
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@ -30,7 +30,7 @@ public:
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void Unload(void);
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void Unload(void);
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void Update(wchar *chars);
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void Update(wchar *chars);
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CKeyEntry *BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 high);
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CKeyEntry *BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 high);
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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wchar *Search(const char *key, wchar *data);
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wchar *Search(const char *key, wchar *data);
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#else
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#else
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wchar *Search(const char *key);
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wchar *Search(const char *key);
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