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- miscellaneous changes & cleanups
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6e08f2452b
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ac81375296
@ -86,34 +86,39 @@ sdPlane* sdGetCell_alpha16(VECTOR* pos)
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sdPlane* plane;
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int iVar1;
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short* BSPSurface;
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int cellPos_x;
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int cellPos_z;
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XYPAIR cellPos;
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XYPAIR cell;
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short* surface;
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short* HSurface;
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short* buffer;
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bool nextLevel;
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int nextLevel;
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cellPos_x = pos->vx - 512;
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cellPos_z = pos->vz - 512;
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cellPos.x = pos->vx - 512;
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cellPos.y = pos->vz - 512;
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buffer = *(short**)((int)RoadMapDataRegions + (cellPos_x >> 14 & 4U ^ cellPos_z >> 13 & 8U ^ sdSelfModifyingCode)); // pointless, but i'll keep it there
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cell.x = cellPos.x & 1023;
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cell.y = cellPos.y & 1023;
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buffer = RoadMapDataRegions[(cellPos.x >> 16 & 1) ^ (regions_across / 2 & 1) +
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(cellPos.y >> 15 & 2) ^ (regions_down & 2)];
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// Alpha 1.6 code, works too; not widely tested yet
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//buffer = *(short**)((int)RoadMapDataRegions + (cellPos.x >> 14 & 4 ^ cellPos.y >> 13 & 8 ^ sdSelfModifyingCode));
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cell.x = cellPos_x & 1023;
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cell.y = cellPos_z & 1023;
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plane = NULL;
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surface = &buffer[(cellPos_x >> 10 & 0x3fU) + (cellPos_z >> 10 & 0x3fU) * MAP_REGION_SIZE * 2 + 4];
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if (*surface == -1)
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{
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plane = NULL;
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}
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else
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if (*buffer == 2)
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{
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sdPlane* planeData = (sdPlane*)((char*)buffer + buffer[1]);
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short* bspData = (short*)((char*)buffer + buffer[2]);
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sdNode* nodeData = (sdNode*)((char*)buffer + buffer[3]);
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surface = &buffer[(cellPos.x >> 10 & 63) +
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(cellPos.y >> 10 & 63) * 64 + 4];
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// initial surface
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if (*surface == -1)
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return GetSeaPlane();
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// check surface has overlapping planes flag (aka multiple levels)
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if (*surface & 0x8000)
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{
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@ -133,25 +138,29 @@ sdPlane* sdGetCell_alpha16(VECTOR* pos)
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// iterate surfaces if BSP
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do {
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nextLevel = false;
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BSPSurface = surface;
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nextLevel = 0;
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// check if it's has BSP properties
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// basically it determines surface bounds
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if (*surface & 0x4000)
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if (*surface & 0x4000)
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{
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BSPSurface = sdGetBSP(&nodeData[*surface & 0x1fff], &cell);
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if (*BSPSurface == 0x7fff)
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// get closest surface by BSP lookup
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BSPSurface = sdGetBSP(&nodeData[*surface & 0x1fff], &cell); // 0x3fff in final
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if (*BSPSurface == 0x7fff)
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{
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nextLevel = true;
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BSPSurface = surface + 2;
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sdLevel++;
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nextLevel = 1;
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BSPSurface = surface + 2; // get to the next node
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}
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surface = BSPSurface;
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}
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surface = BSPSurface;
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} while (nextLevel);
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plane = &planeData[*BSPSurface];
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plane = &planeData[*surface];
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}
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return plane;
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}
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@ -204,7 +213,7 @@ int RoadInCell_alpha16(VECTOR *pos)
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// basically it determines surface bounds
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if (*check & 0x4000)
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{
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sdNode* search = &nodeData[*check & 0x1fff];
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sdNode* search = &nodeData[*check & 0x1fff]; // 0x3fff in final
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while (search->value < 0)
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{
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@ -311,9 +311,7 @@ sdPlane* sdGetCell(VECTOR *pos)
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#ifndef PSX
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if (gDemoLevel)
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{
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return sdGetCell_alpha16(pos);
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}
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#endif
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sdLevel = 0;
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@ -321,27 +319,25 @@ sdPlane* sdGetCell(VECTOR *pos)
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cellPos.x = pos->vx - 512;
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cellPos.y = pos->vz - 512;
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// [A] WARNING!
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// retail version of game with exe dated before 20th October 2000 (so called 1.0) is only supported
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// the later version of the game do have problem with height or BSP, so Havana's secret base ground is not solid
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// reason is unknown
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cell.x = cellPos.x & 1023;
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cell.y = cellPos.y & 1023;
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buffer = RoadMapDataRegions[(cellPos.x >> 16 & 1U) ^ (regions_across / 2 & 1) +
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(cellPos.y >> 15 & 2U) ^ (regions_down & 2)];
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buffer = RoadMapDataRegions[(cellPos.x >> 16 & 1) ^ (regions_across / 2 & 1) +
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(cellPos.y >> 15 & 2) ^ (regions_down & 2)];
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// Alpha 1.6 code, works too; not widely tested yet
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//buffer = *(short**)((int)RoadMapDataRegions + (cellPos.x >> 14 & 4U ^ cellPos.y >> 13 & 8U ^ sdSelfModifyingCode));
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//buffer = *(short**)((int)RoadMapDataRegions + (cellPos.x >> 14 & 4 ^ cellPos.y >> 13 & 8 ^ sdSelfModifyingCode));
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plane = NULL;
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if (*buffer == 2)
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if (*buffer == 2)
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{
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sdPlane* planeData = (sdPlane*)((char*)buffer + buffer[1]);
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short* bspData = (short*)((char*)buffer + buffer[2]);
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sdNode* nodeData = (sdNode*)((char*)buffer + buffer[3]);
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surface = &buffer[(cellPos.x >> 10 & 0x3fU) +
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(cellPos.y >> 10 & 0x3fU) * MAP_REGION_SIZE*2 + 4];
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surface = &buffer[(cellPos.x >> 10 & 63) +
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(cellPos.y >> 10 & 63) * 64 + 4];
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// initial surface
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if (*surface == -1)
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@ -371,10 +367,7 @@ sdPlane* sdGetCell(VECTOR *pos)
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// check if it's has BSP properties
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// basically it determines surface bounds
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if (*surface & 0x4000)
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{
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cell.x = cellPos.x & 0x3ff;
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cell.y = cellPos.y & 0x3ff;
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{
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// get closest surface by BSP lookup
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BSPSurface = sdGetBSP(&nodeData[*surface & 0x3fff], &cell);
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@ -458,8 +451,8 @@ int RoadInCell(VECTOR *pos)
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cellPos.x = pos->vx - 512;
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cellPos.y = pos->vz - 512;
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buffer = RoadMapDataRegions[(cellPos.x >> 16 & 1U) ^ (regions_across / 2 & 1) +
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(cellPos.y >> 15 & 2U) ^ (regions_down & 2)];
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buffer = RoadMapDataRegions[(cellPos.x >> 16 & 1) ^ (regions_across / 2 & 1) +
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(cellPos.y >> 15 & 2) ^ (regions_down & 2)];
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if (*buffer == 2)
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{
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@ -467,8 +460,8 @@ int RoadInCell(VECTOR *pos)
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short* bspData = (short*)((char*)buffer + buffer[2]);
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sdNode* nodeData = (sdNode*)((char*)buffer + buffer[3]);
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check = &buffer[(cellPos.x >> 10 & 0x3fU) +
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(cellPos.y >> 10 & 0x3fU) * MAP_REGION_SIZE * 2 + 4];
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check = &buffer[(cellPos.x >> 10 & 63) +
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(cellPos.y >> 10 & 63) * 64 + 4];
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if (*check == -1)
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return -1;
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@ -1002,6 +1002,7 @@ void ProcessSpoolInfoLump(char *lump_ptr, int lump_size)
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cell_objects_add[4] += objects_count;
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// by the fact it's a roadmap size + pvs size
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// FIXME: is that even correct? maybe use MAX instead?
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pvsSize[i] = pvsSizes[i] + 0x7ffU & 0xfffff800;
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D_MALLOC_BEGIN();
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