1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-11-09 12:22:34 +01:00
Commit Graph

1108 Commits

Author SHA1 Message Date
Daniel Evans
0e87037397
Merge pull request #486 from husho/morelocateopcodes
Locate opcodes
2018-05-24 13:02:06 +01:00
NFS_MONSTR
5da89a871b Fix #432 2018-05-23 22:45:39 +03:00
husho
09fa9edaca Locate opcodes 2018-05-23 21:27:33 +03:00
husho
d753d8cf20 Fixed warnings 2018-05-23 16:56:07 +03:00
husho
3ad651986c Minor changes 2018-05-23 14:42:50 +03:00
husho
a8f5326c1f Don't update doors every tick 2018-05-23 14:17:39 +03:00
husho
5d27eb33e9 Garages controller and basic functionality 2018-05-23 14:05:13 +03:00
Daniel Evans
de8131924d
Merge pull request #450 from husho/objphy
[Ready] Fixed script objects falling through the ground
2018-05-22 23:35:59 +01:00
Daniel Evans
c226432e88
Merge pull request #474 from NFSMONSTR/fix_loading_zonecylinder_texture
Fixed loading ZoneCylinder texture
2018-05-22 23:21:56 +01:00
husho
5c1dbbd8b6 Added pickups 2018-05-22 23:19:19 +03:00
husho
214095ba02 Improved game loop to support game speed 2018-05-22 22:40:51 +03:00
husho
cf3196c928 Fixed crash on new game, fixed missions not failing
on death/arrest
2018-05-22 01:42:18 +03:00
darkf
17077627fb
Merge pull request #447 from ShFil119/small_impr
[Ready] Perfect forwarding and some forgotten stuff
2018-05-21 17:07:01 -05:00
darkf
a8110de63e
Merge pull request #473 from husho/patch-3
Fixed: mission is not restarting if player is in vehicle
2018-05-21 17:03:58 -05:00
Daniel Evans
d343a1a0bb
Merge pull request #481 from dracc/aldoxtor-363
New opcodes as written by @aldoxtor
2018-05-21 13:43:37 +01:00
Lucas Eriksson
5869a6903a Implemented some various opcodes
As written by @husho in #411.
Continuation of #435.
2018-05-20 15:03:22 +02:00
husho
972eaf2c08 F: mission not restarting if player is in vehicle 2018-05-20 01:41:42 +03:00
husho
1ecba29a62 Clear world on player restart, fixed 0395 opcode 2018-05-19 20:00:23 +03:00
NFS_MONSTR
7d6bc6a22e Minor fixes 2018-05-19 17:47:27 +03:00
NFS_MONSTR
b019d187d6 Fixed loading ZoneCylinder texture 2018-05-19 17:13:47 +03:00
husho
97224fccd0 Attempt to fix physics of script objects 2018-05-18 11:43:57 +03:00
Daniel Evans
b77ca47fd4
Merge pull request #446 from husho/respawn
[Ready] Respawn functionality
2018-05-18 02:35:10 +01:00
Daniel Evans
370a969dac
Merge pull request #437 from dracc/mission-412
[Ready] Improved mission clean up logic and implemented related opcodes
2018-05-18 02:10:13 +01:00
Filip Gawin
09c5d36398 Set ptr to const if possible
Also:
- make args name matching in header
and source file,
- make more ptrs to const ref,
2018-05-16 19:17:13 +02:00
Filip Gawin
4e1948c23c Rearrange passing args to functions/ctors
Kill extra shared_ptr by passing them using const reference.
Use perfect forwarding for strings.
Remove redundant std::move.
2018-05-16 19:17:13 +02:00
Filip Gawin
0c4e38a95b Add missing override 2018-05-16 19:15:44 +02:00
Filip Gawin
1e6a26e3c3 Replace deprecated stdint.h with cstding 2018-05-16 19:15:44 +02:00
Lucas Eriksson
2346e03a60 Improved mission clean up logic and implemented related opcodes 2018-05-15 20:42:46 +02:00
husho
4aa326f747
Forgot 1 opcode 2018-05-15 21:14:18 +03:00
husho
fafd58df6e Added respawn functionality 2018-05-15 21:07:40 +03:00
husho
ea55baf07d Added stats opcodes 2018-05-15 21:03:59 +03:00
Daniel Evans
c6f5b5406b
Merge pull request #448 from husho/vehiclehealth
[Ready] Vehicle health
2018-05-15 13:13:19 +01:00
Daniel Evans
274fe20f17
Merge pull request #438 from dracc/locate-408
[Ready] Implemented some locate opcodes
2018-05-14 23:03:36 +01:00
Daniel Evans
f6932305ee
Merge pull request #455 from NFSMONSTR/454
Fix #454
2018-05-14 22:44:13 +01:00
Daniel Evans
a8cafe7396
Merge pull request #433 from NFSMONSTR/add_transparent_pickups2
Added transparency for pickups
2018-05-14 22:13:05 +01:00
husho
3c41e43a85
Little fix 2018-05-14 18:49:28 +03:00
husho
127c8168b3 Vehicle health 2018-05-14 10:37:33 +03:00
NFS_MONSTR
6c76a130af fix 454 2018-05-13 01:47:03 +03:00
Daniel Evans
9831314162
Merge pull request #436 from dracc/blip-409
Implemented blip opcodes
2018-05-11 10:06:38 +01:00
NFS_MONSTR
45ee3ad0d4 Fixed bugs caused by adding switching glBlendFunc 2018-05-09 23:34:30 +03:00
NFS_MONSTR
a2edb79644 Fixed building 2018-05-09 23:34:25 +03:00
NFS_MONSTR
deafe08f1e little changes 2018-05-09 23:34:01 +03:00
NFS_MONSTR
b8cab132f3 Added enum for blending modes 2018-05-09 23:33:55 +03:00
NFS_MONSTR
cfdcf32159 [WIP]Added transparency for pickups and selecting blend mode 2018-05-09 23:33:35 +03:00
Lucas Eriksson
a7bf0f9ea5 New opcodes as written by @aldoxtor
Updated according to requested changes and comments in #363
2018-05-09 10:48:19 +02:00
darkf
b7fb22f95c
Merge pull request #440 from mole99/buoys
Make buoys float again
2018-05-07 10:43:48 -05:00
Lucas Eriksson
263f861a7c Implemented some locate opcodes 2018-05-07 10:05:29 +02:00
husho
558d44b379 fixed build 2018-05-06 20:19:30 +03:00
Miloslav Číž
db28b7b87a Address simple TODOs in the code (#350)
* Make player gain money from getting into a taxi

* Remove redundant condition in VehicleObject

* Add documenting comment on SpecialModel

* Limit collecting money from each taxi to only once
2018-05-06 10:32:12 -05:00
darkf
512f1d2885
Merge pull request #439 from christoph-heiss/new-opcodes
Implement random number opcodes [0098, 0099, 0208, 0209].
2018-05-06 10:26:28 -05:00
Filip Gawin
63de965e3f Fix condition in sorting
I forgot push suitable rebased commit.
2018-05-06 10:24:07 -05:00
mole99
1d54996adc Reformatting changes 2018-05-06 16:20:00 +02:00
mole99
08d02fd5de Prevent other objects than buoys from floating
As there is no way to distinguish whether an object should float on water or not, the names of the objects have to be hardcoded
2018-05-06 14:53:42 +02:00
Lucas Eriksson
36e73abfd0 Implemented blip opcodes as per #409
Renamed some functions and updated comments accordingly.
2018-05-06 11:43:51 +02:00
mole99
afb7f3f96f Make buoys float again
Until now buoys would just fall down, we need to apply the force with an impulse to make it work. To update the object in debug mode, a tickPhysics function had to be created, like the vehicles already use.
2018-05-05 13:54:26 +02:00
Christoph Heiss
73ddf887f5
Implement opcodes 0098, 0099, 0208 and 0209.
These opcodes are relevant for generating random values.
2018-05-01 22:57:16 +02:00
Christoph Heiss
5745da77d2
Remove unimplemented warnings from implemented opcodes. 2018-05-01 22:57:07 +02:00
darkf
464a1e39b9
Merge pull request #414 from ShFil119/fix/transparent_objects
Fix order of transparent objects
2018-04-30 04:55:46 -05:00
darkf
107d2c7aa5
Merge pull request #330 from ShFil119/fix/deference_null_pointer
Some potential deference of null pointers
2018-04-30 04:49:58 -05:00
darkf
0df204b430
Merge pull request #398 from ShFil119/various
Various, small changes
2018-04-30 04:42:41 -05:00
Filip Gawin
2d5d70c1b2 More constexpr 2018-04-17 16:15:17 +02:00
Filip Gawin
5f5e9f7504 Set args as const if possible 2018-04-17 16:15:17 +02:00
Filip Gawin
2aa6d3b3b3 More nullptr 2018-04-17 16:15:17 +02:00
Filip Gawin
cf5efb9560 Use "= default" for trivial ctor/dtor 2018-04-17 16:15:17 +02:00
Filip Gawin
ecbb0599ed Allow to pause and resume sounds
There's a lot of unneeded operation,
I mean coping strings and searching in loops.

We can get rid of it with extra method (passing
by sound by ref) or coping code.

PS cutscene's sound loses sync, because cutscene
doesn't stop.
2018-04-17 16:09:31 +02:00
Filip Gawin
248d8ef727 Fix order of transparent objects
As https://learnopengl.com/Advanced-OpenGL/Blending
suggests transparent objects should be last.
2018-03-17 19:38:05 +01:00
Daniel Evans
c328132e92 Implement opcodes 0181 and 0182 2018-02-22 00:34:11 +00:00
Anonymous Maarten
2305bb4a33 rwengine: tabs2space of GTA3ModuleImpl.inl
sed -i 's/\t/    /' GTA3ModuleImpl.inl
2018-02-14 23:58:57 +00:00
Filip Gawin
96ed30bc02 Three emplace_backs more 2018-02-14 22:32:08 +00:00
Filip Gawin
1ae0768725 Move temp data(instead of copying) 2018-02-14 22:32:08 +00:00
Anonymous Maarten
4ebc66b544 rwengine+rwgame: add missing includes 2018-02-13 22:15:26 +00:00
Filip Gawin
240b44af8b More fixes double promotion 2018-02-12 09:54:25 +00:00
Christoph Heiss
00bac4c531 Fix build on macOS. 2018-02-09 22:58:49 +00:00
Christoph Heiss
256e5e73ad Fix seat assignment on boats. 2018-02-09 22:53:23 +00:00
Lucas Eriksson
3e96ad9c92 Stop using default initialization onglm datatypes.
It results in undefined behaviour with glm 0.9.9
2018-02-09 22:33:10 +00:00
Filip Gawin
5bf92e5a0b Use range loops in SaveGame.cpp
I've added const at the beginning of file,
arrays converted to type std::array.
2018-02-06 19:19:09 +00:00
Filip Gawin
73a5daab82 Use range loop 2018-02-06 19:19:09 +00:00
Filip Gawin
de77efe225 Add check character for player 2018-02-02 18:12:28 +01:00
Filip Gawin
edcd918f72 Add check reading simplemodel 2018-02-02 18:12:15 +01:00
Florin9doi
e3e3642ec2 Save game location for Windows; fixes #375 2018-02-02 15:32:24 +00:00
Daniel Evans
e2eff314fd Weather: Fix linker error with old GLM 2018-02-01 02:43:48 +00:00
Daniel Evans
61e39aa505 Vehicle Object Component Rule evaluation 2018-02-01 02:43:48 +00:00
Daniel Evans
b35188ab94 correct comprules parsing. Use hex digits 2018-02-01 02:43:48 +00:00
Daniel Evans
9f68e4c95d Interpolate between weather types too 2018-01-30 01:54:15 +00:00
Daniel Evans
4490d91ee1 Load weather data into GLM types instead 2018-01-30 01:48:33 +00:00
Daniel Evans
5d4231f922 Use the WeatherCondition enum without directly indexing into entries 2018-01-30 01:48:33 +00:00
Daniel Evans
d3306922b2 Split Weather Data from the loader
- WeatherLoader now just a namespace with a single function
2018-01-30 01:48:33 +00:00
Florin9doi
e5694b383c Map flashing 2018-01-29 23:50:44 +00:00
Daniel Evans
6f9c3db52e Overahaul of rwviewer to simplify the code and improve usability
- Shared ViewerWidget has been removed. Now multiple instances exist
2018-01-27 21:44:18 +00:00
Daniel Evans
7743626acb Boats have a different DFF structure 2018-01-27 21:36:21 +00:00
Daniel Evans
65f51bc3c2 Skeleton collision effect handling 2018-01-15 21:50:13 +00:00
Daniel Evans
4f0109b17e Tidy up code in object physics handling 2018-01-15 21:50:13 +00:00
Daniel Evans
1c57fb5d98 Refactor Collision Procesing 2018-01-15 21:50:13 +00:00
Daniel Evans
ec9236422b Remove Custom material callback flag 2018-01-15 21:50:13 +00:00
Daniel Evans
869f09ba01 Prevent characters falling through the ground when placed
This was occuring when loading saves created in portland
2018-01-15 01:13:27 +00:00
Daniel Evans
1ed182c3f2 Correct splash texture loading 2018-01-13 18:56:27 +00:00
Filip Gawin
a60bc20585 Fix misaligned memory(UB)
X86 is able to deal with
misaligned memory, but it can hurt perf.
Other arch like for example mips
is not able to digest it.

So in order of portability we should get
rid of this UB.
2018-01-13 00:49:17 +00:00
Filip Gawin
09b7ead012 Add forgotten virtual dtor 2018-01-13 00:49:17 +00:00
Filip Gawin
3db102a13e braced initializer 2018-01-08 23:00:30 +00:00
Anonymous Maarten
91b4ec3ac7 rwengine: iwyu: reduce warnings in script subdirectory (+tabs2space) 2018-01-08 22:52:48 +00:00
Anonymous Maarten
c0a4d627af rwengine: iwyu: reduce warnings in render subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
d07beff43e rwengine: iwyu: reduce warnings in objects subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
0fc83a97e4 rwengine: iwyu: reduce warnings in loaders subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
e381a6c700 rwengine: iwyu: reduce warnings in items subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
fb58dfb082 rwengine: iwyu: reduce warnings in engine subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
a7203e00a0 rwengine: iwyu: reduce warnings in dynamics subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
e60fd6af6b rwengine: iwyu: fix warnings in data subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
9b98133a91 rwengine: iwyu: no warnings in core subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
428efd8fb1 openrw: iwyu: reduce warnings in audio subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
b6b53ffdad rwengine: iwyu: reduce warnings in ai subdirectory 2018-01-08 22:52:48 +00:00
Anonymous Maarten
29188f26f2 rwengine: iwyu: fix TextureArchive and BinaryStream 2018-01-08 22:52:48 +00:00
Anonymous Maarten
90acef28f7 rwlib: iwyu: reduce warnings
- use mapping file
- forward define FileContentsInfo, CutsceneTracks, GameTexts
- no more "#pragma once"
- add mapping file
2018-01-08 22:52:48 +00:00
Filip Gawin
6d80ce6424 Cleanup, use c++11 override
Maybe some of replace with
final, what do think?
2018-01-08 22:35:21 +00:00
Filip Gawin
caa5575573 Add check reading animation ptr 2018-01-08 23:09:43 +01:00
Filip Gawin
8cc8be5603 Small change, new -> make_shared. 2018-01-05 06:51:58 +00:00
Anonymous Maarten
382c28c9e3 rwengine: fix "initialization of 'specialPrefix' is skipped by 'default' label
vs2017: Compiler error C2361
2018-01-05 06:21:34 +00:00
Filip Gawin
ef4456e623 size() -> empty()
Empty has always
computational complexity O(1).
2017-12-17 01:48:49 +00:00
Miloslav Číž
57284fdade Fix particle rendering transform matrix 2017-11-20 21:48:00 +00:00
Filip Gawin
d934f1c9b0 Forgotten flush of packet 2017-11-17 22:53:42 +00:00
Miloslav Číž
7715dbaf6e Make vehicle wheels steer smoothly 2017-11-17 21:09:05 +01:00
Anonymous Maarten
c5523d6728 rwengine: Remove usused SCMTypeInfoTable 2017-11-17 00:50:50 +00:00
Anonymous Maarten
6142e0bf80 rwengine: remove unused ScriptDisassembly 2017-11-17 00:50:50 +00:00
Anonymous Maarten
deb7db5faf rwengine: remove ScriptFunctionMeta->conditional + extended definition
Not used anywhere
2017-11-17 00:50:50 +00:00
Anonymous Maarten
4bf95cd903 rwengine: SCMMicrocode is not used anywhere 2017-11-17 00:50:50 +00:00
Anonymous Maarten
5299f4df08 spelling: yeild -> yield 2017-11-17 00:50:50 +00:00
Anonymous Maarten
85ac15078a rwengine: Removed unused functions and defines 2017-11-17 00:50:50 +00:00
Anonymous Maarten
1378931eba rwengine: throw runtime_error on shader error instead of straight exit 2017-11-17 00:50:50 +00:00
Anonymous Maarten
32fb5eb409 rwlib: LoaderIMG accepts rwfs::path 2017-11-17 00:50:50 +00:00
Anonymous Maarten
820c4bd25c rwengine: GameData accepts rwfs::path as path of game data 2017-11-17 00:50:50 +00:00
Daniel Evans
9c48b4424a Add build time option for CXX17 or boost filesystem 2017-10-31 00:55:19 +00:00
Anonymous Maarten
a40a2706a9 cmake: add support for include-what-you-use to check #include's
The output is currently very verbose and includes many false positives.
Adding a mapping file should solve this.

See
https://github.com/include-what-you-use/include-what-you-use/blob/master/docs/IWYUMappings.md
2017-10-29 20:40:57 +00:00
Anonymous Maarten
5dc707aaed cmake: make OpenAL an imported target 2017-10-29 20:40:57 +00:00
Anonymous Maarten
6ccf85b770 cmake: make bullet an imported target 2017-10-29 20:40:57 +00:00
Anonymous Maarten
9f1ba0fe76 cmake: make ffmpeg an imported target 2017-10-29 20:40:57 +00:00
Anonymous Maarten
47dbea1bb4 cmake: make glm an imported target 2017-10-29 20:40:57 +00:00
Anonymous Maarten
f5a237bf7b cmake: reformat rwengine/CMakeLists.txt 2017-10-29 20:40:57 +00:00
Anonymous Maarten
1926795d63 cmake: use rwengine::interface + no more add_definitions & include_directories 2017-10-29 20:40:57 +00:00
Filip
b9d306ae70 Improving handling game shaders (#302)
* move delete to earlier stage

* lines for better readability

* Added detach shader

* Addition forgotten glDeleteProgram

https://github.com/rwengine/openrw/search?utf8=%E2%9C%93&q=glDeleteProgram&type=
In project there's no necessary clearing call of glDeleteProgram.

* Removing/Closing shader programs

Each shader program should be taken care by glDeleteProgram.
To make it works/usefull, each shader's raw ptr will convertet to unique_ptr
in next commit.

* Converting ShaderProgram's ptr to unique

Actually deleting isn't handled,
so this commit removes memory leak.
2017-10-29 18:47:52 +00:00
Filip
c54cfa0ae8 Avoid making unnecessary copies (#337)
* frames.emplace_back

* vehicleColours.emplace_back

* colours.emplace_back

* waterBlocks.emplace_back

* state.garages.emplace_back

* bonedata->frames.emplace_back

* lines.emplace_back

* circleVerts.emplace_back

* geo.emplace_back

* Water renderer

* perf_colours.emplace_back
2017-10-29 17:14:07 +00:00
Filip Gawin
9aa01b69e1 Resolve cases found by gcc-5 2017-10-26 21:22:08 +01:00
Filip Gawin
512ac6f5ee Fix double promotion 2017-10-25 01:17:46 +01:00
Daniel Evans
43047269ab Offset vehicle spawn height to account for dimensions
Should prevent vehicles spawning in, and falling through, the ground.
2017-10-19 23:42:41 +01:00
Anonymous Maarten
14ef8c2539 rwengine: incorporate review 2017-10-18 21:52:29 +01:00
Anonymous Maarten
8012a5065d rwengine: Store btOverlappingPairCallback in GameWorld
Should fix this memory leak:
==16721== 8 bytes in 1 blocks are definitely lost in loss record 7 of 264
==16721==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==16721==    by 0x7E7B5D: GameWorld::GameWorld(Logger*, GameData*) (GameWorld.cpp:100)
==16721==    by 0x76EC0B: std::_MakeUniq<GameWorld>::__single_object std::make_unique<GameWorld, Logger*,
 GameData*>(Logger*&&, GameData*&&) (unique_ptr.h:825)
==16721==    by 0x760F50: RWGame::newGame() (RWGame.cpp:107)
==16721==    by 0x78E713: LoadingState::enter() (LoadingState.cpp:9)
==16721==    by 0x76602B: void StateManager::enter<LoadingState, RWGame*, RWGame::RWGame(Logger&, int, ch
ar**)::{lambda()#1}>(RWGame*&&, RWGame::RWGame(Logger&, int, char**)::{lambda()#1}&&) (StateManager.hpp:4
0)
==16721==    by 0x760842: RWGame::RWGame(Logger&, int, char**) (RWGame.cpp:81)
==16721==    by 0x750385: main (main.cpp:13)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
a610ea2387 rwengine: store btCollisionShape along btRigidBody in Part
Should fix this memory leak:
==16721== 103 bytes in 1 blocks are definitely lost in loss record 181 of 264
==16721==    at 0x4C2EB6B: malloc (vg_replace_malloc.c:299)
==16721==    by 0x58F1AF3: ??? (in /usr/lib64/libLinearMath.so.2.83)
==16721==    by 0x83E3C9: btBoxShape::operator new(unsigned long) (btBoxShape.h:34)
==16721==    by 0x83CD75: VehicleObject::createObjectHinge(VehicleObject::Part*) (VehicleObject.cpp:722)
==16721==    by 0x83C251: VehicleObject::setPartLocked(VehicleObject::Part*, bool) (VehicleObject.cpp:610)
==16721==    by 0x83C2D0: VehicleObject::setPartTarget(VehicleObject::Part*, bool, float) (VehicleObject.cpp:623)
==16721==    by 0x7B10CD: Activities::EnterVehicle::update(CharacterObject*, CharacterController*) (CharacterController.cpp:226)
==16721==    by 0x7B062D: CharacterController::updateActivity() (CharacterController.cpp:26)
==16721==    by 0x7B09FE: CharacterController::update(float) (CharacterController.cpp:98)
==16721==    by 0x8EBBFA: DefaultAIController::update(float) (DefaultAIController.cpp:87)
==16721==    by 0x82ED5A: CharacterObject::tick(float) (CharacterObject.cpp:240)
==16721==    by 0x763630: RWGame::tick(float) (RWGame.cpp:506)
==16721==
==16721== 120 bytes in 5 blocks are definitely lost in loss record 187 of 264
==16721==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==16721==    by 0x8EBA26: DefaultAIController::update(float) (DefaultAIController.cpp:63)
==16721==    by 0x82ED5A: CharacterObject::tick(float) (CharacterObject.cpp:240)
==16721==    by 0x763630: RWGame::tick(float) (RWGame.cpp:506)
==16721==    by 0x763128: RWGame::run() (RWGame.cpp:420)
==16721==    by 0x750394: main (main.cpp:15)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
eba262b789 rwengine: make Activity a std::unique_ptr
Should fix this memory leak:
==16721== 120 bytes in 5 blocks are definitely lost in loss record 187 of 264
==16721==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==16721==    by 0x8EBA26: DefaultAIController::update(float) (DefaultAIController.cpp:63)
==16721==    by 0x82ED5A: CharacterObject::tick(float) (CharacterObject.cpp:240)
==16721==    by 0x763630: RWGame::tick(float) (RWGame.cpp:506)
==16721==    by 0x763128: RWGame::run() (RWGame.cpp:420)
==16721==    by 0x750394: main (main.cpp:15)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
e448f610ff rwengine: make Renderer a shared_ptr
Should fix this memory leak:
==16721== 912 (600 direct, 312 indirect) bytes in 1 blocks are definitely lost in loss record 225 of 264
==16721==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==16721==    by 0x84A697: GameRenderer::GameRenderer(Logger*, GameData*) (GameRenderer.cpp:71)
==16721==    by 0x75FC7D: RWGame::RWGame(Logger&, int, char**) (RWGame.cpp:35)
==16721==    by 0x750385: main (main.cpp:13)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
8175666092 rwengine: make AnimationBone a shared pointer
Should fix this memory leak:
==10780== 4,341,444 (269,712 direct, 4,071,732 indirect) bytes in 3,746 blocks are definitely lost in los
s record 2,652 of 2,654
==10780==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==10780==    by 0x8219B2: LoaderIFP::loadFromMemory(char*) (LoaderIFP.cpp:82)
==10780==    by 0x7C22C0: GameData::loadIFP(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameData.cpp:506)
==10780==    by 0x7BD838: GameData::load() (GameData.cpp:59)
==10780==    by 0x75CD35: RWGame::RWGame(Logger&, int, char**) (RWGame.cpp:51)
==10780==    by 0x74CDE5: main (main.cpp:13)
==10780==
==10780== 6,516,576 (13,968 direct, 6,502,608 indirect) bytes in 194 blocks are definitely lost in loss record 2,654 of 2,654
==10780==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==10780==    by 0x8219B2: LoaderIFP::loadFromMemory(char*) (LoaderIFP.cpp:82)
==10780==    by 0x7C22C0: GameData::loadIFP(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameData.cpp:506)
==10780==    by 0x7E7ECC: GameWorld::loadCutscene(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameWorld.cpp:693)
==10780==    by 0x87453E: opcode_02e4(ScriptArguments const&, char const*) (GTA3ModuleImpl.inl:8245)
==10780==    by 0x8D8149: void script_bind::call_unpacked<0u, 2u, void>::call<void (*)(ScriptArguments const&, char const*), ScriptArguments const&, char const*>(void (*)(ScriptArguments const&, char const*), ScriptArguments const&, ScriptArguments const&, char const*&&) (ScriptModule.hpp:80)
==10780==    by 0x8D2765: void script_bind::call_unpacked<1u, 1u, void, char const*>::call<void (*)(ScriptArguments const&, char const*), ScriptArguments const&>(void (*)(ScriptArguments const&, char const*), ScriptArguments const&, ScriptArguments const&) (ScriptModule.hpp:90)
==10780==    by 0x8C7EFE: void script_bind::call_unpacked<2u, 0u, void, ScriptArguments const&, char const*>::call<void (*)(ScriptArguments const&, char const*)>(void (*)(ScriptArguments const&, char const*), ScriptArguments const&) (ScriptModule.hpp:90)
==10780==    by 0x8B5A05: void script_bind::binder<void, ScriptArguments const&, char const*>::call<void (*)(ScriptArguments const&, char const*)>(void (*)(ScriptArguments const&, char const*), ScriptArguments const&) (ScriptModule.hpp:104)
==10780==    by 0x8A2E3A: void script_bind::do_unpacked_call<void, ScriptArguments const&, char const*>(void (* const&)(ScriptArguments const&, char const*), ScriptArguments const&) (ScriptModule.hpp:137)
==10780==    by 0x893BB0: void ScriptModule::bind<void (*)(ScriptArguments const&, char const*)>(unsigned short, int, void (*)(ScriptArguments const&, char const*))::{lambda(ScriptArguments const&)#1}::operator()(ScriptArguments const&) const (ScriptModule.hpp:166)
==10780==    by 0x8B5A8D: std::_Function_handler<void (ScriptArguments const&), void ScriptModule::bind<void (*)(ScriptArguments const&, char const*)>(unsigned short, int, void (*)(ScriptArguments const&, char const*))::{lambda(ScriptArguments const&)#1}>::_M_invoke(std::_Any_data const&, ScriptArguments const&) (std_function.h:316)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
5e330346ec rwengine: delete corona VisualFX on delete of PickupObject
Should fix this memory leak:
==31441== 1,184 (1,144 direct, 40 indirect) bytes in 11 blocks are definitely lost in loss record 2,344 of 2,723
==31441==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==31441==    by 0x7E30D5: GameWorld::createEffect(VisualFX::EffectType) (GameWorld.cpp:495)
==31441==    by 0x82CE16: PickupObject::PickupObject(GameWorld*, glm::tvec3<float, (glm::precision)0> const&, BaseModelInfo*, PickupObject::PickupType) (PickupObject.cpp:126)
==31441==    by 0x82C505: ItemPickup::ItemPickup(GameWorld*, glm::tvec3<float, (glm::precision)0> const&, BaseModelInfo*, PickupObject::PickupType, WeaponData*) (ItemPickup.cpp:11)
==31441==    by 0x7E2953: GameWorld::createPickup(glm::tvec3<float, (glm::precision)0> const&, int, int) (GameWorld.cpp:389)
==31441==    by 0x86D209: opcode_0213(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&) (GTA3ModuleImpl.inl:6350)
==31441==    by 0x8DC0EF: void script_bind::call_unpacked<0u, 7u, void>::call<void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, int&, int&, glm::tvec3<float, (glm::precision)0>&, ScriptObjectType<PickupObject> >(void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, ScriptArguments const&, int&, int&, glm::tvec3<float, (glm::precision)0>&, ScriptObjectType<PickupObject>&&) (ScriptModule.hpp:80)
==31441==    by 0x8D9B82: void script_bind::call_unpacked<1u, 6u, void, ScriptObjectType<PickupObject>&>::call<void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, int&, int&, glm::tvec3<float, (glm::precision)0> >(void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, ScriptArguments const&, int&, int&, glm::tvec3<float, (glm::precision)0>&&) (ScriptModule.hpp:90)
==31441==    by 0x8D6753: void script_bind::call_unpacked<2u, 3u, void, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&>::call<void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, int&, int>(void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, ScriptArguments const&, int&, int&&) (ScriptModule.hpp:90)
==31441==    by 0x8D213D: void script_bind::call_unpacked<3u, 2u, void, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&>::call<void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, int>(void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, ScriptArguments const&, int&&) (ScriptModule.hpp:90)
==31441==    by 0x8CBEE0: void script_bind::call_unpacked<4u, 1u, void, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&>::call<void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&>(void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&, ScriptArguments const&) (ScriptModule.hpp:90)
==31441==    by 0x8C0078: void script_bind::call_unpacked<5u, 0u, void, ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&>::call<void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&)>(void (*)(ScriptArguments const&, int, int, glm::tvec3<float, (glm::precision)0>, ScriptObjectType<PickupObject>&), ScriptArguments const&) (ScriptModule.hpp:90)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
8e98cf2311 rwengine: Pass CharacterController to the CharacterObject constructor
The CharacterObject should remove the CharacterController upon
destruction.

Should fix this memory leak:
==31441== 480 (360 direct, 120 indirect) bytes in 5 blocks are definitely lost in loss record 2,038 of 2,723
==31441==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==31441==    by 0x7E2370: GameWorld::createPedestrian(unsigned short, glm::tvec3<float, (glm::precision)0> const&, glm::tquat<float, (glm::precision)0> const&, unsigned int) (GameWorld.cpp:334)
==31441==    by 0x8E2F01: TrafficDirector::populateNearby(ViewCamera const&, float, int) (TrafficDirector.cpp:164)
==31441==    by 0x7E1170: GameWorld::createTraffic(ViewCamera const&) (GameWorld.cpp:176)
==31441==    by 0x75C616: RWGame::tick(float) (RWGame.cpp:531)
==31441==    by 0x75BF18: RWGame::run() (RWGame.cpp:420)
==31441==    by 0x749184: main (main.cpp:15)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
c2da40d0a0 rwlib/rwengine: Use AnimationPtr instead of Animation*
Should fix these memory leaks:
==31441== 3,694,699 (17,248 direct, 3,677,451 indirect) bytes in 196 blocks are definitely lost in loss record 2,720 of 2,723
==31441==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==31441==    by 0x81D98E: LoaderIFP::loadFromMemory(char*) (LoaderIFP.cpp:69)
==31441==    by 0x7BE5D2: GameData::loadIFP(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameData.cpp:506)
==31441==    by 0x7B9B4A: GameData::load() (GameData.cpp:59)
==31441==    by 0x7590C5: RWGame::RWGame(Logger&, int, char**) (RWGame.cpp:51)
==31441==    by 0x749175: main (main.cpp:13)
==31441==
==31441== 5,298,984 (1,080 direct, 5,297,904 indirect) bytes in 15 blocks are definitely lost in loss record 2,722 of 2,723
==31441==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==31441==    by 0x820253: __gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::allocate(unsigned long, void const*) (new_allocator.h:111)
==31441==    by 0x820175: std::allocator_traits<std::allocator<std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > > >::allocate(std::allocator<std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >&, unsigned long) (alloc_traits.h:436)
==31441==    by 0x81FFB4: std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::_M_get_node() (stl_tree.h:588)
==31441==    by 0x81FE03: std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >* std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::_M_create_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&>(std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&) (stl_tree.h:642)
==31441==    by 0x81FC26: std::_Rb_tree_node<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >* std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::_Alloc_node::operator()<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&>(std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&) const (stl_tree.h:556)
==31441==    by 0x81F620: std::_Rb_tree_iterator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::_M_insert_<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&, std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::_Alloc_node>(std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&, std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::_Alloc_node&) (stl_tree.h:1753)
==31441==    by 0x81EDFD: std::pair<std::_Rb_tree_iterator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, bool> std::_Rb_tree<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*>, std::_Select1st<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> >, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::_M_insert_unique<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&>(std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&) (stl_tree.h:2096)
==31441==    by 0x81E9F0: std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, AnimationBone*, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> > >::insert(std::pair<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const, AnimationBone*> const&) (stl_map.h:796)
==31441==    by 0x81E0BB: LoaderIFP::loadFromMemory(char*) (LoaderIFP.cpp:132)
==31441==    by 0x7BE5D2: GameData::loadIFP(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameData.cpp:506)
==31441==    by 0x7E4060: GameWorld::loadCutscene(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameWorld.cpp:692)
2017-10-18 21:52:29 +01:00
Anonymous Maarten
7e4e1db85d rwlib: Use ClumpPtr instead of Clump*
Should fix these memory leaks:
==22737== 14,598,040 (131,472 direct, 14,466,568 indirect) bytes in 2,739 blocks are definitely lost in loss record 3,124 of 3,126
==22737==    at 0x4C2F1CA: operator new(unsigned long) (vg_replace_malloc.c:334)
==22737==    by 0x90FE4B: LoaderDFF::loadFromMemory(std::shared_ptr<FileContentsInfo>) (LoaderDFF.cpp:443)
==22737==    by 0x7BCC86: GameData::loadModel(unsigned short) (GameData.cpp:474)
==22737==    by 0x7DF7BC: GameWorld::createInstance(unsigned short, glm::tvec3<float, (glm::precision)0> const&, glm::tquat<float, (glm::precision)0> const&) (GameWorld.cpp:144)
==22737==    by 0x7DF44C: GameWorld::placeItems(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&) (GameWorld.cpp:120)
==22737==    by 0x758D38: RWGame::newGame() (RWGame.cpp:116)
==22737==    by 0x786389: LoadingState::enter() (LoadingState.cpp:9)
==22737==    by 0x75DC59: void StateManager::enter<LoadingState, RWGame*, RWGame::RWGame(Logger&, int, char**)::{lambda()#1}>(RWGame*&&, RWGame::RWGame(Logger&, int, char**)::{lambda()#1}&&) (StateManager.hpp:40)
==22737==    by 0x758484: RWGame::RWGame(Logger&, int, char**) (RWGame.cpp:81)
==22737==    by 0x747815: main (main.cpp:13)
2017-10-18 21:52:29 +01:00
Filip Gawin
c5ade22377 Implement 0197-01B0 2017-10-17 22:26:15 +01:00
Filip Gawin
863d69656d Implement 00b0, 00b1 2017-10-17 22:26:15 +01:00
Filip Gawin
5cb1cd884c Implement 00a3, 00a4
As you can see, they are copies
of 0056, 0057.

32a64aa214/rwengine/src/script/modules/GTA3ModuleImpl.inl (L939)
2017-10-17 22:26:15 +01:00
Tomi Lähteenmäki
4bf1d3795b Fix jumping in newer bullet version (#328)
* Fix jumping in newer bullet version

* Added check for bullet version
jump() was changed in bullet version 2.84
2017-10-16 22:37:02 +01:00
Christoph Heiss
a347c07961 Use memcpy instead of mempcpy as mempcpy is glibc-specific.
This fixes #324 on macOS.
The only difference between memcpy and mempcpy is that mempcpy returns
a pointer one after the last written byte - the return value is unused.
2017-10-13 23:20:23 +01:00
Daniel Evans
8e86786e5b Update Character movement at each physics sub-step 2017-10-13 21:40:40 +01:00
Daniel Evans
c915521436 Use a sliding range within a larger UBO for object data.
Improves performance quite considerably (30%) on Ivy Bridge
2017-10-13 19:58:27 +01:00
Christoph Heiss
6cab5ee31a Fix some warnings
openrw/rwengine/src/engine/GameData.cpp:358:26: warning: moving a temporary object prevents copy elision [-Wpessimizing-move]
    textureslots[slot] = std::move(loadTextureArchive(name));
                         ^
openrw/rwengine/src/engine/GameData.cpp:358:26: note: remove std::move call here
    textureslots[slot] = std::move(loadTextureArchive(name));
                         ^~~~~~~~~~                        ~

openrw/rwengine/src/objects/CharacterObject.cpp:16:18: warning: unused variable 'enter_offset' [-Wunused-variable]
static glm::vec3 enter_offset(0.81756252f, 0.34800607f, -0.486281008f);
                 ^

In file included from openrw/rwgame/RWGame.cpp:5:
openrw/rwgame/states/BenchmarkState.hpp:33:23: warning: 'BenchmarkState::getCamera' hides overloaded virtual function
      [-Woverloaded-virtual]
    const ViewCamera& getCamera();
                      ^
openrw/rwgame/State.hpp:51:31: note: hidden overloaded virtual function 'State::getCamera' declared here: different number of
      parameters (1 vs 0)
    virtual const ViewCamera& getCamera(float alpha);
                              ^
In file included from openrw/rwgame/RWGame.cpp:6:
openrw/rwgame/states/IngameState.hpp:53:18: warning: 'draw' overrides a member function but is not marked 'override'
      [-Winconsistent-missing-override]
    virtual void draw(GameRenderer* r);
                 ^
openrw/rwgame/State.hpp:28:18: note: overridden virtual function is here
    virtual void draw(GameRenderer* r) {
                 ^
In file included from openrw/rwgame/RWGame.cpp:6:
openrw/rwgame/states/IngameState.hpp:60:23: warning: 'getCamera' overrides a member function but is not marked 'override'
      [-Winconsistent-missing-override]
    const ViewCamera& getCamera(float alpha);
                      ^
openrw/rwgame/State.hpp:51:31: note: overridden virtual function is here
    virtual const ViewCamera& getCamera(float alpha);
                              ^
openrw/rwgame/RWGame.cpp:242:22: warning: unused variable 'vehicleModel' [-Wunused-variable]
            uint16_t vehicleModel = 110;  // @todo Which cars are spawned?!
                     ^

In file included from openrw/rwengine/src/script/modules/GTA3Module.cpp:1:
In file included from openrw/rwengine/src/engine/GameState.hpp:7:
openrw/rwengine/src/engine/ScreenText.hpp:140:63: warning: suggest braces around initialization of subobject [-Wmissing-braces]
        const std::array<GameString, sizeof...(args)> vals = {args...};
                                                              ^~~~
                                                              {   }
openrw/rwengine/src/script/modules/GTA3ModuleImpl.inl:5669:16: note: in instantiation of function template specialization
      'ScreenText::format<std::__1::basic_string<unsigned short, std::__1::char_traits<unsigned short>, std::__1::allocator<unsigned short> > >'
      requested here
                        ScreenText::format(
                                    ^
In file included from openrw/rwengine/src/script/modules/GTA3Module.cpp:1:
In file included from openrw/rwengine/src/engine/GameState.hpp:7:
openrw/rwengine/src/engine/ScreenText.hpp:140:63: warning: suggest braces around initialization of subobject [-Wmissing-braces]
        const std::array<GameString, sizeof...(args)> vals = {args...};
                                                              ^~~~
                                                              {   }
openrw/rwengine/src/script/modules/GTA3ModuleImpl.inl:10214:18: note: in instantiation of function template specialization
      'ScreenText::format<std::__1::basic_string<unsigned short, std::__1::char_traits<unsigned short>, std::__1::allocator<unsigned short> >,
      std::__1::basic_string<unsigned short, std::__1::char_traits<unsigned short>, std::__1::allocator<unsigned short> > >' requested here
            ScreenText::format(script::gxt(args, gxtEntry),
                        ^

openrw/rwgame/State.cpp:40:42: warning: unused parameter 'alpha' [-Wunused-parameter]
const ViewCamera& State::getCamera(float alpha) {
                                         ^

openrw/rwengine/src/render/ObjectRenderer.cpp:20:17: warning: unused variable 'kWorldDrawDistanceFactor'
      [-Wunused-const-variable]
constexpr float kWorldDrawDistanceFactor = kDrawDistanceFactor;
                ^
2017-10-13 19:54:10 +01:00
Filip Gawin
7b706e11d4 Fix text colors
On gtamodding.com is list
https://www.gtamodding.com/wiki/GXT#Tokens
2017-10-13 19:48:12 +01:00
Aldoxtor
7b0b82c502 implement isPlayer() 2017-10-08 18:29:14 +01:00
Daniel Evans
7f2c512f50 Use Renderer in place of raw GL calls in more places
Additionally, fix setBlend() enabling blending on every draw
2017-10-08 18:18:28 +01:00
Filip Gawin
6d67728b4f Fix opcode 00bc
After some researches I found that,
script with opcode 03d5 removes only short
connected with sound, not cutscene's text.

Example:
aa12022061/19_8ball.sc (L164)

But in case of cutscenes, script doesn't do anything,
so logically suspecting, all opcodes connected with key word NOW,
are flushing currently used text.

aa12022061/19_8ball.sc (L862)
2017-10-08 14:37:16 +01:00
Filip Gawin
26e7d57905 Fix opcode 03d5
As you can see in script:
https://github.com/Lighnat0r/GTA-III-SCM-Converted/search?utf8=%E2%9C%93&q=03d5&type=
Opcode 03d5 is cleaning only after 00BC.

00BC is using HighPriority, not Big.
2017-10-08 14:37:16 +01:00
Filip Gawin
cc61d3858d Implement opcodes arg = abs(arg)
Commit implements 0094, 0095,
0096, 0097
2017-09-28 22:21:53 +01:00
Filip Gawin
ca819e9ddc Implement opcodes feet --> meters
Implement 0425, 042D.
2017-09-28 22:21:53 +01:00
Filip Gawin
a6d153b163 Implement opcodes int <--> float
Implements 008c, 008d, 008e, 008f,
0090, 0091, 0092, 0093.
2017-09-28 22:21:53 +01:00
Filip Gawin
c16f565136 Implement 02f6 02f7 2017-09-28 22:21:53 +01:00
Filip Gawin
11e90c61e5 Simplify condition
Like suggested in #293.
2017-09-19 14:23:31 +01:00
Filip Gawin
391e993d1f Simplify condition and increase readability 2017-09-19 14:23:31 +01:00
Filip Gawin
27113e540f Deleting "empty", duplicated variables in CharacterState
All objects inherites variables: rotation and position from GameObject,
CharacterObject contains also CharacterState with empty,
never used position and rotation. They are not even initialized.

https://github.com/rwengine/openrw/search?utf8=%E2%9C%93&q=currentState&type=
https://github.com/rwengine/openrw/search?p=1&q=getCurrentState&type=&utf8=%E2%9C%93
2017-09-19 14:23:31 +01:00
Filip Gawin
2890280934 Convert default initialization to value initialization
Default initialization has a problem,
it doesn't initialize POD class,
so it's safer to use value initialization,
especially for "outside" class (like bullet).
2017-09-19 14:23:31 +01:00
Anonymous Maarten
02c60311ee rwlib/rwengine: make use of RW_ASSERT instead of assert 2017-09-16 22:19:39 +01:00
darkf
afe4928678 SoundManager: use av_frame_free, not av_free 2017-09-16 19:50:51 +01:00
darkf
8fd6d2f125 SoundManager: Set log level to error on release, warning on debug 2017-09-16 19:50:51 +01:00
darkf
f4f0f28a14 Support older libavcodec versions and update .travis.yml for new dependencies 2017-09-16 19:50:51 +01:00
darkf
ec2e940924 Remove libsndfile dependency 2017-09-16 19:50:51 +01:00
darkf
d69fdffdd1 Remove mman-win32 dependency 2017-09-16 19:50:51 +01:00
darkf
8e26431665 Remove dependency on libMAD (hurrah!) 2017-09-16 19:50:51 +01:00
darkf
4f60dcb663 Replace Music with Sound 2017-09-16 19:50:51 +01:00
darkf
c474bbe280 Implement FFmpeg audio decoder 2017-09-16 19:50:51 +01:00
Filip
8b067f4f69 Replacing "new" operators with make_unique/shared (#306)
* Replace "new" operator with std::make_unique for BS in BinaryStream.cpp

* Replace "new" operator with std::make_unique for textureArchive in TextureArchive.cpp

* Replace "new" operator with std::make_unique for variables in LoaderIDE.cpp

* Addition constructor for InstanceData

* Replace "new" operator with std::make_shared for instance  in LoaderIPL.cpp
2017-09-12 02:00:03 +01:00
Daniel Evans
b7ae0a54e4 Fix unused variable warning in rwengine 2017-09-12 01:44:22 +01:00
Aldoxtor
7a8c602c75 add missing override 2017-09-12 01:40:31 +01:00
Aldoxtor
fd5acc2be2 fixing magic numbers in playAnimation() 2017-09-12 01:35:24 +01:00
Anonymous Maarten
17bfa2cf74 rwengine: check for valid reads in DAT readers (in debug mode) 2017-09-12 00:55:41 +01:00
Anonymous Maarten
2e62a115bd rwengine: Ignore lines in DAT files starting with '*'
Last line starts with asterisk and would cause an uninitialized
DynamicsObjectDataPtr object to be inserted.
2017-09-12 00:55:41 +01:00
Anonymous Maarten
3488baae18 rwengine: Do not copy EndOfArgList to locals of created thread
integerValue RW_ERRORs for non-integer types
2017-09-12 00:55:41 +01:00
Anonymous Maarten
4700adb8c0 rwengine: std::map::end returns an iterator to the past-the-end element
Use std::map::rbegin instead
2017-09-12 00:55:41 +01:00
Anonymous Maarten
692ba92167 rwengine: extracting a float from a stream does not extract the f suffix
On Visual Studio 2017

std::istringstream ss("0.4f,0.8f,");
float f1, f2;
ss >> f1;          /* Will leave the f suffix available on the stream. */
ss.ignore(2, ','); /* Ignore until the comma. */
ss >> f2;
...
2017-09-12 00:55:41 +01:00
Filip Gawin
9e20ad6c20 ‘ObjectRenderer::m_errorTexture’ will be initialized after [-Wreorder] 2017-08-03 11:52:24 +01:00
Filip Gawin
950a83d4ba removing warning: ‘VehicleObject::mHasSpecial’ will be initialized after [-Wreorder] 2017-08-03 11:52:24 +01:00
ShFil119
d08c2686e1 Replace manual conversion with glm's function
Glm allows to use angle manipulation functions. One of them is conversion degrees to radians.
It gives optimal precision and isn't strictly connected with float.
https://glm.g-truc.net/0.9.4/api/a00136.html#ga4fb76e28851c9ff6653532566084e091
// Please close https://github.com/rwengine/openrw/pull/295 New pull request prevents trash in history, and it's easier to read.
2017-06-18 18:10:46 +02:00
Aldoxtor
963f490cf0 small clean up 2017-04-21 20:24:32 +01:00
Aldoxtor
4fdf3a2280 add missing headers 2017-04-21 20:24:32 +01:00
vflyson
79bdd78952 Implement in-car perks 2017-03-15 21:41:39 +00:00
vflyson
a0beb47c5d Prevent Rhino's front wheels from changing steering angle 2017-03-13 22:15:22 +00:00
Daniel Evans
cf767d161f Use the correct animation group for each character 2017-03-03 20:31:57 +00:00
Daniel Evans
974d7e826a Use AnimCycle IDs instead of Animation* in CharacterController 2017-03-03 20:31:57 +00:00
Daniel Evans
adb0214351 Add interface for using AnimCycle in CharacterObject 2017-03-03 20:31:57 +00:00
Daniel Evans
4644c60c17 Replace AnimGroup implementation with animation table 2017-03-03 20:31:57 +00:00
Daniel Evans
a59fb1ae56 Extract AnimGroup to own header and cleanup 2017-03-03 20:31:57 +00:00
Anonymous Maarten
a725a51baa spelling: recieve -> receive 2017-02-20 01:01:30 +00:00
Daniel Evans
aec738c396 Remove un-needed assert in WaterRenderer
Values above height count are valid and indicate water disabled.
2017-02-19 01:51:01 +00:00
vflyson
01241f33d9 make it possible to scroll down to the fist 2017-02-19 00:57:30 +00:00
Vincent Flyson
edcf62c04a apply various colors to pickups' coronas, use the correct texture (#269)
* apply various colors to pickups' coronas, use the correct texture

* give coronas the pulsating effect
2017-02-16 20:12:06 +00:00
Daniel Evans
d6e2057f8f Apply LOD multiplier correctly when rendering 2017-02-08 21:45:01 +00:00
Daniel Evans
e1f7d11c82 Fix off-by-one error in Simple Model atomic lookup 2017-02-08 21:45:01 +00:00
Daniel Evans
308d1d6deb Implement Building LOD transitions 2017-02-08 21:45:01 +00:00
Daniel Evans
5f6f3fe66f Implement vehicle LOD rendering 2017-02-08 21:45:01 +00:00
Daniel Evans
d84b492412 Remove all traces of Skeleton 2017-02-08 21:45:01 +00:00
Daniel Evans
94456aa732 Convert CutsceneObject to use Frame animation 2017-02-08 21:44:25 +00:00
Daniel Evans
a6396ec6e8 Remove forward movement from Character Animation 2017-02-08 21:44:25 +00:00
Daniel Evans
ec5f1d7b55 Change Animator to animate Frames directly instead of Skeleton 2017-02-08 21:44:25 +00:00
Daniel Evans
3163a5dd57 Initial CharacterObject Clump implementation 2017-02-08 21:44:25 +00:00
Daniel Evans
1514bd2cc5 Implement Vehicle dynamics with Frames instead of Skeleton 2017-02-08 21:44:25 +00:00
Daniel Evans
f64104600e Add a clump instance for each VehicleObject 2017-02-08 21:44:25 +00:00
Daniel Evans
80c9b73ac5 Initial Instance Object Rendering via atomics 2017-02-08 21:44:25 +00:00
Daniel Evans
729085d08c Re-implement vehicle parts for changed frame interfaces 2017-02-08 21:44:25 +00:00
Daniel Evans
0a0be3c52a Use new Clump structures in rwviewer + remove old renderer 2017-02-08 21:44:25 +00:00
Daniel Evans
d798509f93 Use Atomic instead of ModelFrame in ObjectRenderer 2017-02-08 21:44:25 +00:00
Daniel Evans
a0eaf5b8b0 Move Atomic and Geometry out of Clump class 2017-02-08 21:44:25 +00:00
Daniel Evans
8e4d73fca9 Rename Model -> Clump 2017-02-08 21:44:25 +00:00
Daniel Evans
3b3f1c8631 Spawn locale appropriate pedestrians near the camera 2017-02-08 20:30:30 +00:00
Daniel Evans
b1582bae4a Name save file variables 2017-02-08 20:30:30 +00:00
Daniel Evans
162ff258c8 Load ped group data 2017-02-08 20:30:30 +00:00
Daniel Evans
79533fac8a Load ped type relationship data 2017-02-08 20:30:30 +00:00
Daniel Evans
b0e7cbdadd Add PedType save game block details 2017-02-08 20:30:30 +00:00
Daniel Evans
4f5987c7b0 Load and associated pedstats with ped models 2017-02-08 20:30:29 +00:00
Daniel Evans
3247fafa90 Load game zones from save file block 2017-01-30 00:24:44 +00:00
Daniel Evans
bb6698e373 Implement Hierarchy of game ZoneData
This allows querying of the most specific ZoneData for a given point
2017-01-30 00:24:44 +00:00
Daniel Evans
f12186dede Implement 0373, fix stuck player after "Drive Misty For Me"
Leave opcode unimplemented directive, as behaviour is likely not correct
2017-01-16 22:36:38 +00:00
haphzd
e6ec1b69f0 Bring back culling events counter 2016-12-10 22:19:38 +03:00
Daniel Evans
eb71f59594 Update character look direction when setting orientation 2016-12-06 22:43:01 +00:00
Daniel Evans
b9740b3b8a Only face movement direction when not strafing 2016-12-04 01:06:27 +00:00
Daniel Evans
920d3f86fe Use look angles for weapon hitscans 2016-12-04 01:06:27 +00:00
Daniel Evans
ddb62ed3cd Rewrite of camera and character look code
Make states responsible for interpolating camera transformation
Apply look direction to character orientation
2016-12-04 01:06:27 +00:00
Daniel Evans
c00145e551 Reduce code duplication for DFF texture lookup 2016-12-03 21:59:37 +00:00
Daniel Evans
d75c476221 Remove global texture list and use a slot name to lookup textures 2016-12-03 21:59:37 +00:00
Daniel Evans
8d10c80196 Remove all traces of WorkContext 2016-12-02 01:00:22 +00:00
Daniel Evans
b65a513bbb Remove usages of WorkContext 2016-12-02 00:56:38 +00:00
Daniel Evans
7ad8ae5e40 Make loadTXD synchronous only 2016-12-02 00:42:38 +00:00
Daniel Evans
c63d12b70a Merge pull request #250 from JohnPaulHarold/openal_headers
OpenAL headers, fix for OSX compile
2016-11-22 21:00:49 +00:00
John-Paul Harold
9a1d1033e7 Fix OpenAL includes (fixes OSX build) 2016-11-21 11:19:29 +00:00
Daniel Evans
d0e01465ff Merge pull request #248 from danhedron/input-fixup
Input fixup
2016-11-20 00:15:08 +00:00
Daniel Evans
9c8690bfae Fix Control enum order which was causing excessive aliasing 2016-11-19 23:50:34 +00:00
Daniel Evans
57edc3648b Detect event starts by double-buffering state 2016-11-19 23:50:34 +00:00
Jannik Vogel
d5ff5601be Fixup BT_BULLET_VERSION check
Bullet 2.83.5 was 283, 2.83.6 was 284, 2.84 (API changes affecting OpenRW) was 285, 2.85.1 is still 285.
We want to check for 2.84 and upwards, so our check must be for 285.
2016-11-07 22:38:38 +01:00
Daniel Evans
9f2fb5aa19 Merge pull request #245 from danhedron/physics-cleanup-1
Physics cleanup
2016-11-04 20:41:30 +00:00
Daniel Evans
6ce9ecedcc Rewrite collision model data assignment 2016-11-03 23:26:09 +00:00
Daniel Evans
ca5649b840 Rewrite LoaderCOL and CollisionModel 2016-11-03 23:25:57 +00:00
Jannik Vogel
10c4f6dc86 Adapt for Bullet >= 2.84 2016-10-29 01:02:07 +02:00
Daniel Evans
684e32f4a9 Simplify Script system by removing SCMOpcodes
This was just a useless container for a set of modules. We only have
one module now so don't bother with it. This means we can remove some
more raw new & deletes from RWGame too.
2016-10-24 21:29:41 +01:00
Daniel Evans
fb4d9ea8c3 Use unique_ptr for GameWorld instance 2016-10-24 21:29:41 +01:00
Daniel Evans
ad998e8a80 Avoid allocating RWGame members where possible
These objects don't need to be dynamically allocated, they can
take on the same lifetime as RWGame itself.
2016-10-19 22:34:51 +01:00
Daniel Evans
657a726a9b Initialise logging outside of RWGame 2016-10-19 22:34:51 +01:00
Daniel Evans
5c78930c1b Remove InventoryItem and WeaponItem
They served no purpose other than to awkwardly implement weapon firing
This is now handled in the Weapon::fire* functions, and everything else
has been changed to reference weapon data or inventory indices directly
2016-10-19 22:14:52 +01:00
Daniel Evans
e31c30efe9 Improve loading of hard-coded models 2016-10-10 20:49:44 +01:00
Daniel Evans
a861309936 Change special and cutscene logic to load and unload models 2016-10-07 01:04:48 +01:00
Daniel Evans
e1ab5b1f69 Use ObjectRenderer to draw Goals and Arrows 2016-10-05 22:38:35 +01:00
Daniel Evans
9b45a31834 Remove BackgroundLoader.hpp 2016-10-05 22:38:35 +01:00
Daniel Evans
62ad6b8628 Remove monolithic model list 2016-10-05 22:38:03 +01:00
Daniel Evans
6951434be8 Load objects directly 2016-09-27 22:49:08 +01:00
Daniel Evans
218ffdf66c Load and associate model data when creating objects 2016-09-27 22:49:07 +01:00
Daniel Evans
6888fa3558 Load and associate MODELFILE entries 2016-09-27 22:48:48 +01:00
Daniel Evans
996a82c4bf Overhaul Model data handling to improve accuracy 2016-09-27 22:48:45 +01:00
Daniel Evans
479aaab666 Fix header guard in LoaderIDE.hpp 2016-09-11 02:59:03 +01:00
Daniel Evans
46a68de406 Fix header guard in ModelData.hpp 2016-09-11 02:59:02 +01:00
Daniel Evans
707ee4b32a Rename ObjectData.hpp -> ModelData.hpp 2016-09-11 02:59:02 +01:00
Daniel Evans
e888d04303 clang-format files in rwengine/src/render 2016-09-09 21:13:20 +01:00
Daniel Evans
1e4d7ea133 clang-format files in rwengine/src/data 2016-09-09 21:13:20 +01:00
Daniel Evans
6444bca8db clang-format files in rwengine/src/loaders 2016-09-09 21:13:19 +01:00
Daniel Evans
83cfb4d1e3 clang-format files in rwengine/src/audio 2016-09-09 21:13:19 +01:00
Daniel Evans
869c15a4ea clang-format files in rwengine/src/script/modules 2016-09-09 21:13:19 +01:00
Daniel Evans
b064ad2aeb clang-format files in rwengine/src/script 2016-09-09 21:13:19 +01:00
Daniel Evans
f2eede5301 clang-format files in rwengine/src/objects 2016-09-09 21:13:19 +01:00
Daniel Evans
305737cc3d clang-format files in rwengine/src/items 2016-09-09 21:13:19 +01:00
Daniel Evans
80e6317c24 clang-format files in rwengine/src/engine 2016-09-09 21:13:19 +01:00
Daniel Evans
8534d7ff5d clang-format files in rwengine/src/dynamics 2016-09-09 21:13:18 +01:00
Daniel Evans
d5e853d23f clang-format files in rwengine/src/ai 2016-09-09 21:13:18 +01:00
Daniel Evans
9aa3af6703 clang-format files in rwengine/src/core 2016-09-09 21:13:18 +01:00
Daniel Evans
36a2c57d91 clang-format files in rwengine/src 2016-09-09 21:13:18 +01:00
Daniel Evans
43c2f00f47 Correct header guard and missing include in CollisionModel 2016-09-09 20:16:51 +01:00
Daniel Evans
239d19a310 Don't cast from wide chars to chars on windows 2016-09-09 00:07:17 +01:00
PerikiyoXD
62d0bf796a Fixed .native() and some cast errors
Signed-off-by: PerikiyoXD <perikiyoxd@gmail.com>
2016-09-08 21:17:30 +02:00
Daniel Evans
0abfc695fb Remove GameData::openFile
The openFile API is not useful for implementing the correct
behaviour, so the underlying FileIndex method will be removed
soon.
2016-09-07 22:06:38 +01:00
Daniel Evans
0be8586135 Improve indentation of loadLevelFile 2016-09-07 22:06:38 +01:00
Daniel Evans
930e10ce16 Rename parseDAT to loadLevelFile
There are many dat files in the game, but this function
only deals with the the level files
2016-09-07 22:06:38 +01:00
dan
5e0659fccf Remove now unused fixPath function 2016-09-07 22:06:38 +01:00
dan
810c6658d0 use openFilePath to open data files 2016-09-07 22:06:38 +01:00
Daniel Evans
03309d76d9 Don't defer loading IDE files 2016-09-07 01:34:42 +01:00
dan
306f6fa9d7 Use findFilePath when loading data files
This should make file loading more reliable for case sensitive
operating systems.
2016-09-07 00:42:27 +01:00
Daniel Evans
674ce55af3 Replace findPathRealCase with FileIndex methods
This introduces indexGameDirectory and findFilePath.
indexGameDirectory indexes the files in the game directory.
findFilePath returns the on-disk location of a case-insensitive
game data path.
2016-09-06 00:23:25 +01:00
Jannik Vogel
fd6be733e0 Use correct int-width in State block 16 and 17 2016-09-02 15:33:45 +02:00
Daniel Evans
95a0e31484 Merge pull request #222 from JayFoxRox/radar-blips
Coloured radar-blips and radardisc z-order
2016-09-01 21:00:28 +01:00
haphzd
ae75254848 Fix mingw build 2016-09-01 00:56:14 +03:00
Daniel Evans
904817cb9e Merge pull request #221 from JayFoxRox/hide-objects
Script: Implement opcode_0363 (Object visibility)
2016-08-31 22:08:25 +01:00
Daniel Evans
53a77d26ed Merge pull request #220 from Mischa-Alff/tobj
Fixes #219: Take TOBJ data into account when building render lists
2016-08-31 22:07:50 +01:00
Jannik Vogel
1e265b0e9c Script: Correct colour/size for location-radar-blips 2016-08-31 00:28:58 +02:00