cleaned up MIAMI ifdefs
This commit is contained in:
@@ -20,10 +20,8 @@
|
||||
#include "SurfaceTable.h"
|
||||
#include "Lines.h"
|
||||
#include "Collision.h"
|
||||
#ifdef MIAMI
|
||||
#include "Camera.h"
|
||||
#include "ColStore.h"
|
||||
#endif
|
||||
|
||||
enum Direction
|
||||
{
|
||||
@@ -44,9 +42,7 @@ CCollision::Init(void)
|
||||
{
|
||||
ms_colModelCache.Init(NUMCOLCACHELINKS);
|
||||
ms_collisionInMemory = LEVEL_NONE;
|
||||
#ifdef MIAMI
|
||||
CColStore::Initialise();
|
||||
#endif
|
||||
}
|
||||
|
||||
//--MIAMI: done
|
||||
@@ -54,50 +50,13 @@ void
|
||||
CCollision::Shutdown(void)
|
||||
{
|
||||
ms_colModelCache.Shutdown();
|
||||
#ifdef MIAMI
|
||||
CColStore::Shutdown();
|
||||
#endif
|
||||
}
|
||||
|
||||
//--MIAMI: done
|
||||
void
|
||||
CCollision::Update(void)
|
||||
{
|
||||
#ifndef MIAMI
|
||||
CVector playerCoors;
|
||||
playerCoors = FindPlayerCoors();
|
||||
eLevelName level = CTheZones::m_CurrLevel;
|
||||
bool forceLevelChange = false;
|
||||
|
||||
if(CTimer::GetTimeInMilliseconds() < 2000 || CCutsceneMgr::IsCutsceneProcessing())
|
||||
return;
|
||||
|
||||
// hardcode a level if there are no zones
|
||||
if(level == LEVEL_NONE){
|
||||
if(CGame::currLevel == LEVEL_INDUSTRIAL &&
|
||||
playerCoors.x < 400.0f){
|
||||
level = LEVEL_COMMERCIAL;
|
||||
forceLevelChange = true;
|
||||
}else if(CGame::currLevel == LEVEL_SUBURBAN &&
|
||||
playerCoors.x > -450.0f && playerCoors.y < -1400.0f){
|
||||
level = LEVEL_COMMERCIAL;
|
||||
forceLevelChange = true;
|
||||
}else{
|
||||
if(playerCoors.x > 800.0f){
|
||||
level = LEVEL_INDUSTRIAL;
|
||||
forceLevelChange = true;
|
||||
}else if(playerCoors.x < -800.0f){
|
||||
level = LEVEL_SUBURBAN;
|
||||
forceLevelChange = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(level != LEVEL_NONE && level != CGame::currLevel)
|
||||
CGame::currLevel = level;
|
||||
if(ms_collisionInMemory != CGame::currLevel)
|
||||
LoadCollisionWhenINeedIt(forceLevelChange);
|
||||
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
|
||||
#endif
|
||||
}
|
||||
|
||||
//--MIAMI: unused
|
||||
@@ -142,116 +101,12 @@ GetCollisionInSector(CSector §)
|
||||
void
|
||||
CCollision::LoadCollisionWhenINeedIt(bool forceChange)
|
||||
{
|
||||
#ifndef MIAMI
|
||||
eLevelName level, l;
|
||||
bool multipleLevels;
|
||||
CVector playerCoors;
|
||||
CVehicle *veh;
|
||||
CEntryInfoNode *ei;
|
||||
int sx, sy;
|
||||
int xmin, xmax, ymin, ymax;
|
||||
int x, y;
|
||||
|
||||
level = LEVEL_NONE;
|
||||
|
||||
playerCoors = FindPlayerCoors();
|
||||
sx = CWorld::GetSectorIndexX(playerCoors.x);
|
||||
sy = CWorld::GetSectorIndexY(playerCoors.y);
|
||||
multipleLevels = false;
|
||||
|
||||
veh = FindPlayerVehicle();
|
||||
if(veh && veh->IsTrain()){
|
||||
if(((CTrain*)veh)->m_nDoorState != TRAIN_DOOR_OPEN)
|
||||
return;
|
||||
}else if(playerCoors.z < -4.0f && !CCullZones::DoINeedToLoadCollision())
|
||||
return;
|
||||
|
||||
// Figure out whose level's collisions we're most likely to be interested in
|
||||
if(!forceChange){
|
||||
if(veh && veh->IsBoat()){
|
||||
// on water we expect to be between levels
|
||||
multipleLevels = true;
|
||||
}else{
|
||||
xmin = Max(sx - 1, 0);
|
||||
xmax = Min(sx + 1, NUMSECTORS_X-1);
|
||||
ymin = Max(sy - 1, 0);
|
||||
ymax = Min(sy + 1, NUMSECTORS_Y-1);
|
||||
|
||||
for(x = xmin; x <= xmax; x++)
|
||||
for(y = ymin; y <= ymax; y++){
|
||||
l = GetCollisionInSector(*CWorld::GetSector(x, y));
|
||||
if(l != LEVEL_NONE){
|
||||
if(level == LEVEL_NONE)
|
||||
level = l;
|
||||
if(level != l)
|
||||
multipleLevels = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(multipleLevels && veh && veh->IsBoat())
|
||||
for(ei = veh->m_entryInfoList.first; ei; ei = ei->next){
|
||||
level = GetCollisionInSector(*ei->sector);
|
||||
if(level != LEVEL_NONE)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(level == CGame::currLevel || forceChange){
|
||||
CTimer::Stop();
|
||||
DMAudio.SetEffectsFadeVol(0);
|
||||
CPad::StopPadsShaking();
|
||||
LoadCollisionScreen(CGame::currLevel);
|
||||
DMAudio.Service();
|
||||
|
||||
CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
|
||||
CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
|
||||
CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
|
||||
CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
|
||||
CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
|
||||
CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
|
||||
CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN);
|
||||
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
|
||||
CStreaming::RemoveUnusedModelsInLoadedList();
|
||||
CGame::TidyUpMemory(true, true);
|
||||
CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
|
||||
ms_collisionInMemory = CGame::currLevel;
|
||||
CReplay::EmptyReplayBuffer();
|
||||
if(CGame::currLevel != LEVEL_NONE)
|
||||
LoadSplash(GetLevelSplashScreen(CGame::currLevel));
|
||||
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
|
||||
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
|
||||
CStreaming::RequestBigBuildings(CGame::currLevel);
|
||||
CStreaming::LoadAllRequestedModels(true);
|
||||
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
|
||||
|
||||
CGame::TidyUpMemory(true, true);
|
||||
CTimer::Update();
|
||||
DMAudio.SetEffectsFadeVol(127);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
//--MIAMI: done
|
||||
void
|
||||
CCollision::SortOutCollisionAfterLoad(void)
|
||||
{
|
||||
#ifndef MIAMI
|
||||
if(ms_collisionInMemory == CGame::currLevel)
|
||||
return;
|
||||
|
||||
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
|
||||
if(CGame::currLevel != LEVEL_NONE){
|
||||
CFileLoader::LoadCollisionFromDatFile(CGame::currLevel);
|
||||
if(!CGame::playingIntro)
|
||||
LoadSplash(GetLevelSplashScreen(CGame::currLevel));
|
||||
}
|
||||
ms_collisionInMemory = CGame::currLevel;
|
||||
CGame::TidyUpMemory(true, false);
|
||||
#else
|
||||
CColStore::LoadCollision(TheCamera.GetPosition());
|
||||
CStreaming::LoadAllRequestedModels(false);
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
@@ -2000,11 +1855,7 @@ CColModel::CColModel(void)
|
||||
vertices = nil;
|
||||
triangles = nil;
|
||||
trianglePlanes = nil;
|
||||
#ifndef MIAMI
|
||||
level = CGame::currLevel;
|
||||
#else
|
||||
level = 0; // generic col slot
|
||||
#endif
|
||||
ownsCollisionVolumes = true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user