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-rw-r--r--src/Collision.cpp299
1 files changed, 274 insertions, 25 deletions
diff --git a/src/Collision.cpp b/src/Collision.cpp
index 774caf9d..2ab609f1 100644
--- a/src/Collision.cpp
+++ b/src/Collision.cpp
@@ -1,7 +1,20 @@
#include "common.h"
#include "patcher.h"
+#include "main.h"
+#include "Lists.h"
#include "Game.h"
+#include "Zones.h"
#include "General.h"
+#include "CullZones.h"
+#include "World.h"
+#include "Entity.h"
+#include "Train.h"
+#include "Streaming.h"
+#include "Pad.h"
+#include "DMAudio.h"
+#include "Population.h"
+#include "FileLoader.h"
+#include "Replay.h"
#include "RenderBuffer.h"
#include "SurfaceTable.h"
#include "Collision.h"
@@ -19,8 +32,6 @@ enum Direction
eLevelName &CCollision::ms_collisionInMemory = *(eLevelName*)0x8F6250;
CLinkList<CColModel*> &CCollision::ms_colModelCache = *(CLinkList<CColModel*>*)0x95CB58;
-#if 0
-
void
CCollision::Init(void)
{
@@ -29,71 +40,201 @@ CCollision::Init(void)
}
void
+CCollision::Shutdown(void)
+{
+ ms_colModelCache.Shutdown();
+}
+
+void
CCollision::Update(void)
{
- CVector pos = FindPlayerCoors();
+ CVector playerCoors;
+ FindPlayerCoors(playerCoors);
eLevelName level = CTheZones::m_CurrLevel;
- bool changeLevel = false;
+ bool forceLevelChange = false;
// hardcode a level if there are no zones
if(level == LEVEL_NONE){
if(CGame::currLevel == LEVEL_INDUSTRIAL &&
- pos.x < 400.0f){
+ playerCoors.x < 400.0f){
level = LEVEL_COMMERCIAL;
- changeLevel = true;
+ forceLevelChange = true;
}else if(CGame::currLevel == LEVEL_SUBURBAN &&
- pos.x > -450.0f && pos.y < -1400.0f){
+ playerCoors.x > -450.0f && playerCoors.y < -1400.0f){
level = LEVEL_COMMERCIAL;
- changeLevel = true;
+ forceLevelChange = true;
}else{
- if(pos.x > 800.0f){
+ if(playerCoors.x > 800.0f){
level = LEVEL_INDUSTRIAL;
- changeLevel = true;
- }else if(pos.x < -800.0f){
+ forceLevelChange = true;
+ }else if(playerCoors.x < -800.0f){
level = LEVEL_SUBURBAN;
- changeLevel = true;
+ forceLevelChange = true;
}
}
}
- if(level != LEVEL_NONE && level != CGame::currLevel){
- debug("changing level %d -> %d\n", CGame::currLevel, level);
+ if(level != LEVEL_NONE && level != CGame::currLevel)
CGame::currLevel = level;
- }
if(ms_collisionInMemory != CGame::currLevel)
- LoadCollisionWhenINeedIt(changeLevel);
+ LoadCollisionWhenINeedIt(forceLevelChange);
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
}
+eLevelName
+GetCollisionInSectorList(CPtrList &list)
+{
+ CPtrNode *node;
+ CEntity *e;
+ int level;
+
+ for(node = list.first; node; node = node->next){
+ e = (CEntity*)node->item;
+ level = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel()->level;
+ if(level != LEVEL_NONE)
+ return (eLevelName)level;
+ }
+ return LEVEL_NONE;
+}
+
+// Get a level this sector is in based on collision models
+eLevelName
+GetCollisionInSector(CSector &sect)
+{
+ int level;
+
+ level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS]);
+ if(level == LEVEL_NONE)
+ level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_BUILDINGS_OVERLAP]);
+ if(level == LEVEL_NONE)
+ level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS]);
+ if(level == LEVEL_NONE)
+ level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_OBJECTS_OVERLAP]);
+ if(level == LEVEL_NONE)
+ level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES]);
+ if(level == LEVEL_NONE)
+ level = GetCollisionInSectorList(sect.m_lists[ENTITYLIST_DUMMIES_OVERLAP]);
+ return (eLevelName)level;
+}
+
void
-CCollision::LoadCollisionWhenINeedIt(bool changeLevel)
+CCollision::LoadCollisionWhenINeedIt(bool forceChange)
{
- eLevelName level;
+ 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;
- if(!changeLevel){
- //assert(0 && "unimplemented");
+
+ FindPlayerCoors(playerCoors);
+ sx = CWorld::GetSectorIndexX(playerCoors.x);
+ sy = CWorld::GetSectorIndexX(playerCoors.y);
+ multipleLevels = false;
+
+ veh = FindPlayerVehicle();
+ if(veh && veh->IsTrain()){
+ if(((CTrain*)veh)->m_doorState != TRAIN_DOOR_STATE2)
+ 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 || changeLevel){
+ 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();
+ CStreaming::LoadAllRequestedModels(true);
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
+ CGame::TidyUpMemory(true, true);
CTimer::Update();
+ DMAudio.SetEffectsFadeVol(127);
}
}
-#endif
+void
+CCollision::SortOutCollisionAfterLoad(void)
+{
+ if(ms_collisionInMemory == CGame::currLevel)
+ return;
-WRAPPER void CCollision::SortOutCollisionAfterLoad(void) { EAXJMP(0x40B900); }
+ 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);
+}
+
+void
+CCollision::LoadCollisionScreen(eLevelName level)
+{
+ static char *levelNames[4] = {
+ "",
+ "IND_ZON",
+ "COM_ZON",
+ "SUB_ZON"
+ };
+
+ // Why twice?
+ LoadingIslandScreen(levelNames[level]);
+ LoadingIslandScreen(levelNames[level]);
+}
//
// Test
@@ -1585,11 +1726,119 @@ CColModel::GetTrianglePoint(CVector &v, int i) const
v = vertices[i];
}
-WRAPPER CColModel& CColModel::operator=(const CColModel& other) { EAXJMP(0x411710); }
+CColModel&
+CColModel::operator=(const CColModel &other)
+{
+ int i;
+ int numVerts;
+
+ assert(0);
+
+ boundingSphere = other.boundingSphere;
+ boundingBox = other.boundingBox;
+
+ // copy spheres
+ if(other.numSpheres){
+ if(numSpheres != other.numSpheres){
+ numSpheres = other.numSpheres;
+ if(spheres)
+ RwFree(spheres);
+ spheres = (CColSphere*)RwMalloc(numSpheres*sizeof(CColSphere));
+ }
+ for(i = 0; i < numSpheres; i++)
+ spheres[i] = other.spheres[i];
+ }else{
+ numSpheres = 0;
+ if(spheres)
+ RwFree(spheres);
+ spheres = nil;
+ }
+
+ // copy lines
+ if(other.numLines){
+ if(numLines != other.numLines){
+ numLines = other.numLines;
+ if(lines)
+ RwFree(lines);
+ lines = (CColLine*)RwMalloc(numLines*sizeof(CColLine));
+ }
+ for(i = 0; i < numLines; i++)
+ lines[i] = other.lines[i];
+ }else{
+ numLines = 0;
+ if(lines)
+ RwFree(lines);
+ lines = nil;
+ }
+
+ // copy boxes
+ if(other.numBoxes){
+ if(numBoxes != other.numBoxes){
+ numBoxes = other.numBoxes;
+ if(boxes)
+ RwFree(boxes);
+ boxes = (CColBox*)RwMalloc(numBoxes*sizeof(CColBox));
+ }
+ for(i = 0; i < numBoxes; i++)
+ boxes[i] = other.boxes[i];
+ }else{
+ numBoxes = 0;
+ if(boxes)
+ RwFree(boxes);
+ boxes = nil;
+ }
+
+ // copy mesh
+ if(other.numTriangles){
+ // copy vertices
+ numVerts = 0;
+ for(i = 0; i < other.numTriangles; i++){
+ if(other.triangles[i].a > numVerts)
+ other.triangles[i].a = numVerts;
+ if(other.triangles[i].b > numVerts)
+ other.triangles[i].b = numVerts;
+ if(other.triangles[i].c > numVerts)
+ other.triangles[i].c = numVerts;
+ }
+ numVerts++;
+ if(vertices)
+ RwFree(vertices);
+ if(numVerts){
+ vertices = (CVector*)RwMalloc(numVerts*sizeof(CVector));
+ for(i = 0; i < numVerts; i++)
+ vertices[i] = other.vertices[i];
+ }
+
+ // copy triangles
+ if(numTriangles != other.numTriangles){
+ numTriangles = other.numTriangles;
+ if(triangles)
+ RwFree(triangles);
+ triangles = (CColTriangle*)RwMalloc(numTriangles*sizeof(CColTriangle));
+ }
+ for(i = 0; i < numTriangles; i++)
+ triangles[i] = other.triangles[i];
+ }else{
+ numTriangles = 0;
+ if(triangles)
+ RwFree(triangles);
+ triangles = nil;
+ if(vertices)
+ RwFree(vertices);
+ vertices = nil;
+ }
+ return *this;
+}
STARTPATCHES
InjectHook(0x4B9C30, (CMatrix& (*)(const CMatrix &src, CMatrix &dst))Invert, PATCH_JUMP);
+ InjectHook(0x40B380, CCollision::Init, PATCH_JUMP);
+ InjectHook(0x40B3A0, CCollision::Shutdown, PATCH_JUMP);
+ InjectHook(0x40B3B0, CCollision::Update, PATCH_JUMP);
+ InjectHook(0x40B5B0, CCollision::LoadCollisionWhenINeedIt, PATCH_JUMP);
+ InjectHook(0x40B900, CCollision::SortOutCollisionAfterLoad, PATCH_JUMP);
+
InjectHook(0x40BB70, CCollision::TestSphereBox, PATCH_JUMP);
InjectHook(0x40E130, CCollision::TestLineBox, PATCH_JUMP);
InjectHook(0x40E5C0, CCollision::TestVerticalLineBox, PATCH_JUMP);