implemented most of streamed collisions and big buildings

This commit is contained in:
aap
2020-05-05 13:02:42 +02:00
parent 84c9484e55
commit b44df26d3e
41 changed files with 1346 additions and 95 deletions

View File

@@ -20,6 +20,10 @@
#include "SurfaceTable.h"
#include "Lines.h"
#include "Collision.h"
#ifdef MIAMI
#include "Camera.h"
#include "ColStore.h"
#endif
enum Direction
{
@@ -34,22 +38,32 @@ enum Direction
eLevelName CCollision::ms_collisionInMemory;
CLinkList<CColModel*> CCollision::ms_colModelCache;
//--MIAMI: done
void
CCollision::Init(void)
{
ms_colModelCache.Init(NUMCOLCACHELINKS);
ms_collisionInMemory = LEVEL_NONE;
#ifdef MIAMI
CColStore::Initialise();
#endif
}
//--MIAMI: done
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;
@@ -83,8 +97,10 @@ CCollision::Update(void)
if(ms_collisionInMemory != CGame::currLevel)
LoadCollisionWhenINeedIt(forceLevelChange);
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
#endif
}
//--MIAMI: unused
eLevelName
GetCollisionInSectorList(CPtrList &list)
{
@@ -101,6 +117,7 @@ GetCollisionInSectorList(CPtrList &list)
return LEVEL_NONE;
}
//--MIAMI: unused
// Get a level this sector is in based on collision models
eLevelName
GetCollisionInSector(CSector &sect)
@@ -121,9 +138,11 @@ GetCollisionInSector(CSector &sect)
return (eLevelName)level;
}
//--MIAMI: done
void
CCollision::LoadCollisionWhenINeedIt(bool forceChange)
{
#ifndef MIAMI
eLevelName level, l;
bool multipleLevels;
CVector playerCoors;
@@ -184,6 +203,7 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
CPad::StopPadsShaking();
LoadCollisionScreen(CGame::currLevel);
DMAudio.Service();
CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
@@ -204,15 +224,19 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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;
@@ -224,6 +248,10 @@ CCollision::SortOutCollisionAfterLoad(void)
}
ms_collisionInMemory = CGame::currLevel;
CGame::TidyUpMemory(true, false);
#else
CColStore::LoadCollision(TheCamera.GetPosition());
CStreaming::LoadAllRequestedModels(false);
#endif
}
void
@@ -1972,7 +2000,11 @@ CColModel::CColModel(void)
vertices = nil;
triangles = nil;
trianglePlanes = nil;
#ifndef MIAMI
level = CGame::currLevel;
#else
level = 0; // generic col slot
#endif
ownsCollisionVolumes = true;
}