misc stuff, mostly collision

This commit is contained in:
aap 2019-06-28 19:23:28 +02:00
parent bbb8a21fe1
commit 48cf8b6629
16 changed files with 389 additions and 46 deletions

View file

@ -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)
{
@ -28,72 +39,202 @@ CCollision::Init(void)
ms_collisionInMemory = LEVEL_NONE;
}
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);
}
void
CCollision::LoadCollisionWhenINeedIt(bool changeLevel)
eLevelName
GetCollisionInSectorList(CPtrList &list)
{
eLevelName level;
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 forceChange)
{
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);