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-rw-r--r--src/core/Collision.cpp149
1 files changed, 0 insertions, 149 deletions
diff --git a/src/core/Collision.cpp b/src/core/Collision.cpp
index f20fee6d..61cb14db 100644
--- a/src/core/Collision.cpp
+++ b/src/core/Collision.cpp
@@ -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 &sect)
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;
}