Island loading cleanup and fix

This commit is contained in:
Sergeanur 2020-08-19 03:31:42 +03:00
parent c559b71bc9
commit 4d1cfb7214
7 changed files with 42 additions and 58 deletions

View File

@ -10017,17 +10017,13 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
CollectParameters(&m_nIp, 1);
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
}
CCollision::SortOutCollisionAfterLoad();
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
ISLAND_LOADING_ISNT(HIGH)
{
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
@ -10647,9 +10643,7 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
if (CGame::currLevel != CCollision::ms_collisionInMemory) {
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
@ -10657,29 +10651,24 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
DMAudio.Service();
}
CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
}
CCollision::SortOutCollisionAfterLoad();
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
ISLAND_LOADING_ISNT(HIGH)
CStreaming::RequestIslands(CGame::currLevel);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
CStreaming::RequestBigBuildings(CGame::currLevel);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
ISLAND_LOADING_ISNT(HIGH)
CStreaming::LoadAllRequestedModels(true);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
DMAudio.SetEffectsFadeVol(127);
}
CTimer::Update();

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@ -521,10 +521,12 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
}
if (level == CGame::currLevel || forceChange) {
#ifdef FIX_BUGS
CTimer::Suspend();
#else
CTimer::Stop();
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
@ -534,17 +536,13 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
CPopulation::DealWithZoneChange(ms_collisionInMemory, CGame::currLevel, false);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
ISLAND_LOADING_ISNT(HIGH)
{
CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
}
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
@ -557,9 +555,7 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
ms_collisionInMemory = CGame::currLevel;
CReplay::EmptyReplayBuffer();
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
if (CGame::currLevel != LEVEL_GENERIC)
LoadSplash(GetLevelSplashScreen(CGame::currLevel));
@ -572,18 +568,19 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
CStreaming::RequestIslands(CGame::currLevel);
#endif
CStreaming::LoadAllRequestedModels(true);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
CGame::TidyUpMemory(true, true);
}
#ifdef FIX_BUGS
CTimer::Resume();
#else
CTimer::Update();
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
DMAudio.SetEffectsFadeVol(127);
}
}
@ -596,9 +593,7 @@ CCollision::SortOutCollisionAfterLoad(void)
{
if(ms_collisionInMemory == CGame::currLevel)
return;
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
if (CGame::currLevel != LEVEL_GENERIC) {

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@ -635,6 +635,12 @@ public:
static int8 m_DisplayIslandLoading;
static int8 m_PrefsIslandLoading;
#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
#define ISLAND_LOADING_ISNT(p) if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_##p)
#else
#define ISLAND_LOADING_IS(p)
#define ISLAND_LOADING_ISNT(p)
#endif
public:

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@ -11,7 +11,11 @@
#include "platform.h"
#ifdef XINPUT
#include <xinput.h>
#if !defined(PSAPI_VERSION) || (PSAPI_VERSION > 1)
#pragma comment( lib, "Xinput9_1_0.lib" )
#else
#pragma comment( lib, "Xinput.lib" )
#endif
#endif
#include "Pad.h"

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@ -743,9 +743,7 @@ CStreaming::RequestBigBuildings(eLevelName level)
void
CStreaming::RequestIslands(eLevelName level)
{
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_HIGH)
#endif
ISLAND_LOADING_ISNT(HIGH)
switch(level){
case LEVEL_INDUSTRIAL:
RequestModel(islandLODcomInd, BIGBUILDINGFLAGS);
@ -946,9 +944,7 @@ CStreaming::RemoveBuildings(eLevelName level)
void
CStreaming::RemoveUnusedBigBuildings(eLevelName level)
{
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
if (level != LEVEL_INDUSTRIAL)
RemoveBigBuildings(LEVEL_INDUSTRIAL);

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@ -218,9 +218,7 @@ CModelInfo::IsBikeModel(int32 id)
void
CModelInfo::RemoveColModelsFromOtherLevels(eLevelName level)
{
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
int i;
CBaseModelInfo *mi;

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@ -562,17 +562,13 @@ RestoreForStartLoad()
ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().x);
ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().y);
ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().z);
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
}
CCollision::SortOutCollisionAfterLoad();
#ifdef NO_ISLAND_LOADING
if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_LOW)
#endif
ISLAND_LOADING_IS(LOW)
{
CStreaming::RequestBigBuildings(CGame::currLevel);
CStreaming::LoadAllRequestedModels(false);