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https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 03:10:07 +00:00
NO_ISLAND_LOADING ported from re3
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76e744bb7b
commit
7959b7fd1f
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@ -173,7 +173,7 @@ CColStore::LoadCollision(const CVector2D &pos)
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if(GetBoundingBox(i).IsPointInside(pos) ||
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bLoadAtSecondPosition && GetBoundingBox(i).IsPointInside(secondPosition, -119.0f) ||
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CGeneral::faststrcmp(GetColName(i), "yacht") == 0){
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strcmp(GetColName(i), "yacht") == 0){
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wantThisOne = true;
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}else{
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for (int j = 0; j < MAX_CLEANUP; j++) {
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@ -527,6 +527,10 @@ CMenuManager::CMenuManager()
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m_fMapCenterY = MENU_Y(225.0f);
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DMAudio.SetMusicMasterVolume(m_PrefsMusicVolume);
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DMAudio.SetEffectsMasterVolume(m_PrefsSfxVolume);
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#ifdef NO_ISLAND_LOADING
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m_PrefsIslandLoading = ISLAND_LOADING_LOW;
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#endif
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}
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void
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@ -698,10 +698,10 @@ public:
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ISLAND_LOADING_HIGH
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};
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static int8 m_PrefsIslandLoading;
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int8 m_PrefsIslandLoading;
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#define ISLAND_LOADING_IS(p) if (CMenuManager::m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
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#define ISLAND_LOADING_ISNT(p) if (CMenuManager::m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_##p)
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#define ISLAND_LOADING_IS(p) if (FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_##p)
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#define ISLAND_LOADING_ISNT(p) if (FrontEndMenuManager.m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_##p)
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#else
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#define ISLAND_LOADING_IS(p)
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#define ISLAND_LOADING_ISNT(p)
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@ -100,12 +100,10 @@ void RestoreDefGraphics(int8 action) {
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#ifdef NO_ISLAND_LOADING
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if (!FrontEndMenuManager.m_bGameNotLoaded) {
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FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
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CCollision::bAlreadyLoaded = false;
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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} else
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FrontEndMenuManager.m_PrefsIslandLoading = FrontEndMenuManager.ISLAND_LOADING_LOW;
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#endif
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@ -151,16 +149,11 @@ void IslandLoadingAfterChange(int8 before, int8 after) {
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if (after > FrontEndMenuManager.ISLAND_LOADING_LOW) {
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FrontEndMenuManager.m_PrefsIslandLoading = before; // calls below needs previous mode :shrug:
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if (after == FrontEndMenuManager.ISLAND_LOADING_HIGH)
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CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
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if (after == FrontEndMenuManager.ISLAND_LOADING_HIGH) {
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CStreaming::RemoveIslandsNotUsed(LEVEL_BEACH);
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CStreaming::RemoveIslandsNotUsed(LEVEL_MAINLAND);
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}
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if (before == FrontEndMenuManager.ISLAND_LOADING_LOW) {
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if (CGame::currLevel != LEVEL_INDUSTRIAL)
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CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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if (CGame::currLevel != LEVEL_COMMERCIAL)
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CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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if (CGame::currLevel != LEVEL_SUBURBAN)
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CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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CCollision::bAlreadyLoaded = true;
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FrontEndMenuManager.m_PrefsIslandLoading = after;
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CStreaming::RequestBigBuildings(CGame::currLevel);
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@ -171,8 +164,6 @@ void IslandLoadingAfterChange(int8 before, int8 after) {
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FrontEndMenuManager.m_PrefsIslandLoading = after;
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} else { // low
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CCollision::bAlreadyLoaded = false;
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CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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CStreaming::RequestIslands(CGame::currLevel);
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@ -35,6 +35,7 @@
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#include "MemoryMgr.h"
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#include "MemoryHeap.h"
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#include "Font.h"
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#include "Frontend.h"
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//--MIAMI: file done (possibly bugs)
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@ -797,7 +798,15 @@ CStreaming::RequestBigBuildings(eLevelName level)
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n = CPools::GetBuildingPool()->GetSize()-1;
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for(i = n; i >= 0; i--){
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b = CPools::GetBuildingPool()->GetSlot(i);
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if(b && b->bIsBIGBuilding && b->m_level == level)
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if(b && b->bIsBIGBuilding
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#ifdef NO_ISLAND_LOADING
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&& (((FrontEndMenuManager.m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) && (b != pIslandLODmainlandEntity) &&
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(b != pIslandLODbeachEntity)) ||
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(b->m_level == level))
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#else
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&& b->m_level == level
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#endif
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)
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if(!b->bStreamBIGBuilding)
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RequestModel(b->GetModelIndex(), BIGBUILDINGFLAGS);
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}
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@ -814,8 +823,11 @@ CStreaming::RequestBigBuildings(eLevelName level, const CVector &pos)
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for(i = n; i >= 0; i--){
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b = CPools::GetBuildingPool()->GetSlot(i);
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if(b && b->bIsBIGBuilding
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#ifndef NO_ISLAND_LOADING
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&& b->m_level == level
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#ifdef NO_ISLAND_LOADING
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&& (((FrontEndMenuManager.m_PrefsIslandLoading != CMenuManager::ISLAND_LOADING_LOW) && (b != pIslandLODmainlandEntity) && (b != pIslandLODbeachEntity)
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) || (b->m_level == level))
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#else
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&& b->m_level == level
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#endif
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)
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if(b->bStreamBIGBuilding){
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@ -885,7 +897,7 @@ CStreaming::InstanceLoadedModels(const CVector &pos)
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void
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CStreaming::RequestIslands(eLevelName level)
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{
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#ifndef NO_ISLAND_LOADING
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ISLAND_LOADING_ISNT(HIGH)
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switch(level){
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case LEVEL_MAINLAND:
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if(islandLODbeach != -1)
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@ -897,7 +909,6 @@ CStreaming::RequestIslands(eLevelName level)
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break;
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default: break;
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}
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#endif
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}
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static char *IGnames[] = {
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@ -1227,12 +1238,13 @@ CStreaming::RemoveBuildingsNotInArea(int32 area)
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void
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CStreaming::RemoveUnusedBigBuildings(eLevelName level)
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{
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#ifndef NO_ISLAND_LOADING
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ISLAND_LOADING_IS(LOW)
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{
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if(level != LEVEL_BEACH)
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RemoveBigBuildings(LEVEL_BEACH);
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if(level != LEVEL_MAINLAND)
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RemoveBigBuildings(LEVEL_MAINLAND);
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#endif
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}
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RemoveIslandsNotUsed(level);
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}
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@ -1252,7 +1264,6 @@ DeleteIsland(CEntity *island)
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void
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CStreaming::RemoveIslandsNotUsed(eLevelName level)
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{
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#ifndef NO_ISLAND_LOADING
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int i;
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if(pIslandLODmainlandEntity == nil)
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for(i = CPools::GetBuildingPool()->GetSize()-1; i >= 0; i--){
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@ -1264,7 +1275,12 @@ CStreaming::RemoveIslandsNotUsed(eLevelName level)
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if(building->GetModelIndex() == islandLODbeach)
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pIslandLODbeachEntity = building;
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}
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#ifdef NO_ISLAND_LOADING
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if(FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) {
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DeleteIsland(pIslandLODmainlandEntity);
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DeleteIsland(pIslandLODbeachEntity);
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} else
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#endif
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switch(level){
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case LEVEL_MAINLAND:
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DeleteIsland(pIslandLODmainlandEntity);
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@ -1274,7 +1290,6 @@ CStreaming::RemoveIslandsNotUsed(eLevelName level)
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break;
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}
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#endif // !NO_ISLAND_LOADING
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}
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void
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@ -1875,26 +1890,36 @@ CStreaming::LoadBigBuildingsWhenNeeded(void)
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CTimer::Suspend();
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CGame::currLevel = CTheZones::m_CurrLevel;
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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CCollision::LoadCollisionScreen(CGame::currLevel);
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DMAudio.Service();
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RemoveUnusedBigBuildings(CGame::currLevel);
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RemoveUnusedBuildings(CGame::currLevel);
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RemoveUnusedModelsInLoadedList();
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CGame::TidyUpMemory(true, true);
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ISLAND_LOADING_IS(LOW)
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{
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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CCollision::LoadCollisionScreen(CGame::currLevel);
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DMAudio.Service();
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RemoveUnusedBigBuildings(CGame::currLevel);
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RemoveUnusedBuildings(CGame::currLevel);
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RemoveUnusedModelsInLoadedList();
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CGame::TidyUpMemory(true, true);
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}
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CReplay::EmptyReplayBuffer();
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if(CGame::currLevel != LEVEL_GENERIC)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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CStreaming::RequestBigBuildings(CGame::currLevel, TheCamera.GetPosition());
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ISLAND_LOADING_IS(LOW)
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CStreaming::RequestBigBuildings(CGame::currLevel, TheCamera.GetPosition());
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else if(FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_MEDIUM) {
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RemoveIslandsNotUsed(CGame::currLevel);
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CStreaming::RequestIslands(CGame::currLevel);
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}
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CStreaming::LoadAllRequestedModels(false);
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CGame::TidyUpMemory(true, true);
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CTimer::Resume();
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DMAudio.SetEffectsFadeVol(127);
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ISLAND_LOADING_IS(LOW)
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DMAudio.SetEffectsFadeVol(127);
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}
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@ -310,7 +310,7 @@ enum Config {
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
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//# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define CUTSCENE_BORDERS_SWITCH
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//# define MULTISAMPLING // adds MSAA option
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# define INVERT_LOOK_FOR_PAD // enable the hidden option
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@ -24,6 +24,7 @@
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#include "Occlusion.h"
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#include "Renderer.h"
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#include "custompipes.h"
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#include "Frontend.h"
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//--MIAMI: file done
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@ -1396,8 +1397,19 @@ CRenderer::ScanWorld(void)
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
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ScanSectorPoly(poly, 3, ScanSectorList);
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}
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ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel));
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#ifdef NO_ISLAND_LOADING
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if (FrontEndMenuManager.m_PrefsIslandLoading == CMenuManager::ISLAND_LOADING_HIGH) {
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_BEACH));
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_MAINLAND));
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} else
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#endif
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{
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#ifdef FIX_BUGS
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if(CCollision::ms_collisionInMemory != LEVEL_GENERIC)
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#endif
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ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel));
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}
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC));
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}
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}
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